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View Code? Open in Web Editor NEW🥑 PlayStation 1 emulator
License: GNU General Public License v2.0
🥑 PlayStation 1 emulator
License: GNU General Public License v2.0
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
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 ?
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
as always, directories with cyrillic are not defined. When you select an image from such a directory, the emulator closes.
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
Some games are compatible with DualShock controllers that are not supported/emulated now by Avocado. Ape Escape cannot be played because the game explicitly requires DualShock to start up (game hangs before the menu as the support is not yet implemented.
Detailed information about the DualShock: https://en.m.wikipedia.org/wiki/DualShock
Many games (listed on the link below) support more than the conventional number of controllers (2), and need the Multitap to connect the extra controllers to the console (up to 8 controllers max).
Reference link:
For performance reasons - OOP separation is not necessary, it creates problems with two-way communication and has performance overhead.
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
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
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.
Using MiniDumpWriteDump and SetUnhandledExceptionFilter create process crashdump.
This will be helpful when debugging fatal crash reported by user.
Find out if SDL Haptic API supports standard XInput "small motor" and "big motor" vibrations.
After ImGui support has been added, Linux builds stopped working as SDL2 ImGui implementation is being compiled.
Move ImGui implementation to platform Windows.
Will this emu support those at some point?
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:
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.
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)
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
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
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.
As mentioned in #28, support for different disc dump formats is a nice feature to have for end-user.
As for now Avocado supports:
Nice to have:
If you have any new file format suggestions feel free to comment on this issue.
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").
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
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
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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