PSP UAE4ALL r1

As in included readme:

PSP UAE4ALL r1 by TTYman, 16/01/2008
————————————

Install directions:

- Copy in /PSP/GAME (user mode build) or /PSP/GAME150 (firmware 1.5 compatibility for 3.xx OE release);
There are two different builds in archive:
1) 1.50 Kernel mode (psp_uae4all_r1);
2) 2.00 User mode (psp_uae4all_r1-usermode);
Use psp_uae4all_r1 as installation base, then replace EBOOT.PBP if you have slim psp or would use user mode build;
- Copy kickstart file named kick.rom of version 1.3 (edited 2008-01-17:512k overdump version) in same folder;
- Copy desidered disks images as .adf or .adf.gz (.adz) compressed format into disks folder, for convenience;

Specific Features:

- Based on latest Chui’s Dreamcast UAE4ALL and notaz’s uae4all gp2x v0.7.2a optimized blitter routines;
- Maximum speedup hacks using single precision math hardware support;
- full screen hardware scaled support;
- Fixed Overclock to 333 MHz while emulating, 222 MHz in menu;
- Only 546KB kernel build version (1.7MB user mode build).

Same features as Dreamcast version:

- Frameskip between 0-1 without sound and 1-2 with sound.
- Fast FAME Motorola 68000 C core by Fox68k.
- Autoframeskip for real speed.
- Mouse support.
- Joystick support.
- Fast sound with 8 buffers synchronized.
- Filemanager with subdirectories access.
- Complete menu with load, throttle, frameskip, reset… options
- Save disks changes into Virtual memory files (testing).
- Superthrottle mode for speed up intros and loading time.
- ADZ support (ADF floppy image gzip compressed)
- 2 floopy drives emulated.

How work special features:

- SuperThrottle
Hold right trigger first and left trigger second for automatic sound off and frameskip to 10 for speed up. This try to avoid large time for intros and loading time.

- ADZ support
You can compress your ADF floppy images with GZIP compression utility in order to save CD space. GZIP is free and multiplatform: Windows, GNU/Linux, MacOS … better use short filenames to read correctly disks numbers.

- Save disks changes to VM
UAE4ALL can save to VM disk sectors changed using ZIP compression. For games as Dune2, now you can save your campaigns and continue at future. A new menu option called “Save Disks” has added for enable or disable this feature.

- 2 floppy drives emulted
You can choose on filemanager a new disk for DF0 with Cross(X) button and a new disk for DF1 with Square([]) button. Also, you can eject DF1 with ‘Eject DF1′ option or pressing Triangle button while in menu.

- Throttle
Amiga is a hard machine to emulate. So, a lot of games support drawing shortcuts and cpu timeslice ampler. These methods speed up emulation and improve playbility under PSP.

- Autoframeskip
Unfortunately, UAE4ALL needs frameskipping for real time emulation. Active auto-frameskip menu option for real speed.
If you want sound, it’s a very important thing, the sound needs to be synchronous

- Mouse
Some on loading game demo requires specific mouse buttons combo, so try both buttons and movements while in such menu’s or demo.

Specific Controls:

- Button SELECT: Main Menu.
- Button START: not used.
- Button HOME: not used (exit, as normal, in user mode build).
- Buttons L+R: Deactivate SuperThrottle mode.
- Buttons L+R while keep pressing: Activate SuperThrottle mode (10x emulation velocity).
- Button Cross(X): used to confirm menu options, to select 1st disk, DF0, in load menu and as 1st mouse button.
- Button Circle(O): used as 2nd mouse button, as secondary joystick button and as go back in menus.
- Button Square([]): used to open load disks menu while in main menu, used to select 2nd disk, DF1, in load disks menu.
- Button Triangle(/\): used to eject DF1 and as primary joystick button.
- Button L: in Main menu Run emulation, in load menu go top of list.
- Button R: in Main menu Reset and Run emulation, in load menu go to bottom of list.
- Directional Buttons: emulate mouse movements.
- Analog stick: emulate joystick movements.

Known Problems:

- Keyboard emulation unimplemented.

