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August 13th, 2007, 03:16 Posted By: Wally
StrmnNrmn stopped by his blog to post an interesting article about R13 which includes things like trampolines and nice speed ups.
To sum it all up he said he got close to a 15% speed up.
Heres the article:
Dynarec Improvements
I've had a fairly productive week working on optimising the Dynarec Engine. It's been a few months since I worked on improving the code generation (as opposed to simply fixing bugs), so it's taken me a while to get back up to speed.
At the end of each fragment, I perform a little housekeeping to check whether it's necessary to exit from the dynarec system to handle various events. For instance, if a vertical blank is due this can result in me calling out to the graphics code to flip the current display buffers. The check simply involves updating the N64's COUNT register, and checking to see whether there are any time-dependent interrupts to process (namely vertical blank or COMPARE interrupts.)
I had an idea on the train into work on Monday I realised that there were a couple of ways in which I could make this more efficient. Firstly, the mechanism I was using to keep track of pending events was relatively complex, involving maintaining doublely-linked lists of events. I realised that if I simplified this code it would make it much easier for the dynarec engine to update and check this structure directly rather than calling out to C code.
The other idea I had on the train was to split up the function I was calling to do this testing into two different versions. There are two ways that the dynarec engine can be exited - either through a normal instruction, or a branch delay instruction (i.e. an instruction immediately following a branch.) My handler function catered for both of these cases by taking a flag as an argument. I realised that by providing a separate version of this function for each type I could remove the need to pass this flag as an argument, which saved a couple of instructions from the epilogue of each fragment.
These two small changes only took a couple of hours to implement, but yielded a 3-5% speedup on the various roms I tested. They also slightly reduced the amount of memory needed for the dynarec system, improving cache usage along the way.
The next significant optimisation I made this week was to improve the way I was handling the code generation for load/stores. Here's what the generated code for 'lw $t0, 0x24($t1)' looks like in Daedalus R12 (assume t1 is cached in s1, and t0 is cached in s0 on the PSP):
ADDIU a0 = s1 + 0x0024 # add offset to base register
SLT t0 = (a0<s6) # compare to upper limit
ADDU a1 = a0 + s7 # add offset to emulated ram
BNEL t0 != r0 --> cont # valid address?
LW s0 <- 0x0000(a1) # load data
J _HandleLoadStore_XYZ123 # handle vmem, illegal access etc
NOP
cont:
# s0 now holds the loaded value,
# or we've exited from dynarec with an exception
There are a couple of things to note here. Firstly, I use s6 and s7 on the PSP to hold two constants throughout execution. s6 is either 0x80400000 or 0x80800000 depending on whether the N64 being emulated has the Expansion Pak installed. s7 is set to be (emulated_ram_base - 0x80000000). Keeping these values in registers prevents me from using them for caching N64 registers, but the cost is far outweighed by the more streamlined code. As it happens, I also use s8 to hold the base pointer for most of the N64 CPU state (registers, pc, branch delay flag etc) for the same reason.
So the code first adds on the required offset. It then checks that the resulting address is in the range 0x80000000..0x80400000, and sets t0 to 1 if this is the case, or clears it otherwise*. It then adds on the offset (emulated_ram_base - 0x80000000) which gives it the translated address on the psp in a1. The use of BNEL 'Branch Not Equal Likely' is carefully chosen - the 'Likely' bit means that the following instruction is only executed if the branch is taken. If I had used a plain 'BNE', the emulator could often crash dereferencing memory with the following LW 'Load Word'.
Assuming the address is out of range, the branch and load are skipped, and control is passed to a specially constructed handler function. I've called it _HandleLoadStore_XYZ123 for the benefit of discussion, but the name isn't actually generated, it's just meant to indicate that it's unique for this memory access. The handler function is too complex to describe here, but it's sufficient to say that it returns control to the label 'cont' if the memory access was performed ok (e.g. it might have been a virtual address), else it bails out of the dynarec engine and triggers an exception.
When I originally wrote the above code I didn't think it was possible to improve it any further. I didn't like the J/NOP pair, but I saw them as a necessary evil. All 'off trace' code is generated in a second dynarec buffer which is about 3MiB from the primary buffer - too far for a branch which has a maximum range of +/-128KiB. I used the BNEL to skip past the Jump 'J' instruction which can transfer control anywhere in memory.
