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November 27, 2007
Daedalus R14 — Updated N64 Emulator Progress

Posted by greg

At last — worthwhile news! StrmnNrmn sharing his latest progress report on the seemingly controversial Nintendo 64 Emulator, known as Daedalus. StrmnNrmn goes on to detail R14’s audio upsampling code, which is now working on the PSP’s Media Engine (ME). Another feature will be the new UI font rendering using BenHur’s recently released intraFont library. Check out the example below.

Daedalus intraFont rendering

Read full article.

Discuss!

Try Daedalus R13 in the meantime.

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November 4, 2007
Daedalus R13 (N64 Emulator) Released!

Posted by greg

StrmnNrmn delivers Daedalus R13 — the long awaited update to his Nintendo 64 emulation project for the PSP. As you may or may not know, R13 introduces savestates and a number of optimizations to the dynarec core.

Savestates are accessible via the pause menu allowing you to save your progress at any point. They’re written to the memory stick and occupy ~ 1MB per slot. Load savestates from the same pause menu or the front end — tap the right shoulder button to swap between the rom & savestate list.

Depending on which rom is being played, you may notice a 10-20% speedup. Should you encounter any roms which once worked under R12, but are now broken using R13, try disabling ‘dynamic recompilation’ and/or ‘dynarec stack optimisation’ from the rom’s preferences screen.

Kudos StrmnNrmn. Keep up the awesome work!

Download:
Daedalus R13 fw 1.00
Daedalus R13 fw 1.50+
Daedalus R13 source code

- source: StrmnNrmn’s blog

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October 25, 2007
Daedalus R13 Coming Soon, Real Soon (For Real)

Posted by greg

If you’re anything like me, you’ve been constantly refreshing StrmnNrmn’s blog in hopes the release of Daedalus R13 appears. And I’m sorry to say, you still need to wait, just a bit longer… Believe me, I’d rather be posting the actual download instead of saying, “try Daedalus R12 in the meantime.”

R13 is almost ready for prime time, according to StrmnNrmn’s latest blog update. It’s noted that the newly introduced savestates are working well and its current implementation provides for 10 save slots — shared across all roms. You will have the ability to save to & load from any slot at any given time.

Furthermore…

There are just a couple of things I need to finish off now before I can release. Firstly I need to check if the savestate you’re loading is for a different rom than is currently loaded. If this is the case I need to scan through your available roms looking for the correct one, and load it. To make this efficient I need to get the RomDB which I use for the PC build working on the PSP.

The second thing I need to do is come up with a decent way of linking some metadata to the savestate so I can show this in the UI. Just simple stuff like the full name of the rom, time the savestate was created and the total time spent playing when it was created. I figure without this information it’ll be quite difficult to figure out what it stored in each savestate slot. The alternative is to add a text entry system to the UI so you can name each savestate, but I think this will just delay things even more.

So, in the meantime, give Daedalus R12 a try. ;)

- source: StrmnNrmn’s blog

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October 22, 2007
Red Dragon (Experimental) — Nintendo Virtual Boy Emulator

Posted by greg

Back in ‘95 when I was hittin’ switches, I was also playing Nintendo Virtual Boy at a nearby Walmart. To be honest with you, it absolutely sucked, and that’s most likely the reason why Nintendo discontinued Virtual Boy the following year. Nevertheless, SofiyaCat is breathing life back into the ol’ portable game console with a brand new PSP emulator — Red Dragon. It’s currently in the experimental phase of development, so you never know what to expect — unforeseen issues may occur. Give it a try, leave your feedback below, and enjoy the “true 3D graphics.” ;)

Nintendo Virtual Boy

Download: Red Dragon (experimental)

- source: nekomimi

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October 18, 2007
Snes9xTYL 0.4.2 ME for the PSP Slim!

Posted by greg

I read a couple days back that Chilly Willy was working on a ME enabled version of YoyoFR’s SNES emulator for the Slim.

And now, Chilly Willy, along side CaptShoe, have released a MediaEngine supported version of Snes9xTYL. Enjoy Super Nintendo emulation at its finest! It of course works on fat PSPs too.

Zombies at my Neighbors!

One major limitation is noted…

…you cannot change the speed. It’s hard coded for 333 MHz. This is because you cannot change the CPU speed while the MediaEngine is running or the Slim hangs. In a related issue, sleep mode has been disabled since sleep would have done nothing at all. As such, this will drain your battery rapidly. Once I figure out how to change the speed after the ME has been initialized, I can change this aspect pretty easily. For now, full speed, and pressing the power button does nothing.

Download:
Snes9xTYL 0.4.2 ME (for Slim)
source code

- source: exophase

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September 19, 2007
Daedalus R13 Update!

