Posted by: General Plot - Yesterday 09:28 AM
- No Replies
Quote:reActPSN, the first OFFLINE PSN license generator has been updated to v2.20. The new update brings various changes, to quote:
Quote:1. Compatible with reActPSN v2.00.
2. Changed v2.0 backup file format to one zip file, backup speed fast more than 20 times.
Fixed some rap long name bug.
3. Added edat fix mode, this mode works on any CFW, no need aa user or patched vsh.self.
(1) Auto generate XMB purchase full activation edat, no need any raps or official edat files.
Install official LIMBO.pkg TERIS.pkg HCU.pkg,
Run reActPSNv2.10 and keep pressed BUTTON_CIRCLE about 6s, all will be full working.
Higher PS3_SYSTEM_VER also be fixed in SFO files (old save data could not be accessed).
(2) Fix PSone PSP THEME with raps. raps from USB0(1)/exdata/*.rap .
Install official PSone PSP THEME, copy raps to USB0(1)/exdata/ folder(not in subDirs!).
Run reActPSNv2.10 and keep pressed BUTTON_CIRCLE about 6s, all working.
And also fix PARAM.SFO to enable PSP remote, higher PS3_SYSTEM_VER also be fixed.
(3) DLC, in game purchase PSN games now working on this fix mode(not sure for all PSN contents).
Install official 1942.pkg Flower.pkg , copy raps to USB0(1)/exdata/ folder(not in subDirs!),
Run reActPSNv2.20 and keep pressed BUTTON_TRIANGLE about 6s, all will be working,
1942 is full working, Flower still has a error, (press PS KEY)exit to XMB,
Run reActPSNv2.20 again and keep pressed BUTTON_TRIANGLE about 6s, Flower is full working.
DLC also could be fixed with this TRIANGLE mode.
As I know, EBOOT.BIN with self.flag=4 does not works, and don’t run MM with BDEMU2 mode.
All fixed contens maybe still woking on cfw4.0 with data transfer(All signed with …….).
TRIANGLE mode only fix dev_hdd0/game/TITLE_ID/ BIN-sprx-edat-EDAT-self files.
There is a BUTTON_SQUARE mode searching for all type files, but slowly.
(4) Backup v2.10&v2.20 full fixed PSN contents.
Run reActPSNv2.20 and keep pressed BUTTON_R2 about 6s,
All fixed games(only full working) backup to /dev_usb000(1)/reActPSN/FixedNPD
Please use reActPSN v2.00 Raps mode. Only Raps mode works flawlessly for all PSN contents!
XMB purchase- purchase menu is in XMB. CFW3.55, target PSN LOGO, press BUTTON_TRIANGLE.
Activated with edat and rif, trial and full with one installed package.
in game purchase PSN games — purchase menu is in game. Activated with one rif only.
Posted by: General Plot - 01-15-2012 03:20 PM
- No Replies
Quote:I'm not sure how many of you have heard of cfwprophet and his team called TeaM AC1D, but they did an awesome XMB modification back in December 2010 (check PS3 History 14th of December 2010).
Well recently these guys have declared a war on the scum that create True Blue and similar DRM devices, here is a quote from cfwprophet:
Quote: Finally, after a long period of a scene that got riddled by money hungry dongle suppliers we uncover this big scam and show you how things actually work.
First of all, none of the code the dongles use comes from the creators. All files used come directly from higher PS3 firmwares. This works by using plugins / SPRX’s who are basically just drivers, from a higher PS3 firmware.
To get games to work, you need to use the files from higher firmwares, that games require. Those plugins we are talking about, also have the decrypt information stored in them that the games use to work.
Some of the newer SPRX’s are compatible with older firmwares and can be used on older firmwares quiet easily. All you need to do is place them in the right folder and that’s it.
Of course this procedure doesn’t work with all the games quite so easy, some of the 3.6+ games load right away, others need some fixing. This fixing is done by patching the SPRX’s to work with the lower firmware. Porting the drivers, so they can work with lower firmwares should be the easiest task.
Basically all this DRM does is nothing. The stick holds some drivers, like i explained earlier in this post, and lets the system use them. The HyperVisior LV1 Patches are nothing more then redirections to the USB stick / DRM fake.
The USB stick holds some dev_flash files, the system then uses. Its basically the same thing we did in the early stages of the Custom Firmware to load modified files quick and easy.
So after knowing all this, this explains why the dongles use DRM on their USB stick, simply to not let us see that they are really just scamming us with the cheapest materials they could find and some (by now old) dev_flash files stored in it. It’s nothing more, and I’m sure that TeaM AC1D will empower more things and work on more in the future then the dongles have in last months.
We love Open Source and that’s why we share this information with you. This needs to be stopped and we should all join hands to finally put an end to all of this. Use this information and do what you have to do.
Our respect goes out to Kakaroto, grafchokolo, Hermes, Deank, JaiCraB, Jjolano, Stoker25, Redsquirrel87, GeoHot, Condorstrike, Team Hades and everybody else we forgot to mention here.
Don’t let yourself get fooled by these dongles guys and happy hacking to everyone!
Thanks to Cage and SoulR3aper for bringing the news
Personally TeaM AC1D have my support, these DRM dongles and the people who make them are scum and need to be wiped on the face of the PS3 Scene, whilst im not optimistic about much in the PS3 scene any more, i do wish the team all the best of luck, but with the PS3 scene being the way it is, everything is fake until proven otherwise, anyhow if the team want to use my anti-DRM logo below, anyone who wishes to use the logo i created are welcome to do so, as that is what a scene is about, sharing, not ripping people off~ GregoryRasputin
Posted by: General Plot - 01-09-2012 10:37 AM
- No Replies
Quote:Hotz8611 has updated his popular homebrew application reActPSN, the first OFFLINE PSN license generator, here is a quote from the read me, followed by the tutorial used in conjunction with the first release.
Quote:1. Compatible with reActPSN v2.00.
2. Changed v2.0 backup file format to one zip file, backup speed fast more than 20 times.
Fixed some rap long name bug.
3. Added edat fix mode, this mode working on any CFW, no need aa user or patched vsh.self.
(1) Auto generate XMB purchase full activation edat, no need any raps or official edat files.
Install official LIMBO.pkg TERIS.pkg HCU.pkg,
Run reActPSNv2.10 and keep pressed BUTTON_CIRCLE about 6s, all will be full working.
