Was looking for an update for other readme's, when I cam across to NJ's homepage. There, although in his readmes, he was saying he won't be doing CPS2 (in the CPS1 readme), but it seems like he is working on CPS2 as well.
BTW, haven't gone through the search on PSPU during the time translating the page, if this was up please feel free deleting this.
Also, as of usual, if this wasn't the right section to post, please feel free tossing it around.
To view the current pictures, please refer to:
Sorry don't how to impliment pictures inbetween texts, so, allow me just to do the text translations. For the pictures, please refer to the above URL. Thanks much.
*** Translation ***
Although I wasn't intending to creat this, wanted to make the CPS1 more faster, so during modification of C68K, this came up well, so managed to playaround with this. Don't know this will be open to public at this stage.
Will be doing some works in it, but please do not blame me if I quit.
At the beginning, if I were to make one, thought of using MAME's musashi M68000 core (although tremenduosly slow on PSP), but during the modification of C68K, this became working with more speed than intended.
After doing some tests, I came to a conclusion of the sprite's priority process was simpler than the CPS1, and this is the biggest fact.
But, basically, the available memory is way too short. If I didn't have the ROM de-cryption XOR table this was to be alright. The PSP carries 32MB memory, but the 8MB will be used for the PSP's OS and such, so theoretically there is only 24MB left. Within this 24MB, the program are would be used for approx 4MB, realistically, 20MB will be it for Game ROM data area.
If there was 32MB, or atleast 24MB more, things would be much easier....
Have tried the playback of the sound.
Some problems which didn't occur on the CPS1 came up. There isn't much problem on the BGM, but the SE voices seems to crack up and could be annoying. Tried decreasing the volume and such, but this seems not an easy task.
Also, sprite's priority still have some weird parts, so, problems here has to be solved as well.
Have implimented the same Cache System as of NEOGEO Emulator and played around. As thought, it's not a playable game. My feeling towards this decreased. Cache file reading is slow, but before that, the game itself is very heavy. Probably the reason for this is the smooth animation it has. Every frame texture is re-written and the Cache (not memory cache, but sprite cache) doesn't work.
Disabling auto frame skin is still at this stage. With sounds playing.
Have tried old games. Firstly ddtod.
This can be played normally. Sound playing on 22KHz.
Same old game, but fighting games are not good. ssf2xj.
Additional: for ssf2xj, disabling autoframe skip will bring the game to 60fps and playable. I need to look into autoframe skip process.
Between games, there are alot of differences. ddsom.
New monster and magics do give process loss, but, still a playable level.
Probably optimizing the Cache to the game, then this would be playing normally.
Shooting Games. progear and gigawing.
Seems playable if Cache is optimized.
+ Fighting games are probably un-playable.
(Works but not a playable speed)
Although if the memory increased, still, due to the PSP's process
speed not enough, this won't be a worthy emulation.
+ Puzzle and verticle action games would be playable.
+ Shooting games would work as well.
One more, currently, if cache file is created for all games, it can launch them with sound. (ofcoarse, the ROMs has to be decrypted)
Although some of the screens are still funny.
*** Translation End ***
Although as stated in the translation, the fighting type might not come as playable, but this sure looks promising.
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Hope this helps,