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7zxkv

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  1. Trad auto de la v2.0 (on devrait mettre à jour le 1er post) Last Words Although it was my intention to stop updates as of 2007/01/28, I delayed it a bit due to various issues, but am now finished making updates as of today, 2007/02/14. I will not be making any more PSP software, but it is my hope that these will be of some use as reference. 2007/02/14 NJ About The Software Presented Here Overview -If you have used any of the previous versions please take note that a portion of the control scheme as changed. The menu is opened with the HOME button. -Please read the readme_???.txt included with each software first. -The control schemes are all pretty much the same. They are written in the readme_???.txt (files) so please run your eyes over them. -For all menus other than the main menu, there is a simple controls help function available. It is displayed by pressing the R TRIGGER, so please run your eyes over these as well. -I have also prepared Japanese language versions of the 3 arcade emulators, however the amount of allocatable memory decreases by about 800KB (with these). About The resource_jp.zip (file) Included With The English Language Version (Excluding NCDZPSP) -The files included in the English language version resource_jp.zip are files that are necessary if Japanese is to be used in the game list and the command list. *If you are not going to use Japanese this (file) is unnecessary so please delete it. *When displaying Japanese, copy the files included in resource_jp.zip exactly as they are to /PSP/GAME/CPS1PSP/. -Even in the English language version, when using the Japanese command list, the Japanese font is loaded, and the amount of allocatable memory decreases by that amount. About Emulators That Use Cache -All of the CPS2PSP games, as well as almost half of the MVSPSP games, will not run if you do not create cache files for them. -Please create the cache files with the romcnv_cps2.exe and/or romcnv.mvs.exe included with the released binaries. Since I included a version check, you can not use older cache files. -With CPS2PSP, it is possible to use zip compressed cache files, however, the speed drops considerably compared to uncompressed cache files. Other than a few of the smaller games, I recommend that you use uncompressed cache files. -When using cache files, the speed of the game is influenced by the loading speed of the Memory Stick. When using AdHoc, the speed of your opponent's (Memory Stick) will have an effect, so it is better if you don't use pre-PRO Memory Sticks. About The AdHoc Version -I put various efforts into stabilizing it, but since there are a lot of unknowns about the PSP AdHoc, even though it's gotten somewhat better, it's still unstable. -It's possible to play normally even with the AdHoc version. The reason I separated it from the regular version is because the speed of the AdHoc version is somewhat slower. If you do not plan on using AdHoc, I recommend that you use the regular version. -When using AdHoc, a portion of the options are fixed. Due to synchronization circumstances with NCDZPSP, the load screen emulation is always set. -Since you can't synchronize with different binaries, you will not be able to connect between a Japanese version and an English version. About The Command List File Size Reduction Function (I forgot to write this in the documentation) -When you select command.dat in the file browser, the file size reduction function starts up. Since the Japanese language version of a MAME! Plus command list is close to 4MB, please execute this first. Game loading times will somewhat decrease. CPS1PSP/CPS2PSP/MVSPSP/NCDZPSP ver.2.0 Source Code -CPS1PSP/CPS2PSP/MVSPSP/NCDZPSP ver.2.0 Source Code Download ----------------------------------------------- *Please refer to each emulator's section to see what's changed. Changes -Due to merging the NCDZPSP source, all of the source (code) has been rewritten. -Added a Japanese interface version to all of the emulators. Compared with the English language version, the Japanese language version consumes about an extra 800KB of memory. -Added compatibility with MAME Plus! style command lists. Please place command.dat in the same directory as the EBOOT.PBP. Also, when using a Japanese language command list, an approximate 800KB of extra memory is consumed. -Although the amount of items that can be set in the makefile have increased, it is better not to use UI_BPP32 outside of NCDZPSP. You can compile with it, but instances occur where there's not enough memory and games won't launch. CPS2PSP ver.2.0 - CP System 2 Emulator For The PSP -CPS2PSP ver.2.0 Download -CPS2PSP ver.2.0 (AdHoc Compatible) Download -CPS2PSP ver.2.0 Japanese Version Download -CPS2PSP ver.2.0 Japanese Version (AdHoc Compatible) Download ----------------------------------------------- Fixed Bugs -Fixed a bug where there wasn't enough memory for a portion of games and sometimes the screen would get messed up. Changes -Implemented changes from MAME 0.112u1. I've changed it to use different cache files for mpang and mpangj so please be aware of this. (Although in reality there's only a few dots different) -Changed the cache file version. Please remake all of your cache files with the included romcnv_cps2.exe (file). CPS1PSP ver.2.0 - CP System 1 Emulator For The PSP -CPS1PSP ver.2.0 Download -CPS1PSP ver.2.0 (AdHoc Compatible) Download -CPS1PSP ver.2.0 Japanese Version Download -CPS1PSP ver.2.0 Japanese Version (AdHoc Compatible) Download ----------------------------------------------- Fixed Bugs -Fixed a bug where there were instances with line scroll where sprites couldn't be drawn correctly. Changes -Changed the sprite texture format to a joint use of CLUT8 and RGBA5551. -Added AdHoc compatibility. -Changed it so that the sound sample rate can be changed without relaunching. MVSPSP ver.2.0 - MVS Emulator For PSP -MVSPSP ver.2.0 Download -MVSPSP ver.2.0 (AdHoc Compatible) Download -MVSPSP ver.2.0 Japanese Version Download -MVSPSP ver.2.0 Japanese Version (AdHoc Compatible) Download ----------------------------------------------- Changes -Changed the sprite texture format to CLUT8. -Changed the button for launching the BIOS select menu from the file browser to "START" from "L TRIGGER". -Changed the cache file version. Please remake all of your cache files with the included romcnv_mvs.exe (file). -Reverted to allowing UNI-BIOS by default, but due to limitations arising from it not working without allocating raster processing, the speed will drop when compared to other BIOS and I do not recommend it's usage. -Added AdHoc compatibility. You can not use any BIOS other than MVS BIOS (AES BIOS, UNI-BIOS, Debug BIOS) with AdHoc. When starting AdHoc, the BIOS select menu is displayed, so there's no need to change it in advance. Also, the analog input in irrmaze and popbounc is unsupported. -Changed it so that the sound sample rate can be changed without relaunching. NCDZPSP ver.2.0 - NEOGEO CDZ Emulator For PSP *Since there's a bug with the palette not being reflected, I'm temporarily taking down the download. Please wait just a bit. 2007/02/14 18:40 Bug Fix Finished. If you've already downloaded it, please download again. -NCDZPSP ver.2.0 Download -NCDZPSP ver.2.0 (AdHoc Compatible) Download -NCDZPSP ver.2.0 Japanese Version Download -NCDZPSP ver.2.0 Japanese Version (AdHoc Compatible) Download ----------------------------------------------- Changes -Rewrote all of the source code. Since there's just too many changes, I'll just write the most important below. Basically, please just think of it as entirely different from previous NCDZPSP (versions). -Same as the other emulators, changed it so that the roms folder is the initial folder. -Changed it so that the menu is opened with the HOME button. You can no longer specify it's usage, but there shouldn't be any need to. -Since I've changed it so that it will launch by selecting the folder irregardless of zip or not, make sure to create a folder and place inside it either the ZIP file or all of the files taken from the CD-ROM. Please refer to readme_ncdz.txt for the details. -Changed the folder for placing MP3s from "neocd.mp3" to "mp3". (Since I dislike folder names that include periods) -Changed the folder for placing command.dat from "data" folder to the same folder as the EBOOT.PBP. -Added AdHoc compatibility. -Due to circumstances with using the Square button with AdHoc, transfered the BIOS launch to the START button. ----------------------------------------------- I won't be updating this page, but as long as it is not deleted I plan on leaving it here. Further, I request that you not distribute the files listed in here as part of auctions, etc...