Higher PS3_SYSTEM_VER also be fixed in SFO files (old save data could not be accessed).
(2) Fix PSone PSP THEME with raps. raps from USB0(1)/exdata/*.rap .
Install official PSone PSP THEME, copy raps to USB0(1)/exdata/ folder(not in subDirs!).
Run reActPSNv2.10 and keep pressed BUTTON_CIRCLE about 6s, all working.
And also fix PARAM.SFO to enable PSP remote, higher PS3_SYSTEM_VER also be fixed.
(3) DLC, in game purchase PSN games not working on this fix mode.
Please using reActPSN v2.00 raps mode. Raps mode is flawless!
Tutorial
Quote: ***********************************
TUT for how to run full PSN games:
***********************************
1. Install reActPSN v2.00
2. Run it and keep pressed BUTTON_R1 about 6s, make a forced full backup to dev_usb000/reActPSN/BKxxxx.
Backup xx.edat xx.rap to dev_usb000/reActPSN/pubPSN/exdata folder.
3. Download vsh.self patched package, patch your CFW.
3. Import license from exdata folder
Copy exdata folder to USB media root, inserted it to dev_usb000 or dev_usb001 port.
Create a new ps3 account aa
Run reActPSN, auto reboot.
4. Delete all replayGamesN_Cyyyy(v1.1x generation) user account.
5. Enjoy official PSN games now,
Run PSN games.
Posted by: General Plot - 01-06-2012 09:48 AM
- No Replies
Quote:It seems some talented dev behind the DS scene is interested on the ps3 and has been hard at work by dumping the dev_flash of the 4.0 firmware… thats right guys you heard it right UpSilon managed to dump the dev_flash contents for other to have a look, here is a rough translation of what he had to say:
Quote:Here is a dump of the version 4.00 dev_flash
I dump my earlier leaked firmware 3.73 (Available for download in the ” Download “), but my site was still under construction and I lost a lot of time to update due to the time I devote to my studies (Terminal LAC) and I did not have much time was devoted to the scene. During the holidays I am responsible, but I will try to give as much information as possible waiting for a response from Kakaroto.
I shared these dumps for the attention of developers to program an emulator we dev_flash. For those who want to test dumps on 3.41JB with “FIRM JaiCrab Load” because you can try on my side, I used “CFWLoad 1.0″ in 3.41JB (PL3).
Emulation looked heavy, I do could not leave the program because after a few seconds the console would have been totally blocked. I thought at first the problem was my jailbreak. However, this was not the case, because after I tried with a 3.41 dump (edit) and loading it well. I finally concluded that the emulator should help the dev_flash home to work, for this reason that when you make a NAND emulated with SHIFT it resets everything to ultimately make a regular MAJ that will change the real dev_flash your console. Attention, the emulator does not emulate completely dev_flash stored in your USB drive. (Internal HDD etc …).
If developers are interested in these dumps, I hope they will do something. I for my part I work on the Factory / Service Mode firmware higher than 3.56 and the Nintendo 3DS.
Posted by: General Plot - 01-05-2012 08:21 PM
- No Replies
Quote:I have a follower on twitter he is a bit of a pest, he insults me and calls me names, he is very rude to me and says he is my daddy, but he dropped me this little tip via a Tweet:
So i tried it and couldn’t get it working, i told him this much, whilst asking him to stop trolling me, then he told me to check PS3 Dev Wiki and i found this:
Go to Settings > System > System Information
Press simultaneously R1 + L1 + DPad Left + Square for a few seconds
Release those buttons then immediately press the start button (and keep it hold)
Apparently he cryptically told me a few hours before it was on PS3 Dev Wiki, but im apparently too dumb and someone managed to decrypt before me, so all props go to him, he doesn’t want to be sourced, if you want to see who it is, follow the person i have been fighting with for over a week on Twitter O_O
Anyhow i hope this makes him happy that no more “fake” news is posted on Ps3HaX >.<
Finally, this was tested on my 4.0 OFW machine....
EDIT
I forgot to thank PS3HaX member deroad for this information and for adding it to PS3 Dev Wiki, id also like to thank you for your contributions to both PS3 Dev Wiki and Vita Dev Wiki.
Posted by: General Plot - 01-05-2012 08:08 PM
- No Replies
Quote:Im sure most of you know about Open Remote Play(ORP), a piece of software that allow’s PS3 users to use the Remote Play function on a computer.
Not long after ORP was released, Sony released their own version aimed at Sony Vaio users, there was also a non Vaio version released, but as usual, with official software, especially that created by Sony, there are restrictions.
Recently Mysis released a patch that enhances that software, lifting those restrictions and making Remote Play better, here is a quote from the source:
Quote:These patched files should enhance the Remote Play-Feature. Naughty Sony-Developers or propably some smartass manager fucker thought official pc remote play should only be limited to 6x ps3 applications, namely:
NPEA00135 (VidZone)
BCES00096 (PlayTV)
NPEA90028
NPEA90029 (PlayTV too)
NPJA00001 (Mainichi Issho/Everyday Together)
NPJA00046
How to:
Extract “premo_game_plugin.sprx” + “premo_plugin.sprx” from this package to:
dev_flashvshmodule
now for newer firmwares this idea might work:
use one of the ID’s above for your homebrew/game/app
Thanks to Mysis for releasing this patch and thank you to Mysis and all the other guys that keep PS3 Dev Wiki up to date, people like deroad and EussNL, the scene would be a desolate un organised dump without you guys
The complete pack includes the PC Software patch as well.
Posted by: General Plot - 01-05-2012 07:54 PM
- No Replies
Quote:The E3 Team, sent us some exciting news regarding their E3 flasher, the new version now does Dual Booting, here is a quote from the team:
Quote:2012 new year gift from E3 team.
1:Fast dual boot is now available. There are no brick risk any more! (Cause the operations are done on E3 onboard NOR instead of PS3 NOR flash)
All E3 flasher limited and E3 nor flasher can operate this way, click here to download file.
We’re now producing 1000 more pieces of E3 flasher Limited version for those interested on dual boot.
2: E3 TBJB2CFW CHECKOFF available , the E3 flasher downgraded console can also works with TBJB2, click here to download file and enjoy new game.
Please note you still need the TBJB2 device. You can install this CFW on PS3 with recovery MODE or re-downgrade PS3 with this file, instead of STEP1 PS3UPDAT.PUP file.