What I realised over the weekend was that I could place a 'trampoline' with a jump to the handler function immediately following the code for the fragment. Fragments tend to be relatively short - short enough to be within the range of a branch instruction. With this in mind, I rewrote the code generation for load and store instructions to remove the J/NOP pair from the main flow of the trace:
ADDIU a0 = s1 + 0x0024 # add offset to base register
SLT t0 = (a0<s6) # compare to upper limit
BEQ t0 != r0 --> _Trampoline_XYZ123 # branch to trampoline if invalid
ADDU a1 = a0 + s7 # add offset to emulated ram
LW s0 <- 0x0000(a1) # load data
cont:
# s0 now holds the loaded value,
# or we've exited from dynarec with an exception
#
# rest of fragment code follows
# ...
_Trampoline_XYZ123:
# handler returns control to 'cont'
J _HandleLoadStore_XYZ123
NOP
The end result is that this removes two instructions from the main path through the fragment. Although in the common case five instructions are executed in both snippets of code, the second example is much more instruction cache friendly as the 'cold' J/NOP instructions are moved to the end of the fragment. I've heard that there is a performance penalty for branch-likely instructions on modern MIPS implementations, so it's nice to get rid of the BNEL too.
As with the first optimisation, this change yielded a further 3-5% speedup.
The final optimisation I've made this weekend is to improve the way I deal with fragments that loop back to themselves as they exit. Here's a simple example:
8018e014 LB t8 <- 0x0000(a1)
8018e018 LB t9 <- 0x0000(a0)
8018e01c ADDIU a0 = a0 + 0x0001
8018e020 XOR a2 = t8 ^ t9
8018e024 SLTU a2 = (r0<a2)
8018e028 BEQ a2 == r0 --> 0x8018e038
8018e02c ADDIU a1 = a1 + 0x0001
8018e038 LB t0 <- 0x0000(a0)
8018e03c NOP
8018e040 BEQ t0 == r0 --> 0x8018e058
8018e044 NOP
8018e048 LB t1 <- 0x0000(a1)
8018e04c NOP
8018e050 BNE t1 != r0 --> 0x8018e014
8018e054 NOP
I'm not sure exactly what this code is doing - it looks like a loop implementing something like strcmp() - but it's one of the most executed fragments of code in the front end of Mario 64.
The key thing to notice about this fragment is that the last branch target loops back to the first instruction. In R12, I don't perform any specific optimisation for this scenario, so I flush any dirty registers that have been cached as I exit, and immediately reload them when I re-enter the fragment. Simplified pseudo-assembly for R12 looks something like this:
enter_8018e014:
load n64 registers into cached regs
perform various calculations on cached regs
if some-condition
flush dirty cached regs back to n64 regs
goto enter_8018e038
perform various calculations on cached regs
flush dirty cached regs back to n64 regs
if ok-to-continue
goto enter_8018e014
exit_8018e014:
...
enter_8018e038:
...
The key thing to notice is that we load and flush the cached registers on every iteration through the loop. Ideally we'd just load them once, loop as much as possible, and then flush them back to memory before exiting. I've spent the day re-working the way the dynamic recompiler handles situations such as this. This is what the current code looks like:
enter_8018e014:
load n64 registers into cached regs
mark modified regs as dirty
loop:
perform various calculations on cached regs
if some-condition
flush dirty cached regs back to n64 regs
goto enter_8018e038
perform various calculations on cached regs
if ok-to-continue
goto loop
flush dirty cached regs back to n64 regs
exit_8018e014:
...
enter_8018e038:
...
In this version, the registers are loaded and stored outside of the inner loop. They may still be flushed during the loop, but only if we branch to another trace. Before we enter the inner loop, we need to mark all the cached registers as being dirty, so that they're correctly flushed whenever we finally exit the loop.
This new method is much more efficient when it comes to handling tight-inner loops such as the assembly shown above. I still have some work to do in improving my register allocation, but the changes I've made today yield a 5-6% speedup. Combined with the other two optimisations I've described, I'm currently seeing an overall 10-15% speedup over R12.