PSP UAE4ALL r1 zipped archive (1.558.461 bytes)
PSP UAE4ALL r1 zipped archive MD5 checksum file

Here is UAE4ALL r1 source code:
PSP UAE4ALL r1 source zipped archive (1.100.135 bytes)
PSP UAE4ALL r1 source zipped archive MD5 checksum file

;-) TTYman

http://ttyman.free.fr

Posted in PSP UAE4All | 100 Comments

PSP MAME4ALL v4.9r2 Hires

PSP MAME4ALL v4.9r2 Hires by TTYman, 16/11/2007
——————————————————-

Install directions:

- Copy in /PSP/GAME (firmware 1.5) or /PSP/GAME150 (firmware 1.5 compatibility for 3.xx OE release);
There are four different builds in archive:
1) 1.50 Kernel mode (psp_mame4all_v4.9r2);
2) 1.50 Kernel mode without neogeo and cps1 support (psp_mame4all_v4.9r2-noneogeo-nocps1);
3) 2.00 User mode (psp_mame4all_v4.9r2-usermode);
4) 2.00 User mode without neogeo and cps1 support (psp_mame4all_v4.9r2-usermode-noneogeo-nocps1);
Use psp_mame4all_v4.9r2 as installation base, then replace EBOOT.PBP with your needed/preferred build;
- Recreate zipped roms with included ClrMame compatible .DAT files (v0.34-v0.36 mixed roms);
- Add created zipped roms files in ROMs subfolder and samples in samples subfolder;
Samples must be in .sam old Mame pre-v0.35 format, downloadable from http://www.mameworld.net/samples/sam.htm
or from http://www.gp32x.de/cgi-bin/cfiles.cgi?0,0,0,0,5,1034 and http://www.gp32x.de/cgi-bin/cfiles.cgi?0,0,0,0,5,1044

Specific Features:

- Based on latest MAME GP2X release v4.9;
- 480×272 full PSP Hires Support, now games with >320 orizz. and >240 vert. pixels are fully playable (Loderun, Galaga etc.);
- Overclock support, from 133 to 333 MHz;
- Fixed, Fixed Divided by 2, Software Scaled and Software Full Screen Stretched resolutions (all maximum 480×272);
- Frameskip as GP2X version (fixed 0-5, auto 1-5);
- Vsync on/off;
- Save configuration support, default and per game;
- 22KHz with 16 voices predefined sounds, 33KHz and 44KHz frequencies with 4, 8 and 16 voices combinations added;
- Preliminary analog support;
- Autocentering fix for all resolutions;
- Optimized compiled code as derived from GP2X version, but for PSP cpu (fastest graphics core!);
- Stripped & Packed executable, only 1.5MB;
- Original graphics theme from Gold edition (user mode version only);
- Music in menu (filename music.psp in data folder), in these supported formats: .MOD, .S3M, .IT, .XM and .OGG;
- Added, as bonus, 1st classified OldSkool at Assembly 2007 Music Competition (Commodore 64 based), in .OGG format;
- Graphic theme 480×272 BMP skins support, both pspmenu480.bmp and pspsplash480.bmp in folder skins (user mode version only);
- Dipswitches settings;

Specific Controls:

- Button SELECT: Insert credits.
- Button START: Play.
- Button HOME: after Pause exit game and return to menu.
- Buttons L+R: Activate/deactivate screen fixed/fixed div2/scale/stretch.
- Buttons L+R pressed during one second: Pause.
- Buttons L+HOME simultaneously: Reset emulation.

Fixed from 4.9r1

- Usermode builds now works.
- Dipswitches settings added.
- Some Z80 core speedups.
- Vector based games like Asteroids now run at native resolution of 480×272 pixels.
- Preliminary memory management to clean-up things in certain romset (due to original MAME bugs) before starting a new emulation.
- In case of memory fragmentation errors emulator now quits without lockups.
- Better sound support in certain games, like Teenage Mutant Hero Turtles etc.
- Graphics themes disabled in 1.50 kernel mode to gain more memory available, used a simple blue gradient instead.
- Graphics mode saved with settings.

