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Post by ouch on Aug 25, 2009 5:58:30 GMT -5
SSSPSX v0.0.21: Changelog: Quote: Various bugs were corrected. - RootCounter The problem which overflow of a counter has corrected. - SIO When a flag is ON TX_ENA of control on a resister, the problem which is not setting the flag of TX_EMPTY on a status resister has corrected. - CDROM @fixed XA sound. @fixed calculation of starting position then using external plug-in. Imperfectly, it became operational some more good than previous. @fixed-processing method when a simultaneous interrupt occurs (DATA READY interrupt and other interrupts). - GTE @fixed RTPT / rtps. @fixed consumption of GTE clock instruction. Changed into "Takes same clocks as an actual" from "Always takes 2clocks. - Recompiler @fixed DelaySlot. Tekken2 works more finely. - MAIN @fixed operational at the time of starting When a game code was not able to be read, boot from the BIOS. We fix various bugs. - RootCounter Fixed overflow problem has been the counter. - SIO When TX_ENA made a bit control register, status register TX_EMPTY with turned-up, Did not fix the problem. - CDROM · XA correct play. · When using external plug-in, correct playing position seek treatment. Somewhat better now but incomplete. · DATAREADY interrupt, if the correct processing of other interrupts occur simultaneously. - GTE - GTE · RTPT / RTPS correct. · GTE correct instruction processing speed (always 2clock → consumed according to each instruction clock) - Fixed handling of DelaySlot recompiler. Tekken 2 is now clean. - MAIN - MAIN If you can not get the game code · modified BIOS to boot from. download.consolemul.com/Emulateurs/Playstation/SSSPSX-0.0.21.zip----------------------------------------
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Post by ouch on Aug 25, 2009 6:00:28 GMT -5
SSSPSX v0.0.22: Changelog: Quote: SH2 interrupt processing has been corrected. Video processing improved. Processing of RGB sprites has been added. Processing of SCU's built-in DSP corrected. CD block emulation improved. Warring States Blade tile issues corrected. Largely SCSP code has been improved. Modified CDDA playback; only digital reading is done now. Due to the fact that most if not all recent CD drives can read discs digitally, and, because Saturn does digital reading natively, this is the best way to emulate CDDA. Due to the fact that most if not all recent drives can read CD discs digitally, and, because Saturn does emulate digital reading natively, this is the best way to CDDA. changes as follows.: Modify · MDEC, idct of MMX-accelerated processing. · Recompiler optimized cache. Effect is not so sure about. Some added features saves · anywhere. [F1] ~ [F4] key in, ePSXe can save state PSXeven and so on. Operations anywhere in the tab is not saved yet. download.consolemul.com/Emulateurs/Playstation/SSSPSX-0.0.22.zip----------------------------------------------
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Post by ouch on Aug 25, 2009 6:05:19 GMT -5
SSSPSX v0.0.23: The Japanese Playstation emulator SSSPSX has been updated again, now with a separate English version as well. This will save related fixes and user interface from anywhere. · Saves fix various bugs everywhere. Save tabs · implemented anywhere. · Fix the user interface and menu display. · Was like playing hide the mouse cursor. · I made to try the English version. download.consolemul.com/Emulateurs/Playstation/SSSPSX-0.0.23e.zip-----------------------------------------
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Post by ouch on Aug 25, 2009 6:08:03 GMT -5
SSSPSX v0.0.24:
Changelog:
he Playstation emulator SSSPSX has been updated to version 0.0.24.
Quote: Quote:
* Fixed MDEC (insync / outsync flags), solved the final fantsy 9 Problems (the event of the dali and the ending) * fixed memory card tab, you can create and rename the memory card fixed memory card tab, you can create and rename the memory card * GTE optimized by MMX technologies, some 3D games will be speedy * Fixed CD-DA, CD-player you can enjoy in the BIOS when using plugin Internel CDROM * Fixed CDROM access timing * fixed transfer rate * added CdlReadT command of the CDROM, be fine.
