Soywiz PSP Emulator 20120228 - 模擬器

By Kyle
at 2012-03-01T23:18
at 2012-03-01T23:18
Table of Contents
http://pspemu.soywiz.com/
https://github.com/soywiz/cspspemu
Today I release a new version of my emulator. This time it is a completely
rewritten emulator from scratch. Now it's written in C# instead of D, and
features a dynamic recompilation instead of the old interpreter. Though at
this moment the cpu is monothreaded. I will make it optionally multithreaded
in the future for games that works fine with multithreading.
Short changelog:
‧Initial SAS support. Games will play more sounds. It was disabled because
of the speed, but now streams the decoded data.
‧AT3+ loops support. This will avoid the background music to stop.
‧Fixed the stencil buffer. demos/reflection now works fine.
‧Fixed some problems when drawing 2D and 3D, that made the 2D to not
display. This fixes some homebrew games (like menus of skyroads, dungeon
assault...) and probably commercial too.
‧Regression: Fixed the UID generation to start by 1 instead of 0. That
prevented Haruhi from starting. Though still crashes on the mpeg stuff.
‧Fixed minor bugs
‧Improved AT3 speed. Instead of loading the whole WAV to memory, streams it.
This makes Castlevania to run at almost full speed. (Though it looks really
ugly.)
‧Added a new option in Debug menu to dump geometry in a Waveform .obj file.
That dumps the geometry of the current frame to "ms\gpu_frame.obj"
‧Added a new option to register WavDest in order to be able to play atrac3+
background music. You will still need to install OpenMG.
‧Added more information on the about box including git
commit/facebook/twitter links
‧Added switches to run the program in commandline. Just run cspspemu /help
for more information.
‧Updated OpenTK
‧Refactorings and small speedups
--
https://github.com/soywiz/cspspemu
Today I release a new version of my emulator. This time it is a completely
rewritten emulator from scratch. Now it's written in C# instead of D, and
features a dynamic recompilation instead of the old interpreter. Though at
this moment the cpu is monothreaded. I will make it optionally multithreaded
in the future for games that works fine with multithreading.
Short changelog:
‧Initial SAS support. Games will play more sounds. It was disabled because
of the speed, but now streams the decoded data.
‧AT3+ loops support. This will avoid the background music to stop.
‧Fixed the stencil buffer. demos/reflection now works fine.
‧Fixed some problems when drawing 2D and 3D, that made the 2D to not
display. This fixes some homebrew games (like menus of skyroads, dungeon
assault...) and probably commercial too.
‧Regression: Fixed the UID generation to start by 1 instead of 0. That
prevented Haruhi from starting. Though still crashes on the mpeg stuff.
‧Fixed minor bugs
‧Improved AT3 speed. Instead of loading the whole WAV to memory, streams it.
This makes Castlevania to run at almost full speed. (Though it looks really
ugly.)
‧Added a new option in Debug menu to dump geometry in a Waveform .obj file.
That dumps the geometry of the current frame to "ms\gpu_frame.obj"
‧Added a new option to register WavDest in order to be able to play atrac3+
background music. You will still need to install OpenMG.
‧Added more information on the about box including git
commit/facebook/twitter links
‧Added switches to run the program in commandline. Just run cspspemu /help
for more information.
‧Updated OpenTK
‧Refactorings and small speedups
--
Tags:
模擬器
All Comments

By Charlotte
at 2012-03-03T06:07
at 2012-03-03T06:07

By Doris
at 2012-03-06T22:02
at 2012-03-06T22:02

By Puput
at 2012-03-07T15:58
at 2012-03-07T15:58

By Olivia
at 2012-03-11T21:35
at 2012-03-11T21:35
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