Fixed from 4.7r3 (same as 4.8r1 unreleased)

- Crash when sampled used.
- Unified builds, thanks to new Z80 core, Mame 0.53 based, compatible with system16, neogeo and classic roms.
- Implemented PSP-2000 (slim) specific support, so double memory available to load roms, thanks to keiich-san code.

Fixed from 4.7r2:

- Sounds now are near arcade perfect, with minor gliches in some sound chips emulations;
- Gold (CPS1, System16 and Neogeo) specific emulations are now stand-alone, as require different z80 cpu implementation;
- Improved performance with sounds, oldies with 0 frame skip and vsync on, others with auto-1 and auto-2;

Fixed from 4.7:

- 133 MHz in menu and while paused, for battery saving;
- VSync really works now;
- Corrected build configuration and Makefile, so sounds in various games are now back;
- Correct fixed, div2, sw scaled and sw stretched resolutions, with autocentering;

Known Problems:

- General audio with some gliches due to original unoptimized threaded sound core;
- Preliminary Analog stick support doesn’t recognize very fast movements;
- No rotate support;

PSP MAME4ALL v4.9r2 Hires zipped archive (7.280.469 bytes)
PSP MAME4ALL v4.9r2 Hires zipped archive MD5 checksum file

Here are Mame GP2X 4.9 source code addons:
PSP MAME4ALL v4.9r2 Hires source zipped archive (102.040 bytes)
PSP MAME4ALL v4.9r2 Hires source zipped archive MD5 checksum file

TTYman ;-)

Posted in PSP MAME4All | 27 Comments

PSP MAME4ALL v4.9r1 Hires

Latest release with changes as from included readme-psp.txt:

PSP MAME4ALL v4.9r1 Hires by TTYman, 05/11/2007
——————————————————-

Install directions:

- Copy in /PSP/GAME (firmware 1.5) or /PSP/GAME150 (firmware 1.5 compatibility for 3.xx OE release);
There are three different builds in archive:
1) PSP-100x (psp_mame4all_v4.9r1);
2) PSP-100x without neogeo and cps1 support (psp_mame4all_v4.9r1-fat-noneogeo-nocps1);
3) PSP-200x (psp_mame4all_v4.9r1-slim);
Use psp_mame4all_v4.9r1 as installation base, then replace EBOOT.PBP with your needed/preferred build;
- Recreate zipped roms with included ClrMame compatible .DAT files (v0.34-v0.36 mixed roms);
- Add created zipped roms files in ROMs subfolder and samples in samples subfolder;
Samples must be in .sam old Mame pre-v0.35 format, downloadable from http://www.mameworld.net/samples/sam.htm

Specific Features:

- Based on latest GP2X MAME4All release v4.9;
- 480×272 full PSP Hires Support, now games with >320 orizz. and >240 vert. pixels are fully playable (Loderun, Galaga etc.);
- Overclock support, from 133 to 333 MHz;
- Fixed, Fixed Divided by 2, Software Scaled and Software Full Screen Stretched resolutions (all maximum 480×272);
- Frameskip as GP2X version (fixed 0-5, auto 1-5);
- Vsync on/off;
- Save configuration support, default and per game;
- 22KHz with 16 voices predefined sounds, 33KHz and 44KHz frequencies with 4, 8 and 16 voices combinations added;
- Preliminary analog support;
- Autocentering fix for all resolutions;
- Optimized compiled code as derived from GP2X version, but for PSP cpu (fastest graphics core!);
- Stripped & Packed executable, only 2.1MB;
- Original graphics theme from Gold edition;
- Music in menu (filename music.psp in data folder), in these supported formats: .MOD, .S3M, .IT, .XM and .OGG;
- Added, as bonus, 1st classified OldSkool at Assembly 2007 Music Competition (Commodore 64 based), in .OGG format;
- Graphic theme 480×272 BMP skins support, both pspmenu480.bmp and pspsplash480.bmp in folder skins;

Specific Controls:

- Button SELECT: Insert credits.
- Button START: Play.
- Button HOME: after Pause exit game and return to menu.
- Buttons L+R: Activate/deactivate screen fixed/fixed div2/scale/stretch.
- Buttons L+R pressed during one second: Pause.
- Buttons L+HOME simultaneously: Reset emulation.