Changes from 0.0.23, - MDEC (insync / outsync flag) Final Fantasy 9 fix the problem (and ending events Dali) - and were cured to create a new menu and Rinemumenyu Memorikadotabu correct. - GTE has been optimized by MMX optimized. - CD-DA recommends using the correct plug-in CDROM, BIOS operating a CD player. - CDROM CDROM corrected timing was fixed access timing. - DMA has been broken screen problem and fix Bearufaresu speed operation screen. - CDROM CdlReadT processing Tekken now started the process of implementation.
However, 0.0.23 is a bug that has been known for some In addition, some so handy is SSSPSX fix exists, Is informal, which now make sure that the following URL to download.
Changes (update)
- MDEC timing (INSYNC / OUTSYNC) fix. FF9 problem has been falling in the movie ending. - Fixed a Memorikadotabu. New menu and has a Rinemumenyu were cured. - CDROM access timing fix.
N/A
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Post by ouch on Aug 25, 2009 6:09:52 GMT -5
SSSPSX v0.0.25: Another new SSSPSX version. Änderungen: Changes: * Added CD-DA/XA volume control. * Fixed some bugs made from 0.0.24 Changes are · CD-DA/XA added the volume control. · 0.0.24 Fixed a bug in creating elaborate. CD-DA/XA volume control is Some games I have that BGM can change the volume, Before 0.0.24 did not change the actual volume that can change the volume. The stereo / I can change settings for mono, and did not reflect reality. I think that is from 0.0.25 correctly about the volume. download.consolemul.com/Emulateurs/Playstation/SSSPSX-0.0.25e.zip--------------------------------------------
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Post by ouch on Aug 25, 2009 6:11:31 GMT -5
SSSPSX v0.0.26: The Playstation emulator SSSPSX has been updated. Containing the major modifications to the building of elaborate public think that any new bugs. If, if you need something that is relatively stable, 0.0.23 I think you may have. Changes are: · XA / CD-DA fix the volume level. · CDROM fix the exchange process. Fixed a bug · GTE. (0.0.24で作りこんだものです) (0.0.24 IPSJ are made in it) · CDROM extended plug-in. Imaged without the CDROM directly and I can play. However, Windows98/Me system will probably not work with OS. · You change the file format of saved anywhere. download.consolemul.com/Emulateurs/Playstation/SSSPSX-0.0.26e.ZIP-----------------------------------------------
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Post by ouch on Aug 25, 2009 6:13:15 GMT -5
SSSPSX v0.0.27: The Playstation emulator SSSPSX has been updated after a quite long time. Now it supports dual core. Now it supports dual core. - Dual Core compatible. Basically, Plugin is not compatible with Dual Core I, CORE has set one only to work. So, what was originally two core operating at slower. - 0.0.26 either because you did not specify whether the core to operate at the appropriate core had been split into work. Therefore, QueryPerformanceCounter GPU Plugin keep using functions and can cause errors to obtain the operating time was not running at the right time. For more information, SetProcessAffinityMask QueryPerformanceCounter and keywords, google using please. - 0.0.27 If either the core or to specify because of work, hours of work can get started to work at the right time. However, only one core running, so was slow. Now, in 0.0.27, SSSPSX one entire core process is specified to operate alone. In the future, Iki and tuning, we must specify either the core or to operate per thread. download.consolemul.com/Emulateurs/Playstation/SSSPSX-0.0.27e.zip-------------------------------------------
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Post by ouch on Aug 25, 2009 6:15:29 GMT -5
SSSPSX v0.0.28: he Playstation emulator SSSPSX has been updated * A change of a memory card was possible during a game. - You had better not change it yet because frequently malfunction is left. * I corrected the volume of XA and an error of pace. * I revised a problem of GTE. - Disorder Of A Screen of ridge racer R4 is recovered. Changes are: · The memory card can be changed during the game. Yet it still has problems, change is often better not. · XA corrected errors in pitch and volume. · GTE fix the problem. R4 is Rijjiresa were cured of the turbulence of the screen. In addition, I stingy if a correction. Memory card cases, continue the investigation continues. download.consolemul.com/Emulateurs/Playstation/SSSPSX-0.0.28e.zip----------------------------------------------
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Post by ouch on Aug 25, 2009 6:22:32 GMT -5
