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(PoC) Gettings PSP Remasters running #1494
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Cool stuff :) |
Just, wow. |
It appears the PS3 has an emulator that emulates an enhanced PSP with support for more RAM and bigger textures than a real one, and this is how the PSP remasters are done. Crazy stuff :) |
@hrydgard I pointed this out like a year ago on PS3HaX forum, I can even see what's going on with a debug firmware. The emulator on PS3 actualy emulates the developer version of PSP (higher specs). There were 2 revisions of that dev console, one had 128MB of RAM and the other 192MB. They intrestingly also offered 2 video feeds, saperately one on the device itself which was 480x272 and another one with an external cable that was showing debug info or was actually showing the game as is on 1024x580. There's a very simmilar thing for PSVita and 3DS. |
1024x580? Very interesting. This could explain why there are graphic errors on JPCSP when using 2x (960x544) |
@Darth1701 PS3 renders PSP/minis as default at 1024x580, you can also change that to 480x272 and 960x544 but you need to modify some stuff on your PS3. PSVita does something simmilar. This though doesn't explain anything about JPCSP and other emulator errors. |
It may fix it to change the 0x3E000000 to 0x3C000000 in MemmapFunctions. This should allow 64 mb, I think. -[Unknown] |
Monster Hunter Portable 3rd HD now goes ingame, and looks very nice! :) Unfortunately, it requires right analog stick to control camera. :( |
It should be very easy to add support for the right analog stick, JPCSP has got it figured out recently: |
Dynasty Warriors Strikeforce 2 HD now also goes ingame (still unstable, but :P) after changing u32->u64 "SimpleBuf tmpTexBufRearrange;" (TextureCache.h, line 148). @hrydgard , thanks a lot for getting this one also working! ;) |
Send a pull request whenever you feel like it :) |
@B1ackDaemon do textures work fine without that change now in master? -[Unknown] |
Are those PSP remastered games for PS3 or just HD version of PSP games? On internet i found only some informations about PSP remastered games for PS3, but nothing about HD versions of PSP games. So, which one are those HD games? |
Well, what you said actually answered the question since one of the possibility doesn't actualy make sense so the other must be correct. PSP is not an HD console. Those games are PSP "Remasters" (pun intended) for PS3 that they run on PS3's PSP emulator. They are a pkg file that is mostly the contents of the PSP iso with updated textures etc, I guess you could make a PSP run them too, not sure how good but very theoriticaly it's kinda compatible. |
Ok.. But how to run those HD games on PPSSPP? I saw BlackDeamon runned Monster Hunter 3rd HD ver. on PPSSPP.. |
It's not really easy and you need to own a PS3 that is hacked. |
@VIRGINKLM Oh, then i can't do it.. I don't have a hacked PS3. :( :( |
@hrydgard , unfortunately, i think it's still not finished for pull request - some games, like Pirates of Caribbean: Dead Man's Chest (this one using external loader) brokes after adding more ram (although, it's working on Jpcsp with forced more ram :p) (Log - http://pastie.org/7746924 ) ; / (Log from normal version, without memory patching - http://pastie.org/7746937 ) Btw, checked latest remaster - Eiyuu Densetsu Sora no Kiseki SC Kai HD, this one using >64Mb ram, after adding additional 16Mb i got it working on Jpcsp. (0x0BBFFFFF to 0x0CBFFFFF) |
Well if PSP remasters start to work properly then the last thing that is left to make Sony look stupid is implement that: |
Thanks a lot to [Unknown] for recent findings, Dynasty Warriors Strikeforce 2 HD looks like playable now. ;) Requires adding changes to GPU\GLES\TextureCache.cpp, based on 42a4a1e
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Cool !!!!!!! :P |
If I remember correctly, PSP remasters support Force Feedback too right? |
Just for the record, as I said above, ALOT of those functions on PS3's PSP emulator that PS3 takes advantage for the remasters are basicaly straight from the developer hardware of PSP, for example, you could choose the available RAM manually (revisions would let you select up to 512MB of RAM, obviously for debugging headroom, later used for remasters) |
Were any texture changes needed to make Monster Hunter 3rd HD start a new game/load a saved game? On the latest builds it just crashes when trying to go ingame with these edits. |
What about moving the changes needed to load a PSP remaster to a separate part so you would be able to normaly boot normal PSP games and PSP remasters without one affecting the other's compatibility? |
@B1ackDaemon : sir.. when I load the MHP3rd... it says, "the fail is corrupted"... though i downloaded the file without any interruption and the .iso is safe... how did you play on PPSSPP?? Pls reply.. tnx sir.... |
@B1ackDaemon are you planning to put together a pull request soon? Do you know if we can easily detect that a game is a remaster so that we can turn on the bigger RAM and texture sizes etc? |
@hrydgard The PARAM.SFO is different. Also you could make a list of remasters that check the name inside the PARAM.SFO that would trigger a RAM capacity change. |
Would be nicer to check for a common difference in the PARAM.SFO than having a list to check. What is the difference exactly? |