I'm quite excited about the progress I've made so far with R13. I still have lots of ideas for other optimisations I want to implement for R13 which I'll talk about over the coming days. I don't have any release date in mind for R13 at the moment, so there's no point in asking me yet
-StrmnNrmn
*The SLT instruction is essentially doing 'bool inrange = address >= 0x80000000 && address < (0x80000000+ramsize)'. I think the fact that this can be expressed in a single instruction is both beautiful and extremely fortunate
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August 12th, 2007, 21:54 Posted By: wraggster
Some interesting news for fans of PS3 Hacking, heres the info from our pals at psx-scene:
H3R3T1C posted this info:
I have discovered some odd behavior which may potentially lead to playing backed up blu-ray games. Copying this specifically crafted TIF image to a USB stick, and attempting to open it seems to cause the PS3 some confusion. While the console remains responsive to controls, you’re able to browse the XMB and launch a game. The game won't fully launch allowing time for a disc swap. Once swapped, remove the USB stick, and the new game boots — no errors!
Heres the how to install
1. Put the .TIF on a USB (download below)
2. Put a game in the PS3.
3. Insert the card with the .TIF exploit and go to "Photo icon" ... let it load.
3. Try to start the game and it should just lock up.
4. Take the USB out and the game should continue loading.
This potential TIFF exploit has been tested on firmware 1.31, 1.80, and the latest, 1.90. Posts your results below and let us know if it worked for you and on which firmware you tested it on.
DIGG THIS NEWS
Heres a video:
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August 12th, 2007, 21:47 Posted By: wraggster
jas0nuk has released a new version of prxdecrypter for the PSP, heres the release info:
This mod of psardumper can decrypt/decompress:
* individual firmware modules from all known retail firmwares (1.00-3.52)
* modules and EBOOT.BIN files from all current retail games
* M33 custom firmware modules
* RLZ files extracted from RCOs
CHANGELOG:
1.4b --> 1.5
- More source cleanup and improved error handling: If something fails to decrypt or decompress it saves as much as possible,
` or avoids saving to prevent memory stick corruption. (No more deletion of files for no reason)
- Can decompress plain 2RLZ files in the ms0:/enc folder (extracted from RCOs or whatever)
- Improved method of initializing 2RLZ decompressor - much faster now, and less likely to fail
- Now writes a log of all activities to ms0:/enc/log.txt
- Fixed a bug which prevented the header of extremely small files (less than 208 bytes) being found
- FINALLY: retail game EBOOT.BIN decryption
- Improved M33 PRX detection to reduce false positives
- SHA-1 check removed to allow files such as vshmain.prx from 3.5X to decrypt
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August 12th, 2007, 21:32 Posted By: wraggster
New entry for the Neoflash Comp from bumuckl:
Bermuda CS 6 Lite is a multifunctional and very powerful homebrew-tool. CS stands for "Creative Suite". Bermuda CS gives you the possibility of designing your own pictures or art easily
on your PSP. This is a lite-version of Bermuda CS 6. It isn't really "Lite", it's just stable and works fine. There is no zoom-tool due to some bugs and freezing the PSP while using it. Bermuda CS 6 full has this zoom-tool, but it's not stable. So be patient, this lite-version only has one function less.
Changelog:
- New menuinterface
- switch between 2 menus or hide all
- Drawing Tools menu includes now:
-Pencil
-Brush
-Eraser
-Fill Bucket
-Draw Rectangle
-Draw Circle
-Effect Draws
-Gradient
-Stamps
-Pipette
-Big Palette
-RGB
-Move Picture
- Settings menu includes:
-Save picture
-Open picture
-Enable/disable USB Mode
-New picture
-Set DPad-sensitivity
-Battery Info
- added new Stamps
- added new Effect Draws
- Setting the resolution of the picture is possible
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August 12th, 2007, 20:36 Posted By: wraggster
News from Bositman:
Since its summer time and nothing much goes on these days (yes the devs and testers also have lives!) I thought I'd entertain you with some videos I recorded, showing off some of the new fixes in 0.9.4.
First and foremost, you'll notice perfect sound in both Dynasty Warriors 4 Xtreme Legends and Fullmetal Alchemist 2 videos! Also, Fullmetal Alchemist 2 did not even boot in 0.9.3 but with the SPU2 fixes in 0.9.4 the game looks playable and I've already reached Chapter 2 with no problems at all.Note that the videos were taken using Bilinear filtering and 4X AA and are sped up to 100% speed although they did run pretty near that thanks to the new ZeroGS!
About progress I'll just say there are some new plugins in development which have only seen null versions of until now, zeroGS 16:9 support and the new bios format getting implemented (still not complete)
All three videos were recorded using the XVID codec, so you'll need that to play them back.