SSSPSX v0.0.29: The Playstation emulator SSSPSX has been updated. Changelog: SSSPSX 0.0.29 * As for the latest modification point, Recon correction of compiler - Detection precision of the self rewriting program was raised. - Precision detection of the self rewriting program was raised. In the past when detecting the self rewriting program, recompiling was operational to excessive place. In the past when detecting the self programmed rewriting, recompiling what to excessive operational place. Efficiency improvement is anticipated in the software of part. - Detection algorithm of the self rewriting program was modified. IThan It could hold down access memory quantity past. Because of this, the effect of efficiency improvement is anticipated in CPU whose primary cash and the secondary cache are little. - Bug of delayed jump was corrected * The correction of XA 0.0.21 It is the correction which trial and error has been done from time, but somehow the result which can be agreed upon it was obtained. - It is played back randomly, the problem which sound of another file blends solved. - After playing back XA, the following sound continuing, the problem which has the case where it comes out solved. Furthermore, still, problem below has remained, but including also SPU plug in, unless it keeps correcting comprehensively, so it is unreasonable. - Petit Petit sound enters at the time of playing back the XA. When the setting of EternalSPU is designated as SPUasync+wait, it is it solves, but it becomes many, for FPS to cut 60, becomes the speed which is a little slower than the apparatus. This changes, · recompiler fix - increased the detection accuracy of self-modifying programs. When it detects an earlier self-modifying programs, where he is working extra to Recompilation. Performance improvement is expected in some software. - A change detection algorithm for self-modifying programs. Could reduce the amount of memory access than ever before. This one or two cache CPU cache is expected to be less effective in improving performance. - Fix the bug was fixed in 0.0.21 branch is delayed XA trial and error since the fix was, somehow convincing results were obtained. - Or is discontinuous play, the issue is resolved or among different audio files. - XA After you play, the issue is resolved there would have been if the following sounds. However, still remaining are the following issues, SPU is so unreasonable or not they comprehensively re-including plug-ins. - XA in play, bubble wrap into the sound. SPUasync + wait EternalSPU settings and to some extent, but to resolve, FPS is often cut to 60 will be slightly slower than actual speed. download.consolemul.com/Emulateurs/Playstation/SSSPSX-0.0.29e.zip----------------------------------------
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Post by ouch on Aug 25, 2009 6:29:44 GMT -5
SSSPSX v0.0.30: Changelog: The Playstation emulator SSSPSX has been updated. 0.0.30 Is. Temporarily, it releases. This week as for release whether the excessiveness you thought, but... For release this week as the excessiveness Whether you thought, but ... 0.0.30 But still, being chased in デバック, this week release is does not anticipate. May be a bug somewhere of the recon pilers .... The case of bench, to measurement there is no excuse to doing, is, but SSSPSX does not modify concerning that case. As for reason, 1) Being to be a difference, depending upon the problem CPU of mmx float change penalty it does, but it is estimate that about approximately 35 clocks there is a penalty. 1) Being to be a difference, depending upon the problem of CPU mmx float change penalty it does, but it is estimate that about approximately 35 clocks there is a penalty. Because SSSPSX well enough uses mmx, after using mmx, emms order is not made. Because SSSPSX well enough uses mmx, after using mmx, emms order is not made. Because of that, at the place where there is a possibility of doing floating point arithmetic, unless emms must be done, being it does. Because of that, at the place where there is a possibility of doing floating point arithmetic, unless emms must be done, being it does. 2) Primary cash (8 byte or 16 byte) from problem 64 bit variable, we would like to use 32 bit variable. In case of primary cash mistake the estimate which is penalty of 20 clock. In case of primary cash mistake which is the estimate penalty of 20 clock. Making 32-bit variable be adjacent which is used well, cash mistake that we would like to try does not occur. Is. 1) Especially it seriously considers. Is 2)はオマケ程度です. By the way, those where the floating point has fought bravely in the bench program are from the following reason. 