Hi
@shooter as @Maximus32 wrote I also recommended to use some test application - you can use pad example with xpadman module. With pademu and ingame debug enabled is easy to run out of iop memory. When I was working on pademu I redirected iop tty output to ee sio to prevent that.
I'm currently...
Sound is implemented but not without issues. I've updated main post.
Looks like there is no ps2 bios font on ps4.
It may be. Still some textures look too bright.
Why not.
At default it starts in 16 bit mode. I forgot to implement changing to 32 bit mode.
For sure that vertices are glitching. Tested that by just drawing lines instead textured triangles. Same problems happens on interpreter and dynarec. I've had to disable daedalus software clipping also because it discarded to many polygons. It may be something related to projection matrix...
At current state this port is not quite usable. I think we should wait for more progress, treat it as test build, simply poc.
All work for porting psp verison to ps2 in this release was done by me. Did @z2442 worked on ps2 port too?
Full, no optimisation at all, I just made psp dynarec to work on ps2.
Mainly vertices glitching - jumping all over the screen. Triangles coordinates looks ok. I compared them to linux port, only some triangles on ps2 are missing. The big difference is with projection matrix. But shouldn't it...
I've recently ported Daedalus to PS2 just to see how it would perform. With dynarec enabled and without sound you can get around 20 - 30 fps in Mario 64. With optimisation like using vu0 for matrices/vertices calculation, move renderer on vu1, sound on iop and should be more. But I still have...
Note this is an early PoC port, expect many things to not work.
via belek666.
I've recently ported Daedalus to PS2 just to see how it would perform. With dynarec enabled and without sound you can get around 20 - 30 fps in Mario 64. With optimization like using vu0 for matrices/vertices...
You're probably right, It works like blacklist flag. With others flags ule starts but no luck with usb support.
I found only information that ps2softemu has it.
I've updated fceumm-ps2-0.90i to work with ps2netemu. Binary in attachment. I could try to update/fix other ps2 homebrew if there is...
From my tests changing flags in ps2netemu config didn't enable usb. My next thought is: w w w. p s devwiki . com/ps3/PS2_Emulation#TitleID.2FDiscID_in_ps2_netemu.self I've renamed ule elf to PBPX_952.39 - Online Start Up Disc v3.0 - which should support usb keyboard but it didn't start and just...
Sorry :D
New version in attachment (TempGBA included, source code available on my github). Changes:
- fixed per-game settings
- cheats support - option only in per-game settings - loads only one cheat file per game: "game_name.cht" from main directory (where cfgs, saves are)
Thanks. I've 3k ps3 and It's still waiting for homebrew support :) From this link it looks like usb mat is used as generic usb controller at ps3 side so in ps2 emu works as pad. No hope here. I think maybe some config setting may turns on usb emulation.
@UniqueUserName
Thanks. Why use opl...
Hi
I've added cdvd support to my ReGBA port for ps2. Now it should work with ps3's ps2 emu. When started from cdfs/cdrom it will use "mc0:/PS2GBA/REGBA" as directory for configs, bios, saves. If bios file wasn't found ReGBA will use build in free replacement.
BTW: Has anyone tried to enable USB...