May 15, 2006
SnesPSP TYL V0.4.2 & SnesPSP TYL V0.4.2me
New version, new fixes, new features :-)
[FIX] key combo are now allowed in game when not assigned to a specific feature (L+R, ...).
[FIX] annoying ingame popups ("3", ...) should be gone.
[FIX] sound issues after loading a savestate should be gone.
[FIX] noise issue when starting a game fixed.
[FIX] now should exit without crashing on psp 2.xx.
[FIX] uncompressed rom now have loading progress bar too.
[FIX] improved ips patch handling, still not perfect. Try to IPS patch your game before putting them on PSP.
[FIX] credits screen fixed.
[NEW] me version : started to implement a "pseudo sleep mode". psp clock is reduced, screen is turned off and buttons won't respond.
however, the backlight cannot be switched off automatically, neither the psp put to real sleep mode.
hold the display button for 2s to completely turn off the LCD.
[NEW] GUI reworked a bit.
[NEW] beep sounds when selecting stuff in menu & file browser can now be turned off in menu / misc / pad beep.
[NEW] sound output volume doubled.
[NEW] added a 300Mhz setting for eLoader 0.97 (333Mhz won't work on this eLoader version, because of wifi : thx fanjita ;-) )
[NEW] savestate export to snes9x (using snes9x slot 1). Copy the SAVES/.000 to your PC and load in snes9x.
[NEW] little intro :-) Press a button to skip it if you don't like it :p
May 8, 2006
SnesPSP TYL V0.4.1
Small update for non-me version
[FIX] Speed issue for standard version, when sound is emulated
May 7, 2006
SnesPSP TYL V0.4 & SnesPSP TYL V0.4me
It's not as polished as what I wanted, but hey, it's released after all ;-)
Do not forget to do a CLEAN INSTALL : install in a NEW DIRECTORY.
Installing over an existing directory is not recommanded.
GUI is now available with L + R by default.
Changes are :
[NEW] spc playback through openspc++.
[NEW] sound emulation moved to media engine.
[NEW] new gui with some sounds (beep). default key combo for GUI access is now L+R
[NEW] have your own background and spc music played in background when in GUI => put them in logo.zip & music.zip.
[NEW] adhoc 2 players mode. requires both players to have the same rom file.
[NEW] Speed limiter in fps (ranging from 10 to 120fps).
[NEW] Hack to help reading thin fonts in hires mode ("shake" the screen). activate it hack/Debug sub menu.
[NEW] minimalist txt file viewer (buggy).
[NEW] usb support : when in file browser or menu use R (right trigger).
[NEW] sram is now saved if modified when accessing menu.
[NEW] minimalist 2 players adhoc netplay. thx to Chris Swindle for his netplay code in SMS.
[NEW] uses great OSK from danzel.
[FIX] Frame skipping (AUTO & fixed) better handled.
[FIX] Import savestate from snes9xTYL.
[FIX] psp accelerated rendering issues (ff6 borders, small lines on left & righrt borders when using render!=1:1...).
[FIX] sourcecode cleanup (not complete, stilly a bit messy).
[BAD] still slower than 0.2 version in nosound mode (related to new pspsdk & internal changes in emu core).
February 19, 2006
Here's a small update about the upcoming s9xTYL 0.4.
As you already know, sound emulation will be put media engine and it's closed to be ready.
But there will be another new feature....
If interested, check this video. Quality is bad since I made it with a small webcam, but
the game is really 60fps ;-)
February 16, 2006
Forgot to put 0.2 sources last time, so now it's available!
I did not archive 0.2b and 0.2c sources when releasing binaries, so sorry, only 0.2 is available.
Next version, 0.4, will come soon, but right now it's a 1.0 and 1.5 firmware only release since the main focus is
full sound emulation on media engine.
Right now it's already functional, but there's small bugs to fix...
Thanks to "hobby one", a french videogame shop, I got a second 1.5 psp, very expensive :-( , psp so I'll be able to work again on adhoc multiplayer!
February 7, 2006
Some small advices can be found on the official board
on 2.0 psp, delete the logo.bmp and replace it with previous version (or a 480x320 8bpp bmp)
probably it is related to ram issue. it should work without logo.bmp too.
right now it does not work on firmware > 2.0
2.0 psp seems to be slower than 1.5 and 1.0, maybe another ram issue, to be investigated
Laxer3a's website launched! check here
new version soon...
February 6, 2006
SnesPSP TYL V0.3 & SnesPSP TYL V0.3me
[NEW] mode 7 optimizations when no rotation is used (maps in rpg, ...). Does not apply to fzero, mario kart, ...
