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avocado's Issues

Alpine linux error imgui

I have a mistake in compiling with imgui Here's the mistake.

imgui.cpp
In file included from ../../../externals/imgui/imgui.cpp:977:
../../../externals/imgui/imgui.h:1205:56: error: 'operator new' takes type 'size_t' ('unsigned int') as first parameter [-fpermissive]
inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
^
make[1]: *** [Makefile:187: obj/x86/debug/imgui.o] Error 1
make: *** [Makefile:89: imgui] Error 2

Building for macOS and pmake5 - problem!

  • Build: The latest of Avocado
  • OS: Mojave the latest version
  • Hardware: 2.6 GHz Intel Core i5, 8GB of RAM, and Intel Iris 1536mb

I am trying to compile it for macOS but pmake5 is not found in terminal. I downloaded pmake5 but I dont know how to installed it through terminal at all.

Help ? I have experienced building emulators for macOS. This is totally different because of pmake5. Please help ?

typical mistakes and shortcomings

W10 x64
http://www.emucr.com/2019/08/avocado-git-20190826.html

7700k z270 32gb (intel 630 with last drivers)
in all games
screen flickers in hardware mode

video:
https://mega.nz/#!RMBEFaLY!YJiBoculeqcPo_gOCQ7DwzNUG7wH4f9CP0TF_YKgknI
avocado 2019-08-26 18-57-00-982

  • as always, directories with cyrillic are not defined. When you select an image from such a directory, the emulator closes.
    avocado 2019-08-26 19-10-21-164

  • still the early stage of the emulator, I decided not to add it to a separate topic, I will express it as a wish.
    Add high-quality vibration
    even in pcsx2 with a ps3 gamepad .. the vibration is just disgusting. for example, the effects of the transition from soft to rough vibration were not felt,
    (for example, the heartbeat and breath of the hero) I was very surprised how cool it is on the original console. And although psx (one) has less advanced vibration, I hope that it will be closest to the original.

  • alt + enter full screen mode

  • savestate support is relevant for detecting game bugs in the early stages

ウンジャマラミー (Um Jammer Lammy) hangs before the main menu

  • Build: develop-e0ce3af (x64)
  • OS: Windows 10 Pro Insider Preview 64-bit (18890.1000.amd64fre.rs_prerelease.190426-1618)
  • Hardware: Intel Core i5-8400 CPU @ 2.80GHz, GeForce GTX 1060 3GB (10DE-1C02), 8108 MBytes.
  • Game: ウンジャマラミー (Um Jammer Lammy) - SCPS-18011
  • Behavior: Crashes before game could start past the SCE presents screen with an unimplemented CDROM opcode.
  • Screenshots/Videos: https://files.catbox.moe/cr20v6.mp4
  • Log: log.txt

[Game] Medievil

02/09/2019 build
Скриншот 03-09-2019 170427
Скриншот 03-09-2019 170309

font/effects Issues
sometimes no background music
just a job report. thank.

パラッパラッパー (PaRappa the Rapper) softlocks before the main menu

  • Build: develop-e0ce3af (x64)
  • OS: Windows 10 Pro Insider Preview 64-bit (18890.1000.amd64fre.rs_prerelease.190426-1618)
  • Hardware: Intel Core i5-8400 CPU @ 2.80GHz, GeForce GTX 1060 3GB (10DE-1C02), 8108 MBytes.
  • Game: パラッパラッパー (PaRappa the Rapper) - SCPS-18002
  • Behavior: The game boots to the intro video, it gets about 2-3 seconds in, then locks up. Pressing a button to go to the main menu causes a softlock due to the animation that plays on the menu failing to work, alongside the intro video audio playing after the menu's audio.
  • Screenshots/Videos: https://files.catbox.moe/rykrp6.mp4
  • Log: log.txt

40 Winks (U) hangs when loading

  • Build: 5153b9
  • OS: Windows 7
  • Hardware: i3 2100, GTX 1050 TI, 4GB RAM DDR3
  • Game: 40 Winks (U). ID: SLUS-00874
  • Behavior: Avocado hangs when trying to load the game
  • Log: log.txt

G-Police (U) hangs when loading

  • Build: 8debe8
  • OS: Windows 7
  • Hardware: i3 2100, GTX 1050 TI, 4GB RAM DDR3
  • Game: G-Police (U). ID: SLUS-00544
  • Behavior: Avocado hangs when trying to load the game
  • Log: log.txt

cpuVramToVram: Suspicious arg0

  • Build: 04/07/2018 (14d7977)
  • OS: Windows 7 64-Bits
  • Bios: SCPH1001
  • Hardware: CPU: I3 7100, GPU: NVidia 1050, RAM: 8GB.
  • Game: Digimon Rumble Arena (U) - SLUS-01404
  • Behavior: I was playing, everything was just fine, but then, for no reason, grapichs start to fail, then console logs, I can play, but with grapich errors.
  • Screenshots/Videos: image
  • Log: logs-(SLUS-01404).txt