  2. MVSPSP/CPS1PSP/CPS2PSP/NCDZPSP v2.0 x (US + JAP) x (Normal + Ad hoc) Gestion du command.dat !! (permet de faire apparaitre les mouvements dans les jeux) disponible ici: http://br.geocities.com/mameultilities/ (je prefere la version Short a Long) http://nj-emu.hp.infoseek.co.jp/
  3. Le convertisseur regarde peut etre que le crc32 des roms j'ai pas vérifié, enfin tant que ca marche bien.
  4. Non hsf2a ne peut pas etre reconnu dans cette version vu que le set a changé de nom, vérifie tes roms. Il doit etre comme ceci (et dis moi pas que ca marche pas car c'est faux) http://pix.nofrag.com/0d/a9/57b7b94ad2a23c37200d46d2d7a1.jpg Après quoi tu génères ton cache en correspondance.
  5. Il marche très bien, il s'appel à présent hsf2.zip et non plus hsf2a.zip, de plus le clone hsf2j.zip est jouable.
  6. Il est disponible sur le site officiel, c'est la version "b"
  7. J'ai retenu ceci pour résumer: Archives: - Les versions de Nj sont des 1.5 avec un seul répertoire car à présent tout le monde peut passer en firmware 3.xx OE donc plus aucun intérêt de ce faire chier avec kxploit - Les versions sont toutes des versions Kernel (exploitation maxi de la machine) et non user. CPS2: - Conformité avec les roms de Mame v0.112 - Suppression des roms Xor's permettant le décryptage des jeux, à présent le système est décrypté directement à l'aide de clé logicielle de 64bits chacune (voir emu-france.com pour l'actu cps2) - Build avec mode ad-hoc (jouer en wifi) - Nouveau système de cache (faut tout refaire) - Valeur par defaut de certains paramètre, changé - Correction de divers bugs CPS1: - Correction de bugs mineurs sur les scrollings 2 et 3 et mise en conformité avec Mame (en effet mame à très légèrement changé le drivers, donc NJ à updaté son émulateur, c'est imperceptible) - Apparition d'un build qui prend en compte les bootlegs ( je ne le recommande pas, ca merde en plus bref sans aucun intérêt) MVS: - Meilleur gestion de la vitesse d'émulation (mais c'est pas clair) - Nouveau système de cache
  8. DH 0.52 ! C'est a toi Guillouz Faudrait avoir du feedback en ce qui concerne les problèmes de sauvegardes etc (est-ce réglé?) avant de passer à cette version
  9. Newsé la page précédente + changelog anglais....
  10. Ultime version avant suppression du compte de NJ, télécharger les sources. CPS1PSP/CPS2PSP Changes ---------------------------------------------------------------------- 1.66 EUsing the memory to it's limit due to using the Cashe, this was being postponed, but, have increased the speed on state save. EVideo Sync option's movement have been changed. If we waited for the Vsync completly, the speed decrease, so, changed to wait for Vsync only if it is possible. Due to this, reading the cashe often, or doing a pressure full process, some tearing would occur since it will be doing the same as Video Sync = Off, but in more games, the possibilities of having this should decrease. Having it on "On" might not be a problem though. ---------------------------------------------------------------------- 1.65 Since the CPS2 Shock has been updated, added some games. and,.. <Common> EUpdated rominfo.cps1 and zipname.cps1, and rominfo.cps2 and zipname.cps2. (From here on, will not write about these when updated. Please notice, if the created date is updated, then that would be the time for exchanging.) EIf RELEASE flag is enabled and compiled, bootleg set will not be shown on the list. Also, if RELEASE flag is disabled, bootleg set will be shown in Yellow. EChanged the sound's mixing process. Although just have started this change, probably around new year timing, was thinking to add it there, but, it's already there. Due to the above, since the maintenance is getting frustrated, have taken out the sound test source. If needed, please download it from the older one and compile them. (Can't just plugin to the latest one though) EChanged the optimization option from -03 to -02. Due to gcc optimization, using -03, some sprites weren't drawn. Researched this, right before sceGuDraArray's memcpy, by optimization, if it was created inline, there seemed to be a problem in writing the data from the cashe. Before running, write back can do the job but, this decreases the speed a bit, so have changed this to be on -02. <CPS1PSP> EChanged the source, when compiling, deleting the makefile RELEASE flag, some of the bootlet set will work. (Personally don't see this as a game, so have not tested, don't feel fixing this if it doesn't work, so please do not ask for it.) Same as CPS2PSP, do not release the bootleg set enabled binary on the web. <CPS2PSP> EProbably now supports Puzz Loop 2 (Euro 010302) and Hyper Street Fighter II (Asia 040202). Only changed the rominfo.cps2 to CRC's WinKawak's output list's CRC, so it might not work. Cannot check, if it doesn't work, please tryout on your own. Puzz Loop2 would be puzloo2.zip, Hyper Street Fighter II would be hsf2a.zip. pzloop2j's Parent Set has changed to puzloop2, but can used as is, so don't need to change the file names. ---------------------------------------------------------------------- 1.64.5 <CPS1PSP> ELost World's freeze fix. ---------------------------------------------------------------------- 1.64.4 <CPS1PSP> ELayer1's layers seperated drawing process bug being fixed.