3: E3 MOVE SUIT , the first third-party PS3 MOVE controller suite will be released soon, it will be fully compatible with all PS3 fat and slim, there will be many available colors, more comfortable design and more economic price to bring you a better enjoyment. You have a better choice now to add to the original accessories.
The E3 MOVE SUIT include 4 parts :
E3 Navigation Controller, E3 motion controller, E3 Camera , and E3 camera stand
For more information, check their site: e3-tech.net
Posted by: General Plot - 01-05-2012 07:24 PM
- No Replies
As of late, PS3 homebrew and hacking has become relatively popular, especially in the past year with the jailbreak and custom firmwares being introduced. We've added an entire section dedicated to all things related to PS3 hacking, modifying and jailbreaking. I think this is actually a little overdue, but better late than never. Enjoy the new section guys.
Posted by: Robert - 12-07-2011 02:00 AM
- No Replies
Quote:Main Features: Rotating Screen, Full Screen/Windowed Modes, Nearly Complete Command-Line Support, PNG view modes and backgrounds, Support multiple .DAT and FOLDERS/.ini files, MESS and MAME Softlist support and File Selection, .BDF external fonts, Color adjustment, Browser Launching, Ambience MP3/Selection Audio, Joystick/Mouse/Keyboard selection and more!
Tested and Supported Emulators: Final Burn Alpha" | HazeMD | M1 | MAME | MAMEComplete/Ultimate MAME | MESS | MisfitMame | MJOLNIR | PinMAME | SuperModel and more!
Changelog:
December 6th, 2011
Beta u50 release
- Major Addition: Added support for .XML Softlists for both MESS and MAME, including those systems which have multi-slot mounting capabilities. Usage is simple but can be confusing at first. The file mlreadme.txt will show you what to do you mount carts for these multi-slot systems. When the softlists are shown on screen, they currently are NOT checked for have/missing, it's simply a list of what the emulators states is available to you to run via softlists. If multiple softlists are available to the user, the description will be appended to show that with "{name_of_xml}".
- Game level increased to 50000. This should cover even the largest .XML softlist combinations (eg: crc_flop.xml and cpc_cass.xml, for instance, is currently well over 26000 entries)
- Added support for use of Haze's "CompleteMAME" build, which is technically a MAME and MESS combined build. Versions 0.144u1 and later are supported. Be sure to edit your favorite.ml file with the name of the executable.
- Snapshot support has been enhanced to include support for the .INI entry "snapshot_directory" as well as default softlist snapshot support for both MAME and MESS image packs, per system.
- Fixed "command_line_addition" entry in FAVORITE.ML and it now works as expected. Note, if you include any rompath information, it will not be taken in account when doing the initial rom checks.
- Got rid of some dead weight - Icons in support of command.dat viewing. I never got them to work 100% correctly as they corrupted some normally viewed text. The command.dat file can still be viewed but the special icons are no longer shown. I may add them back if requested.
- Dropped "Finding Default Browser Information". This was done primarily due to the fact that non-administration accounts will often send a popup warning you that this program is modifying your registry. The fact is that ML was running REGEDIT to determine the contents for the variable located in: "HKEY_CLASSES_ROOT\http\shell\open\command" in order to determine system default. Now, by default, Internet Explorer is used until paste a new path to the "browse_path=" line in FAVORITE.ML.
- ML used to have a feature for MESS which retained the last run for you (a filename called MESSLAST.ML), so you could use a 'default' configuration when running a specific system. This has been superseded by a new file output called "commandlines.txt". This was designed to catch all command lines produced for MAME/MESS and is appended every time a game is launched. You may Edit or Delete this file whenever you feel the need. The lines saved in the file can be used to put into .BAT files, if desired, to run games directly via a shortcut.
- Large text floods that accompany some games when you run them sometimes greatly delay the restart of ML when the captures are thrown back to your console window. Anything more than 5000 bytes is now saved to a file instead, with a filename based on the time and what output it is.
(EG. 2011-12-05_115725_megatech-1.txt = DATE_TIME_SETNAME-1/2.txt)
Thanks go to B2K24 for his helpful testing and suggestions which has given me the the impetus to continue working on ML a lot more lately.
System Driver Changes:
----------------------
-wswan: fixed bug 2045. this fixes crash in several wswan games
Morita Shougi, Chocobo Dungeon, World Stadium, World Stadium '99
and the two Medarot games) and possibly in some wscolor games too. [Fabio Priuli]
-bbc: Fixed interrupt handling. [Curt Coder]
-atarist: DMA address bytes are individually adressable [O. Galibert]
-atarist: Add Pasti format support [O. Galibert]
Software Lists:
----------------
-ibmpcjr_flop.xml : added software list for PC Jr floppies [Kaylee]
-sat_*.xml: added placeholder software lists for CD and (support) carts,
and hooked them up in the driver [David Haywood]
-ibm5170.xml: New dumps from original media [Kaylee]
Source Changes:
----------------
-mc68901: Correct the spurious irq information a little [ijor]
-wd1772: Whether a drive is connected or not has no impact on the seek track==requested track test [O. Galibert]
-wd1772: Funnily enough, it's write track that writes, not read track [O. Galibert]
-floppy: Fix allocation issues on write [O. Galibert]
-wd1772: Simpily and make it more correct at the same time [O. Galibert, ijor]
-ui_menu: First part of the C++-ification [O. Galibert]
Quote:AmiArcadia and WinArcadia are multi-emulators of these machines:
* the Emerson Arcadia 2001 console family (Bandai, Emerson,
Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu,
Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix,
etc.) (1982);
* the Interton VC 4000 console family (Acetronic, Fountain, Hanimex,
Interton, Prinztronic, Radofin, Rowtron, Soundic, Voltmace,
Waddington, etc.) (c. 1978);
* the Elektor TV Games Computer (1979);
* PIPBUG-based machines (EA 77up2, EA 78up5, Signetics Adaptable
Board Computer, Eurocard 2650, etc.) (c. 1977-1978);
* the Signetics Instructor 50 trainer (1978);
* the Central Data 2650 computer (1977);
* the Astro Wars, Cat and Mouse, Galaxia, and Laser Battle coin-ops by
Zaccaria (1979-1982);
* the Malzak 1 and 2 coin-ops by Kitronix (c. 1980);
* the Chaos 2 computer (1983);
* the Dolphin trainer (1977);
* the PHUNSY computer (c. 1980); and
* AY-3-8550-based Pong systems (c. 1976).