EDIT: now grapichs looks even worse, and have more logs (I assume that is all from the same error, something is wrong copying to Vram and it start rendering something else, for example, one sprite from another character was showing on a battle)

cpuVramToVram: Suspicious arg0: 0x1e4fc0
cpuVramToVram: Suspicious arg0: 0x1e47c0
cpuVramToVram: Suspicious arg0: 0x1047d0
cpuVramToVram: Suspicious arg0: 0x104fc0

Create software renderer

Reading from VRAM into RAM every frame is not something mobile devices like - software renderer for 2d polygons should be faster and 3d transformed polygons can be rendered natively using OpenGL

2x Internal resolution

Ability to integer scale internal emulator resolution.

Bigger resolution should give much better quality despite using software rendering.
Anoter option is to implement 3d rendering using OpenGL, but it looks like much more complicated task.

Create crashdump on fatal crash

Using MiniDumpWriteDump and SetUnhandledExceptionFilter create process crashdump.
This will be helpful when debugging fatal crash reported by user.

Transparancy issue - glitch "line"

When drawing two triangles which have one edge in common transparency issue apprears:
2018-06-08_02h25_56

Mostly visible on fading screens (Crash1 startup screen).
Probably bug in rasterizer algorithm.

Armored Core (U) hangs when loading

  • Build: 8debe8
  • OS: Windows 7
  • Hardware: i3 2100, GTX 1050 TI, 4GB RAM DDR3
  • Game: Armored Core (U). ID: SLUS-01323
  • Behavior: Avocado hangs when trying to load the game
  • Log: log.txt

Bust-A-Move 2: arrow position issue

  • Build: 20/12/2018
  • OS: Windows 10 b1809
  • Hardware: Intel i7-4720, GTX965M, RAM 8GB.
  • Game: Bust-A-Move 2: Arcade Edition , SLES-00278
  • Behavior: The arrow to aim the shots shifts position when not vertical
  • Screenshots/Videos:
    vertical

shifted

Timer problem

  • Build: 04/07/2018 (14d7977)
  • OS: Windows 7 64-Bits
  • Bios: SCPH1001
  • Hardware: CPU: I3 7100, GPU: NVidia 1050, RAM: 8GB.
  • Game: Tomb Raider - The Last Revelation (SLUS-00885)
  • Behavior: I'm on the game, I skip the very first cinematic, the tutorial starts, then I move a little forward, start a new cinematic, but this is on game cinematic, my guide start to talk (it start to explain how to play the game, etc..) but I can't skip the talk, is like it never ends, I can't skip it with Start or any button. He keeps moving the hands, the same way, like loop on model action, because the end never reach, I think is because of some timer.
  • Screenshots/Videos:
  • Log:

Fix Linux builds

After ImGui support has been added, Linux builds stopped working as SDL2 ImGui implementation is being compiled.
Move ImGui implementation to platform Windows.

Add minimum requirements in Readme.md

  1. minimum openGL or DirectX version is needed to run Avocado
  2. Minimum CPU\RAM any other info.
    Avocado close with "Cannot create OpenGL context" message on openGL 2.1 GPU

Add build hashes to the title bar

An easy way for users to identify the build they're using is to show the build hash on the title bar.
So, the new title bar would look like:

  • "Avocado: build 0abcde12 - FPS: 59 (17.00 ms)"

Correct brightness on non-raw textures

On Tony Hawk's Pro Skater 2 character selection - model is too bright.
Some games are drawing shadows using this method - main character shadow in Herkules is not black.

zrzut ekranu 2017-09-04 21 34 44

Reimplement GTE module

Right now GTE is implemented according to reversed documentation - reading and understanding it is impossible. Also, there is no tests attached - .exe based tests or unit tests should be created.

MDEC decoder

  • Implement MDEC decompression algorithm

  • Add missing MDEC commands and status fields

  • Handle DMA0 channel transfer (compressed data in RAM -> MDEC engine)

  • Handle DMA1 channel transfer (decoded data in MDEC -> RAM)

  • 4bit mode

  • 8bit mode

  • 16bit mode

  • 24bit mode

  • Add support for 24bit display mode (hacked)

  • Refactor mdec module

  • It would be nice to have test program running on real PSX which decodes given frame (real data or random "fuzzed" input) and dumps decoded frame (like GTE fuzz automated tests)

DMA Bus error

  • Build: 03/07/2018. Commit (e5a52a9)
  • OS: Windows 10 64-Bits
  • Bios: SCPH1001
  • Hardware: CPU: I3 7100, GPU: NVidia 1050, RAM: 8GB.
  • Game: Tomb Raider Chronicles (SLUS-01311)
  • Behavior: The game is playable, just need to press Enter (Start) to fastboot, because it gave me errors until I press start to fastboot, error below. But everytime a blackscreen appears, I have to press Start to fastbooting, or will be on that blackscreen forever
  • Screenshots/Videos: Nothing to screen, only the error
  • Log: log.txt

And another thing, can't press more than 2 bottons, if I press BUTTON_UP and BUTTON_LEFT, and then press BUTTON_SQUARE it will not work, but if I stop pressing BUTTON_LEFT, I will start working again.


