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Old 25 January 2011, 13:46   #61
MethodGit
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Originally Posted by FOL View Post
The problem is not the files, its the HDD code in the emu. Ric was never sure why it didnt work, neither were any of the coders at the time.

I have been working on it, and now have it booting without constant reset loop.
However it ignores HDD completely.

I need to debug it, but first need to readd debug code that was removed in previous versions.

I have gained 3 - 4 FPS, . Most people will still moan, but I can now play Bubble Bobble with FS = 1, . So Im happy.

I think my main problem is, I have left it for so long, that I cant remember some of the stuff I learnt. Some code I cant even workout how I ever thought it up, its that complex, lol.

I was also looking at the Media Audio implementation. It looks as though in the test build, they were running audio on both main cpu and the me cpu. Which I think would defeat the object and thats why I never looked at it.
Maybe will look at it again.
Is Media Audio related to the Media Engine somehow?

One thing I recently read about ME is that apparently any emulators which use it can't be signed for some reason, hence why people have had to go back a few versions to get a signed Snes9xTYL up and running.
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Old 25 January 2011, 14:39   #62
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Hey FOL,

this was our chat on dcemu a year ago

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""Thankyou SO MUCH for this! A perfect working UAE on the psp is the stuff of dreams for me. The only thing that has let down amiga emu on the psp so far is simply the speed. I would prefer to see all the old classics working at full speed rather than getting AGA stuff to work. I really appreciate your work and will be posting this on the forum at EAB. Thank you for your hard work""


Dont worry, Im always trying to improve it.

Im hoping that someone can help with the ASM core, then we should see full speed hopefully.
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Has there been any updates since on any emu? A portable amiga would be heaven.
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Old 25 January 2011, 15:22   #63
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Hey FOL,

this was our chat on dcemu a year ago

Quote:
Originally Posted by mrbob3 View Post
""Thankyou SO MUCH for this! A perfect working UAE on the psp is the stuff of dreams for me. The only thing that has let down amiga emu on the psp so far is simply the speed. I would prefer to see all the old classics working at full speed rather than getting AGA stuff to work. I really appreciate your work and will be posting this on the forum at EAB. Thank you for your hard work""


Dont worry, Im always trying to improve it.

Im hoping that someone can help with the ASM core, then we should see full speed hopefully.
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Has there been any updates since on any emu? A portable amiga would be heaven.
Lost me with this.

To be honest, I have been so busy over the last 2 years, aint had much chance to work on it. Plus Im still not getting coding help.
Ive only just got back into coding.

Quote:
Originally Posted by MethodGit View Post
Is Media Audio related to the Media Engine somehow?

One thing I recently read about ME is that apparently any emulators which use it can't be signed for some reason, hence why people have had to go back a few versions to get a signed Snes9xTYL up and running.
I have never read this, linky please
Considering PSPUAE is in usermode anyway, I cant see why it would'nt work.
Alot of games call kernelmode PRX's in usermode.
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Old 25 January 2011, 20:28   #64
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Lost me with this.

To be honest, I have been so busy over the last 2 years, aint had much chance to work on it. Plus Im still not getting coding help.
Ive only just got back into coding.



I have never read this, linky please
Considering PSPUAE is in usermode anyway, I cant see why it would'nt work.
Alot of games call kernelmode PRX's in usermode.
Strange, I'm pretty sure I found a couple of posts saying such a thing in this PSP-Hacks thread only yesterday. Yet I can't find the posts anymore. They must routinely delete posts every now and then.

And now the new word is that SNES9xTYL 0.4.2 can be signed but still not work apparently, thus rendering the issue pretty moot.

Wish people would make their minds up!
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Old 25 January 2011, 22:14   #65
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Wink

Quote:
Originally Posted by MethodGit View Post
Strange, I'm pretty sure I found a couple of posts saying such a thing in this PSP-Hacks thread only yesterday. Yet I can't find the posts anymore. They must routinely delete posts every now and then.

And now the new word is that SNES9xTYL 0.4.2 can be signed but still not work apparently, thus rendering the issue pretty moot.

Wish people would make their minds up!
Indeed.

Looking at the code now, It looks as though the sound is being run on both Main CPU and ME CPU. Did'nt notice this before, must have been so PSPUAE obsessed that I missed it.

Running both at the same time would'nt improve any speed at all, in my opinion. So, I will maybe look at disabling sound completely on Main CPU.

Only problem is, I have to remember how the hell I done some of the code, .
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Old 25 January 2011, 23:32   #66
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Good luck with that!

BTW, not sure if this was already asked before, but what's the likelihood of IPF support being added in the future? Did you speak to the SPS guys about it? Not too sure what requirements (if any) one has to fulfil before you're granted access to the source code.
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Old 25 January 2011, 23:34   #67
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Quote:
Originally Posted by MethodGit View Post
Good luck with that!

BTW, not sure if this was already asked before, but what's the likelihood of IPF support being added in the future? Did you speak to the SPS guys about it? Not too sure what requirements (if any) one has to fulfil before you're granted access to the source code.
SPS wont work on PSP, as far as I can see it only supports WinUAE and linux.
Doubt they would give the source out.
I aint checked of late, didnt see the point already code loads of stuff on the to do list, .
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Old 25 January 2011, 23:44   #68
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Doubt they would give the source out.
You could try asking this guy to see how he had to charm them.
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Old 25 January 2011, 23:51   #69
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You could try asking this guy to see how he had to charm them.
When he says, its done.
Then I spose we could ask.

Offtopic, sort off.
For those stuck on firmware 6.31 and 6.35.
Theres now a downgrader, to downgrade to 6.20, so you can use 6.20 TN-C HEN.

It may work on higher 6.36 / 6.37 FW too, but I cant confirm. Its signed so you dont need to hack your psp to use it.
If you do decide to do it, make sure you pick the right 6.20 update, as there are 2 types.
One for the Go! and one for the normal UMD PSP's.

Last edited by FOL; 25 January 2011 at 23:59.
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Old 26 January 2011, 03:15   #70
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what's the likelihood of IPF support being added in the future?
Does the Amiga emulator for PSP support extended ADFs too? or only "regular" (ADOS or NDOS without error protections) ADFs?
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Old 26 January 2011, 16:08   #71
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Does the Amiga emulator for PSP support extended ADFs too? or only "regular" (ADOS or NDOS without error protections) ADFs?
Hmmmm, I feel invisable on these forums.
I answer things and people rather ignore me.

From memory about 3 years I did run an extended ADF of Turrican.
If they dont, then let me know.
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Old 26 January 2011, 16:41   #72
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Hmmmm, I feel invisable on these forums.
I answer things and people rather ignore me.
That's the weakness of forums - skip reading rules and people (including me!) miss stuff all the time! Feels like this ->
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Old 27 January 2011, 14:59   #73
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Hmmmm, I feel invisable on these forums.
I answer things and people rather ignore me.

From memory about 3 years I did run an extended ADF of Turrican.
If they dont, then let me know.
Sorry FOL, I was reading this thread only and didn't notice anything from you about extended ADFs...
Could you please remember me/us your main links? Website etc.?
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Old 27 January 2011, 16:45   #74
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Sorry FOL, I was reading this thread only and didn't notice anything from you about extended ADFs...
Could you please remember me/us your main links? Website etc.?
http://www.pspuae.com or http://www.ultimateamiga.co.uk
Both are same site, merged with a few other sites on my network.
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