[NEW] now 2 versions ! the "me" one is using media engine for sound mixing (not perfect).
[NEW] roms can be deleted from file browser (press SELECT).
[NEW] savestates can deleted from menu.
[NEW] screen adjustement (pseudo calibration) to get rid of those nasty black borders!
[NEW] minor GUI adjustements (easily swap analog/pad, easier navigation with triggers)
[NEW] now accept 8bpp and 24bpp logo.bmp background file.
[NEW] new logo from pochi.
[FIX] some rendering & internal emulation core bugs.
[FIX] stability issues & memory card corruption should be gone (at least on my psp).
[FIX] debug settings are now correctly saved.
Not tested a lot, so please use the official forum to report issues.
Network code is currently on hold, since I have much trouble with it.
Sources will be updated soon.
August 23, 2005
SnesPSP TYL V0.2c
Second quick update in a row, and should be the last one
[NEW] autosave modified SRAM is now an option (can cause major slowdowns in some games).
[NEW] reverted the directories name for V1.5 to standard KXploit since new names was causing issues on some PSP.
August 23, 2005
SnesPSP TYL V0.2b
Quick update to solve minor issues
[FIX] older ini file leading to crash.
[FIX] cpuclock not initialized at startup (need to access menu).
[FIX] low battery 10 seconds-long message not cleared after closing.
[FIX] some wrong timing (autosaving at launch instead of after n minutes, ...).
August 23, 2005
SnesPSP TYL V0.2 available
This version should be a lot more stable than previous one, especially regarding memstick corruption & freezing issues.
However, shit happens, so remember to backup all of your critical data/saves, ... ;-)
Remember to use the OFFICIAL FORUM for BUGS and FEEDBACK, since we don't have so many time to spend
on the various forums, we'll mainly check our one.
[FIX] psp accelerated rendering fixed
[FIX] fixed crashing bug with mosaic effects & psp accelerated modes
[FIX] fixed sleep/resume freeze
[FIX] lots of small fixes in emulation core, gui, browser, ...
[NEW] snes BRR decoding in mips assembly (sample decoding, sounds better in man games)
[NEW] snes cpu/hdma optimization
[NEW] ppu optimization (FF6 is eventually playable)
[NEW] implement snesadvance "speedhacks"
[NEW] gui cosmetic enhancements & fixes (correct time, ...)
[NEW] new ppu hacks mode to speed up emulation
[NEW] autosave sram shortly after being modified (usually 1second)
[NEW] auto savestate every n minutes
[NEW] import savestate from uoSnes9x or Zsnes
Get some here : Zsnes save state archive
just place the .zsX file in your psp and use the "Import savestate" menu option
[NEW] help, press Triangle on a menu option
[NEW] started internationalizing (english, french, japanese) (only for menu help, not complete)
[NEW] disable savings features when battery too low (avoid memstick corruption)
[NEW] mode 7 hack to speed up a bit the rendering
[NEW] option to render PAL games as NTSC games (get ride of black border at bottom)
[NEW] per game settings.
Use the "Save settings as DEFAULT settings" to define the default settings applied to every game at first launch.
Use the SQUARE button in file browser to bypass ROM specific settings and use the default ones instead.
Settings are saved on a per game basis, the settings file is created at first menu access after loading a new game.
[NEW] configurable inputs
Nice icon by Pochi
August 11, 2005
New version still on the way, coming soon ;-)
Here's some things to know with current version issues :
games freezing & mosaic mode : use software rendering modes (software accurate or software approx.). (Mario, Final Fantasy, Lufia, ...)
no sound & game freezing, but emulator's menu still accessible : you have probably turn off sound and reactivated it after.
This is not and cannot be supported, as in Zsnes or Snes9x on PC.
When you turn off sound, the sound processor is not emulated anymore, so the sync between main cpu and sound cpu
is lost for the snes.
Another solution is to save your game using original snes saves (save IN the game, not using savestate).
Then turn on sound in menu, reset the snes and load your game.
Of course this can be done only in game that support saves (RPG, Zelda, Mario, ...)
If you want to gain a little speed and be able to turn on sound later, used "sound emulated/no output" mode.
Update coming soon, with new features and fixing the crash bugs.
PSP sleep mode issue & memory stick corruption : current version has issues with sleep mode, so please don't use it.
It doesn't resume well and moreover can corrupt some memory cards.
If your memory card is corrupted, try to get the remaining data on your PC using a card reader and then format it.
August 8, 2005
Update coming soon, with new features and fixing the crash bugs.
Current version is unstable, particularly when using PSP accelerated modes (PSP acc. and the 2 mix. modes) and having mosaic effect.