Posted by greg

Its been along time coming, and still you must wait longer… Not much longer though! Developer StrmnNrmn shares his latest N64 emulation update with all the Daedalus disciples out there. Most interesting, R13 introduces “savestate” support…

StrmnNrmn explains it best:

For those not familiar with savestates, the basic premise is very much like ‘hibernate’ or sleep modes on PCs and laptops. A savestate can be created at any point during emulation. At a later time the savestate can be reloaded to restore the emulator to the exact state it was in when the savestate was created.

The plan: apply the finishing touches on Daedalus’ new savestate system, finish a number of additional optimizations, and then R13 is ready for prime time! It’s actually scheduled for release on the weekend of September 29th, or the first weekend in October.

In the meantime, occupy yourself with Daedalus R12.

StrmnNrmn’s full article

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September 14, 2007
snes9xTYL 0.4.2 — SNES Emulation Ported to the Slim

Posted by greg

Contra III SNES ScreenshotAhMan has ported YoyoFR’s Super Nintendo emulator over to firmware 3.xx kernels — I’m looking at you, PSP Slim owners.

Copy the “snes9xTYL” directory, found under “3.x”, to your memory stick.

The port removes USB mass storage support as it runs completely under “user mode” now. No biggie.

Download: snes9xTYL 0.4.2 (PSP Slim port)

 
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September 5, 2007
MasterBoy 2.02 Released

Posted by greg

Brunni’s MasterBoy, which emulates practically everything but your kitchen sink, has received another update which improves on SGB (Super GameBoy) emulation, fixes the SRAM bug that some most likely experienced, and there are other additions/tweaks making it worthy of an upgrade.

MasterBoy EBOOT Screenshot

2.02 changes:

  • EBOOT now has icon, wallpaper and sound (thanks to Ass-Itch from playeradvance for his nice BG/ICON)
  • Corrected the bug of SRAM not saving properly for some people
  • Added the last save date next to the save state slot number
  • Enhanced SGB emulation (runs a lot faster)
  • Corrected the garbage showing in the border of the render.
  • Reworked the default palettes to be closer to the GBC ones.
  • Augmented the maximum number of files per folder to 1024.
  • Note: The bug that some people has, save states not working after saving/loading a few, is still not fixed (I could contact nobody who has this problem for debugging). In between, if you have this problem, use the RAM state and save manually before exiting (or save less often).

To quickly recap, MasterBoy emulates four classic consoles & hand-helds: the SEGA Master System and Game Gear, Nintendo Gameboy, Gameboy Colour, and Super Gameboy.

Download: MasterBoy 2.02

- source: brunni

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August 28, 2007
MasterBoy 2.01 Released

Posted by greg

Brunni has updated MasterBoy to version 2.01. Appropriately titled, MasterBoy emulates the Nintendo Game Boy, Super Game Boy, Game Boy Color, and the SEGA Master System & Game Gear handheld. Not only that, there are many configurable options to further aid in your emulation enjoyment — retrofitting the retro, if you will. See MasterBoy.pdf for complete documentation.

v2.01 changes:

  • Finished the english documentation on how to colorize your games!
  • This version fixes a bug with sound volume when loading RIN states.
  • The file list can now display up to 1024 roms.
  • Added a small debug mode for the kernel version (copy the EBOOT from the Kernel mode directory to your MasterBoy directory on the PSP - this version runs significantly slower, so use it only for debugging and colorization). For people who reported me strange problems, press L+R+Triangle in the menu. It will show the available RAM. If you have the problem of save states not working after a while, please tell me how this value evolutes. Also, if this mode is enabled when going to Save states, SRAM, Save now, a message box with some information will appear, if you have the SRAM problem (not saving) please report to me the displayed text.
  • Bugfixes

Download: MasterBoy v2.01

- source: brunni.dev-fr.org

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August 21, 2007
MasterBoy v2.0a Released

Posted by greg

Update: MasterBoy 2.0a is now available. Not sure what the changes consist of. Just download it, and have fun!


MasterBoy ScreenshotBrunni has released MasterBoy — an emulator consolidating Nintendo Game Boy, Super Game Boy, Game Boy Color, SEGA Master System, *takes a breath* and Game Gear emulation — all in one EBOOT!

MasterBoy incorporates a nifty feature allowing you to colorize old GBC games; see examples in the “Colorpak” directory. There are plenty more options which distinguish this emulator from the rest. It definitely deserves a spot on your memory stick.

The SMS/GG emulation is based on MMSPlus. Everything is nicely documented in MasterBoy.pdf. Kudos Brunni; wonderful work.

Download: MasterBoy v2.0a

- source: brunni.dev-fr.org

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