  11. batcir.zip = Battle Circuit (Euro 970319) Drivers de Mame: ROM_START( batcir ) ROM_REGION( CODE_SIZE, REGION_CPU1, 0 ) /* 68000 code */ ROM_LOAD16_WORD_SWAP( "btce.03", 0x000000, 0x80000, CRC([color="Magenta"]bc60484b[/color]) SHA1(9b4e46d0f3d96edcd1c3707409507a5027c69039) ) ROM_LOAD16_WORD_SWAP( "btce.04", 0x080000, 0x80000, CRC([color="Magenta"]457d55f6[/color]) SHA1(19a39ec30166d4b797babe9d70328ac572d1f916) ) ROM_LOAD16_WORD_SWAP( "btce.05", 0x100000, 0x80000, CRC([color="Magenta"]e86560d7[/color]) SHA1(a978a7f5e0069cd78c8588c2d91b825796c723a5) ) ROM_LOAD16_WORD_SWAP( "btce.06", 0x180000, 0x80000, CRC([color="Magenta"]f778e61b[/color]) SHA1(e8321dece8977131e41c9207946b627074c13ee7) ) ROM_LOAD16_WORD_SWAP( "btc.07", 0x200000, 0x80000, CRC([color="Magenta"]7322d5db[/color]) SHA1(473be1f1bf603bdd82451661a6206507f50ed2b6) ) ROM_LOAD16_WORD_SWAP( "btc.08", 0x280000, 0x80000, CRC([color="Magenta"]6aac85ab[/color]) SHA1(ad02d4185c2b3664fb96350d8ad317d3939a7554) ) ROM_LOAD16_WORD_SWAP( "btc.09", 0x300000, 0x80000, CRC([color="Magenta"]1203db08[/color]) SHA1(fdbea14618b277132f9e010ef36c134a8ea42162) ) ROM_REGION16_BE( CODE_SIZE, REGION_USER1, 0 ) ROM_LOAD16_WORD_SWAP( "btcex.03", 0x000000, 0x80000, CRC([color="Magenta"]2d193cd0[/color]) SHA1(534934bb9ab117ffc8593b5a7e32ce2aa78818ca) ) ROM_LOAD16_WORD_SWAP( "btcex.04", 0x080000, 0x80000, CRC([color="Magenta"]a3895d8b[/color]) SHA1(b2bb8a3924ee2d436cfd7d91fdf875af6225d0aa) ) ROM_LOAD16_WORD_SWAP( "btcex.05", 0x100000, 0x80000, CRC([color="Magenta"]bdbed16f[/color]) SHA1(3a3d84a2002c216bb77293dc0657ad425caa8236) ) ROM_LOAD16_WORD_SWAP( "btcex.06", 0x180000, 0x80000, CRC([color="Magenta"]02048217[/color]) SHA1(cb65ec945f6ebf4b994c172bfb337ef08473e946) ) ROM_REGION( 0x1000000, REGION_GFX1, 0 ) ROMX_LOAD( "btc.13m", 0x000000, 0x400000, CRC([color="Magenta"]dc705bad[/color]) SHA1(96e37147674bf9cd21c770897da59daac25d921a) , ROM_GROUPWORD | ROM_SKIP(6) ) ROMX_LOAD( "btc.15m", 0x000002, 0x400000, CRC([color="Magenta"]e5779a3c[/color]) SHA1(bbd7fbe061e751388d2f02434144daf9b1e36640) , ROM_GROUPWORD | ROM_SKIP(6) ) ROMX_LOAD( "btc.17m", 0x000004, 0x400000, CRC([color="Magenta"]b33f4112[/color]) SHA1(e501fd921c8bcede69946b029e05d422714c1040) , ROM_GROUPWORD | ROM_SKIP(6) ) ROMX_LOAD( "btc.19m", 0x000006, 0x400000, CRC([color="Magenta"]a6fcdb7e[/color]) SHA1(7a28d5d7aa036d23d97fad17d0cdb8210dc8153a) , ROM_GROUPWORD | ROM_SKIP(6) ) ROM_REGION( QSOUND_SIZE, REGION_CPU2, 0 ) /* 64k for the audio CPU (+banks) */ ROM_LOAD( "btc.01", 0x00000, 0x08000, CRC([color="Magenta"]1e194310[/color]) SHA1(3b29de0aca9dbca59d6b50fb2509e2a913c6b0af) ) ROM_CONTINUE( 0x10000, 0x18000 ) ROM_LOAD( "btc.02", 0x28000, 0x20000, CRC([color="Magenta"]01aeb8e6[/color]) SHA1(50a5d1cce0caf7c5143d4904431e8f41e2a57464) ) ROM_REGION( 0x400000, REGION_SOUND1, 0 ) /* QSound samples */ ROM_LOAD16_WORD_SWAP( "btc.11m", 0x000000, 0x200000, CRC([color="Magenta"]c27f2229[/color]) SHA1(df2459493af40937b6656a16fad43ff51bed2204) ) ROM_LOAD16_WORD_SWAP( "btc.12m", 0x200000, 0x200000, CRC([color="Magenta"]418a2e33[/color]) SHA1(0642ddff2ab9255f154419da24ba644ed63f34ab) ) ROM_END Drivers de NJ dans rominfo.cps2: FILENAME( batcir, cps2, 0, 8, 0, 0 ) REGION( 0x380000, CPU1, 0 ) ROM( 0, 0x000000, 0x80000, [color="Magenta"]0xbc60484b [/color]) ROM( 0, 0x080000, 0x80000, [color="Magenta"]0x457d55f6 [/color]) ROM( 0, 0x100000, 0x80000, [color="Magenta"]0xe86560d7 [/color]) ROM( 0, 0x180000, 0x80000, [color="Magenta"]0xf778e61b [/color]) ROM( 0, 0x200000, 0x80000, [color="Magenta"]0x7322d5db [/color]) ROM( 0, 0x280000, 0x80000, [color="Magenta"]0x6aac85ab [/color]) ROM( 0, 0x300000, 0x80000, [color="Magenta"]0x1203db08 [/color]) REGION( 0x200000, USER1, 0 ) ROM( 0, 0x000000, 0x80000, [color="Magenta"]0x2d193cd0 [/color]) ROM( 0, 0x080000, 0x80000, [color="Magenta"]0xa3895d8b [/color]) ROM( 0, 0x100000, 0x80000, [color="Magenta"]0xbdbed16f [/color]) ROM( 0, 0x180000, 0x80000, [color="Magenta"]0x02048217 [/color]) REGION( 0x1000000, GFX1, 0 ) ROMX( 0, 0x000000, 0x400000, [color="Magenta"]0xdc705bad[/color], 2, 6 ) ROMX( 0, 0x000002, 0x400000, [color="Magenta"]0xe5779a3c[/color], 2, 6 ) ROMX( 0, 0x000004, 0x400000, [color="Magenta"]0xb33f4112[/color], 2, 6 ) ROMX( 0, 0x000006, 0x400000, [color="Magenta"]0xa6fcdb7e[/color], 2, 6 ) REGION( 0x48000, CPU2, 0 ) ROM( 0, 0x00000, 0x08000, [color="Magenta"]0x1e194310 [/color]) ROM( 1, 0x10000, 0x18000, 0x00000000 ) ROM( 0, 0x28000, 0x20000, [color="Magenta"]0x01aeb8e6 [/color]) REGION( 0x400000, SOUND1, 0 ) ROM( 2, 0x000000, 0x200000, [color="Magenta"]0xc27f2229[/color] ) ROM( 2, 0x200000, 0x200000, [color="Magenta"]0x418a2e33[/color] ) END Soit la même chose sauf que NJ n'attache pas d'importance aux noms des roms tant que le crc32 (sans "0x" qui veut dire "hexadecimal" bien entendu) est bon (mais autant bien les nommer comme mame). Ta le nom de tes roms et leurs CRC32 à coté, faut que ce soit pareil dans ton zip.
