I haven't worked on anything VSH related in a while but I suppose this is possible as long as the needed APIs for playing music can be called from the plugin
The defined statements start to get long but we can do it this way too if we want to leave
__CELLOS_LV2__ out.
https://github.com/OsirizX/picodrive/commit/cccbf75af62fe09ddd20d57ffaf554eb9009bdcb
@Crystal Some changes were needed to support Sony sdk due to the abi using 32bit pointers. The modifications to support it can be found in my latest commit
https://github.com/OsirizX/picodrive/commit/95e134eff9232a726e24a4c6652615135606403a
I've created the PR to the maintainer here.
https://github.com/irixxxx/picodrive/pull/82
Thanks @aldostools for merging in my code changes.
Should work once the system has been updated with the latest Cobra changes.
Building on @TheRouLetteBoi's page_allocate additions in Mamba/Cobra, I've also added support for page freeing which fixes the issue where program crashes on exit. Any program that uses page_allocate will need to keep track of a page_table which is the kernel page address to user process page...
For now PSMove supports only lightgun type input. Mouse type inputs should be possible though later on.
PCSX ReARMed did compile interestingly however the the lack of dynarec and very limited memory fails it to run any game.
@STLcardsWS
I did see that commit as well and I think they're just...
I've made some progress on the PSL1GHT version of RetroArch. It includes a 2d renderer that utilizes librsx and a couple shaders. I've also included experimental PSMove support which is supposed to act like a lightgun.
Theoretically the renderer should support all cores in the RetroArch CE but...
You can try these precompiled libs but please keep in mind they were built with my ps3 dev environment I had at the time. Unfortunately I don't have the bandwidth to tackle more on the GL stuff at the moment however I may come back to it at some point.
@Crystal
From what I recall, I had to use an older version of PSL1GHT to get them working. I used this commit in particular for my rsxgl builds.
https://github.com/ps3dev/PSL1GHT/tree/862c7eb81eb4b38e9147b3a99b881271e08940c8
I can't say for certain that will fix the issue however. I'll take a...
I've tried this with snes9x core and all I got was a black screen after rom had loaded. It could be that 2d support is limited as I see the same issue when trying to use the rgui menu.
Also some notes on other GL experiments I've tried doing include converting PSGL to sprx format. This was so...
A few months ago I attempted to port rsxgl to retroarch. I did manage to get the xmb menu running however that's pretty much the extent of it. Cores seem to crash upon loading due to rsxgl not supporting context restart. There might be a way around that by loading the core directly however I...
@vocalista23
The .ini cheat files go in /data/retroarch/savefiles/PSP/Cheats folder. Also make sure you enable "Internal Cheats Support" in the core options menu.
I just tested right analog cheat for VCS and works!