Fixed from 4.7r3 (same as 4.8r1 unreleased)

- Crash when sampled used.
- Unified builds, thanks to new Z80 core, Mame 0.53 based, compatible with system16, neogeo and classic roms.
- Implemented PSP-2000 (slim) specific support, so double memory available to load roms, thanks to keiich-san code.

Fixed from 4.7r2:

- Sounds now are near arcade perfect, with minor gliches in some sound chips emulations;
- Gold (CPS1, System16 and Neogeo) specific emulations are now stand-alone, as require different z80 cpu implementation;
- Improved performance with sounds, oldies with 0 frame skip and vsync on, others with auto-1 and auto-2;

Fixed from 4.7:

- 133 MHz in menu and while paused, for battery saving;
- VSync really works now;
- Corrected build configuration and Makefile, so sounds in various games are now back;
- Correct fixed, div2, sw scaled and sw stretched resolutions, with autocentering;

Known Problems:

- General audio with some gliches due to original unoptimized threaded sound core;
- Preliminary Analog stick support doesn’t recognize very fast movements;
- No rotate support;

PSP MAME4ALL v4.9r1 Hires zipped archive (6.792.731 bytes)
PSP MAME4ALL v4.9r1 Hires zipped archive MD5 checksum file

Source code can be downloaded from official Franxis’s GP2X port, at http://www.talfi.net/gp32_franxis/.

TTYman ;-)

Posted in PSP MAME4All | 32 Comments

PSP MAME4ALL: sources released into new MAME GP2X v4.8

Well, after some effort from me and Franxis, source code is now available, grab it from http://www.talfi.net/gp32_franxis/

TTY ;-)

Posted in PSP MAME4All | 8 Comments

PSP MAME4ALL v4.7r3 Hires

Third release of latest version. As included readme-psp.txt:

PSP MAME4ALL v4.7r3 Hires by TTYman, 08/10/2007
——————————————————-

Install directions:

- Copy in /PSP/GAME (firmware 1.5) or /PSP/GAME150 (firmware 1.5 compatibility for 3.xx OE release);
- Recreate zipped roms with included ClrMame compatible .DAT files (v0.34-v0.36 mixed roms);
- Add created zipped roms files in ROMs subfolder and samples in samples subfolder;

Specific Features:

- Based on latest GP2X MAME4All releases v4.7;
- 480×272 full PSP Hires Support, now games with >320 orizz. and >240 vert. pixels are fully playable (Loderun, Galaga etc.);
- Overclock support, from 133 to 333 MHz;
- Fixed, Fixed Divided by 2, Software Scaled and Software Full Screen Stretched resolutions (all maximum 480×272);
- Frameskip as GP2X version (fixed 0-5, auto 1-5);
- Vsync on/off;
- Save configuration support, default and per game;
- 22KHz with 16 voices predefined sounds, 33KHz and 44KHz frequencies with 4, 8 and 16 voices combinations added;
- Preliminary analog support;

- Autocentering fix for all resolutions;
- Optimized compiled code as derived from GP2X version, but for PSP cpu (fastest graphics core!);
- Stripped & Packed executable, only 2.1MB;
- Original graphics theme from Gold edition;
- Music in menu (filename music.psp in data folder), in these supported formats: .MOD, .S3M, .IT, .XM and .OGG;
- Added, as bonus, 1st classified OldSkool at Assembly 2007 Music Competition (Commodore 64 based), in .OGG format;
- Graphic theme 480×272 BMP skins support, both pspmenu480.bmp and pspsplash480.bmp in folder skins;

Specific Controls:

- Button SELECT: Insert credits.
- Button START: Play.
- Button HOME: after Pause exit game and return to menu.
- Buttons L+R: Activate/deactivate screen fixed/fixed div2/scale/stretch.
- Buttons L+R pressed during one second: Pause.
- Buttons L+HOME simultaneously: Reset emulation.

