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| PS2 Homebrew/Dev & Emu Scene Topics relating to homebrew PS2 development and emulation. |

06-08-2008, 12:09 PM
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Modder rev. 2.0
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Join Date: Apr 2006
Location: The beach with great weather year round.
Posts: 235
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I've modded mine to work with WD drives. Just a matter of a few Torx screws and cutting of the metal shielding.
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06-08-2008, 01:14 PM
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Registered User
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Join Date: Oct 2004
Posts: 3
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skins not work
I try setting the skin.cnf to have setting for texture background, but not work.
I try with resolution 640x480 pic as setting filename on skin.cnf.
BGTexture = mc0:/FCEUMM/back.png
BGMenu = mc0:/FCEUMM/menu.png
How to make it work?
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06-08-2008, 10:50 PM
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Registered User
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Join Date: Dec 2002
Posts: 116
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Hrmm, your value names and values look fine. Is it in the same directory as your FCEUltra.cnf? I might have broken something when I was migrating the code to where all the other cnf settings were. I thought it was alright since the color theme was being set. I'll take a look at it to see what's wrong.
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06-09-2008, 04:43 PM
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Registered User
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Join Date: Oct 2004
Posts: 3
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Skin setting
Yes, I try both with placing the PNG files on the same and different folder as skin.cnf. Unfortunately, none work.
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06-10-2008, 04:42 PM
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Registered User
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Join Date: May 2008
Posts: 4
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Does this EMU support Multi-Players ? I means 4 players support ...
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06-10-2008, 05:12 PM
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Registered User
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Join Date: Mar 2008
Location: Porto Alegre, RS, Brazil
Posts: 35
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And there are 4-players games for NES? 
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06-11-2008, 02:08 AM
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Registered User
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Join Date: Feb 2005
Posts: 34
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yes gauntlet for one (can't remember if its the first or second, but i know there is at least 1 as i have it in storage along with my nes satellite). just my $0.02 worth
Sincerely,
Gildor
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06-11-2008, 04:33 AM
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Registered User
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Join Date: Dec 2002
Posts: 116
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Just two controllers are supported for right now. It doesn't look like it'd be too hard to implement multitap support, from the look of the example provided in ps2sdk. Since I'm redoing the input support, I'll implement support for it along with my other changes, heh. I think one of the track & field games had 4 player support and a few other games, but most of them used only two controllers, and you had to hand over the controller to another player so they could play their turn.
I managed to install the hard drive. Since I didn't have a torx screwdriver, I just slowly worked at the metal mounting plate under the connectors to extend the amount of space they could move, and it finally fit after an hour or so. I don't think I broke anything as ps2link works fine and ulaunchelf was able to format the drive. I'll start testing for that hdd bug as soon as I setup some partitions and transfer some files over.
Last edited by ragnarok2040; 06-11-2008 at 04:48 AM.
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06-12-2008, 03:59 AM
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Registered User
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Join Date: Jun 2008
Posts: 2
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Does anyone know how to run Famicom Disk System games on the PlayStation 2? I use a DVD disc to load up NES games but how to do I load FDS games?
I hope this comment is useful.
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06-16-2008, 03:30 AM
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Registered User
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Join Date: Oct 2004
Posts: 184
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Quote:
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I managed to install the hard drive. Since I didn't have a torx screwdriver, I just slowly worked at the metal mounting plate under the connectors to extend the amount of space they could move, and it finally fit after an hour or so. I don't think I broke anything as ps2link works fine and ulaunchelf was able to format the drive. I'll start testing for that hdd bug as soon as I setup some partitions and transfer some files over
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how it is going?
__________________
ps2 silver edition unmodded
300gb harddisk
hdloader 0.8b
ulaunch v4.05
sms 1.8 rev1
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06-16-2008, 03:39 AM
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28 days, 6 hours, 42 minutes, and 12 sec
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Join Date: Aug 2004
Location: Middlesex
Posts: 156
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Quote:
Originally Posted by CrazyTeddyX
Does anyone know how to run Famicom Disk System games on the PlayStation 2? I use a DVD disc to load up NES games but how to do I load FDS games?
I hope this comment is useful.
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Get someone to produce an emulator for you. 
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06-17-2008, 02:56 PM
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Registered User
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Join Date: Dec 2002
Posts: 116
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You need the FDS disksys.rom in the same path as your savepath, where the gg.rom for game genie can also be placed.
It's taking me longer to acclimatize to linux on my main box than I thought, heh. Spent the last couple of days installing archlinux, setting it up, and tracking down a small bug in gdmsetup. Other than that, I'm setting up a mirror of my ps2dev environment on here so I can work from both computers.
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06-22-2008, 07:49 AM
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Registered User
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Join Date: Jan 2005
Posts: 230
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So uhhh.. ragnarok2040, how's the project?