  12. Nouvelle update des sources "1.63.1" (ajout de Hyper Street Fighter 2, le dernier CPS2. utilisation de roms phoenix pour y jouer, autrement dit de patch de roms destinés à faire revivre les cartes de jeux mortes à cause de la batterie suicide intégrée). Sinon les readme Jap ont été traduits en US par Gieese, C'est pas tjrs les dernières versions mais c'est pas loin et suffit largement: Je copy/paste histoire qu'on est tout ici: MVS: ---------------------------------------------------------------------- NEOGEO Emulator for PSP 1.0 NJ (http://neocdz.hp.infoseek.co.jp/psp/) ---------------------------------------------------------------------- <Overview> This will be the NEOGEO (MVS/AES) emulator for the PSP. Since the PSP not having much memory, Games in large size may not work well, but all games should work. ---------------------------------------------------------------------- Directory Settings Directory will be created automatically at the first launch. /PSP/GAME/ | +- MVSPSP/ (root directory) | | | +- EBOOT.PBP NEOGEO Emulator binary | +- mvspsp.ini software config file (create by emulator) | +- cache/ (directory for sprite cache file) | | | +- mslug_cache.zip (example: Metal Slug) | +- config/ (directory for key config file) | +- memcard/ (directory for memorycaard) | +- music/ (directory for play list (sound test)) | +- nvram/ (directory for SRAM) | +- snap/ (directory for screen shot) | +- state/ (directory for save state) | +- roms/ (put BIOS and rom files here. (zip compressed) | | | +- neogeo.zip (NEOGEO BIOS) | +- samsho.zip (example: Samrai Spirits) | +- ... EAll ROM image files needs to be in compressed zip files. This cannot handle folder files, but without this limit, this should be working same as MAME. Also, Rom sets not supported by MAME will not be supported here as well. EBIOS should be named as neogeo.zip, and placed in the roms folder. EEach game's zipped file name should be identicle with MAME 0.106's ROM set name. EThe CRC needs to be identicle as MAME 0.106's CRC. ROM file name can be any. EAlthough it is supporting hacked BIOS such as uni-bios, they are not recommended. There are possibilities for some games which may not work properly. ---------------------------------------------------------------------- Creating the Cashe File When reading in the ROM, and having an error message as "ƒƒ‚ƒŠ‚ª‘«‚è‚È‚¢" (Meaning: Memory is not enough), there is a necessity of creating a cashe file of the graphic data. Using the disclosed romcnv.exe, pleale create one. For the usage of romcnv.exe, please refer to the readme.txt. Also, not like the CPS2PSP, if the cashe file is used, all games will have to have it's individual file. ---------------------------------------------------------------------- Controls ¦BIOS's setting screen can be found by pressing the "L trigger" during running of the file browser. Please first set the settings here before, running the actual game. ERROR: CRC32 not correct. "Europe MVS (Ver. 2)" If the above error message is displayed, this means the setting is not done correctly. EExcluding Game Playing, and main menu screen, all menu, Control Help can be launched by the "R trigger". If there are anything unclear, please refer to it. EIf wanted to change the game settings, press "START + SELECT" during game play, then this can be done. EButton config during game play. Button swapping is possible. Below will be the default settings. Button pattern will be as NEOGEO Pad. Up - Up or Analog Up Down - Down or Analog Down Left - Left or Analog Left Right - Right or Analog Right Start - Start Coin - Select Button A - Cross Button B - Circle Button C - Square Button D - Triangle Special Controls START + SELECT: Opens the menu L + R + SELECT: Service Switch (Can be placed to other button) ---------------------------------------------------------------------- Changing the BIOS's Region / Machine Mode EHave made this possible on Game configuration menu, this doesn't mean it will work perfectly. For some games from the later end, by changing the settings here, may trigger the protect and by this, this might not work. Also, using AES BIOS to play MVS games, this could trigger the protection, and make the game not working. EIf wanted to change for sure, please try uni-bios v1.0/1.1/1.2/1.3/2.0. ---------------------------------------------------------------------- Concerning Japanese Resource File EUn-compressing the enclosed resource_jp.zip will change the screen into Japanese. If wanted to output the screen in Japanese, please copy the uncompressed folder into ngepsp folder. ---------------------------------------------------------------------- Song list for sound test EFormat will be as following. If Japanese Resource File is used, song titles will be displayed in Japanese. $title : This will show the game name on the title bar. $pre : Bank Number, 2 digits of Hexadecimal befor playback command. For most games, adding "07" will do it's job. $stop : Playback Stop Code entry in 2 digits of Hexadecimal. For most games "03" will be reset code, and "20" for Stop. $start : Song/Music list beginning. $end : Song/Music list endding. Song/Music list will be inbetween $start until $end. Please do not insert blank lines or comments. It will freeze. For the format, please use 2 digit values of "Hexadecimal" code, and then a space, and then music title. Example) $title=Metal Slug $pre=00 $stop=03 $start 02 Neo Geo Logo 2b The Military System ... 2c Nazca Logo $end Have used MAME E2J's Bridge M1 list as reference for this. ---------------------------------------------------------------------- ETC / Misc. EMemory Card files are created for every game. Also, memory card will be identified all the time. EAlthough the following games works on MAME, on this emulator, it is not supported. Also, no ETA on supporting them in the future. svcpcb SvC Chaos - SNK vs Capcom (JAMMA PCB) kof97pls The King of Fighters '97 Plus (bootleg) zintrckb Zintrick (hack / bootleg) mslug3b6 Metal Slug 6 (Metal Slug 3 bootleg) cthd2003 Crouching Tiger Hidden Dragon 2003 (The King of Fighters 2001 bootleg) ct2k3sp Crouching Tiger Hidden Dragon 2003 Super Plus (The King of Fighters 2001 bootleg) kf2k2pls The King of Fighters 2002 Plus (set 1, bootleg) kf2k2pla The King of Fighters 2002 Plus (set 2, bootleg) kf2k2mp The King of Fighters 2002 Magic Plus (bootleg) kf2k2mp2 The King of Fighters 2002 Magic Plus II (bootleg) kof10th The King Of Fighters 10th Anniversary (The King of Fighters 2002 bootleg) kf2k5uni The King of Fighters 10th Anniversary 2005 Unique (The King of Fighters 2002 bootleg) kf10thep The King of Fighters 10th Anniversary Extra Plus (The King of Fighters 2002 bootleg) kof2k4se The King of Fighters Special Edition 2004 (The King of Fighters 2002 bootleg) ms5plus Metal Slug 5 Plus (bootleg) kf2k3bl The King of Fighters 2003 (bootleg, set 1) kf2k3bla The King of Fighters 2003 (bootleg, set 2) kf2k3pl The King of Fighters 2004 Plus / Hero (The King of Fighters 2003 bootleg) kf2k3upl The King of Fighters 2004 Ultra Plus (The King of Fighters 2003 bootleg) svcboot SvC Chaos - SNK vs Capcom (MVS) (bootleg) svcplus SvC Chaos - SNK vs Capcom Plus (set 1, bootleg) svcplusa SvC Chaos - SNK vs Capcom Plus (set 2, bootleg) svcsplus SvC Chaos - SNK vs Capcom Super Plus (bootleg) samsho5b Samurai Shodown V / Samurai Spirits Zero (bootleg) lans2004 Lansquenet 2004 (Shock Troopers - 2nd Squad bootleg) ms4plus Metal Slug 4 Plus (bootleg) ---------------------------------------------------------------------- Changes ver.1.0 EMerged CPS1PSP/CPS2PSP's source. EChanged the rominfo format. ELost 0.2.2 source, so created from 0.1.3 Don't think the speed has changed. CPS2: ---------------------------------------------------------------------- CAPCOM CPS2 Emulator for PSP 1.60 NJ (http://neocdz.hp.infoseek.co.jp/psp/) ---------------------------------------------------------------------- <Outlook> CAPCOM CPS2 (Capcom Play System II) emulator for the PSP. ---------------------------------------------------------------------- Concerning the supported ROM sets Since this is following MAME 0.107, zip file name needs to be the same as what MAME 0.107 is asking. All ROM image file needs to be compressed as zip file. Cannot handle files which are openned to a folder (uncompressed), so basically it would be the same usage way as MAME. Also, Romsets not supported by MAME, is not supported here as well. White displayed names on the file browser will all work. If it doesn't, that means what the ROM set asked is not the ROM set you have. Using ClrMame Pro, or RomCenter kind of tools, please make your romsets same as MAME 0.107. But if