Fixed from 4.7r2:

- Sounds now are near arcade perfect, with minor gliches in some sound chips emulations;
- Gold (CPS1, System16 and Neogeo) specific emulations are now stand-alone, as require different z80 cpu implementation;
- Improved performance with sounds, oldies with 0 frame skip and vsync on, others with auto-1 and auto-2;

Fixed from 4.7:

- 133 MHz in menu and while paused, for battery saving;
- VSync really works now;
- Corrected build configuration and Makefile, so sounds in various games are now back;
- Correct fixed, div2, sw scaled and sw stretched resolutions, with autocentering;

Known Problems:

- General audio core with some gliches;
- Sounds are absent in some gold edition emulations (minor neogeo games) with near perfect z80 requirements;
- Preliminary Analog stick support doesn’t recognize very fast movements;
- No rotate support;

PSP MAME4ALL v4.7r3 Hires zipped archive (3.529.604 bytes)
PSP MAME4ALL v4.7r3 Hires zipped archive MD5 checksum file

Source code from now is merged to official Franxis’s GP2X port, at http://www.talfi.net/gp32_franxis/, so wait next release for it.

TTYman

http://ttyman.free.fr
;-)

Posted in PSP MAME4All | 13 Comments

PSP MAME4ALL v4.7r2 Hires

Second release of latest version. As included readme-psp.txt:

PSP MAME4ALL v4.7r2 Hires by TTYman, 08/09/2007
——————————————————-

Install directions:

- Copy in /PSP/GAME (firmware 1.5) or /PSP/GAME150 (firmware 1.5 compatibility for 3.xx OE release);
- Recreate zipped roms with included ClrMame compatible .DAT files (v0.34-v0.36 mixed roms);
- Add created zipped roms files in ROMs subfolder and samples in samples subfolder;

Specific Features:

- Based on latest GP2X MAME4All releases v4.7;
- 480×272 full PSP Hires Support, now games with >320 orizz. and >240 vert. pixels are fully playable (Loderun, Galaga etc.);
- Overclock support, from 133 to 333 MHz;
- Fixed, Fixed Divided by 2, Software Scaled and Software Full Screen Stretched resolutions (all maximum 480×272);
- Frameskip as GP2X version (fixed 0-5, auto 1-5);
- Vsync on/off;
- Save configuration support, default and per game;
- Autocentering fix for all resolutions;
- Optimized compiled code as derived from GP2X version, but for PSP cpu (fastest graphics core!);
- Stripped & Packed executable, only 2.1MB;
- Original graphics theme from Gold edition;
- Music in menu (filename music.psp in data folder), in these supported formats: .MOD .S3M, .IT, .XM and .OGG;
- Added, as bonus, 1st classified OldSkool at Assembly 2007 Music Competition (Commodore 64 based), in .OGG format;
- Graphic theme 480×272 BMP skins support, both pspmenu480.bmp and pspsplash480.bmp in folder skins;

Specific Controls:

- Button SELECT: Insert credits.
- Button START: Play.
- Button HOME: after Pause exit game and return to menu.
- Buttons L+R: Activate/deactivate screen fixed/fixed div2/scale/stretch.
- Buttons L+R pressed during one second: Pause.
- Buttons L+HOME simultaneously: Reset emulation.

Fixed from 4.7:

- 133 MHz in menu and while paused, for battery saving;
- VSync really works now;
- Corrected build configuration and Makefile, so sounds in various games are now back;
- Correct fixed, div2, sw scaled and sw stretched resolutions, with autocentering;

Known Problems:

- General audio core non arcade perfect, and slowdowns when enabled;
- No rotate support;

PSP MAME4ALL v4.7r2 Hires zipped archive (3.311.605 bytes)
PSP MAME4ALL v4.7r2 Hires zipped archive MD5 checksum file

Source code will follow.

TTYman

http://ttyman.free.fr
;-)

Posted in PSP MAME4All | 24 Comments

Playstation Portable (PSP) development system with OpenGL, OggVorbis and SDL Simple Direct Layer support – bugfix

After a complete retest of all things, I found this error in development system.

[psptoolchain-20070626-local-src-fixes.tar]: under psptoolchain/scripts folder you must change “unzip” to “tar -jxvf” in both
003-pspsdk-stage1.sh and 006-pspsdk-stage2.sh 7th line.

