Post by bitmonkey on Oct 7, 2006 19:04:27 GMT 1
I've been using Snes9xTYL regular version with the new eloader on firmware 2.7.1 and it's working pretty darn well, if I do say so myself! Since the new firmware blocks kernal mode execution, I can't use me, but that's alright (when I bought the stupid thing it was one of the new motherboards and all, with 2.6 preloaded on it and not compatible with downgraders or current mod chips. Which annoyed the crap out of me, but oh well.)
A couple of bugs that I have noticed are these:
-While playing Chrono Trigger, I want to disable sound emulation to speed up gameplay. But when I do, the game becomes unstable whenever it gets to a point where it is supposed to switch songs (like after a battle or something), either freezing the emulation (but things like flags are still waving and junk, making me think that it's waiting for a function to return a value or something) or doing this horrible hex dump to screen.
-Seiken Densetsu 3 is unplayable because, during the whole mode7 flyover where it settles on the first character's hometown it works fine, but then hex dumps after about ten seconds.
I'd love to tinker with the code myself and see if I couldn't help with bugfixes, hacks and speedups and such, but I haven't ever done PSP programming, and I am wondering: What is the software setup you use to compile snes9xTYL?
Also, if I can recompile it not in static ELF format but to another format I've been researching, I'll be able to run it without the eloader, which might improve stability (maybe).
This is perhaps a dumb thought, but how does snes9x do mode7? I saw a coding demo for PSP 3d, and perhaps you could speed up mode7 by rendering to a texture and using that texture on a 3d plane? That would be PSP native type stuff and maybe render faster? Or is this idea just born out of ignorance?
Much love for the project and a donation coming once I get payed! ;D
-Bitmonkey
A couple of bugs that I have noticed are these:
-While playing Chrono Trigger, I want to disable sound emulation to speed up gameplay. But when I do, the game becomes unstable whenever it gets to a point where it is supposed to switch songs (like after a battle or something), either freezing the emulation (but things like flags are still waving and junk, making me think that it's waiting for a function to return a value or something) or doing this horrible hex dump to screen.
-Seiken Densetsu 3 is unplayable because, during the whole mode7 flyover where it settles on the first character's hometown it works fine, but then hex dumps after about ten seconds.
I'd love to tinker with the code myself and see if I couldn't help with bugfixes, hacks and speedups and such, but I haven't ever done PSP programming, and I am wondering: What is the software setup you use to compile snes9xTYL?
Also, if I can recompile it not in static ELF format but to another format I've been researching, I'll be able to run it without the eloader, which might improve stability (maybe).
This is perhaps a dumb thought, but how does snes9x do mode7? I saw a coding demo for PSP 3d, and perhaps you could speed up mode7 by rendering to a texture and using that texture on a 3d plane? That would be PSP native type stuff and maybe render faster? Or is this idea just born out of ignorance?
Much love for the project and a donation coming once I get payed! ;D
-Bitmonkey