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June 12th, 2009, 22:07 Posted By: wraggster
pedroduarte0 has today released a new version of the port of Doom to the PS2, heres the release news:
New features:
- Savegame handling for different WAD : Now savegames from doom1 and doom2 and other WADs can happy cohexist at the same memory card.
Important: This means that your previous saves needs to be renamed at the PS2DOOM memory card folder. Use uLaunchELF for that (copy the save files to a USB storage device for example, rename those at your computer – see below, delete those same files at the memory card and copy the renamed saves from the USB device back to the PS2DOOM memory card folder). Refer to uLaunchELF documentation for this operations (I won’t offer help at this subject).
Until now, the saves follows the scheme for all the WADs : doomsav0.dsg, doomsav1.dsg, and so on. For now on, the saves reflect the WAD name:
For doom2.wad savegames, you should use the the naming scheme : doom2sav0.dsg, doom2sav1.dsg, etc. Similarly for doom1.wad saves, this will be doom1sav0.dsg, doom1sav1.dsg.
For doom.wad, the filenames should be doomsav0.dsg, etc. You get the picture (sorry to explain this to detail, but I wanted to keep this clear).
Bug fixes:
- Should work with the doom2f.wad (I don’t own it). It should run with previous versions (memory requirements issue since sounds weren’t being downsampled)
- Previous/next weapon selection was buggy (some weapons weren’t selectable) – fixed
- Fixed a crash when a lump is not found (doom.wad at “menu slideshow”) – original sources bug?
- Save/load file handle fixed (no more trying to load/save from empty slots)
I also realised the the source files cosmitoFileIO.c and cosmitoFileIO.h weren’t being included at the distribution archives… Going to fix that.
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June 9th, 2009, 22:54 Posted By: wraggster
News via http://emu-russia.net/en/
First version of Russian GPU plugin for Sony PlayStation emulators has been released.
Main features:
Unique:
- interlace mode emulation;
- screen settings emulation;
- Final Fantasy 8 pre battle effect emulation;
- pixel perfect geometry;
Other features:
- 24-bit renderer;
- increased internal resolution (as separate plugin gpuBladeSoft2x1.dll). It's still experimental. Bugs possible.
- fullscreen filters;
- high precision GPU commands emulation;
- correct polygon cutting;
- precise dithering;
Known issues:
- some DMA errors;
- possible aspect ratio errors.
http://forum.emu-russia.net/viewforum.php?f=28
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June 7th, 2009, 12:29 Posted By: wraggster
The PCSX2 Team have released a new public beta of their PS2 Emulator for Windows:
Pcsx2 beta 1329
Changelog
- Microvu added as an additional cpu option. To use it, enable both the new options in the cpu tab. Expect problems.
- Quite some work on vif, gif and path 3. Quite a few of the games that had problems with 1190 due to this should now work.
- Increased the EErec's stack memory from 64k to 128k, since there's no reason to be frugal there anymore
- Improved the cpu speed/ghz detection. It should be a bit more accurate, and is faster (pcsx2 startup times are near instantaneous now)
- Some emitter changes
- Some general cleanups to vtlb's memory protection and recompiled block
integrity checking systems.
- Usual code cleanups and optimizations
Known issues:
Front mission 4 hangs
Ar tonelico 1 hangs
Many Gust games show black screen (ar tonelico 2, atelier iris 3...). To solve, press F1 when that happens (yeah, random... but hey it kinda works)
Enjoy
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May 31st, 2009, 21:48 Posted By: wraggster
pedroduarte0 has released a new version of the Port of Doom for the PS2, heres the release notes:
Well, almost a entire month has passed since the last update and I can assure you it was been a hell of a 4 weeks at the job. No spare time to do anything than work. No cinema, no walkings, no friends, no life. And yes, no ps2doom.
It took me only about 2-3 hours of quality free time on this week end to understand how strafe was implemented at lsdldoom and how key/button events are handled in Doom. So, implementing strafe for the right analog stick was almost a linear task and for better, it wasn’t necessary to change the code dramatically.
Now ps2doom plays beautifully with strafing If you never tried this feature on ps2 lsdldoom port, you don’t know what you’re missing now on ps2doom! It tooks the gameplay to another dimension completely. Actually, I feel the gameplay with a Dualshock PS2 controller surpasses by large keyboard gameplay at action time, not accounting for the extra functions you can quickly access though keyboard.
Have a try and lots of fun! Doom is incredibly addicting, even after you finished it over and over.
As usual, source is included with the pack:
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May 17th, 2009, 04:22 Posted By: wraggster
News via Open Remote Play Google Code project page.
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May 15th, 2009, 22:30 Posted By: wraggster
News via aep
New beta here. Not that much new in the /trunk these days, due to the progress of the rewrites, but well, better release a beta once in a while anyway.
Pcsx2 beta 1190
Changelog
- Removed VU-Skip [helps simplify the frameskipper logic] -- Use the VU Cycle Stealer hack instead for better, faster, more stable speedups of the VU1 unit.
- Optimized vtlb direct path memory operations using some crafty asm code. Expect 2-3% speedups in most things, and perhaps more in some FMVs.
- Made new IopHwRead and IopHwWrite from scratch, in preparation for a new lookup-based IOP memory manager
- Apply Iop HwRegister handler changes to the EE´s mapping
- Small speedup for the EE/IOP recompilers, by removing the legacy limit on the number of recompiled blocks
- Fix xgkick delay mistake
- Improved SSE detection:
- Some unpack fixes/changes
- Fixed a typo in the SIO2 hardware read interface
- usual code cleanups and optimizations
Also, updated plugins pack.
Enjoy
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May 12th, 2009, 19:56 Posted By: wraggster
The PlayStation 2 will live on in 2009 and beyond, thanks in part to Capcom. This fiscal year (i.e. April 2009 - April 2010) Capcom will ship three PS2 games. Down from last year, but more than other Japanese publishers like Square Enix and Sony Computer Entertainment Japan.
Capcom forecasts 200,000 copies of the three PS2 games to be sold worldwide. These games might not all be new releases. Budget reprints of Grand Theft Auto: Liberty City Stories and Grand Theft Auto: Vice City Stories are expected to be released in Japan at the end of this month.
That still leaves one game up in the air to guess about. A reprint of Fate/Unlimited Codes is a pragmatic pick. A domestic release of Sengoku Basara X is a more tantalizing one.
http://www.siliconera.com/2009/05/11...e-ps2-in-2009/
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May 8th, 2009, 18:42 Posted By: wraggster
NIS America plans to release Sakura Wars: So Long, My Love for PS2 and Wii this autumn.
This a strategy RPG in which robots meet the Wild West - a bit like that film with Will Smith in. There are six endings depending on the choices you make along the way - character interaction is very important, apparently.
Combat is split in two: ground battles are fought in two-legged mechanised robots, which can transform and take to the sky, prompting missile-based, long-range battles. There are around 30 to 40 hours gameplay in total.
There's no word on what the platform differences are, nor when we'll see this in Europe. We're checking.
http://www.eurogamer.net/articles/sa...ii-this-autumn
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