About OpenGL examples: pspgl examples can be compiled and installed only after libpng,
so psptoolchain-20070626-sdl.tar (where libpng is included) must be compiled and installed before.

So, I updated article with these info, and as I can, I’ll post a new psptoolchain-20070626-local-src-fixes.tar version to include this bugfix.

TTY

Posted in PSP MAME4All | Leave a comment

PSP MAME4ALL v4.7 & 4.6 Hires Source Code

Source code for previous PSP MAME4ALL v4.7 & 4.6 Hires releases can be downloaded from:

mame_gp2x_4.6_sources_psp.zip (md5)
mame_gp2x_4.7_sources_psp.zip (md5)

after psptoolchain with sdl correctly installed, unzip prefered archive and execute:

$ make -f Makefile.psp

after that a EBOOT.PBP will be created. On your memory stick make a mame4all folder and into it create “hi”, “cfg” and “roms” folder, and copy on latest one your legally owner roms.

TTY ;-)

Posted in PSP MAME4All | 10 Comments

Playstation Portable (PSP) development system with OpenGL, OggVorbis and SDL Simple Direct Layer support.

[Commands legend: # executed as root user, $ executed as normal user]

Here can be found both binary and all sourcecode archives, with build and install directions.

Linux binary pre-build, ready to use, release: psptoolchain-20070626-sdl-complete-binary.tar.bz2 (md5) [70M]

After unpack this, you must make these environment variables changes:

$ export PSPDEV=$HOME/pspdev [*]
$ export PATH=$PATH:$PSPDEV/bin:$PSPDEV/psp/bin [*]

[*] for example, if you unpacked in your home folder; in any case must be included in your environment login script, as .bashrc or similar.
After that, you are ready to use PSP development kit in linux.

If you want build from scratch, you can find source code archives with build and install directions.
These build and install steps can be used in a Debian-like linux distro (Debian 4.0r0 Etch verified).

Files needed:

psptoolchain-20070626.tar.bz2 (md5) [115K]
psptoolchain-20070626-local-src-fixes.tar (md5) [93M] [*]
psptoolchain-20070626-sdl.tar (md5) [7M]
psppacker_src_v0.2.tar.bz2 (md5) [10K]
libTremor-pspdev.tar.bz2 (md5) [181K]
pspgl-pspdev.tar.bz2 (md5)[496K]

Just download all files in a folder and then unpack them:

$ tar -jxvf psptoolchain-20070626.tar.bz2
$ tar -xvf psptoolchain-20070626-local-src-fixes.tar
$ tar -xvf psptoolchain-20070626-sdl.tar
$ tar -jxvf psppacker_src_v0.2.tar.bz2
$ tar -jxvf libTremor-pspdev.tar.bz2
$ tar -jxvf pspgl-pspdev.tar.bz2

[*] edited 7/sept/2007 [there is a bug in archive: under psptoolchain/scripts folder you must change "unzip" to "tar -jxvf" in both
003-pspsdk-stage1.sh and 006-pspsdk-stage2.sh 7th line]

First development compiler and utilities must be installed in your distro, to build PSP basic toolchain:

# apt-get install autoconf automake bison flex gcc libncurses5 libtool make patch subversion texinfo wget

Note: optionally can be installed insight-6.4 also (I did), removing exit command from scripts/008-insight-6.4.sh’s second row, but it requires “tk8.4″ and “tk8.4-dev” packages, so the previous apt-get install command needs “tk8.4″ and “tk8.4-dev” as parameters:
# apt-get install autoconf automake bison flex gcc libncurses5 libtool make patch subversion texinfo tk8.4 tk8.4-dev wget

Then enter in psptoolchain subfolder and execute:

$ mkdir $HOME/pspdev [+]
$ export PSPDEV=$HOME/pspdev [*]
$ export PATH=$PATH:$PSPDEV/bin:$PSPDEV/psp/bin [*]
$ ./toolchain.sh

[+] I used to install all thigs in my home, for ease, if you want can be changed, but every install command (make install) must be executed as owner user of choosen folder.

[*] after complete build and installation, must be included in your environment login script, as .bashrc or similar.