You could close the issue but the whole Sora no Kiseki series still does not work. Maybe because of the lack of implementation of the exdata feature or maybe memory related:
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Hmm, Hmm, @Darth1701, does it help to change anything in Core/HDRemaster.h? Also, what was the exdata feature again? I remember you mentioned it before. It was for data outside the iso? -[Unknown] |
I have not looked into the file yet but this is surely wrong:
In JPCSP the UMD_DATA.bin was used to difference between the UMD version and the HD version. Yes, the exdata are files outside the ISO file. It is called like this: exdata0:/data/map3/t0311.map and it points to a directory outside the ISO. In JPCSP it is in the same directory as Memstick and so on but preferable it would be at the same location as the ISO with some unique ID, f.e. ULJMxxxx-exdata0 |
-[Unknown] |
I got my hands on Eiyuu FC and it seems to need 76MB of system RAM as Darth1701 suggested, but it also seems to need double the VRAM as well, to stop the invalid errors, as unknown thought. As for the exdata thing(it's an extra folder that comes with the game, external to the ISO, having about 1.8GBytes of supplemental maps and such, required for gameplay it seems), I tried implementing it as a DirectoryFileSystem, but it didn't seem to work(still saying file not found, etc.). Thoughts? Should it be a VFS object instead, like flash0? Hmm.. |
I think Sora FC only needs 64 MB but SC and 3rd need 76 MB RAM. |
How far off are these games nowadays? -[Unknown] |
Hm, they mostly run, don't they? |
The Kiseki series HD does not work for various reasons: missing implementation of exdata, same UMD-ID as original non-HD releases, other unknown problems |
Update for "Eiyuu Densetsu Sora no Kiseki" remasters using latest git builds. :) How to:
Results: Debug logs from modified e6320f2 for "Eiyuu Densetsu Sora no Kiseki the 3rd Kai HD [NPJB-00360]" and "Eiyuu Densetsu Sora no Kiseki FC Kai HD [NPJB-00293]" Debug log from modified e6320f2 for "Eiyuu Densetsu Sora no Kiseki SC Kai HD [NPJB-00334]": Video from "Eiyuu Densetsu Sora no Kiseki SC Kai HD [NPJB-00334]" running: |
http://www.psdevwiki.com/ps3/Emulation#Special_notes |
Eiyuu FC HD is booting now, but even with added exdata support, it's still got a few problems. Here's a snippet of what it's complaining about:
If someone could translate what "tarine" means, it might give us a valuable clue. |
Here's a log with the sceIo stuff cranked up to notice log/verbose log: |
I think that Trails in the Sky also reads into a null pointer. From initial testing, this causes a PSP to crash... so I still need to figure out what we're doing wrong. It seemed atrac related. Edit: but that looks maybe mpeg related. -[Unknown] |
Rechecked "Eiyuu Densetsu Sora no Kiseki FC Kai HD [NPJB-00293]" and "Eiyuu Densetsu Sora no Kiseki the 3rd Kai HD [NPJB-00360]" on latest commit 652008e - now they also working fine. Video test: rghost.net/52106268 |
So the only problems left here are:
Is that right? -[Unknown] |
@unknownbrackets, there is another one issue, of which i forgot a bit - 720p videos in avi container (USRDIR\data\movie). |
@B1ackDaemon, looks like ffmpeg detects the video channel of that movie just fine - but I guess the emulator isn't equipped to handle such high resolution output from ffmpeg. What happens and which game is that? |
@hrydgard, games just skipping videos. Looking into logs i noticed this: 57:50:429 user_main I[ME]: hle\scempeg.cpp:365 sceMpegInit() HD remasters, which affected:
Debug logs: http://rghost.ru/52118915 |
It looks like sceMpegAvcResourceInit isn't supposed to take a pointer, so possibly that is caused by b28f224. -[Unknown] |
I tested some other games which use sceMpegAvcResourceInit , looks like it return either 0 or 1 (may be init = 1 , not init = 0 ?) . Check mpeg there is definitely wrong. |
@unknownbrackets, ok, here is debug log from 53deef1 |
It's using sceMp4 which we don't support yet. -[Unknown] |
So, it sounds like the videos actually do work now. And with the latest change, the games are all recognized by default. Does anyone (ideally who has and therefore can test the remasters) want to summarize remaining issues? It sounds like they may be fully working. -[Unknown] |
Just the MP4 still not play. |
After some experiments i managed to get some PSP remasters at least show something. :D
Dialog message from Shin Sangoku Musou - Multi Raid 2 HD [NPJB-40003]
http://rghost.net/45500313/image.png
Ingame from K-ON Houkago Live HD [NPJB-40002]
http://rghost.net/private/45499838/86e3a668a65543ec3a05c75cee37176c
Unfortunately due to lack of mine coding skills this method needs improvements. Ok, how it works:
Core/MemMap.h
according to http://www.ps3devwiki.com/wiki/Emulation#PSP_HD_Remasters max. size of RAM, which is used in Eiyuu Densetsu Sora no Kiseki FC Kai HD Edition is 0x03000000 (another remasters using 0x02800000)
Unfortunately, just those changes isn't enoght, and i got error messages with allocating additional memory. Log - http://rghost.net/45501037
As temporary solution to avoid this i done changes below. I know, it's wrong, but at least it do the trick with few remasters.
Core/MemmapFunctions.cpp
else if ((address & 0x3E000000) != 0x08000000)
Thanks in advance! :)
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