Also you'll need a bittorent client such as uTorrent to download the videos!
Here they are:
Dynasty Warriors 4 Xtreme Legends
Fullmetal Alchemist 2
Please seed for as long as possible! Oh and have some nice summer vacations
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August 12th, 2007, 20:14 Posted By: wraggster
via engadget
On the surface, a PlayStation 3 doesn't seem like too much to give a person for saving your life, but when the request comes from the little man to whom you (in one way or another) gave life, things aren't so clear. Reportedly, the nine-year old Matty Lovo came the rescue and saved his pop's life by calling for help after his father passed out behind the wheel of his tractor-trailer. In an interview with CNN, the youngster didn't hesitate to label himself a hero, and moreover, wasn't shy about stating that a shiny new PS3 seemed like a fair reward for such a saintly act. Sheesh, talk about demanding.
More Info
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August 12th, 2007, 20:12 Posted By: wraggster
via engadget
C'mon, we all knew PS3 clusters were good for more than academia, right? Thankfully for those who are itching to jump right into a worldwide dogfight when Warhawk lands, it looks like Sony has you covered. Granted, the game will allow for PS3 owners to host and play on their own matches, but the Ranked-Dedicated servers that you may also opt for shouldn't be lacking in terms of sheer power. Constructed by the SCEA IT team, this ginormous PS3 cluster will soon be used to connect Warhawk gamers everywhere, and while we're never told precisely how many PlayStation 3s were scrounged up in order to make this happen
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August 12th, 2007, 17:03 Posted By: wbb
Hello all
I have updated "Modo", a mod player for the PSP.
This is the version from August 12 (release 3).
The list of changes are:
- improved playback, especially MED
- added Pause function, press 'Select' to (un)pause module
- problem with directory browser fixed (showing ".." not always on top)
- fixed problem with sleep timer (after suspend it was not possible to use it again)
- mod files are no longer checked by their extensions in the directory browser. Instead they are scanned for a valid format. That means you do not have to rename your mod files. If you have one like "MOD.my_old_amiga_tun e", you can simply put it in a directory and it will be recognized by the player.
- added 222Mhz and a second 166Mhz mode (see readme for details)
- removed fadeout at end of song
Download URL: Updated Modo - 12 August
Thanks to all users in this forum who reported problems and helped to improve it.
Pics:
Directory browser
Playback
Poor man beatbox
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August 12th, 2007, 06:38 Posted By: bandit
Whether it be PSOne, PS2, GameCube, Xbox, Xbox 360 or the Wii, every console has had its own portable LCD monitor that was released by a 3rd party manufacturer. Well, now its the PlayStation 3's turn. A company known as Nevover Electronic has announced the first portable monitor for the PS3. Screen is 7" and clips to the PlayStation 3. Not much more information but if we find anymore, we'll post it.
FEATURES:
- Special design for PS3
- Flip down design mounts securely onto console
- High resolution color TFT LCD display panel for crystal clear viewing
- On-screen display controls
- High speed signal refresh rate optimized for playing fast-action games
- Adujustable viewing screen angle
- Dual earphone jacks
- screen earphone down completely when not in use
SPECIFICATION:
- LCD Size: TFT 7"
- Support System: NTSC/PAL
- Pixel: 480H*3(R,G,B)*234V
- Dimension: 166mm(W)*100mm(H)*5.8mm(D)
- Light Source: LED
- Operating Voltage: DC 12V
- Operating Current: 1.5A
- Audio Input: 0.3-1.0VRMS
- Speaker Spec: 8ohms/1W*2 Stereo
- Operating Temperature: 0-40 degrees centigrade
Source: Nevover Electronic
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August 12th, 2007, 03:03 Posted By: xg917
Sofiya has updated PSPtube, here is the translated changelog from the Nekomimi web site.
- Download performance of animated picture was added
* It is possible to download animated picture in the favorite folder.
[huairumodo] was added
* The animated picture which is in the favorite folder is played back
- When the full range is used with YUV, with the rubbish corrected [ru] in the picture
IDCT of On2VP4,5 furthermore was optimized
○ it corresponded to the swap of the button and the ## button
- When firmware 1.0 is, being automatic with language setting, it tried to change.
- If your PSP is Japenese,now select with O button. Cancel with [] button
- If the PSP is in other languages, select with X button. Cancel with ○ button
- When it is firmware 1.5 or more, it is due to the setting of [konhuigu]. (Perhaps)
- Network the part where information of setting is acquired by mistake corrected the fact that it is
- There is network setting in spite, nothing keeping saying, it is the expectation where having ended is gone.