you still need your romsets to be old, or use under a different emulator, edit the rominfo.dat using a notepad, but this is not recommended. If you don't understand the rominfo.dat, please do not edit it. Gray displayed names under the file browser, are games which hasn't de-crypted. (or not having the XOR table), and this will not be able to be launched. Renaming will not work. (Since the file isn't there). Please wait until MAME supports this. CPS2 still have some waiting for decryption games, if MAME supports them, would like to support it here as well. ---------------------------------------------------------------------- Directory Settings Directories will be created automatically during first launch. /PSP/GAME/ | +- CPS2PSP/ (root directory) | | | +- EBOOT.PBP CPS2 Emulator binary | +- cps1psp.ini software config file (create by emulator) | +- cache/ (directory for sprite cache file) | +- config/ (directory for key config file) | +- nvram/ (directory for SRAM) | +- snap/ (directory for screen shot) | +- state/ (directory for state data) | +- roms/ (put BIOS and rom files here. (zip compressed) | | | +- 19xx.zip (example: 19xx) | +- ssf2.zip (example: Super Street Fighter II (parent)) | +- ssf2j.zip (example: Super Street Fighter II (clone: Japanese version)) | +- ... ---------------------------------------------------------------------- Creating the Cashe File It is necessary to create a cashe file for all games. To create the cashe file, please use the attached romcnv_cps2.exe. The usage of this is written on the readme_cps2.txt of romcnv_cps2.exe. But compared with NEOGEO, any language version, the graphic rom is the same. So, only the parent set creation would be alright. Although, you can create them individually. ssf2t, and other languaged version are a special case, so please be cautioned. This game, is like an addon of new characters, and background data to ssf2. Due to this, the parent rom set will be ssf2, but the cache needs to be ssf2t, else, it will be created as necessary files not included cashe file. When creation, place ssf2.zip and ssf2t.zip in the same folder and select ssf2t.zip, and create one. ---------------------------------------------------------------------- Controls EExcluding the screen during game running and main menu, all menu can display the control help using "R Trigger". If anything unknown, please try pressing the "R Trigger". Looking at it, probably it is easy to understand, so, will not do it here. ETo change the settings within each game, during game running, please press "START + SELECT". EControls within game play. Button configuration is edit able. Below will be the default settings. Belowed situation, if the screen rotates or swith R/L, the buttons will automatically be change accordingly. So not that needed to be changed. EIf enabled the Flip Screen under Service Menu. EIf YES on Rotate Screen for Verticle Games. Common Up - Up or Analog Up Down - Down or Analog Down Left - Left or Analog Left Right - Right or Analog Right Start - Start Coin - Select 2 Button Games Button 1 - Square Button 2 - Triangle 3 Button Games Button 1 - Square Button 2 - Triangle Button 3 - Cross 6 Button Games Button 1 - Square Button 2 - Triangle Button 3 - L trigger Button 4 - Cross Button 5 - Circle Button 6 - R trigger For Quiz games (Quiz Nanairo Dreams) (no pointer used) Button 1 - Square Button 2 - Cross Button 3 - Triangle Button 4 - Circle Player toggle - L trigger - L trigger Special Controls START + SELECT: Opens the menu L + R + SELECT: Service Switch (Can assign to other buttons) L + R + START: 1P & 2P START (Used under Service Menu) ---------------------------------------------------------------------- Concerning Raster Effects EIn the game settings menu, there is a topic called "Raster Effects". Under this, Line Scroll Effects, used on Stret Fighter II and such, can be enabled/disabled. This effect is pressure creating among emulation (since need to draw sprites for 1 line at a time, and the drawing amount increases enormously) normally it is on "Off". If you care about the glitches in the background, although the speed will decrease, try using "On". Also, when turned "Off", the glitchs created on the background is the right way, and not a bug. Other than turning "On" Raster Effects, there isn't a way to have it correctly displayed. ---------------------------------------------------------------------- Concerning Auto FrameSkip If disabled, the game speed will decrease, but if you want to play it stablly, disabling would be better. ¦ from 1.0, the default value is "off". ---------------------------------------------------------------------- Changes 1.60 EUn-Compressed Cashe File's format have been changed again. This doesn't have compatibility with romcnv_cps2.exe, so, if using an un-compressed cashe file, please re-build it again. ELine Scroll drawing proceedure's code has been simplified, and also optimized. ---------------------------------------------------------------------- 1.51 done in older ReadMeE trans. Please see older ones. CPS1: ---------------------------------------------------------------------- CAPCOM CPS1 Emulator for PSP 1.01 NJ (http://neocdz.hp.infoseek.co.jp/psp/) ---------------------------------------------------------------------- <Overview> This will be a CPS1 (Capcom Play System) Emulator for PSP. ---------------------------------------------------------------------- Concerning the supporting ROM sets Since this will be following MAME 0.106, zip file names must be the same with what MAME 0.106 is requiring. All ROM image file has to be in compressed zip file. It cannot handle foldered files, so leaving that out, basically it will be the same as handling like MAME. Also, games not supported on MAME will not be supported here as well. Game which are shown in white are the games which will work. If it is not indicated in white, this means the required romset information differs. By using CLRMAMEPRO or ROMCENTER like tools, please optimize your romsets to MAME 0.106. If using them on older emulator, or older MAME's romset is necessary, edit the rominfo.dat using a notepad and edit them, but this is not recommended. Also, if you don't understand whats written on rominfo.dat don't bother trying further on. ---------------------------------------------------------------------- Directory Settings Directory will be created automatically upon first launch. /PSP/GAME/ | +- CPS1PSP/ (root directory) | | | +- EBOOT.PBP CPS1 Emulator binary | +- cps1psp.ini software config file (create by emulator) | +- config/ (directory for key config file) | +- nvram/ (directory for SRAM) | +- snap/ (directory for screen shot) | +- state/ (directory for state data) | +- roms/ (put BIOS and rom files here. (zip compressed) | | | +- 1941.zip (example: 1941) | +- sf2.zip (example: Street Fighter II (parent)) | +- sf2j.zip (example: Street Fighter II (clone: Japanese version)) | +- ... ---------------------------------------------------------------------- Controls EExcluding Game Playing, and main menu screen, all menu, Control Help can be launched by the "R trigger". If there are anything unclear, please refer to it. EIf wanted to change the game settings, press "START + SELECT" during game play, then this can be done. EButton config during game play. Button swapping is possible. Below will be the default settings. Under the belowed circumstances, the button settings will be changed syncroing with the screen, so not much fiddling around would be needed. ESetting the Dip Switch on Cabinet, 2Player control on Cooktail. EWhen Flip Screen is on "On" at the Dip Switch. EFor games with Virtical Screens, when setting the Rotate Screen on "YES". Common Up - Up or Analog Up Down - Down or Analog Down Left - Left or Analog Left Right - Right or Analog Right Start - Start Coin - Select 2 button games Button 1 - Square Button 2 - Triangle 3 button games Button 1 - Square Button 2 - Triangle Button 3 - Cross Quiz Game (no use of the direction keys) Button 1 - Square Button 2 - Triangle Button 3 - Cross Button 4 - Circle Street Fighter II Series games (Street Fighter Zero CPS Changer ver. included) Button 1 - Square Button 2 - Triangle Button 3 - L trigger Button 4 - Cross Button 5 - Circle Button 6 - R trigger Forgotton World / Lost World (Can't have a loop lever, so uses L/R trigger instead) Button 1 - Square Dial(rotate left) - L trigger Dial(rotate right) - R trigger For verticle games, it rotates the screen 90 degree to the right. Up - Right Down - Left Left - Up Right - Dwon Button 1 - Triangle Button 2 - Circle Special Controls START + SELECT: open the menu L + R + SELECT: