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Old 03 November 2010, 05:13   #41
MethodGit
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Castaway aint that bad. It just lacks options.
Not that disastrous true, but I dislike how certain options are missing/unavailable, how the sound 'sticks' on whatever note the game was playing everytime you enter the GUI, and how it can't play games like Pang in the proper fullscreen (the score etc is cut off). These issues all plague the PSP port as well and I'm hoping someone like Akop can make an awesome ST emulator out of either Hatari or DCaSTaway soon.

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Whats UAE4ALL like on the Wiz?
Is the Wiz clocked at 555Mhz or overclocked to 900Mhz?
It mainly depends on the game you're playing and how particularly 'demanding' it is, but it plays at a pretty good rate if I set it to the maximum clock choice of 850Mhz (there's four fixed choices you can choose from).
I don't like how you're restricted to Kick 1.3 and 512k/1Mb RAM though (so no opportunity of taking advantage of RAM-installed HD titles), or how it appears to have an option specifying the amount of disk drives in use yet no means of actually mounting images to these drives (unlike the Pandora port judging by the footage I've watched). That and the lack of savestates, natch.
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Old 03 November 2010, 07:41   #42
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[...]it appears to have an option specifying the amount of disk drives in use yet no means of actually mounting images to these drives[...]
On Pandora you mount the ADFs to DF0: with the left actionbutton (A), DF1: with the top actionbutton (Y), DF2: with the right actionbutton (B) and DF3: with the bottom actionbutton (X).

I'm sure it works the same way in the Wiz' port.
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Old 03 November 2010, 13:59   #43
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On Pandora you mount the ADFs to DF0: with the left actionbutton (A), DF1: with the top actionbutton (Y), DF2: with the right actionbutton (B) and DF3: with the bottom actionbutton (X).

I'm sure it works the same way in the Wiz' port.
Well I just checked the Wiz version and there's no on-screen instruction mentioning the pressing of different buttons to mount to a specific drive, unlike the Pandora version.

And my bad, turns out the maximum overclock speed you can have in the Wiz port is 800Mhz.
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Old 04 November 2010, 09:24   #44
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Well I just checked the Wiz version and there's no on-screen instruction mentioning the pressing of different buttons to mount to a specific drive, unlike the Pandora version.
There was no on-screen instruction in the Pandora port either - until someone requested it. Just try the Wiz' actionbuttons to mount multiple ADFs.
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Old 16 January 2011, 23:33   #45
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To update on this,

Should be a new version very soon;

All available memory is available to PSPUAE (PSP-1000's = 11MB, all other revision of PSP's = 24MB).
Speed increase (which also helps with gfx slow down when using chipset).

Need HDD support now, .

More to follow.
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Old 16 January 2011, 23:38   #46
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All available memory is available to PSPUAE (PSP-1000's = 11MB, all other revision of PSP's = 24MB).
Speed increase (which also helps with gfx slow down when using chipset).
These the new features? Won't be a big difference for Phat users, when idle it has 7.6mb of free RAM anyway, lol.
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Old 16 January 2011, 23:47   #47
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These the new features? Won't be a big difference for Phat users, when idle it has 7.6mb of free RAM anyway, lol.
Turn off, GUI BackDrop to gain another 1MB or so.

Phats have always had around 10 to 11 MB's. Due the Memory being not available to the homebrew.
As PSPUAE is in non kernel mode, it means it will work on all Homebrew capable PSP's.

We could go kernel and repartition the memory area, maybe. However that would be a nightmare. Plus it would'nt work on half the PSP's.
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Old 16 January 2011, 23:58   #48
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Yeah Kernel means only PSP's that run 1.5 right? Or ones that can switch to 1.5 mode, which i think they dropped after CFW 5.00 or something. I run on 5.50 Gen-D3 and no 1.5 apps work on it.
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Old 17 January 2011, 00:00   #49
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Yeah Kernel means only PSP's that run 1.5 right? Or ones that can switch to 1.5 mode, which i think they dropped after CFW 5.00 or something. I run on 5.50 Gen-D3 and no 1.5 apps work on it.
All PSP's with CFW can do Kernel. Your talking about KXploit.
Nearly all 1.5 apps will work on later firmwares, once 1.5 kxploit is merged into one EBOOT.
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Old 17 January 2011, 00:16   #50
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Ah dont have any experience with that, all i know is that most PSP homebrew 2006 and older fails to boot on my PSP.
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Old 17 January 2011, 00:19   #51
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i have some apps that wouldnt work on 5.50 gen - namely PSP-Kick and i think the IR remote thing is the same.

i kept my phat on 5.00 M33 as a result, and only updated my slim.
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Old 17 January 2011, 00:53   #52
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Yeah IR-commander wont work, but IRShell has an IR program built in that works on 5.50Gen-D3.
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Old 17 January 2011, 10:31   #53
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Originally Posted by FOL View Post
To update on this,

Should be a new version very soon;

All available memory is available to PSPUAE (PSP-1000's = 11MB, all other revision of PSP's = 24MB).
Speed increase (which also helps with gfx slow down when using chipset).

Need HDD support now, .

More to follow.
Looking forward to this, nice one FOL
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Old 20 January 2011, 10:53   #54
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Will you be signing PSPUAE to run on OFW FOL?
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Old 20 January 2011, 11:09   #55
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Will you be signing PSPUAE to run on OFW FOL?
Already done, .

However only one person has my current beta build to test (which works on both OFW and CFW).
Still not ready to release it yet. More work to do on it.
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Old 20 January 2011, 11:30   #56
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Already done, .

However only one person has my current beta build to test (which works on both OFW and CFW).
Still not ready to release it yet. More work to do on it.
Ah great! Really looking forward to this. I wonder, if you get HDD sorted will it be possible on the PSP to implement this? It works awesome on WinUAEx using waal's method.

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* If the file selected is (or contains) a file with the extension .whd the emulator will mount that file to DH1: and set DH0: to point to D:\\_whdload.hdf. So two things... make sure your WHD files have a .whd extension. Make sure the _whdload.hdf file is in the emulator directory (unzipped).
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Old 20 January 2011, 12:43   #57
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Ah great! Really looking forward to this. I wonder, if you get HDD sorted will it be possible on the PSP to implement this? It works awesome on WinUAEx using waal's method.
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.

Last edited by FOL; 20 January 2011 at 14:24.
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Old 20 January 2011, 13:30   #58
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I have every faith in you FOL.
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Old 22 January 2011, 20:35   #59
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I have released a signed version of PSPUAE 0.80 BETA 3.
It will run on any PSP, regardless of Firmware.
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Old 25 January 2011, 11:30   #60
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That's great FOL
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