Also, same build and everything else

  • Game: Digimon Rumble Arena (SLUS-01404)
  • Behavior: The game start, look for Memory Card, everything work, I said no, and then black screen, and on the console it said
    log (SLUS-01404).txt
    then if I press Enter (Start) to fastboot, the console stop showing those errors, and the game works on intro screen, showing DEMO Mode, and press Start to continue.

If I press Start, the game enter on main screen, the emulator crash, I don't have it on Visual Studio to debug, but this is the screen
error digimon rumble arena

Bug with one game

  • Build: 04/07/2018 (14d7977)
  • OS: Windows 7 64-Bits
  • Bios: SCPH1001
  • Hardware: CPU: I3 7100, GPU: NVidia 1050, RAM: 8GB.
  • Game: Bugs Bunny Lost In Time U (SLUS-00838)
  • Behavior: At first, the keys don't work, I can't choose the language, then after a time, it is autoselected, then it goes to main screen, it said "PRESS START", if I press start, then nothing happend. Then, after 2 - 3 minutes, it goes into demo mode, and errors
  • Screenshots/Videos: image
  • Log: logs-(SLUS-00838).txt

NOTE: It is rare, because, one time, I couldn't use the joystick (I mean my keyboard, u know) to choose language, but after a few Hard Reset, and drag and drop the SLUS-00838, the first loading screen (I mean the Warner Bros one) the image goes crazy, and then it work, I can move the joystick, and I enter to the game, I saw the first cinematic, then before the game start, the same problem.

EDIT: I still have the emulator open, if u want, ask me for any log.

These are the .bin files dumped when press R.

ram and spu log.zip

Support alternative disc formats

As mentioned in #28, support for different disc dump formats is a nice feature to have for end-user.

As for now Avocado supports:

  • single file .bin/.img/.iso (2352) images
  • multitrack .cue image with .bin tracks
  • MAME .chd disc file format with FLAC audio and LZMA compressed data
  • .ecm files
  • PSExe files (.exe, .psexe)
  • PSF music (.psf, .minipsf)

Nice to have:

  • .cue with WAV/MP3 tracks
  • PS Classics .pbp files download from Playstation Store

If you have any new file format suggestions feel free to comment on this issue.

Add save state support

  • Compatibility with existing formats/write custom one?
  • Find binary serialization library (JSON isn't a perfect choice here: binary JSON, Cereal, ProtoBuf, something else?)
  • Serialize / deserialize state of CPU and devices
  • Compress with Zlib (already in the dependencies)

Save memory card during gameplay

Memory card is saved only when quitting Avocado.
To prevent loss of data it should be saved periodically when data was changed (memory card marked as "dirty").

Area 51 (U) hangs when loading

  • Build: 8debe8
  • OS: Windows 7
  • Hardware: i3 2100, GTX 1050 TI, 4GB RAM DDR3
  • Game: Area 51 (U). ID: SLUS-00164
  • Behavior: Avocado hangs when trying to load the game
  • Log: log.txt

Feature online gaming

Well, I was thinking of it, in how to make a better online for PSX, because the current online is just emulate playstation controller, but this have synchronization problem, so this was my idea:

Using RTSP, stream the application of the emulator, and put it on a server, then u can set a game to that PSX Server, and start streaming, and also receive packets of controller.

Then with QT and GStreamer create an app, who can watch the stream, and send packets of controller

image

Now we have a server, with the PSX Emulator, streaming Crash Team Racing, and waiting to us to connect, Player 1 (me), Player 2 (you), now we will see the same thing because it is a streaming, then if I press SQUARE (Keypad 4), I send one packet with, Idk, OPCODE: CMSG_PRESS_SQUARE and the PSX Emulator will receive that packet, press SQUARE, and because we can see it, we both will see that I press SQUARE

image

Wiki Compatibility List

I've been following the progress for some time now and I think it's a good idea to create a simple compatibility list (using an wiki page in this repo) to keep track of the compatibility/progression/regressions.

Could follow the same structure from here https://github.com/inolen/redream/wiki/Compatibility or something similar. If you agree I can start adding my test results and open issues to link to the list (as a quick way for users to know what was already tested and what games have the same issues)

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