Don't leave us now 
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07-01-2008, 10:00 AM
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Registered User
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Join Date: Dec 2002
Posts: 116
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Went to post a few days ago but the site was down, heh. I've found out that I can't use gsKit to render the snes9x's other gfx modes properly, so I'm switching to gslib. Well, I could use gsKit, but it would introduce a ton of problems with everything else. I'll have to do a rewrite of both FCEUltra and SNES9x's drawing routines and I'll need to do the browser's drawing code. It's a tough decision, since I spent so much time writing code to make sure it wouldn't break across regions with multiple setups with gsKit though the majority of those used ps2sdk functions that should work with gslib..., maybe. Also, spkleader, I think your problem might have been solved with EP's fileXio fix in ps2sdk for uLaunchElf, since the behavior of the bug it fixed seemed similar.
I abandoned the work on switching the input handling over to the IOP as the rpc client call would take longer than to just go through the list of buttons, heh. Right now I'm modifying the audsrv rpc client code and IOP rpc server to handle the samples directly, so all the conversion and such is done on the IOP, which will remove about 740~ or so loops during each frame. I hadn't realized that the function I was using to play samples returned the status of the number of samples played, so maybe I can finally add a buffer, heh. If that doesn't help much, maybe I can modify freepad to return the status of the emulated NES controllers directly but I'll have to switch input modules between the menus/emulator.
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07-01-2008, 05:54 PM
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Registered User
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Join Date: Jan 2005
Posts: 230
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Nice to see you're still on it ragnarok!
Thank you for the report.. i'll be waiting for the next release.
Now personally, i'd keep both emulators separated. So you could finish FCEUltra using the gsKit and then code SNES9x using gslib.
Other than that, FCEUltra its way 'mature' as it is.. just a few bugfixes should make it ready for a final 
Again, thank you for your hard work and for your time answering our questions.
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07-01-2008, 08:32 PM
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Registered User
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Join Date: Mar 2008
Location: Porto Alegre, RS, Brazil
Posts: 35
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Hum, those are bad news overall.
So there is nothing else we can do but sit and wait 
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07-03-2008, 01:19 PM
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Registered User
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Join Date: Jun 2008
Posts: 55
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Just popped by to say you ,ragnarok2040, have done a great job with FCEUltra and that I hope Snes9x will turn out just as good.
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07-15-2008, 11:03 AM
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Registered User
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Join Date: Jul 2008
Posts: 6
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i just want to say THANK YOU! ragnarok2040 for your work.i was really surprised that someone is working on new emulators for the ps2.FCE Ultra works quite well and it's almost perfect.hope you will do the same with Snes9X port for the ps2.
take care and good luck with all your projects! 
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07-18-2008, 08:33 AM
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Sui Generis Avis
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Join Date: Jan 2006
Posts: 476
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Nice work ragnarok2040!
I'm sharing a few icons I put together in my spare time the other night, Choose the icon style then copy the icon.sys & fceu.icn to the FCEUMM memory card folder. A readme.txt & BMP previews are also included.
FCEU MC Icons:
FCEU FDS Flat Square
FCEU FDS 3D Cube
FCEU FCE Flat Square
FCEU FCE 3D Cube
- The FCE icon is taken directly from the FCEU source and converted
- Edited out the NES icon, renamed the EMU icon to FCE; Minor post edit -slightly adjusted the icons.
Last edited by flamingo24; 07-18-2008 at 09:01 PM.
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07-19-2008, 12:42 AM
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Registered User
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Join Date: Dec 2002
Posts: 116
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Wow, nice work, thanks for the icons, flamingo  .
Sorry for being away for so long again. One of the capacitors on my motherboard blew, I think. Every now and then the screen would fill with random red pixels everywhere, then about a few hours after that the monitor refused to power on. The POST was still beeping all OK, though. Plugging in a power supply with lower wattage and my old ti4200 made it power on alright, but doing anything strenuous would overload the power supply and cause it to cut the power off, heh. Hrmm, I thought I'd posted right before that happened though :?. I managed to build myself a new computer, though it's mostly on credit since I was planning on building one next year, but that's fine. It's a Q6600 on a msi neo3-f p43 mobo with 4 gigs of ram, a hd 4850, and a corsair 750 watt PSU. Now that everything is new, it should last a bit.
For the update, I've made a custom audsrv module to buffer the sound and convert the samples on the IOP. It compiled fine with the toolchain before my system went down, anyway. I was about to test it in fceumm on pcsx2 when the mobo decided to kick me in the face :?. I've managed to compile my toolchain again, though I had to do it using a 32bit root. I've gotta finagle me a script to setup a 32bit build environment so I don't need to login as root, chroot, login to my user account and then execute an environment script... Other than that pcsx2-svn is working pretty good now, not crashing or anything like it was on my barton. I should have a new release soon, in a day or two, I hope.
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