Service Switch (Can insert private button settings) L + R + START: 1P & 2P START (used in Service Menu) ---------------------------------------------------------------------- Concerning Raster Effects EOn Game setting menu, "Raster Effects" will be placed. Here, Line Scroll (used in games like Street Fighter II), enable/disable can be setted. Usually this setting will be "on", but this feature produces alot of pressure during emulation. If you're not looking for screen quality, selecting this to "Off" probably would be better. Also, it is not a bug for the background being slightly off when the setting is on "OFF". There is no other way than turning "ON" Raster Effects to prevent this problem. On Street Fighter II, if setted to disable, the screen will collapse, but, on Street Fighter Zero, not much difference will be there, so, disabling might be better. ---------------------------------------------------------------------- Concerning "Auto Frameskip" If disabled, the total speed of the game will decrease, but if you wanted to play stably, disabling will do the job. From 1.0, the default value is "OFF". ---------------------------------------------------------------------- Concerning "Video Sync" Made it work better from 1.0. When enabled, some sound will be sacrifised, but screen noise should be better. Games like King of Dragons, Character blinking per 1frame, type of games should be having this setting enabled. Basically for games which is slow, then disable it. Recommended Video Sync Yes settings will be as following. Raster Effects Off 60fps Speed Limit Off Sample Rate 11025Hz (22050Hz or above would be hard) ---------------------------------------------------------------------- Concerning bootleg game support Although it has been supporting from beta3, from 1.0, it has been deleted. Basically with my emulators, only if the official version doesn't work due to encriptions, then supports, but else, don't support bootleg versions. The reasons for this is just because I don't like bootleg versions. Later on, will open the source out to public, so if felt necessary, please refer to MAME and create an addition. ---------------------------------------------------------------------- Changes 1.01 EState Save not working properly on Pang!3 fixed. EEmerged the source code of CPS2PSP/MVSPSP. EMade the resource file's (such as rominfo.dat) extentions to .cps1 ---------------------------------------------------------------------- 1.0 EChanged the C68K core the same to CPS2PSP. EChanged Z80 Core to CZ80. EModified some bugs of CZ80. EBasical process is updated equally to CPS2PSP. EDeleted Bootleg version games. ERe-written the drawing process, now seems a bit faster. EModified the Layer's pallet seperation process. EAdded Save/Load state feature. EImproved the process when VSYNC enabled. EResearched and Modified the dipswitch values, for a better movement. EChanged the DipSwitch's default value to "Yes" on Demo Sound and Allow Continue. EAutoFire feature not working on Rotate Screen Yes, fixed. EScreen Shot picture format changed to PNG. EAdded Kernel Mode version. EAnd other misc changes. Converter cache: Sprite Rom Conversion Tool ver.9 (for CPS2PSP) Although a bit corner cutting, this is the conversion tool. --------------------------------------------------------------------------- Collecting all un-compressed cashe and create 1. Double Click cps2conv_all.bat and launch. 2. Folder select dialog will appear, select the ROM folder. 3. Start the conversion. If the file cannot be found, it will skip. Please wait until finished. 4. Within the Cache Folder, "GameName".cache file will be created. Copy this into the /PSP/GAMES/cps2psp/cache directory. Copy the original ROM file into /PSP/GAMES/cps2psp/roms 5. By Running the game, probably it'll work. --------------------------------------------------------------------------- Collecting all zip compressed cache and create 1. Double Click cps2conv_all_zip.bat and launch. 2. Folder select dialog will appear, select the ROM folder. 3. Start the conversion. If the file cannot be found, it will skip. Please wait until finished. 4. Within the Cache Folder, "GameName"_cache.zip file will be created. Copy this into the /PSP/GAMES/cps2psp/cache directory. Copy the original ROM file into /PSP/GAMES/cps2psp/roms 5. By Running the game, probably it'll work. --------------------------------------------------------------------------- Selecting a game using un-compressed cache and create 1. Double Click cps2conv.bat and launch. 2. File select dialog will appearAselect the game's zip file which you want to convert. 3. Start the conversion. Please note: If this is a clone set, Parent ROM Set must be within the same folder. 4. Within the Cache Folder, "GameNAME"_cache.zip file will be created. Copy this into the /PSP/GAMES/cps2psp/cache directory. Copy the original ROM file into /PSP/GAMES/cps2psp/roms 5. By Running the game, probably it'll work. --------------------------------------------------------------------------- Selecting a game using a zip compressed cache and create 1. Double Click cps2conv_zip.bat and launch. 2. File select dialog will appear, select the game's zip file which you want to convert. 3. Start the conversion.B Please note: If this is a clone set, Parent ROM Set must be within the same folder. 4. Within the Cache Folder, "GameNAME"_cache.zip file will be created. Copy this into the /PSP/GAMES/cps2psp/cache directory. Copy the original ROM file into /PSP/GAMES/cps2psp/roms 5. By Running the game, probably it'll work. --------------------------------------------------------------------------- If the above doesn't work properly 1. Drag&Drop the game you want to convert to cps2conv.bat or cps2conv_zip.bat. 2. Start the conversion. Please note: If this is a clone set, Parent ROM Set must be within the same folder. 3. Within the cache folder, "GameName".cache (if used cps2conv.bat) or "GameName"_cache.zip (if used cps2conv_zip.bat) will be created. Copy this into the /PSP/GAMES/cps2psp/cache directory. Copy the original ROM file into /PSP/GAMES/cps2psp/roms 4. By Running the game, probably it'll work. --------------------------------------------------------------------------- romcnv_cps2.exe's command line parameter would be EParameter order wouldn't be asked. EIf giving a pass, will need it to be a full pass. Using a double quotation before and after would be better. -all: After launched, Dialog selected folder's file, supporting game will all be converted. Selected pass would be ignored. -zip: Creates zip compressed cache. -batch: Batch Process option. Won't make it pause after conversion. Examples) avsp and qndream are zip compressed, mvsc and vsav are un-compressed. until vsav is finished it will not pause. romcnv_cps2.exe "D:\roms\avsp.zip" -zip -batch romcnv_cps2.exe "D:\roms\qndream.zip" -zip -batch romcnv_cps2.exe "D:\roms\mvsc.zip" -batch romcnv_cps2.exe "D:\roms\vsav.zip" --------------------------------------------------------------------------- Update History - For CPS2PSP ver.9 - File's internal data will have a 64KB boarderline and be placed. ver8's uncompressed cache cannot be used. Please re-create. ChangeLogs (sources): CPS1PSP/CPS2PSP/MVSPSP Changes ------------------------------------------------------------------------------- 1.61 EWhen the floor was destroyed, and then fallen, the screen couldn't be shown properly in X-Men vs StreetFighter. This bug has been fixed. Also, from his site, (http://neocdz.hp.infoseek.co.jp/psp/index.html) it had another sentence below the above, ·Probably there isn't anymore fatal bugs, so, binary updates seems to be ending. If this cannot support new games, then the possibilities for this project to end would be bigger. ------------------------------------------------------------------------------- 1.51 ECPS2PSP's un-compressed cashe file format changed. Updated romcnv_cps2.exe to ver.8 EMVSPSP's, mslug4 should now work properly. Last fix. 1.51.1 EOn MVSPSP, memcard folder was created automatically, fixed. EOn MVSPSP, using DEBUG BIOS, the screen was bugged, fixed. 