(PS3) Short Waves 0.0.1 - 模擬器
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By Daniel
at 2013-12-31T15:55
at 2013-12-31T15:55
Table of Contents
http://emuplace.com/news/short_waves_0_0_1_ehmuljator_ps3_ot_razrabotchika_ino
rirus/2013-12-31-263
Short Waves Emulator Version 0.0.1 (30.12.2013)
■System requirements: Recommended 4-core processor and DirectX 9.0
compatible video card, Windows XP or Vista 32-bit. Version for 64-bit Seven
have not tested this (laptop burned), and therefore can not start.
■Prior to launching commercial games are far (two or three years). Do not
expect miracles. While you can run only small homebrew application.
■The project started in October 2012 I originally wanted to open the
resources of one game, but all turned out to be encrypted content (or
packed), and to reveal the encryption algorithm, I needed a debugger
processor Cell. I downloaded the source RPCS3, rebuilt the code and run, the
program took off with an error, unable to do anything. Me is terribly upset,
and I decided to build its amusement park. RPCS3 To draft this emulator has
nothing, not borrowed any code. Everything is written from scratch based on
my own research. Currently implemented emulation PPU, SPU and RSX. Nearly all
instructions. Vertex and pixel shaders are broadcast directly – from a
binary code binary code RSX in DirectX, without intermediate representation
in the form of source code. There cache textures, surfaces and shaders. All
calls to the OS caught and executed natively, that is an official firmware to
work is not necessary. Dynamic recompilation PPU and SPU will not. Already
implemented static recompilation PPU: generated file on c + +, which is
compiled and collected offline dll being loaded and executed, replacing the
script interpreter. Recompilation is not restricted to simple blocks, but
branching, and function calls. Instructions for use will be recompiled later.
Emulator has no GUI. Path to the emulated elf and all the settings specified
in the configuration file sw_emu.ini, which must be located in a folder with
the emulator.
■corresponding buttons on the keyboard and gamepad hard-coded in the code,
and a configuration file, you can not change until. VK_LEFT = LEFT = DOWN
VK_DOWN VK_RIGHT = RIGHT UP = VK_UP VK_END START = '3' = R3 '8' = L3 =
VK_DELETE SELECT 'A' SQUARE = 'S' CROSS = 'D' = CIRCLE 'W' TRIANGLE = '0 '=
R1 '1' = L1 '9' R2 = '2' = L2 'F' = ANALOG_LEFT 'H' RIGHT = 'T' = ANALOG_UP
'G' = ANALOG_DOWN 'J' = ANALOG_LEFT 'L' = ANALOG_RIGHT 'I' = ANALOG_UP 'K' =
ANALOG_DOWN pressing the ESC program emulated signal is sent REQUEST_EXITGAME
– Force the game or power off on a real console. Source emulator yet closed.
If you have questions, please contact: [see postal address of the author in
the readme] Author asks everyone to take part in the testing and to inform
him if a problem occurs: I would like to get feedback on possible errors in
the work. For example, today found that psgl tests do not work on all video
cards.
--
rirus/2013-12-31-263
Short Waves Emulator Version 0.0.1 (30.12.2013)
■System requirements: Recommended 4-core processor and DirectX 9.0
compatible video card, Windows XP or Vista 32-bit. Version for 64-bit Seven
have not tested this (laptop burned), and therefore can not start.
■Prior to launching commercial games are far (two or three years). Do not
expect miracles. While you can run only small homebrew application.
■The project started in October 2012 I originally wanted to open the
resources of one game, but all turned out to be encrypted content (or
packed), and to reveal the encryption algorithm, I needed a debugger
processor Cell. I downloaded the source RPCS3, rebuilt the code and run, the
program took off with an error, unable to do anything. Me is terribly upset,
and I decided to build its amusement park. RPCS3 To draft this emulator has
nothing, not borrowed any code. Everything is written from scratch based on
my own research. Currently implemented emulation PPU, SPU and RSX. Nearly all
instructions. Vertex and pixel shaders are broadcast directly – from a
binary code binary code RSX in DirectX, without intermediate representation
in the form of source code. There cache textures, surfaces and shaders. All
calls to the OS caught and executed natively, that is an official firmware to
work is not necessary. Dynamic recompilation PPU and SPU will not. Already
implemented static recompilation PPU: generated file on c + +, which is
compiled and collected offline dll being loaded and executed, replacing the
script interpreter. Recompilation is not restricted to simple blocks, but
branching, and function calls. Instructions for use will be recompiled later.
Emulator has no GUI. Path to the emulated elf and all the settings specified
in the configuration file sw_emu.ini, which must be located in a folder with
the emulator.
■corresponding buttons on the keyboard and gamepad hard-coded in the code,
and a configuration file, you can not change until. VK_LEFT = LEFT = DOWN
VK_DOWN VK_RIGHT = RIGHT UP = VK_UP VK_END START = '3' = R3 '8' = L3 =
VK_DELETE SELECT 'A' SQUARE = 'S' CROSS = 'D' = CIRCLE 'W' TRIANGLE = '0 '=
R1 '1' = L1 '9' R2 = '2' = L2 'F' = ANALOG_LEFT 'H' RIGHT = 'T' = ANALOG_UP
'G' = ANALOG_DOWN 'J' = ANALOG_LEFT 'L' = ANALOG_RIGHT 'I' = ANALOG_UP 'K' =
ANALOG_DOWN pressing the ESC program emulated signal is sent REQUEST_EXITGAME
– Force the game or power off on a real console. Source emulator yet closed.
If you have questions, please contact: [see postal address of the author in
the readme] Author asks everyone to take part in the testing and to inform
him if a problem occurs: I would like to get feedback on possible errors in
the work. For example, today found that psgl tests do not work on all video
cards.
--
Tags:
模擬器
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