Features include: ReAction GUI, load/save snapshots, windowed and full-
screen modes, CPU tracing, trainer, drag and drop support, graphics
scaling, automatic load/save of configuration/game, keyboard/joystick/
gamepad/paddle/mouse/trackball support, autofire, turbo mode, gameplay
recording/playback, PAL/NTSC modes, sprite demultiplexing, help windows,
source code, debugger, frame skipping, redefinable keys, save screenshots
(4 supported formats), ARexx port, network play, real-time monitor, locale
support, game selection sidebar, text-to-speech, printer output,
undithering, support for ZIPped games, clipboard support, palette editor,
tone retuning, high score management, force feedback, sprite editor.
The supported languages are currently English, Dutch, French, German,
Italian, Russian and Spanish.
The emulators are open source freeware. The source code was compiled using
SAS/C 6.58 (OS3.x version), GNU C (OS4.x version), VBCC (MorphOS version)
and Visual C 5.0 (Windows version). They were written by James Jacobs of
Amigan Software.
MAMETesters Bugs Fixed
----------------------
- 04546: [Graphics] pinbo, pinboa, pinbos: Background colour in wrong
(hap)
- 04542: [Crash/Freeze] quiztvqq: mame crash after map screen
(Fabio Priuli)
- 04541: [DIP/Input] qdrmfgp : cannot start game (Angelo Salese)
- 04538: [Crash/Freeze] Many sets: Crash on exit on 32-bit Windows XP
(-video d3d) (Antonio Giner)
Source Changes
--------------
segas32.c: Corrected rom labels and added PCB locations to F1 Super
Lap [The Dumping Union]
Removed ugly functions interrupt_enable_w() and cpu_interrupt_enable()
from the core, and updated all the drivers that used it accordingly.
Full list of drivers changed by this can be found at http://mamedev.emulab.it/kale/fast/files...enable.zip
[Angelo Salese]
Fixed scratchy sound in Birdiy, unlike all other Pac-Man HW games irq
mask is at $5001 instead of $5000, so fixing that fixed the sound as
well [Angelo Salese]
Fixed bogus IRQ/NMI mask bit in Yie Ar Kung-Fu (IRQ mask bit was
masking BOTH lines before) [Angelo Salese]
Fixed bogus irq mask to sound CPU in Syusse Oozumou [Angelo Salese]
Fixed bogus irq mask bit in SNK6502 HW games (IRQ mask bit was masking
BOTH lines before) [Angelo Salese]
Removed deprecat.h usage from the following drivers: [Angelo Salese]
* alpha68k.c
* astrocorp.c
* bartop52.c
* beezer.c
* cps2.c
* maxaflex.c
* namcos22.c
Added proper sound to yieartf set [Angelo Salese]
Written a generic RAMDAC device, hooked it up to the sfbonus.c,
blitz68k.c, rltennis.c, chsuper.c drivers [Angelo Salese]
Added 3 opcodes (sfence,fstp,fild) to the i386 processor
[Samuele Zannoli]
Little modifications to ap2_dsk.c and gaelco3d.c/.h to compile with
MSVC [Samuele Zannoli]
Added a placeholder for ohci usb controller in chihiro plus relative
hack to avoid an infinite loop. This allows chihiro to try to
initialize direct3d and to use the nvidia 3d accelerator ...
[Samuele Zannoli]
Converted chsuper.c to ADDRESS_MAP_MODERN [Angelo Salese]
Confirmed Gal Panic 3's clocks and xtals from original PCB
measurements [Corrado Tomaselli]
Added Sound NMI mask to Alpha68k II / V HW games [Angelo Salese]
Converted Beezer to proper vertical screen orientation, being
originally a Galaxian conversion kit that's quite obvious as well
[Angelo Salese]
Converted Super Speed Race Jr video to be vertically oriented
[Angelo Salese]
CPS-1 update [Team CPS-1]:
* Identified and documented pang3n as a bootleg, added a note
* Fixed pang3, pang3j to use proper 128KB EPROM PA3_11.11F instead of
the one resized used by pang3n
* Dumped and added CD63B.1A PAL to dino, dinou (Kold666)
* Dumped and added Q-Sound PALs to dino, dinou, punisher, punisheru,
slammast, slammastu, wofu (3 of 4) (Kold666)
* Dumped and added PALs to pang3 (2 of 3), pang3r1, pang3j, pang3n
(Kold666)
* pang3n -> pang3b
* Minor cleanups and fixes
New clones added
----------------
Space Gun (Japan) [ShouTime]
Space Gun (US) [ShouTime]
Fixed missing menu in Windows XP [CaptainCPS, doomking]
Fixed Neo Geo CD dialog game scanning timeout [CaptainCPS]
Better organised the Neo Geo menu items [CaptainCPS]
0.2.97.14 was released 2 days earlier. Here's the changelog:
Quote:Ported the V20/V30/V33/V25/V35 CPU core from MAME [iq_132]
Updated Vez interface to support above CPU core port [iq_132]
Updated the M72, M90, Dynamite Duke and Raiden drivers to support the new Vez interface [iq_132]
Added sound support to the V25 based Toaplan drivers Batsugun, Dogyuun, Knuckle Bash and Grind Stormer [iq_132]
Added Risky Challenge and Gussun to release builds [iq_132]
Ported the M6502 CPU core from MAME, and added an interface for it, replacing the old core [Barry]
Enabled the sub-CPU types in the M6502 CPU Core and added support for them in the interface [iq_132]
Added support for the new M6502 core to the Renegade driver, fixing some graphic issues [Barry]
Added support for the new M6502 core to the DEC-8 driver, adding sound to all games [Barry]
Added support for the new M6502 core to the Karnov driver, adding sound to all games [Barry]
Updated the Gauntlet, Mole Attack, Mysterious Stones and Scrambled Egg drivers to support the new M6502 core [Barry]
Added SAA1099 sound core module and added support to the XOR World driver which now has sound [iq_132]
Added support to the DAC module for up to eight DACs [Barry]
Added BURN_SND_CLIP macro [Barry]
Fixed rendering MSM6295 sound in Seibu sound module [Barry]
Added Neo Geo CD Load Game dialog [CaptainCPS]
Integrated the Neo Geo CD Load Game dialog with the rest of the application and fixed several x64 issues [Barry]
Removed the BurnMedia functionality since it is replaced by the Neo Geo CD id module, and updated all drivers to reflect the new structure [Barry]
Changed the burn, burn/devices, burn/drivers, burn/sound, burner and interface folders to use defined variable types, allowing better control for ports to other architectures [Barry]
Changed the CPU interfaces to use defined variable types [Barry]
Fixed the source code tree to build with MinGW64 and GCC 4.6.1 allowing MinGW to build x86 and x64 builds [Barry]
Consolidated the mingw345 and mingw452 makefiles, and added support for GCC 4.6.1 to the makefile [Barry]
Moved the rules to makefile.rules and included makefile.rules in the mingw and vc makefiles [Barry]