1.51.2 EForgot to re-set state load's FIX bank on MVSPSP, so fixed. ------------------------------------------------------------------------------- 1.50 EMVSPSP's final modification. Don't feel touching the MVSPSP anymore, if there's bugs, please modify yourself. ------------------------------------------------------------------------------- 1.42 EMVSPSP's sound modify. ------------------------------------------------------------------------------- 1.41 EMVSPSP's sprite drawing bug modified. ESound test deleted from public binary. EJapanese Font read process has been changed a bit. ------------------------------------------------------------------------------- 1.40 EMVSPSP has been updated. Changed the format of the cashe file. Now supports PCM cashe, so all game sound should be supported. ENo changes on CPS1PSP/CPS2PSP. ------------------------------------------------------------------------------- 1.30 EFolder openned un-compressed cashe file support. ------------------------------------------------------------------------------- 1.21 EBrought back the Street Fighter ZERO3 masking proccess to the elder version. Haven't checked everything. ------------------------------------------------------------------------------- 1.20 EHave re-written the sprite management process, and then it gave big improvements so, have updated this. Under 3-S2, Street Fighter IIX's T.Hawk stage haven't reached 60fps, but now, it will work on 60fps. (Although to achieve this, will need to use 333MHz, Vsync Off/Raster Effects Off). Concerning Street Fighter Zero, probably it is playable with Raster Effects On. MVS, due to memory shortage, haven't done anything. ------------------------------------------------------------------------------- 1.13 ESome games on CPS2 couldn't turn in the coins, bug is fixed. (This seemed to occur since ver.1.02) ------------------------------------------------------------------------------- 1.12 EHave added version check on State Data. (During source merge, this was temporaly deleted, and was deleted all the way.) ------------------------------------------------------------------------------- 1.11 EVRAM register process of Textures have been changed. ------------------------------------------------------------------------------- 1.10 ECPS2's drawing process changed to use DepthBuffer from GU. Games which uses full screen masking process, such as, gigawingAprogearAdimahoo, some speed may have increased. EUnder some games on CPS2, the masking drawing wasn't done properly. Have updated the Cache File Masking Flags. ESimplified the CPS2 timer process. ECoin Counter will now be effecting the State Data for CPS1/CPS2. EMemory Keep was done twice at sfix on MVS. There was a bug occuring memory leak, and this has been fixed. EChanged the texture to swizzle texture. EUpdated C68KACZ80 EPSP's video process function has been modified. Process itself as well. EDeleted un-used tables, and made the memory a big larger. EFixed the menu syntax errors. EThere were some codes used for debugging, have deleted them. ESome function names were changed. (process as is) ------------------------------------------------------------------------------- 1.02 EAs official, this would be the last release. From here on, would only use (mostly on CPS2), for current PSP feature experiments. ------------------------------------------------------------------------------- 1.02 E³Ž®‚È‚à‚Ì‚Æ‚µ‚Ä‚ÍÅIƒŠƒŠ[ƒX‚Æ‚È‚è‚Ü‚·B ˆÈ~‚ÍŒ»Ý–¢Žg—p‚ÌPSP‚Ì‹@”\‚ÌŽÀŒ±‚Ì‚Ýs‚¤—\’è‚Å‚·B(Žå‚ÉCPS2‚ÅŽÀŒ±) -------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Older version -------------------------------------------------------------------------------------------------------------------------------------------------------------- CPS2 Beta: 1.30 Concerning the Cache File (modified a bit on 1.30) Normally, to save space, it was using zip compressed cache file, but from 1.30, have changed this to read un-compressed cache files from a folder (cache/gamename_cache) Create a folder in the Cache Folder, called gamename_cache (ex: ssf2_cache), and place all the files created from romcnv.exe. Although the space on the memorystick will decrease, even MVC's can be played without any lags. Have forgotten to write on the readme.txt (Gieese: will try later on), openned cache file will have the reading priority higher. Since the playability is very different, have updated the binary as well. Please try games with open cache files if the cache files are big. CPS1PSP only updated the version, no updates from 1.20. Since there was a bug in CPS1PSP, have exchanged the source code and binary. To people who have downloaded, please do so again. ·Sorry for the wait. Bug Fixes has been finished. Although thre are alot of changes, not much effect can be seen. Making the speed faster seems like impossible, so have gave up. As a result, the process of 70% is on video emulation. On CPS2, normal game would need around 1000-1500 sprites, and this seems to make things harder. Looking at it in numbers, it is about x2 of NEOGEO. Also, have used ME and done the sound mixing, but couldn't increase the speed. (seems as the speed went down due to syncronize process, and the sound became unstable) If you turn off the sound, this can be seen easily, you won't see much pressure. (Probably there will be a speed increase, for about 1fps or so.) Also, compiling on kernel mode, there are people thinking the speed increases, but it doesn't. What is does is, features like network, which requires the kernel mode, for processing, and memory availability only increases for about 300-400KB. So, will stop CPS2 here for a while, and work back with the CPS1. Had some bug reports on ssf2t screen... Although have been saying this is not a bug. It's only because the Cache file isn't created properly. Please re-create it using the romcnv.exe which is attached with the beta. 1. place it within the same folder as ssf2.zip and ssf2t.zip. 2. launch romcnv.exe, and assign it as ssf2t.zip. 3. wait a while, in cache folder, ssf2t_cache.zip will be created. 4. In the PSP's cps2psp cache folder, copy the created ssf2t_cache.zip. Normally it will be the Left Picture, if creation was wrong, it will be the Right picture. (Gieese: Don't know how to add pictures here. Plz refer to the above URL, the first 6 pictures there) Changes (beta : bug fixed version) ·Updated romcnv.exe. For the following drawing fixed games, please re-create the cashe files. ·Fixed the picture process of the following games. Street Fighter ZERO 2: Ranking win mark. (fixed) Vampire Savor: Openning Demo, some priority was weird. Mighty Pan(?)'s ranking up/down score's mask process isn't done. D&D SOM, etherhorden battle, demo before wasn't shown properly. Busloop2, some sprites weren't shown properly. ·Optimized the texture size of each game. Although have optimized so that it won't have any problems, so the speed won't change. ·If Sound was disabled, it will not read the PCM data. ·Now supports the paddle input of Busloop2. (same method as CPS1PSP's forgottn.) ·Changed the calculation method of the pallet. Fade Out seems to be better. ·Re-Written the C68K. (Crated a new M68000 core, but the bug fix didn't catch up, now using C68K. Since the speed doesn't differ, will be continuing using this, probably.) ·Changed to a customized CZ80 from Z80 core. Although CZ80 lacks some accuracy, but since it's not a sound driver like NEOGEO, probably there won't be much problem. Also there was a bug, so, have fixed that. ·Due to the above changed, state date compatibility is gone. Also, there won't be compatibility with the final version. ·Although this isn't a bug, Raster Effect Off created glitches in fighting games are gone now. But, since some drawing process are added, about 1-2fps speed drop is there. There were some speed increase during the work, but due to this, it's like plus/minus zero. ·And other small changes were made. *** End *** *** Additionals Sept 11th *** ·Some games had screen drawing problems under the pallet process. Have fixed this and updated as beta2. Also, forgot to write into the readme_cps2.txt, if using the TIFF loader, please insert the next. If using GTA loader, please DO NOT add since the use-able memory will decrease. From test5/beta, if this is already added, just change the first line as [CPS2PSP_3ccaece6] For this value, this can be found by using EBOOT_signature.exe. [CPS2PSP_3ccaece6] #************************ ************************* ************************# #* CAPCOM CPS2 Emulator for PSP beta 2 *# #*-----------------------------------------------------------------------*# #* LOADER: 0.98 *# #* TIFF: 2.0 - YES : Only the small size games can be played. *# #* GTA: 2.0 - YES *# #* GTA: 2.01 - YES *# #* GTA: 2.5 - YES *# #* GTA: 2.6 - YES *# #************************ ************************* ************************# ebootname=CPS2PSP beta 2 limitedMemoryManager=Y Changes beta2 ·Some games having problems with the pallet process. A fix for that. Other than the pallet, no other changes have been made. State data still has compatiblity with Beta version. Les sources de NJ compilés ici (faut s'enregistrer) et en miroir la: http://www.speedyshare.com/811834881.html (1.63.1).