- The Google cache error has been corrected
Looking at the sample, it corrected the part which solves name.
- It was designed in such a way that it can do also sum nail indication unnoticed.
* You think it is, that it is all right, but because the case which does not move is many, it is in the midst of investigating.
- With the original software security other than WEP it probably is to be able to use?
DIGG THIS NEWS
CONTROLS:
X - Select
O - go back/new search
Triangle - (when viewing the list of videos press Triangle to download video to favorites)
Start - pause/play video
Select - change size of video & View Favorites/Go back to video list (press X on your downloaded video, a black screen will come up with no text. press select again and the video should start)
L & R Triggers - Flip Through Pages
Download and leave feedback via comments.
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August 12th, 2007, 02:29 Posted By: MK2k
Short Description: Sleep'n'Wake is a little app for the PSP which gives you the possibility to doze off with your favourite music playing silently and wake up with music and volume maxed. Some user requests, the help of different translators all over the world and Adrahil's AlarmLib lead to this much improved 1.99 MULTi 8 Version.
Already known Features:
- Full cbr/vbr/abr 8kbps-320kbps 44.1kHz MP3 support
- MP3 can be of arbitrary length
- Manage different playlists for Sleep and Wake modes
-> add / remove mp3s
-> save / load / randomize playlists
- In Sleep mode you can set a special, more silent volume
- Wake mode is entered at a preset time with volume maxed (you can always adjust the
maximum volume with the VOL + and - keys)
- Snooze for a preset amount of time in Wake Mode by pressing L or R Shoulderbutton
- Write yourself a message which will be displayed in Wake mode
- Energy Save Mode (underclocks the PSP to 50MHz while no mp3 is running)
- Big Digits Time Display (set 24h or 12h am|pm as you like in the Set Wake Time Option)
NEW Features:
- The Wake Playlist will be looped infinitely
- Fade the Wake-Up Tracks in, set up a time interval for this
- Save your Battery's life, the PSP gets send into Suspend Mode after the last track in the Sleep List has been played, the PSP gets resumed one minute before the Wake Time
-- this feature could only be possible with the help of Adrahil and his (yet not fully complete, but hey! who cares?) AlarmLib
-> NOTE: Activate this feature in the Customize Menu, it is deactivated by default
- Customize the Font Colours
- Multilanguage Support (EN_DE_FR_IT_NL_FI_PT_PT-BR)
- PowerLock feature, if enabled will prevent the user from switching the PSP to Suspend by hand with nudging the Power Switch upwards (this is good, because switching the PSP to Suspend by hand causes it to never get back without removal of the Batteries)
Important notice
Adding tracks to a playlist is now looped, break the loop with the circle button.
Exiting the App causes the PSP to either shut down or reboot to XMB. I got no idea how to solve that issue at the moment.
Additionally packed in:
VuULF - Fuul Serkle.mp3 a nice chill-out tune made by a SnW user.
beep.wake.mp3 a simple wake-up sound made by me.
readme_EN.txt important and useful information.
Sleep'n'Wake 1.99 MULTi 8 is an Entry to the PSPSource Summer Coding Competition 2007.
Screenshots
Download and Screenshot Via Comments, Give Feedback
-- MK2k
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August 11th, 2007, 02:37 Posted By: JKKDARK
New plugins for PCSX2 were released. PCSX2 is a PlayStation 2 emulator for Windows and Linux.
Quoted from the link:
Okay, they arent new, they have been on NGemu a while, but they have been getting some good support from the community and i felt they needed adding to the official site!!
Okay, they arent new, they have been on NGemu a while, but they have been getting some good support from the community and i felt they needed adding to the official site!!
Due to the hard work of Rebel_X and ChickenLiver from the PCSX2 forums, we are proud to present LilyPad and TwinPad plugins, which both allow keyboard users to have full use of the analog sticks! Im sure you will enjoy them as much as the forum users have.
Head over to the Plugin Download section to get them now!
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August 10th, 2007, 22:41 Posted By: wraggster
Finally some new homebrew for us starved PS2 Homebrew fans and its from Hermes of PS2 Reality fame.
Heres the translated info:
Or like imitating to your heroes of the Rock with a program homebrew.
Good!