Moved some win32 specific stuff from burner.h to burner_win32.h [kev]
Some 64-bit code fixes [TheMaister]
Changed the DirectX support to load the functions at runtime, removing the need for linking to the libraries [CaptainCPS]
Added support for building the experimental DirectX9 blitter and xAudio2 module with MinGW [CaptainCPS]
Tidied the DirectX changes to compile cleanly [Barry]
Added an alternative DirectX 9 blitter written by regret and modified it to work with FB Alpha [Barry, regret]
Added driver for Dragon Ninja, Heavy Barrel and Robocop on DEC-0 hardware [Barry]
Added bootleg of Knights of the Round to the CPS-1 driver [Barry, JacKc]
Added clone of Pang 3 to the CPS-1 driver [Barry]
Added clone of Street Fighter II Champion Edition to the CPS-1 driver [Barry]
Added clone of Cobra Command to the DEC-8 driver [Barry]
Added clone of Puckman to the Pacman driver [JacKc]
Improved the asic27_kov protection simulation, allowing Knights of Valour: SanGuo QunYingZhuan / Sangoku Senki: SanGuo QunYingZhuan to work, albeit with incorrect roms due to rom-hoarding [iq_132]
Added clone of Ninja Warriors to the Taito drivers [JacKc]
Added Fix Eight to the Toaplan drivers [iq_132]
Added Ghox to the Toaplan drivers [iq_132]
Added support for the analog paddle in Ghox [Barry]
Added clone of Alien Storm to the Sega System 18 driver [JacKc]
Added clone of JJ Squakwers to the Seta driver [JacKc]
Added clone of Ikari III to the SNK68 driver [JacKc]
Added Pipi & Bibis to the Toaplan drivers [iq_132]
Cleaned up 1945K-III driver and added support for generic rendering [iq_132]
Cleaned up the 4 Enraya driver and added support for 'unknown Pacman gambling game' [iq_132]
Fixed sound in Aquarium driver [Barry]
Fixed sound in Armed Formation driver [Barry]
Fixed crash in the Baraduke driver [Barry]
Fixed Saturn in the Blue Print driver [Barry]
Fixed sound in Caveman Ninja bootleg in the Caveman Ninja driver [Barry]
Fixed crash when exiting CPS-1 drivers [Barry]
Fixed sound in SD Gundam Psycho Salamander no Kyoui in D-Con driver [Barry]
Fixed coin inputs in Garyoret in the DEC-8 driver [Barry]
Fixed an app crash in the Garyoret and Gondo drivers in the DEC-8 driver [Barry]
Fixed orientation in Last Mission in the DEC-8 driver [Barry]
Fixed Shackled in the DEC-8 driver [Barry]
Corrected main and sub CPU clocks in the Double Dragon driver [Barry]
Fixed music tempo in Double Dragon [Barry]
Improved the volume balance between the YM2151 and the MSM5205's in the Double Dragon driver [Barry]
Added overclocking support to the Double Dragon driver [Barry]
Improved video timing and sound balance in the Exed Exes driver [Barry]
Added sample support to the Galaga driver [Barry]
Fixed sound in Got-cha Mini Game Festival [Barry]
Fixed clone of Gyrodine in the Kyugo driver [Barry]
Fixed orientation of vertical games in the Lady Bug driver [Barry]
Fixed bootleg of Legend of Kage in the Legend of Kage driver [Barry]
Added ADPCM sound to Avengers and Trojan in the Legendary Wings driver [Barry]
Fixed music tempo in the M92 driver [Barry]
Fixed crash in Magical Cat Adventure driver [Barry]
Added support for second DAC in Mogua Desse driver [Barry]
Fixed sound in Mug Smashers driver [Barry]
Added support for the NeoOpen BIOS v0.1 beta to the NeoGeo driver [Barry]
Fixed driver reset in Task Force Harrier in the NMK16 driver [Barry]
Fixed sound in the Afega games in the NMK16 driver [Barry]
Fixed music tempo in Macross 2 and Thunder Dragon in the NMK16 driver [Barry]
Big cleanup of the Pacman driver, adding support for Pengo and a few clones [iq_132]
Fixed orientation of all games in the Pacman driver [Barry]
Fixed Paint Roller in the Pacman driver and added to release builds [Barry]
Fixed inputs in Ponpoko in the Pacman driver [Barry]
Fixed Woodpecker (set 2) in the Pacman driver and added to release builds [Barry]
Fixed sound in Pass driver [Barry]
Fixed sound in Power Instinct (bootleg set 2) [Barry]
Fixed service mode dips in Pushman driver [Barry]
Fixed crash in Pushman (Korea, set 2) [Barry]
Added Rally X to release builds since I obviously forgot when I wrote the driver! [Barry]
Emulated the MCU in the Renegade driver [Barry]
Emulated the custom ADPCM sound in the Renegade driver [Barry]
Fixed DAC sound in Route 16 driver [Barry]
Added NVRAM saving in the Seta 2 driver, meaning that gun callibrations are stored when exiting [Barry]
Fixed clone of Joe & Mac Returns in Simple 156 driver [Barry]
Fixed sound in SUNA16 driver [Barry]
Fixed Get Star (bootleg set 1) in Tiger Heli driver [Barry]
Emulated MCU in non-bootleg versions of Alcon and Slapfight in Tiger Heli drivers which are now working [Barry]
Simulated MCU in non-bootleg version of Get Star in Tiger Heli driver which is now working [Barry]
Added clone of Get Star to the Tiger Heli driver [Barry]
Added ADPCM sound to Toramich in the Tiger Road driver [Barry]
Fixed DAC sound in Kabuki-Z in the TNZS driver [Barry]
Fixed inputs and added sound in bootleg of Toki in the Toki driver [Barry]
Fixed sound in Jumping Pop in Tumble Pop bootleg driver [Barry]
Fixed sound in Buccaneers and Kickle Cubele in the Vigilante driver [Barry]
Fixed orientation in Vulgus [Barry]
Fixed WWF WrestleFest (US bootleg) in WWF Wrestlefest driver [Barry]
Fixed sound in Magic Bubble in the Yun Sung 16 driver [Barry]
Fixed a crash when starting the Neo Geo driver from the command-line [Barry]
Removed a 64Mb rom limit on Neo Geo sprite ROM size, fixing kof98ae and maybe some others [Barry]
Fixed an app crash when exiting drivers using the taito_m68705 module [Barry]
Moved Atari and Kaneko16 into the misc categories and added a category for Irem to the game selection dialog [Barry]
Fixed nullifying pointers in BurnFree in the Burn memory module [Barry]
Tidied all drivers in the misc_post90s and misc_pre90s folders, and updated to use Burn Memory module and BURN_SND_CLIP macro [Barry]
Moved Kaneko Pandora code to it's own file [Barry]
Moved Air Buster driver to misc_post90s folder [Barry]
Changed sega_decode_317 in the System1 driver to support external use and removed the duplicated code in the Angel Kids driver [Barry]
Matched all sets to MAME 0.144u1 [Barry]
Had a couple of bugs show up in the last few days, so here is a quick bug fix release. Fixed a problem scanning MESSXML DATs and Fixed a problem fixing files if the zip was in a sub directory in ToSort.