  13. Et pourtant on a le droit de faire des packs avec eboot (qui sont des bios de la même facon) ? Etrange... Quel dats en première page? Celui que j'ai mis est 100% idéale avec les roms neogeo (il y a des jeux en plus, suffit de pas en tenir compte mais) tout les crc32 des autres jeux sont justes et conforme à mame 0.111, Nj se base sur 0.107, je me souvient pas de changement dans cette version de mame niveau neogeo mais si c'est le cas j'en referai un c'est pas un problème a+
  14. Faite quand même l'effort de regarder dans le sujet, la page précédente je filais carrément le bon bios neogeo à utiliser alors bon, il est la: BIOS NEOGEO POUR MVSPSP: http://www.speedyshare.com/902759169.html ou http://d.turboupload.com/de/1336470/dy2yjbd0r6.html ou http://upload2.net/page/download/oYlHC8cJEbViXiY/neogeo.zip.html ou http://rapidshare.com/files/7792058/neogeo.zip.html ou http://www02.rapidfile.fr/wget.php?id=hnAuqIRT ou http://www.megaupload.com/fr/?d=N49NVJZW ou http://www.savefile.com/files/344493 Tout ces miroirs vous permettrons au moins 1an de téléchargement possible. J'espère que c'est bon là
  15. Ba non. Le CPS2 c'est le CPS2 point. Le MVS c'est la NEOGEO version Arcade
  16. 1. Tu le laisses dans le répertoire avec l'eboot, même s'il sert à rien je pense (et à l'origine les fichiers décompresser devrait aller dans un répertoire /music) . Il s'agit d'une liste de nom correspondant au musique qu'il y a dans chaque jeu (seulement je crois pas que l'émulateur d'NJ sait lire que les musiques donc sans intérêt à priori) + des fonts Jap qui ne nous sont pas destinés. 2. Oui il faut un bios pour les jeux MVS/neogeo (télécharge celui que j'ai mis plus haut dans mon précédent message) 3. Je pense que tout va dans games, le mieux est d'être en mode 1.50 et c'est tout, la 2.7x SE ultra bidouille je ne la recommande pas personnellement (trop chiant à MAJ) surtout pour les Homebrew. Enfin pour répondre plus clairement, il faut avoir les répertoires suivants: ms0:\PSP\GAME\__SCE__mvspsp --> le contenu du répertoire mvspsp ms0:\PSP\GAME\%__SCE__mvspsp --> le contenu du répertoire mvspsp% à mettre dans: "ms0:/PSP/GAME" si vous êtes en 1.50 (comme ci-dessus) ou dans "ms0:/PSP/GAME150" si vous êtes en 2.71 SE. ms0=une memory stick
  17. Biensur (unibios 2.2 parceque le 2.3 personnes à ma connaissance ne l'a encore récupéré donc si qq1 le possède qu'il le dise^^). Il suffit de le mettre dans le neogeo.zip et c'est bon. http://www.speedyshare.com/902759169.html Tout les bios pour MVSPSP (dont unibios 2.2, les autres unibios j ai pas mis car absolument aucun interet). On rappel que l'unibios permet de jouer (entre autre) avec des codes (cheats) pendant le jeu par exemple (et de configurer les jeux en mode AES/Home ou MVS/Arcade + déblocages des régions sur certains jeux ce qui permet d'avoir du sang rouge par exemple) Le tuto est ici (en anglais mais il n'y a rien a comprendre tellement c'est simple): http://unibios.free.fr/howitworks.html
  18. Non c'est impossible parceque deja ZiNc n'a pas encore les sources libres (mais ca devrait pas tarder ceci dit) et il utilise des librairy OpenGL et/ou Direct3D et tire partie de l'accélération graphique des carte Nvidia/Ati et Glide (histoire de), donc on aura pas de ZiNc sur PSP. Emuler les mêmes jeux c'est toutefois possible si on se base sur mame mais avec le risque d'avoir une vitesse bien réduite, sinon faut (re)coder (et ne pas faire seulement un portage) une grosse partie (voir depuis zero) d'un émulateur Playstation ce qui est possible mais me semble bien long. Les quasi totalité des ému PSP provenant de leurs versions "PC", on voit mal quelqu'un (hormis l'éditeur) faire un ému 100% dédié à la PSP (ca serait vraiment se faire chier et ce pour UNE machine uniquement) donc c'est tjrs faisable mais peu probable. ps: ZiNc émule aussi le system12. pps: au fait Thairacer ta vu le tuto pour clrmame?
  19. Ce que j'ai lu c'est que lorsqu'on a une psp 1.5, il faut autant que possible utiliser le mode kernel car "c'est mieux", pas très précis mais bon du coup je l'utilise et ca marche bien donc pourquoi pas. Apparement il y a un bug de corrigé dans XM vs SF au niveau des stages ou le sol est détruit + une modif dans le systeme de cache.
  20. Tu upload ca sur http://www.speedyshare.com/ par exemple
  21. Ils sont sympa bien que celui du CPS1 soit mal choisi, en effet SFZ pour le CPS1 ca le fait pas malgrès la version CPS-Changer. Si je peux me permettre je te conseillerai plutôt un final fight ou captain commando par exemple, car si le cps2 est une machine presque dédié aux "Vs. Series" à la SF, le CPS1 c'était plutôt dédié aux "beat'em all" (©C+) si je puis dire ainsi
  22. Le but de l'émulation ce n'est pas "quasi parfait" mais parfait
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