1) In case of short/int The integer arithmetic vessel (only ALU) you can use the execution unit inside CPU. The general register only 8 you can use. 2) In case of float/double The integer arithmetic vessel (ALU) with the floating point arithmetic vessel (ALU) you can use the execution unit inside CPU. You can use floating point registers 8 other than General Register 8 * It is thought that the integer arithmetic vessel and the general register are used in the loop counter and the like. Compared to 0.0.29 has been fixed only recompiler. · Branch instruction (branch) about the delay slot instruction optimized for enhanced, if not branch to branch in the case had been compiled in two places, there is no problem if the order of the branch instruction and delay slot instruction, added a process to switch the order to execute an instruction from the branch delay slot instruction is executed. · You check more closely to self-modifying programs. Memory rewriting some previously, but was determined to Recompilation requires more space was so narrow that even a small area. This is until now the bug did not surface to surface, I take time to resolve issues. · LWL and LWR instructions to combine instruction peephole optimization Stopped. The same instructions and SWL SWR instruction. I like this part there is a bug, try arranging a little more. download.consolemul.com/Emulateurs/Playstation/SSSPSX-0.0.30e.zip---------------------------------------------
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Post by ouch on Aug 25, 2009 6:31:52 GMT -5
SSSPSX v0.0.31: The Playstation emulator SSSPSX has been updated. 0.0.30 Because there is a fatal bug, 0.0.31 is released. Perhaps, still it has not been repaired, is, but you think that it is better than 0.0.30. Perhaps, it has still not been repaired, is, but you think that it is better than 0.0.30. download.consolemul.com//Emulateurs/Playstation/SSSPSX-0.0.31e.zip---------------------------------------------
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Post by ouch on Aug 25, 2009 6:34:13 GMT -5
SSSPSX v0.0.32 (bug fix edition): The Playstation emulator SSSPSX has been updated. Japanese PlayStation emulator SSSPSX author nagisa am on August 12 an updated version of the 0.0.32 version of ... Updated as follows: Version 0.0.32 revision for the BUG. (Recommended are still using 0.0.29,0.0.30,0.0.31 these three versions of the players updated to version 0.0.32.) Please download the plug-ins and BIOS files on their own. Changes: Bug fixes download.consolemul.com/Emulateurs/Playstation/SSSPSX-0.0.32e.zip--------------------------------------------
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Post by ouch on Aug 25, 2009 6:39:15 GMT -5
SSSPSX v0.0.33: Changelog: The Playstation emulator SSSPSX has been updated. SSSPSX 0.0.33 SSSPSX 0.0.33 Problem of the sound of KONOHANA True Report which solves the problem where as for the modification point, Problem of the sound of Konohana True Report which solves the problem where as for the modification point, 1) correction related to CDROM - Pitch of the playback of CDXA becomes quick and / or becomes slow has been repaired. - In order not to return the response of the REPORT while playing back CDXA, you think that the kind of problem where the playback of which is modified CDXA stops midway, changes to the following scene solves. - During CDDA playing back which solves the problem of the noise of CDDA, there is no kind of noiseザザァーっ. However, as for this, in order not to do volume correction control for the present, you think that it just corrected, it is not correct. 2) Something related to MDEC - Being the possibility to have the interruption occurring in excess it corrected. Influence Of The Game to operational is unclear. 3) Something related to recon piler - It made with 0.0.30 and it corrected the bug with which it is densely puts away. The Finalびwhere IQ is the cover it has reached the point where it starts. - SWR / SWL peep hole optimization was stopped. Perhaps problem ofヴァルキリープロファイルhas solved. Is. Is Changes include, 1) CDROM-related fixes - CDXA solved the problem that is faster or slower pitch and play KONOHANA True Report of the audio problems were cured. - CDXA REPORT changed during playback as CDXA does not respond or stopped in the middle of playing, I think that would solve the problem in the next scene change. - CDDA CDDA solved the noise problem that eliminates the noise while playing rather Zazaa Innovation. However, this is simply not to fix the volume control now, I do not think the correct fix. 2) MDEC related - it might have been modified to cause an extra interrupt. Impact on the game works is unknown. 3) Related recompiler - Fixed 0.0.30 build in lost of elaborate. IQ Final stranger is to start a lid. - SWR / SWL stopped peephole optimization. The problem may be that the Valkyrie download.consolemul.com/Emulateurs/Playstation/SSSPSX-0.0.33e.zippsxdata.snesorama.us/downloads.htmlrapidshare.com/files/10697929/SSSPSX-0.0.33e.ZIP ------------------------------------------------