The Wine development release 1.3.34 is now available.
What's new in this release:
- Bytecode support in JavaScript.
- Support for gradients in the DIB engine.
- A number of Uniscribe improvements.
- Fixes for DirectDraw mode switching.
- A few more MSVC runtime functions.
- Various bug fixes.
As of today I am officially retiring from the PCSX2 emulation project.
I am being offered a great job opportunity which will not only utilize my programming skills, but will provide an environment which allows them to further grow and improve.
The decision to leave was not an easy one, and I would not leave the project for just any job, but this career opportunity is too good to let it slide.
I have learned a great deal in my years coding for PCSX2, and I want to thank the team for allowing me to work with them on this great project.
I hope the project continues to improve in my absence, and I look forward to the future PCSX2 v1.0 release.
So to the PCSX2 team, thanks and good luck!
And thank you to the users who appreciated my work.
Posted by: blueshogun96 - 10-26-2011 04:54 AM
- No Replies
/me throws a kienzan from out of the blue cutting through the jaws of doubt
First of all, I just wanted to say sorry it's been so long since I've said much about this emulator. As of late, I actually have had much free time to work on this project. That may change in the future, but until then, I plan to keep at it.
I ended up rewriting this thing a million and one times, but I think I have a more stable implementation for it now. If I have to rewrite this thing again, I think I'll go crazy!
Okay, moving on. So what I did was fix enough bugs to get some samples written by Ben_3D to run properly. The timing system is completely bogus but it's fine for the time being. The point is that it's working and moving along nicely. I wrote about it on my blog today:
It's been a while since I've given any updates about this emulator. Sorry about that. Lately, I had to sit back and think about what's best for the emulator, such as balancing portability with compatibility, as well as the ease of coding burdens in the future. So, I decided to let go of the direct code execution method completely. I was going to keep it for an experimental HLE build, but that didn't turn out nearly as well as I hoped after a few tests, and it was a grim reminder why HLE is far more trouble than it's worth.
Having said that, I've been using libemu for a basic interpreter since it was the same as my intended source licence (GPL) and to save me a bit of time on the CPU issues here. It's a really easy library to implement for your own code, but it does come with a bit of a price, so to speak. Not in dollars or euros, the price of getting it to compile properly with Visual Studio .net, removing the paging table code and replacing it with a flat memory model, adding your own implementations for privileged instructions as well as MMX and SSE, and some of the various bugs that were never fixed or discovered. The first two aren't exactly difficult, but the third and fourth are the most time consuming. Other than that, it was worth the effort I put in so far (as evident in the screen above).
Oh, about that screen shot... it was generated from a tutorial written by Ben_3D on xbdev.net, formerly known as xfactordev.net (see the non-k tutorial section). Not too impressive, but I went through hoops getting it to work. "Why is it upside down?" Oh, that's because I used OpenGL's framebuffer manipulation APIs to draw that (glDrawPixels). I just never got around to adding code to change the Y orientation. There are better and more interesting ways than using glDrawPixels to do that, but the point is getting something working, then improve it later on, i.e. the K.I.S.S. rule.
A few other things I wanted to mention is that I'm going to HLE the kernel for the time being until the emulator is further along. I'd much rather use an authentic BIOS, but there's too much missing functionality for that to happen; plus I'd like to keep it as an alternative for a while.
Next task: do some more work on the HLE kernel, integrate some of my old PCI emulation code, get some basic USB emulation going and attempt to emulate the basic features of the AC'97 for sound (PCM). Until next time.
Shogun.
EDIT: Oh, I forgot about emulating threads. This won't be too challenging to implement (at least I hope not) except maybe the stack part, but I'm not too worried about that.
Quote:It's been some time since the last news post so this will help bring everyone up to date with what we've been up to.
-For those of you who haven't heard, the latest SVN builds of PCSX2 have a new speed hack thanks to cottonvibes, named MTVU (multi threaded VU) which enables PCSX2 to use 3 threads now! (4 if you count the minor GUI thread). The speed hack has very high compatibility and provides a big speed boost in most games, especially for triple and quad core CPUs (but even on dual cores).
-We have a new page on our site, which you can view by clicking 'SVN' at the top menu. You will find the 20 latest SVN builds there, courtesy of Orphis' build bot so you will be always up to date with the bleeding edge changes in PCSX2! Do keep in mind that these builds might be a bit buggier than the official releases since they are all work in progress.
-The configuration guide has been updated for the 0.9.8 release (a bit late ) and a new quick start guide has been created by avih aiming to be much more compact and easy to read. As always you can apply for translating in this thread. Check them both out!
-A new input plugin named Nuvee and developed by Shalma came to our attention, which is the first to support Lightguns and USB Mice! It seems it already works with almost all games supporting Lightguns so be sure to check it out HERE.
