lunes, 12 de marzo de 2012

C# support on pspudb v0.07

Lastest version of pspudb (v0.07) has support for my C# emulator. Try it here:

http://www.pspudb.com/news.php

sábado, 3 de marzo de 2012

Emulator Buttons

I missed to put information about the mapping keys for each button. And it doesn't allow to configure it yet.
So the mapping right now is the following:

switch (Key)
{
    case Keys.W: return PspCtrlButtons.Triangle;
    case Keys.S: return PspCtrlButtons.Cross;
    case Keys.A: return PspCtrlButtons.Square;
    case Keys.D: return PspCtrlButtons.Circle;
    case Keys.Q: return PspCtrlButtons.LeftTrigger;
    case Keys.E: return PspCtrlButtons.RightTrigger;
    case Keys.Up: return PspCtrlButtons.Up;
    case Keys.Return: return PspCtrlButtons.Start;
    case Keys.Space: return PspCtrlButtons.Select;
    case Keys.Right: return PspCtrlButtons.Right;
    case Keys.Down: return PspCtrlButtons.Down;
    case Keys.Left: return PspCtrlButtons.Left;
}

switch (Key)
{
    case Keys.I: AnalogUp = true; break;
    case Keys.K: AnalogDown = true; break;
    case Keys.J: AnalogLeft = true; break;
    case Keys.L: AnalogRight = true; break;
}

jueves, 1 de marzo de 2012

New Version with fixes 2012-03-01

Just a few days after the first release I update it again. I have fixed some stuff that I miss and added some new features.



Download the new version 2012-03-01

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