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Adding CSO support to HPSX64 #28
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From a quick search of the code, I guess it would be here: I'm not sure I'm likely to look into this soon, but CSO is pretty darn simple. You can see PPSSPP's code here: It's in Play! and PCSX2, with a similar implementation, matching the format documented in README_CSO.md. -[Unknown] |
Anyway, since this isn't really an issue in PPSSPP itself (more like an issue in hpsx64), I'm going to close it. The code in maxcso to read / write CSOs is more complicated, because it uses multiple simultaneous threads for maximum throughput when decompressing / compressing. I don't recommend using it as a model to implement CSO reading in an emulator. -[Unknown] |
How would I (or someone else) implement the code that you linked to? |
It seems like It seems like it would just need to support This other class could then read the header on Create: And then essentially the code I linked to before on Read or the more efficient option for multiple sectors: Basically:
-[Unknown] |
I have an issue with HPSX64 that I wrote more about at Zero3K/hpsx64#1. |
How do I contact the developer of HPSX64? |
No one else is interested in adding it. |
It would be nice if that were done for the PS2 emulator that is a part of it (and the PS1 emulator that is a part of it if possible). Its links are as follows:
Homepage: https://sourceforge.net/projects/hpsx64/
Source Code: https://github.com/Zero3K/hpsx64
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