-New PCSX2 wiki hosted on our server, you can find it here!. With your input, the wiki will eventually become a huge knowledge base for individual game settings and known workarounds for bugs, so those of you willing, start contributing your findings
New System Drivers Supported:
-----------------------------
- Babbage-2nd [Robbbert]
- Tomy Pyuuta Jr. [Anonymous source, Robbbert]
- CVICNY (Practice-z80) [Robbbert]
- Novag Super Forte A/B/C Chess Computer [Cowering]
- Novag Expert B Chess Computer [Cowering]
- Novag Super Expert C Chess Computer [Cowering]
- Novag Diablo 68000 Chess Computer [Cowering]
- Mephisto Almeria 68000/68020 [Cowering]
- Mephisto Academy Schachcomputer [Cowering]
- Mephisto Mega IV Schachcomputer [Cowering]
- Mephisto Milano Schachcomputer [Cowering]
- Mephisto Lyon 68000/68020 [Cowering]
- Mephisto Monte Carlo IV LE Schachcomputer [Cowering]
- Mephisto Vancouver 68000/68020 [Cowering]
- Mephisto Genius030 [Cowering]
- Mephisto Berlin Pro 68020 [Cowering]
- Mephisto Berlin Pro London Upgrade V5.00 [Cowering]
- Mephisto London 68020 32 Bit [Cowering]
- Mephisto Genius030 London Upgrade V5.00 [Cowering]
System Driver Changes:
----------------------
- avigo: Added NVRAM and warm start. [Sandro Ronco]
- supracan: added INT3 [ElBarto]
- hx20: New rom dumps provided [Pontus "Frigolit" Rodling,F.J. Kraan]
- qx10: Added proper rom dumps [F.J. Kraan]
- alice90: proper rom dump [Daniel Coulom]
- geneve: Improved emulation of wait states; timing is now accurate (with only few exceptions) [Michael Zapf]
Software Lists:
----------------
- snes.xml: Redumped and profiled arround 150 cartridges. [MESSfan]
- snes.xml: Added a proper dump of SNES tester service [Lord Nightmare]
- supracan.xml: Added 2 new dumps [CaH4e3]
- nes.xml: added Micro Machine (Euro) dump, courtesy of ElBarto [Fabio Priuli]
- nes.xml: added new chinese dumps from TSZoneFC, and info from PCG boards [Fabio Priuli]
- a2600.xml: Additional dumps added [Kaylee]
* Switched GUI to Qt. And there was much rejoicing. ;-) [Shamus]
* Added detection code to fish out files from inside ZIP archives. What this means is that now you can have other goodies inside of your ROM ZIP like labels, box art, and overlays. See built-in help for details. [Shamus]
* Various usability improvements, too many to list here. ;-) [Shamus]
* Various compatibility improvements to the Jaguar core, too many to list here. ;-) [Shamus]
Quote:MAMETesters Bugs Fixed
----------------------
- 04483: [Compiling] sdlmame does not build in OpenBSD (R. Belmont)
- 04488: [Sound] All games in ms32.c: Jaleco Mega System 32 is mono only (Angelo Salese)
- 03541: [DIP/Input] victlapw: Cannot insert coins. (hap)
- 02543: [Color/Palette] raveracw, raveracj, raveracja: Sudden in-game darkness. (hap)
- 01949: [Graphics] cybrcycc: No background graphics when choosing Hard course. (hap)
- 00136: [Crash/Freeze] acedrvrw: I was passing the first checkpoint on the first track and was heading off the track, it crashed. (hap)
- 02008: [Crash/Freeze] acedrvrw, victlapw: The 2 Ace Drivers game crash during attract mode (hap)
- 04480: [Misc.] All sets in mpu4.c and mpu5.c: Running any sets cause "validation checks failed" message (Tafoid)
Source Changes
--------------
Replaced M1 rom with proper dump for nprsp (NeopriSP Retro Collection) [The Dumping Union]
m68k: fixed another buffer overflow bug [Belegdol, R. Belmont]
Added preliminary MCU handshake simulation sequence for astyanax, hachoo, jitsupro, plusalph, stdragon and removed ROM patches for those games [Angelo Salese]
Implemented inputs for edfbl and monkelf [Angelo Salese]
Fixed attract mode behaviour in Cybattler [Angelo Salese]
Added MCU dumps for X-Multiply (m72) and Image Fight [The Dumping Union]
Removed deprecat.h usage from Jaleco Mega System 1 [Angelo Salese]
Improved sprites in King Derby [Angelo Salese]
Implemented default INIT register for MC68HC11 CPU core, necessary for Namco's 30 Test HC11 sub-variant to work properly [Angelo Salese]
Implemented preliminary Free Running Counter timer for MC68HC11 CPU core [Angelo Salese]
Added ROL EXT, ROL INDX, ROL INDY, STS DIR opcodes to the HC11 CPU core [Angelo Salese]
Implemented save support to HC11 core [Angelo Salese]
Added preliminary 7-seg artwork for King Derby [Angelo Salese]
Yet more Neo-Geo work on game ROMs structures [Johnboy]
* Finished to document used pcb's for cartridges
* Finished removal of .bin extension in favour of chiplabel.socketlabel naming convention
Whitestar: added main CPU FIRQ, fixed main/DMD CPU comms, DMD VRAM is now populated [R. Belmont]
Update raiden 2 driver with guru-style readme for raiden 2 pcb itself, based on the raiden dx guru-readme. [Lord Nightmare]
Figured out BIOS loading in Super Kaneko Nova System [Joerg Hartenberger]
model3: added drive board ROMs for Scud Race, Scud Race Plus, Sega Rally 2, and Daytona USA 2 [Andy Geezer]
naomi: added drive board ROM for f355 [Andy Geezer]
Whitestar: correct sample loading for games with 4Mbit ROMs [R. Belmont]
Various Nibbler clean-ups: [Tafoid]
* Set up Nibbler and clones to allow the Pioneer Balloon sound rom as OPTIONAL as some board configurations has this rom on board. If it is missing from your romset, the game will be allowed to play without the music is desired.
* Nibbler and clones have been reordered and renamed based on version information.
* Added notes to the driver.
Various wiz.c fixes : [Tafoid]
* Fixed cocktail controls for scion and clone.
