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[RELEASE] PSPCAP32: Amstrad CPC Emulator v1.0.5

This is a discussion on [RELEASE] PSPCAP32: Amstrad CPC Emulator v1.0.5 within the ZX-81's Homebrew Releases forums, part of the PSP Development Forum category; Hi All, Here is a new version of PSPCAP32 the CPC Emulator for PSP. What's new in version 1.0.5 : ...

  
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    Smile [RELEASE] PSPCAP32: Amstrad CPC Emulator v1.0.5



    Hi All,

    Here is a new version of PSPCAP32 the CPC Emulator for PSP.

    What's new in version 1.0.5 :

    - Add all missing CPC keys in the virtual keyboard
    - Add a file run.txt to specify association between
    the disk name and the name of the program to run
    (file yyy.dsk -> RUN"xxx)

    How to use it ?

    Have a look to the README.txt file !

    Two binary versions (for 2.x and 1.5 FW) and sources are included in the zip archive.

    This package is under GPL Copyright, read COPYING file for more information about it.

    Enjoy,

    Zx.


    Attached Files Attached Files
    The more you fail, the more you have a chance that it will work in the end.

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    :Jump: Good job! Another wonderful release!

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    Great work with the run file (although I freely admit to not having tested this yet).

    The idea is sound, and I expect that all I would have to do is select a game from a menu and it does the rest?

    Does it cater for |cpm games?

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    Quote Originally Posted by Fry Crayola
    Great work with the run file (although I freely admit to not having tested this yet).

    The idea is sound, and I expect that all I would have to do is select a game from a menu and it does the rest?
    In the run.txt file, i've added only the few games i've tried on PSPCAP32, so you will have to add yours. ;)


    Quote Originally Posted by Fry Crayola
    Does it cater for |cpm games?
    You think about games such as "The Lurking Horror" ? Yes you can run such games using |CPM command.

    :)
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    I meant, is there potential for the run.txt file to handle |cpm games?

    As it is at the moment, I believe the emulator attempts a run"<filename>", taking the filename from the run.txt file.

    If it could also handle |cpm games somehow, it could be useful. Although in fairness, |cpm games are much rarer where the cracked games are concerned.

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    Quote Originally Posted by Fry Crayola
    I meant, is there potential for the run.txt file to handle |cpm games?
    Actually run.txt is used only for standard games (without |CPM), but we can imagine to put a dedicated keyword to specify program/games that should be started with the |CPM command :)

    Quote Originally Posted by Fry Crayola
    As it is at the moment, I believe the emulator attempts a run"<filename>", taking the filename from the run.txt file.

    If it could also handle |cpm games somehow, it could be useful. Although in fairness, |cpm games are much rarer where the cracked games are concerned.
    The more you fail, the more you have a chance that it will work in the end.

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    Well, I suppose that is as easy as make that the emu, if it find a "|CPM" in the run.txt, write |CPM instead of RUN"|CPM. Then, if the run.txt is correct, all the games will start pressing that command, instead of having to remember if this is a conventional or |CPM game :P

    The |CPM games are very usual in compilations.

    By the way, ZX-81, All the savestate or unzip lag was all fault of my memory stick (damn the first Sony 2G memory sticks). Now I'm using a 512 non-Sony stick and it spends only one second.

    One thing... ¿It's possible to add a comand in menu to pass from analogic to digital and revert it? There's a lot of games (for example, a lot of platform games) that are very annoying in the analogic, because you can jump by error instead of running.

    Then, with a:
    Joystick -> Analogic that changes to Joystick -> Digital Cursor if we pressed it
    That changes the joystick to the cursors (and the keys mapped to the cursors to the analogic), will be a great improvement for next versions.

    And I think it's all. With a little speed improvement, to have a full speed in 333 with frameskip 1 (now the sound is a little slowered), it will be the definitive emulator.
    Last edited by DonDepre; 05-01-2006 at 06:51 AM.

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    Quote Originally Posted by DonDepre
    Well, I suppose that is as easy as make that the emu, if it find a "|CPM" in the run.txt, write |CPM instead of RUN"|CPM. Then, if the run.txt is correct, all the games will start pressing that command, instead of having to remember if this is a conventional or |CPM game :P
    Yes it's very easy :)

    Quote Originally Posted by DonDepre
    One thing... ¿It's possible to add a comand in menu to pass from analogic to digital and revert it? There's a lot of games (for example, a lot of platform games) that are very annoying in the analogic, because you can jump by error instead of running.

    Then, with a:
    Joystick -> Analogic that changes to Joystick -> Digital Cursor if we pressed it
    That changes the joystick to the cursors (and the keys mapped to the cursors to the analogic), will be a great improvement for next versions.
    Right, very easy to do as well.

    Quote Originally Posted by DonDepre
    And I think it's all. With a little speed improvement, to have a full speed in 333 with frameskip 1 (now the sound is a little slowered), it will be the definitive emulator.
    I succeed to improve a little more the speed. All those new features should be available in the next release
    The more you fail, the more you have a chance that it will work in the end.

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    Well, the ultimate goal would be to have full speed at 333MHz without frameskips and with full speed sound.

    Is it possible to add a "sound quality" option, similar to those found on many other emulators offering 11kHz, 22kHz and 44kHz? I don't know what quality the sound is at present, but if it's at the higher end of the scale the option to reduce quality to gain speed could be good. My ears can barely tell the difference between the higher two yet the difference on some emulator speeds is astounding.

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    Quote Originally Posted by Fry Crayola
    Well, the ultimate goal would be to have full speed at 333MHz without frameskips and with full speed sound.
    I hope to reach that goal one day

    Quote Originally Posted by Fry Crayola
    Is it possible to add a "sound quality" option, similar to those found on many other emulators offering 11kHz, 22kHz and 44kHz?
    Good idea.

    Quote Originally Posted by Fry Crayola
    I don't know what quality the sound is at present, but if it's at the higher end of the scale the option to reduce quality to gain speed could be good. My ears can barely tell the difference between the higher two yet the difference on some emulator speeds is astounding.
    Right, the original sound on CPC is very bad, so it is not usefull to focus on a good quality for the sound emulation.
    The more you fail, the more you have a chance that it will work in the end.

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    I wouldn't go so far as to say that the sound was bad - in the hands of the right composer the CPC produced some excellent stuff (Thundercats, Robocop, etc.) but it's certainly not as great as the C64's SID chip and such.


 

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