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0da6c2a · Jan 17, 2021

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FCEUmm-PS2

Build Status forthebadge

Download binary release (ELF file).

AKuHAK's release notes.

Extra features

  • Multitap support up to 4 players
  • Separate turbo buttons

Controls

In-game

Action Button Action Button Action Button
B Square Select Select Start Start
A Cross Menu L1 --- R1
Turbo B Triangle Load State L2 Save State R2
Turbo A Circle FDS Disk Swap
VS. Insert Coin
L3 FDS Side Swap R3

D-pad: D-pad or Analog stick

Browser

Action Button Action Button Action Button
--- Square Options Select Confirm save path,
center screen
Start
--- Cross Menu L1 --- R1
Back Triangle --- L2 --- R2
OK Circle --- L3 --- R3

D-pad: D-pad

Dependencies

Historical note

*(ragnarok2040)

I ported FCEUltra to PS2 to play a couple NES games on a TV in a different room for the holiday season. I have an autistic brother who loves Megaman, heh.

The built-in game genie rom support works if you put the game genie rom as gg.rom. I haven't used any codes, so I'm not sure if they actually work on the PS2.

Some notes about the source code:

The original project source code that I ported is at sourceforge.net/projects/fceumm. It's a mapper modded version, which supports the most mappers of any FCEUltra version, I think. I tried to make as little change as possible, so using a diff utility won't be too much trouble to see the changes I made. From what I can remember:

I had to remove support from gzip compressed nes roms because of a reference to dup() which wasn't supported and it was over my head on how to implement a similar function.

Thanks:

  • CaH4e3 for making a version of FCEUltra with extra mapper support.
  • DCGrendel for providing a space to host my homebrew and helping me with various logic errors I had.
  • The entire ps2dev/ps2-scene community for PS2SDK, gsKit, and various other projects I utilized when porting FCEUltra, especially dlanor for his help and providing uLaunchelf's code as an example from which to work.

FCEUmm-PS2