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Post by ouch on Aug 25, 2009 6:41:28 GMT -5
SSSPSX v0.0.34: A new version of the Playstation emulator SSSPSX has been released. Machine translation Machine translation Quote: Quote: It is 0.0.34. It is 0.0.34. Since the correction method was also clear and easy, it releases. Changes: * The problem of CDDA which carried out provisional management by 0.0.33 was corrected. * In CDROM access, the bug which may not show the right reproduction position was corrected. * In RIKOMPAIRA, the case where it mistook in detection of self-rewriting corrected the bug. download.consolemul.com/Emulateurs/Playstation/SSSPSX-0.0.34e.zippsxdata.snesorama.us/downloads.html----------------------------------------------
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Post by ouch on Aug 25, 2009 6:53:12 GMT -5
SSSPSXPad v1.0: N/A ---------------------------------------------- SSSPSXPad v1.1: N/A -------------------------------------------------- SSSPSXPad v1.2: N/A SSSPSXPad v1.3: SSSPSXPad is an input plug-in for PCSX2 and for PS1 emulators. It supports analog and DualShock controllers. It supports analog and Dual Shock controllers. N/A ---------------------------------------------------- SSSPSXPad v1.4: SSSPSXPad is an input plug-in for PCSX2 and for PS1 emulators. It supports analog and DualShock controllers. It supports analog and Dual Shock controllers. * added timeout on settings dialog. added timeout on settings dialog. if timeout occurred, the setting will be "NONE". if timeout occurred, the setting will be NONE. * changed "ESC" key action on settings dialog. changed "ESC" key action on settings dialog. if you entered "ESC" key, the setting will keep previous one. if you entered "ESC" key, the setting will keep previous one. * fixed silly bug. fixed silly bug. (dont ask me about it). (dont ask me about it). N/A ------------------------------------------------- SSSPSX PAD plugin version 1.5: Click:(T?l?charger) download.consolemul.com/Utils/Playstation/SSSPSXPAD15.zip---------------------------------------------- SSSPSX PAD plugin version 1.6.0: N/A ------------------------------------------------ SSSPSX PAD plugin version 1.7: SSSPSX PAD Plugin is a Input Plugin for Sony Playstation 1 and Sony Playstation 2 emus. v1.7: -Changed to DirectInput9. v1.7:-Changed to DirectInput9. -Fixed PADreadPort1/PADreadPort2 API. Fixed PADreadPort1/PADreadPort2 API. -Fixed the confusion about PAD1/PAD2 settings. Fixed the confusion about PAD1/PAD2 settings. -Added x64 DLL . -Added x64 DLL. www.emulation64.com/files/info/545/---------------------------------------------------- SSSPSX Pad Plug-In 1.7 Pressure Sensitive:SSSPSX PAD (DUALSHOCK2) As read on the side of PCSX2 to have a new version of the joypad plugin SSSPSX. Mehr im erweiterten Text More in the extended text Quote: Quote: Just a quick note to let you guys know i have just uploaded a modified version of SSSPSX Pad 1.7 to change how its pressure sensitive buttons work. Just a quick note to let you guys know i have just uploaded a modified version of SSSPSX Pad 1.7 to change how its pressure sensitive buttons work. If you play games such as Final Fantasy XII and Gran Turismo 3, you will know on the current release you have to press X+R2 O+L1 etc, well not anymore Smile If you play games such as Final Fantasy XII and Gran Turismo 3, you will know on the current release you have to press X + R2 + L1 O etc, well not anymore Smile You can find this release in the Download section. You can find this release in the Download section. Big thanks goes out to Nagisa for this excellent plugin and i hope you will consider using this pressure style in future releases instead of the 2-Button combos Wink Big thanks goes out to Nagisa for this excellent plugin and i hope you will consider using this pressure style in future releases instead of the 2-button combos Wink emulationrealm.net/modules/wfdownloads/visit.php?cid=262&lid=321------------------------------------------
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