August 2, 2005
SnesPSP TYL V0.1
New release based on :
LJP Snes module (based on V1.39A of Snes9X).
Some code from first snes9x port on PSP by bifuteki.
unofficial PSPSDK from great ps2dev.org people.
Thanks must goes to :
ps2dev.org community : a wonderful job in a olympic record time !
The original authors of snes9x : You all did more than a great job !
Nem for original discovery that started everything.
All other people supporting us.
Personnal thanks to : smiths, chp, bifuteki.
Important Note about this release :
First, we have decided to release the code of the PREVIOUS version each time we do a
new release. So this version source code will be released once we release the NEXT version.
The reasons are:
People taking our code, add "+alpha nothing" and do not give credit.
If you believe your skills are up to the job, contact us.
Control the versions for a while.
Be able to put a splash screen. (See the reason under)
Second, the emulator will have a splash screen that user MUST read to be able to play the games.
The reason is pretty easy:
Some PSP sites are changing the NFO / ReadMe files to promote OUR stuff as THEIR stuff,
So, untalented people earn money through advertising while people doing the hard work get nothing.
As a result, to make the things clear, our message is embedded and encrypted inside the emulator.
5 Rendering mode :
Mode0 : Optimized Snes9x,
Mode1 : Original Snes9x
Mode2 : Hardware accelerated (using PSP's GU)
Mode3 : Adaptive rendering Mode 2 + Mode 1 (default)
Mode4 : Adaptive rendering Mode 2 + Mode 0
Yes you read well, this version support nearly all the graphics effects of the Snes accelerated with PSP hardware.
Except : offset mode & mode 7.
Priority and blending are fully emulated.
For the moment a few graphic glitches remain, we did our best for the moment in our knowledge. Please understand.
Zipped ROM support.
IPS patch file (have to be the same name as game with .IPS extension : SOE.ZIP => SOE.IPS)
Compressed Savestate with small screenshot.
Auto save of SRAM on game change, exit & Snes reset so you should never lose them ;-).
SDD1 encrypted roms (Star Ocean, Street Fight Alpha 2,...)
SA1 (slow), SuperFX (slow), C4, DSP1 support.
Multiple sound frequencies : 22Khz, 32Khz, 44Khz.
Multiple stretching mode with or without smoothing
Detailed Battery informations.
222,266 & 333Mhz PSP frequency.
Snapshot based Icon per game. Take a snapshot while ingame (using GUI) & then you'll have it in file browser.
Planned future feature: (please DO NOT READ AS everything in next release !!!)
1/FF6 Game speedup. (found a trick after we released, will be in next release, now run at full speed).
2/Sound Emulation moved to the Media Engine. (hope a 10 to 15% increase in performance.)
3/User friendly Cool menu system with realtime help.
4/Netplay in infrastructure mode and adhoc mode.
5/Optimisation of the CPU core emulation (write a JIT and/or rewrite the CPU emulation part in MIPS asm)
6/Rewrite of the PPU rendering to change from "FLUSH" into one pass frame rendering.
7/Configurable Autofire/Configurable input.
8/Display of Snes PAD to be able to understand which color / button name map the PSP.
9/Optimization of mode7 seems possible.(hope a 10 to 15% increase here too)
10/Increased compatibility with games.
11/Setup profile loader : ability to setup profiles per game.
So many user can send us later their setup and we can gather them in the next release.
12/Some CPU core optimization.
13/Try to optimize battery life as much as possible.
15/Speed hacks (SnesAdvance).
SUPPORT US : We know that only a few people give,
so, everyone of you is important.
This emulator is the result of a lot of free time spent coding!
we could have done more relaxing stuff :-)
(Of course, we love coding too !)
This is a freeware, you do not have to pay for it.
Still, if you really want to support us, please send a donation
Something like 5 euro or 10$ is not a big amount of money but
if it can pay for our PSP expenses or/and the restaurant when
the team member meet each other.
Having a tasty free diner with all the team members is good memories and
this is the kind of thing that will keep our motivation up.
We known that most likely 1 people out of 20000 or 30000 will do a donation.
Don't hesitate, we hope that you will not be the 29999 others.
PAYPAL Account is : firstname.lastname@example.org (If you don't have a paypal account and still want to give us something,
contact us by e-mail at this same adress)
Sources V0.1 source will be released when V0.2 is released.
Also, please report bugs to email@example.com,
All the mails WILL BE READ, but please do not expect an answer if not necessary.
Members try to spend their time to improve the emu more than writing tons of email
and answer to complaints.
Thank you for your understanding.