* Took ROM_LOAD_OPTIONAL out of ROM_START that uses the audiocpu rom from scionc for scion. The original scion audiocpu is not emulated correctly, is a known issue, and was only covered up by the use of this other dump from scionc.
whitestar: correct sample ROM loading for games with 8Mbit sample ROMs [R. Belmont, Tafoid]
Allow region tags starting with a : to mean "absolute" so devices can access the parent base driver's ROM regions [R. Belmont]
Moved DECO BSMT2000 sound board out to a device shared between Whitestar and tattass [R. Belmont]
WD17xx: Connected Side Select Output for variants that support it. [Curt Coder]
More minor notes about different raiden 2 set sound roms and suspected (but as of yet unproven) version order. [Lord Nightmare, trap15]
Update sp0256 core to use correctly ordered resroms; update sauro driver to use correctly ordered sp0256-al2 resroms. [Huygens, Lord Nightmare]
namcos22.c updates [hap]
* fixed acedrvrw and victlapw crash from buffer overflow
* fixed dirtdash crash due to pointrom size, the game still doesn't work though
* improved display fader (used in raveracw)
* cleaned up inputs and added default nvram where useful
* properly emulated step lock motor status for the skiing games
Added basic PCB layout for Reel'N Quake! [Brian Troha]
Further major organization, documentation and reordering of numerous (over 1700) gambling / Fruit machine titles covering multiple systems. [David Haywood / James Wallace]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Bingo (set 1) [Roberto Fresca, EMMA Italian Dumping Team]
Bingo (set 2) [Roberto Fresca, The Dumping Union]
30 Test (Remake) [Angelo Salese, Yasuhiro Ogawa]
Candy Candy [Kevin Eshbach, ranger_lennier, B. Munger, bodger319, Brian Troha, Smitdogg, The Dumping Union]
Deluxe 5 [Steetgames, bodger319, G. Mateo, M. Rodrigo, R. Weidinger, Brian Troha, Smitdogg, The Dumping Union]
PEPSI Man [Luca Elia]
Super Shot [Mariusz Wojcieszek, Team Europe & fallout]
Umi de Poker / Marine Paradise [Angelo Salese, Yasuhiro Ogawa]
Slot Poker Saiyuki [Angelo Salese, Yasuhiro Ogawa]
New clones added
----------------
Ikari 3 (Japan) [briantro]
Exvania (World) [Tormod, The Dumping Union]
New games marked as GAME_NOT_WORKING
------------------------------------
Croupier (Playmark Roulette v.20.05) [Roberto Fresca]
Video Poker (v1403) [Roberto Fresca]
Funcube 3
Mahjong Momotarou
- More games work, eg Tyrian, Jazz Jackrabbit, Transport Tycoon
- New (bad) cache emulation. Should make 386/486 speeds a bit more realistic
- 486 speeds between 50 and 120 MHz added. The fastest are only for people with stupidly quick machines.
- Fixed CMOS corruption bug
- SB Pro v2 and SB16 emulation
- GUS improvements, MIDI playback now better
- CD-ROM emulation (use OAKCDROM.SYS)
- Re-added CGA composite emulation
- 8088/8086 timing tweaks
- Fixed bugs in LLDT/LIDT/LGDT/LTR
- VM flag no longer stored with PUSHFD
- Fixed bug in SIDT/SGDT - no more 'hardware not recognized' from Borland DPMI
- HLT now priviledged
- Fixed unused bits in FLAGS register
- Fixed read/write across page boundary
- Many bug fixes in exception handling
- REP INSx now uses correct segment
- DIV.D fixed, fixes Terminal Velocity, Pro Pinball etc
- Loads of other fixes
Quote:2011/09/21 2.61 released
- When "Function Button (can set by "Input" menu) was set as the same button as SELECT or RUN, the function was made not to be performed even if it pushed the function button independently. As a result, "Assigning Function-button to SELECT-button" is possible. (For a joypad with few buttons)
- The speed and timing were brought close to the movement of a real machine. In "Dragon's Curse (Adventure Island)", at the time of a screen change, the problem that a frame of screen was disordered (generated by recent ver.) was solved.
- When "Ramma 1/2" is started, the sprite display limitation is emulated. In opening demo, the priority of screen became right.
Quote:WinUAE 2.3.3 (18.09.2011)
=========================
New features:
- New very low latency VSync mode, autodetects real refresh rate, no more 100% CPU usage, supports also windowed modes. (Not compatible with fastest possible CPU modes but planned in future)
- Experimental rawinput joystick/joypad support. (-rawhid command line parameter). Added because DirectInput is said to introduce some extra input lag.
Updates:
- Real cause for Max Transfer IDE problem found. IDE emulation detects and logs it now. (*)
- CD image audio buffer increased slightly, some systems had glitches in CD audio.
- Non-configured joystick/mouse autoswitch update: short firebutton press or move left = insert into joystick port, longer press or move right = insert into mouse port.
- Add Harddrive option does not require Administrator privileges anymore, most removable drives can be used without higher privileges, at least under Windows 7.
Bug fixes:
- IDE emulation write hang introduced in 2.3.2.
- A590/A2091 emulation crash if CPU was 68020+.
- On the fly CD switching (both images and real CDs) reliability improved.
- Direct3D blank screen problem is now 100% fixed. Really.
- win32.hardfile_path didn't work.
- On the fly resolution change didn't work correctly, resolution autoswitch improved.
- Key or joystick button mapped to mouse direction didn't work.
- Analog stick mapped to mouse had too fast and unstable speed.
*) Max Transfer problem was introduced with ATA v2 specification. ROM built-in IDE driver assume ATA v1 behavior, some drives are compatible with ATA v1, some are not and will require Max Transfer fix. It is NOT a drive bug. Click for details
Quote:Hello everybody, here's a new version of my emulator.
The changelog is :
- Fixed a bug in BOX_TEST routine.
- Fixed a bug in conversion routines for fixed point to float point numbers (3D routines).
- Fixed a bug in SWAP_BUFFER with multicores support.
- Fixed a bug in Alpha Blending mode iwth 3D layer and 2D layers.
- Fixed a bug in Palette Viewer.
- Fixed a bug in ARM9 abort routine.
fixed: rebuilder ignored 'recompress'
fixed: compress to rar/7z created zip files
fixed: little typo in systems dialog
fixed: stats are not kept correctly over sessions (empty stats window)
fixed: biossets with set romof are not handled as biossets (sys1 with soundboard)
misc: don't write utf8 BOM for old-style dats