Here teneis the first BETA of this program, similar to Guitar Hero, although based on the same idea of a program for called PC “Frets On Fire”, with which it shares he himself format of songs.
They exist multitude of songs prepared for this one program (and even pack with the songs of the Guitar Hero, in case not it conoceis) and a Hispanic community related to the subject that seems very active (to look for by Google FOF or Frets On Fire).
My program takes a line throwing but to Guitar Hero and podreis to use the vibrato bar and also tells on a measurer “Rockometro”, which badly indicates or or that stays doing.
UPDATE
BETA 1.3
- Support for Guitar in port 2 of joystick
- Added new effects of sound
- Changes in the graphical aspect of the program:
Sample:
BETA 1.2:
- Support for guitar, pad and keyboard USB (to form in the menu Input Options)
- Support for pack of ordered songs alphabetically (to see leeme.txt)
- Change in the jugabilidad with added of “notes stars”
- Support for track of rate in the format of songs (with possibility of annulling it in case that of some problem (for example, pack defective like which I,))
- Added a pair of new textures of masts, with some surprise (thanks to Dimitri to currar one of them)
- And good, a pile of adjustments/smaller modifications but, than I hope that you like or does the easy life to you but
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August 10th, 2007, 21:59 Posted By: wraggster
News/release from Joek2100:
This is the new version of the irsmp3.prx which now has support for atrac3, which is why I changed the name.
If you don't know, this is a custom firmware plugin which allows you to play music while playing a game and using the vsh.
Read the file called PLEASE_READ_ME.txt, for installation and usage
I'm not going to copy the whole readme file here, but there a somethings you should know:
This has new hardware decoder will work with all umd games/the vsh/ and most homebrew. (Thanks to cooleyes)
- It will not work with homebrew that uses the ME (SnesTYL ME, dosbox .71, etc)
- It will not work with copy protected atrac3's
- In the next release I'll have it switch back to the software decoder (mp3 only) when the ME is in use, but until then you'll have to use the non-ME version
- Also when playing an mp3 that has a samplerate different from 44.1kHz, you need to pause the song before the vsh's video/music player will work
If you have a problem with a game starting, try waiting until you are at the main menu to start playing music.
If you get an error message/if you hit play and don't hear any music, turn on the on screen display, and look for a line in blue.
Please post the error message here along with a description of what you were playing.
New in this release:
0.5:
- Added In Game mute
- Added a HW decoder (thanks to cooleyes), which should make playback faster
- Fixed various bugs, overclocking the vsh browser now works
- Added wave atrac3 (*.at3) and sonic stage atrac3 (*.oma/*.omg/*.aa3) support (only with non copy protected files, but you should be able to remove copy protection with the newer sonic stage)
- Added support for music copied to the psp using sonic stage (in OMGAUDIO)
- Changed how the cpu is changed, it is now based on the current speed, even if some other program changed it
- CPU + Mode settings are now saved, (if a game changes the cpu speed, it isn't saved, but if you change the speed it will be saved, also nothing
prevents a game from changing the speed after its set)
- Added support for mp3's at samplerates != 44.1kHz
- Added a loop current song button
Future plans:
-auto enable the software decoder when the ME is in use, so playing mp3 can work with any homebrew that uses the me
- improve the on screen display
- add some sort of playlist in folder support (each subdir would be a seperate playlist and you can switch between them, something like DJEK was talking about in the old thread)
- add more formats
- figure out how to get pops mode working
- have button inputs that are used in the prx ignored by everything else
@DJEK - I think I'll add something like that in a future release
@Korlithiel - I think the display as a button would get annoying, but it is added
Edit:
As korlithiel pointed out below there is a bug causing the hw.prx to not be loaded in some games (its running out of memory) I'll post a fix for this asap
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via joek2100
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August 10th, 2007, 21:48 Posted By: wraggster
Bob Joe has released a new version of his rather excellent app that makes upgrading and downgrading a breeze.
PSP Upgrader/Downgrader is an easy to use program to make upgrading, downgrading, and installing a custom firmware very easy.
Created by Bob Joe (me )
Download:
Full: http://www.gigasize.com/get.php/-109...rader_Full.exe (1.10)
Lite: http://blacktooth.googlepages.com/PS...graderLite.exe (1.11)
The lite version doesn't have any official sony updates, but it can download them automatically.
