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Nerd42
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Thu Jan 05, 2012 6:48 pm |
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Joined: Mon Nov 17, 2008 9:55 am Posts: 62
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Salv-E wrote: I already said that is not a bug in the emulator, there's nothing to fix in our side But you did fix it, at least for this version of the emulator with that modified eboot. Salv-E wrote: and we won't add any unnecessary option which will slow down the core. Adding a flag variable for whether to check whether to check the rom for this would be an operation done in constant time (it's just a bool!) and therefore could not slow down the core if it's turned off by the user. Quote: I already explained what is needed to modify in the emulator to play those games. Which involved for you building the executable (eboot is the PSP's executable format right?) from source after making a small change, right? That's something a nerd like me might be able to figure out in an afternoon but most people aren't developers and so couldn't do that practically speaking for each new revision that comes out. Are you saying we need a patch from the Star Road people which stops the game from writing to r0? (I don't even know what r0 is. Not familiar with the innards of Nintendo hardware or software) Thanks for the advice on the speed cheat. I will try that sometime soon. 
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Nerd42
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Thu Jan 05, 2012 6:55 pm |
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Joined: Mon Nov 17, 2008 9:55 am Posts: 62
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about building PSP apps from source: it would be nice to be able to code up a little something to run on the PSP but I dunno what tools I would need to get started. I know a little C++ and Python
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Reamer87
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Thu Jan 05, 2012 11:34 pm |
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Joined: Sat Nov 06, 2010 1:04 am Posts: 569
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The link to the tutorial I used is at the bottom of this post, but read on before venturing into psp development. With the tutorial you should install the latest version of pspsdk instead of installing the pspsdk in the tutorial. You should be able to get the latest pspsdk (0.11 is what I have) here: http://ps2dev.org/I should also mention that once you're able to compile here's a new list of files to transfer to run DaedalusX64: Daedalus.cht dvemgr.prx EBOOT.PBP exception.prx mediaengine.prx imposectrl.prx sysevent.prx Other than those two things, the tutorial worked out great for me. Though you might need to make a few educated guesses on how you want to edit the source files. http://forums.daedalusx64.com/viewtopic.php?t=318
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Corn
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Fri Jan 06, 2012 5:43 am |
| Developer |
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Joined: Sat Jan 31, 2009 7:11 am Posts: 442
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Nerd42 wrote: Are you saying we need a patch from the Star Road people which stops the game from writing to r0? (I don't even know what r0 is. Not familiar with the innards of Nintendo hardware or software)
R0 is a register in the MIPS CPU that is always zero. Writing to it will not change that fact (it will be considered as a NOP but I am not sure about what happens with CPU flags). Since we emulate all the regs in a array in memory it possible to write to any register including R0 and doing so will make the emulation fail since other instructions after the write depend on the register always being zero. Best way to fix it is to scan the ROM for OP-codes that writes to R0 and replace them with a proper NOP instruction. Adding a flag in the emulator to check for R0 writes and/or restore zero in R0 is not an option since it will slow the emu down.
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Nerd42
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Fri Jan 06, 2012 10:57 am |
| Warrior |
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Joined: Mon Nov 17, 2008 9:55 am Posts: 62
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Corn wrote: R0 is a register in the MIPS CPU that is always zero. Writing to it will not change that fact (it will be considered as a NOP but I am not sure about what happens with CPU flags). Since we emulate all the regs in a array in memory it possible to write to any register including R0 and doing so will make the emulation fail since other instructions after the write depend on the register always being zero. Best way to fix it is to scan the ROM for OP-codes that writes to R0 and replace them with a proper NOP instruction. Adding a flag in the emulator to check for R0 writes and/or restore zero in R0 is not an option since it will slow the emu down. Aha! Thank you. That explanation makes total sense. I took an assembly class once. Did a little MIPS
Last edited by Nerd42 on Fri Jan 06, 2012 12:20 pm, edited 1 time in total.
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Nerd42
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Fri Jan 06, 2012 12:22 pm |
| Warrior |
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Joined: Mon Nov 17, 2008 9:55 am Posts: 62
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kakarotto wrote: all 3 works with the eboot posted by Salv-E Yeah but Star Road goes really alow on my PSP 2000 slim. Looks like you have a newer model PSP there
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Reamer87
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Fri Jan 06, 2012 10:31 pm |
| Global Moderator |
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Joined: Sat Nov 06, 2010 1:04 am Posts: 569
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Nerd42 wrote: kakarotto wrote: all 3 works with the eboot posted by Salv-E Yeah but Star Road goes really alow on my PSP 2000 slim. Looks like you have a newer model PSP there Or kakarotto could be using different settings than you did.
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kakarotto
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Sat Jan 07, 2012 10:52 am |
| Warrior |
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Joined: Sat Mar 05, 2011 11:13 am Posts: 85
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psp go, everything deafult+ HLE and memory access on. No frameskip, no sound. Not too fast(original Mario64 usa has 30 fps max, Pal 25max) but nice and playable
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Nerd42
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Thu Jan 12, 2012 4:30 pm |
| Warrior |
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Joined: Mon Nov 17, 2008 9:55 am Posts: 62
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Once I understood the problem well enough to communicate it to Skrelux, he responded with a patch that fixes the issue with Star Road. Apply this patch to your Star Road rom (after running the extender and applying the Star Road patch) and it will run on Daedalusx64. http://www.mediafire.com/?7tl525zxt67hcpdI am hoping he will release a similar Christmas Carnival patch as well so that the modified EBOOT will no longer be needed.
Last edited by Nerd42 on Thu Jan 12, 2012 10:34 pm, edited 2 times in total.
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Nerd42
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Thu Jan 12, 2012 4:31 pm |
| Warrior |
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Joined: Mon Nov 17, 2008 9:55 am Posts: 62
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This still leaves us with the Missing Stars issue that has yet to be resolved. I might try applying his test patch to it again in case I did it wrong the first time.
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Nerd42
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Sat Jan 14, 2012 11:19 pm |
| Warrior |
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Joined: Mon Nov 17, 2008 9:55 am Posts: 62
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Salv-E wrote: Read this thread if you don't know how to add cheats viewtopic.php?f=12&t=3298The Star Road readme says it's meant to be played with a GameShark cheat that adjusts the camera: Quote: 8033C685 0005 8033C849 0002 D033AFA1 0010 8033C849 0000 D033AFA1 0008 8033C848 0030 Gonna have to figure out how to get that into the 1964 format I guess.
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Nerd42
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Sun Jan 15, 2012 3:05 pm |
| Warrior |
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Joined: Mon Nov 17, 2008 9:55 am Posts: 62
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lupus wrote: Star Road now playble with non modified DaedalusX64? When you apply the crash fix patch on top of Star Road, yeah. Hopefully this should be the lines that need to be added to Daedalus.cht Quote: [SM64 Star Road] NumberOfGroups=1 SMSR Camera Control=0,8033C685-0005,8033C849-0002,D033AFA1-0010,8033C849-0000,D033AFA1-0008,8033C848-0030, (later edit) The cheat code doesn't show up!! 
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