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Adding PPSSPP as ported emulation core for Sony PSP #4284
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Tried again with latest build and input still doesn't register on Linux. In the osd, inputs still show. And L and R show up as !. But they don't apply to the game. Tested star wars battlefront 2, the 3rd birthday, among others. |
# music problem where every attempted fix has reduced compatibility with other games | ||
# * Enable "unsafe" performance optimizations that some games can tolerate and | ||
# others cannot. We do not currently have any of those. | ||
# * This file is only for VR (virtual reality). For non-VR purposes, use compat.ini. |
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???
Updates over here: can confirm the input issue is Linux only. I used wine to test input and it works there. Despite L and R showing as !, it still registers. Midnight club la remix has a black screen too and that game is less than 600 mb. So I don't think file size is the issue here. Also, is there a way to map analog controls to keyboard inputs? Like 'I' key is analog up? And 'L' key is analog left and so forth? My gamepad controller doesn't work... |
Just linking Part 2 & 3. Part 1 is essentially "done" it's just the larger filesize issue, which, whatever.
I'm making this as the unique post, as this doesn't make sense to things that we're aware of, because BizHawk freezes in this instance, and the only logical reasonings is the missing text, but as we established games still work... right? Exit (USA/Europe) locks up failing to display the tutorial text, as what's below is what we should be getting. Exit (Japan/Korea) locks up just before that... displaying the level text instead, again this is what we should be getting. But what I gathered from an RTA run from 5 years ago. Is that this shouldn't prevent the game from running. Theoretically, Hawk shouldn't have this issue. But it unexpectedly locks up instead. Next is Mercury Meltdown (USA/Europe). |
should probably be fixed properly upstream oh and someone else rebuild linux kthx
great ! now go for gamedb . |
And sync test update on midnight club la remix, tested 10 minutes of footage and it syncs! Dumping avi video works too and doesnt desync. If it shows a black screen, turn off rewind, advance to next screen, and you can turn it back on. I was surprised how fast it was despite rewind and using some low spec hardware. Although its unfinished, I'm still happy with this. |
CPP has resolved the game loading error (summary: it was bk's logic for loading discs that was incompatible with larger formats.) Updated with upstream PPSSPP -- this core is up to date. Additionally, it has minimal changes so future reupstreaming should pretty straightforward |
…upstream PPSSPP" This reverts commit a8d724e.
reverting re-upstream as it breaks some games |
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This was false. Unfortunately. I will immediately clarify out of the gate that this TAS exists only due to the fact that I didn't clear Greenzone after spotting this issue very early. Do note that the tasproj file referred to is lost, and is technically not required as things have gotten worse (which I'll get into). Spikestuff - 17th August
At least back then, we had a form of consistency where we were able to consistently get Kazuya as our first opponent to fight after clearing Greenzone, and doing everything that could be done. It was Kazuya no matter what. The bk2 failed, it will get to the main menu with the wrong character and get stuck there, whatever no big deal compared to what is going to be mentioned. Since then I have a new tasproj file that I'm providing which is using the latest build at the time of writing. Like the previous one before it, it mentions within the Markers what steps are being done and the Greenzone has been removed. However, compared to the previous one's Markers I am unable to tell you who the first fight is against, cause it's wildly inconsistent when Greenzone is cleared, the bright news is bk2 syncs with the exact same issue. When Yoshimitsu is selected. I am getting every valid character in the Tekken roster as Yoshi's opponent. It is now extremely inconsistent and you cannot make a TAS with this anymore from start to end with a cleared Greenzone tasproj file (cause remember as outlined in the original comment bk2 failed outright, comparatively to where it works to a point now). Alright. Now that a major problem has been pointed out, let's switch to lighter news. RIIIIIIIIIIIIIIIIDGE RACER has graphical glitches. And now the second one, we have model glitches, which reminds me of older PPSSPP which used to struggle with Tekken: Dark Resurrection. To make it obvious and to the point I chose Jack-5 because damn he's big and it's so obvious on him. And here's PPSSPP being fine with it: |
How did you miss the part where I mentioned that it was previously somewhat consistent in the tasproj version compared to now? Edit: And they deleted their comment... keeping up the section I quote them on cause creating a different takeaway is insane. |
Tested latest build and input still doesn't register on linux... just sucks I have to use wine... it adds so much overhead.. Is anyone else having that issue with linux? I'm using linux mint zara cinnamon |
I can't even load the core. I think this is a different error than I got last time though:
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And the first desync I encountered: star wars battlefront 2. When I selected mos eisley assault mode, and then selected villains when the team select showed up, it didnt select villains on playback. I was going to do a jango fett run where he does all the kills and doesn't take damage and no missed shots. Would have been really cool to see. I haven't tested thoroughly to see a good way to reproduce it. |
And ratchet and clank size matters: Good performance. I'm getting 25+ fps. Sometimes over 40 fps. Sync stable: yes But it does have some weird requirements. You can't have rewind turned on on booting the game up. After you close save game, you have to turn off rewind until you reach control of ratchet. Do not have rewind enabled during cutscenes. So a lot of switching around if you want to use rewind. |
[Edit] nevermind. Most of my performance issues stem from having to use wine. Im sure once the linux build is fixed, its gonna make a big difference I dont think removing threads was necessary: hrydgard/ppsspp#19404 Bringing back the threads would improve performance and probably wouldn't affect sync stability. |
Adding https://github.com/TASEmulators/ppsspp/tree/ported as new ported core in Bizhawk
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