Changelog:
1.11
Added 3.40 LE-3
Added automatically check for updates in options
1.10
Added a status bar
Added ability to download missing files
Added Tools>Download Firmwares
Added 3.40 LE
Fixed the options window glitch
Added free space checking
Added warning message if Memory Stick is bigger than 4 gb.
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August 10th, 2007, 20:57 Posted By: Triv1um
Via Tech Digest
Many have prophesised the return of the mighty AIBO - but few have dared to imagine the full potential which Sony maketh. Y'know, the usual exploding batteries, huge expense, slight George Foreman grill appearance...their usual deal, in other words!
The lovely Kotakuite, Brian Ashcraft, just published an interview with Masaya Matsuura, who's not only a game designer, but also a huge Sonypal. According to Matsuura, consumers may be seeing a slightly AIBO-esque robot in the near future - "the engineers behind the Aibo are doing the PS3. We are talking about making something like the new Aibo." Obviously a huge driving force behind Sony's market portfolio is the PS3, so it was only natural for Ashcraft to ask Matsuura about connectivity between the two devices, to which he replied "I don't know. Connection is not hard. I'm sure some engineer could do that."
I must say, the possibility of an AIBO-esque robotic pet connected to the PS3 could just about convince me to splash the cash on a PS3. Just.
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August 10th, 2007, 20:52 Posted By: Triv1um
Via Pro-G
PC and Xbox 360 versions scheduled for US release in October with PS3 version slipping back to December.
Sierra Entertainment has announced that TimeShift, its time-based first-person shooter from Saber Interactive, will hit North American retail on October 30 for PC and Xbox 360. However, PS3 gamers will be forced to wait until December - no reason has been given.
We're still waiting to hear from Sierra Entertainment's UK division regarding the game's European release date, but early November would seem a likely candidate.
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August 10th, 2007, 20:49 Posted By: Triv1um
Via Xbox Today
It's official -- Madden NFL 08 gameplay is just better on Xbox 360 compared to on PS3. EA Sports appears to find it easier to work with Microsoft's console to bring out the faster framerate.
Website 1UP recently reviewed both versions, and while PlayStation 3 got a respectable 8.5, the 360 rated a 9. So why the disparity?
"Sadly, just like with NCAA Football 08 and All-Pro Football 2K8, PS3 owners are stuck with an inferior version of Madden," 1UP explained. "While the game runs at 60 frames per second on Microsoft's box, Madden only clocks in at 30fps on Sony's console. The result? The gameplay isn't nearly as smooth as the 360 version and even stutters at times (see the difference in this comparison video). And that's the reason why we're scoring the Playstation 3 edition slightly lower."
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August 10th, 2007, 20:38 Posted By: Shrygue
via Eurogamer
Activision is planning to release Call of Duty 4: Modern Warfare on 9th November in Europe for PS3, Xbox 360 and PC.
A senior brand manager let the news slip during a press event this week, and although Activision UK representatives could only confirm "winter" the view from retail is that this is the date for which they are gunning.
CoD4 has won all sorts of plaudits since its unveiling earlier this year, not only having abandoned World War II as a setting in favour of something a bit more contemporary, but also having improved itself visually to a huge extent with pretty spectacular animation and a narrowly focused palette that helps achieve a much more realistic overall visual effect.
You can try and translate that into real words in your head by browsing our Call of Duty 4 gamepages, which host various trailers and recent news of a multiplayer best test for Xbox 360.
Look out for more on the game soon - hopefully including some more impressions from Games Convention in Leipzig, which runs from 22nd to 26th August.
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August 10th, 2007, 20:37 Posted By: Shrygue
via Eurogamer
Sony has released JapanStudio's Piyotama puzzle game onto the PlayStation Store in the US, which means you can get it too if you've got the ability to pay for things in Monopoly money.
Priced at USD 2.99 (sadly there's no demo), Piyotama is a falling eggs puzzler where the round eggs bundle together in a Puzzle Bobble-style cluster at the bottom of the screen and the idea is to make diagonal lines of the same colour.
You can slide any individual line left or right and change the order of the three blocks on each end to try and influence the diagonals, or you can shake the Sixaxis pad up and down to try and jumble up the eggs. When four are aligned, a waggle also serves to speed up the hatching.
There are single-player and multi-player modes on offer and global leaderboards, and it all runs in 1080p - although we can't say this one is exactly hammering the RSX chip.
Expect a full write-up of Piyotama at some point in the future.
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