Now to make and install optional psp-packer utility, zlib1g-dev package must be installed, via apt-get install command:

# apt-get install zlib1g-dev

and then enter in psppacker_src_v0.2 source folder and execute:

$ make
$ make install

Now to make and install pspGL (for OpenGL hardware support), enter in pspgl folder and execute:

$ make
$ make install

edited 7/sept/2007 This following step is optional, pspgl examples depend from libpng included in psptoolchain-20070626-sdl.tar, so this package must be compiled and installed before, after that you need also ImageMagick command line tools, so you must execute:

# apt-get install imagemagick

and then:

$ export PSP_MOUNTDIR=/media/usbdisk
$ export PSP_REVISION=1.50
$ make -C tests clean install
$ make -C test-glut clean install

These four command lines make and install library examples directly to PSP/GAME subfolder on Playstation Portable (in this example, /media/usbdisk/PSP/GAME or GAME150 if found), so you must mount it before executing (I commented out mount/umount commands in Makefile, as they aren’t compatible to all Linux distro…).

Now to make and install libTremor (for OggVorbis support), enter in libTremor subfolder and then execute:

$ LDFLAGS="-L$(psp-config --pspsdk-path)/lib -lc -lpspuser" \
./autogen.sh \
--build `gcc -v 2>&1 | grep Target | cut -f 2 -d " "` \
--host psp --prefix=$(psp-config --psp-prefix)
$ make
$ make install

Finally, now to make and install a local version (not from pspdev svn repository) SDL toolchain, enter in sdl subfolder, then execute:

$ ./build_local.sh

This version has build instructions fixes for some packages, as not updated to latest build toolchain. You can view these in build_local.sh script and in files with updated dates, as some .am and .ac ones. This script will use a /tmp subfolder to compile and link files, and then will install in PSPDEV folder.

In test subfolder of SDL package (but in other packages also), various examples can be found, use included makefile-sdl.psp of sdl archive as a start makefile for such examples and look into to know how to use it.

In any case, please refer to every README included in packages.

TTY

Posted in PSP MAME4All | Leave a comment

PSP MAME4ALL v4.7 & 4.6 Hires

Well, I’m back! This is a long waiting post… after so much time…, many things are changed in my life in this time and for now simply a gift to PSP community and users, like me :D .

This is readme-psp.txt included in linked archive:

PSP MAME4ALL v4.7 & 4.6 Hires by TTYman, 19/08/2007
——————————————————-

Install directions:

- Copy desidered version in /PSP/GAME150 (firmware 1.5 compatibility for 3.xx OE release);
- Recreate zipped roms with included ClrMame compatible .DAT files (v0.34-v0.36 mixed roms);
- Add created zipped roms files in ROMs subfolder;

Features:

- Based on latest GP2X MAME4All releases v4.7 & 4.6;
- 480 Orizzontal Hires Support in menu and games, now games with >320 pixels are playable (Loderun etc.);
- Overclock support, from 166 to 333 MHz;
- Frameskip as GP2X version (fixed 0-5, auto 1-5);
- Vsync on/off;
- Save configuration support, default and per game;
- Autocentering fix for most games when using FIXED/FIXED DIV2;
- Optimized compiled code as derived from GP2X version, but for PSP cpu (fastest graphics core!);
- Stripped & Packed executable, only 2MB;
- New Graphic theme from mame.net logo (TM) and mameworld.com Tim’s covers (n.1 and n.2);
- Graphic theme 480×240 BMP skins support, both pspmenu480.bmp and pspsplash480.bmp in folder skins;

Known Problems:

- v4.7 broken some audio, as Bobble Bobble (no music, but effects… may be better?! :-P );
- v4.6 & v4.7 general audio core non arcade perfect (when enabled very slowdown?!);
- No rotate support;

In a cople of days I’ll release source code and development kit / direction for collaborating people.

PSP MAME4ALL v4.7 & 4.6 Hires zipped archive (4.538.894 bytes)
PSP MAME4ALL v4.7 & 4.6 Hires zipped archive MD5 checksum file

Stay tuned, sources will be uploaded shortly ;-) .

Posted in PSP MAME4All | 3 Comments