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Play! is a PlayStation2 emulator for Windows, macOS, UNIX, Android, iOS & web browser platforms. For more information about this project please visit the "About" section of this site.

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Development Log

Make 'Castlevania: Yami no Juin' work up to the title screen.
Posted on 2006-07-12 00:00:00
Cleaned up the SIF/IOP logging stuff.

This is all that had to be done for this development. Something new coming up next.

Make 'Castlevania: Yami no Juin' work up to the title screen.
Posted on 2006-07-11 00:00:00
Added support for some few more required alpha blending formulas and fixed some stuff with sprites rendering in the GS handler:


Screenshot #000144 Screenshot #000145


The title screen is not rendered without problems, but its fine for the moment as the goal was to just get there. We can go a bit more further and input our name and get to the "Now Loading" screen, but it seems to remain stuck there indefinitely and I wouldn't think the VU emulation in its current state would be able to handle the game... But that's one of my next goals.

I also changed the moment our back buffer is flipped to get rid of the "flickering". The change I made seems to work good for this game, but I'm not sure if the exact same thing will do for the other games. We'll have to see...

All that remains to do now is to clean up that SIF logging stuff. Pretty much just add a menu item to control the logging and recheck the currently implemented modules for potential missing stuff.

Make 'Castlevania: Yami no Juin' work up to the title screen.
Posted on 2006-07-10 00:00:00
Finally completed the changes to the PADMAN module to make the controller work. We can now skip that screen and see the Konami screen and the title screen:


Screenshot #000142 Screenshot #000143


The "悪魔城ドラキュラ" on the title screen isn't visible probably due to a problem with alpha blending. I'll be working on fixing that tomorrow.

Make 'Castlevania: Yami no Juin' work up to the title screen.
Posted on 2006-07-09 00:00:00
The structure I was talking about yesterday is actually the same structure that's used with the extended version of the PADMAN module. But for some reason, the version of PADMAN that comes with the game uses the same method IDs as the older version... I haven't checked the module IDs, so those might be different. But in any case, that makes the problem a bit less complicated since I can use the same stuff I did for Atelier Iris.

I thought it would have worked without any changes, but it doesn't seem like it. It's probably just a matter of setting another one of the values in the structure correctly, so I'll keep looking tomorrow.

Make 'Castlevania: Yami no Juin' work up to the title screen.
Posted on 2006-07-08 00:00:00
The structure used to store the state of the controller is a bit different (again) from the stuff I had already implemented, so I needed to change that a little bit. It's not quite finished yet, but I hope to have it done tomorrow.

Make 'Castlevania: Yami no Juin' work up to the title screen.
Posted on 2006-07-07 00:00:00
Completed the shaders required to add support for those exotic texture clamping/wrapping modes :


Screenshot #000140 Screenshot #000141


Almost everything in these screens renders perfectly now. The cursor was broken with the shaders for some reason and there's a little fade texture that should be visible that isn't. Even though the speed isn't really good, I think this part is fine for the moment. Next, I'll work on making the controller work to be able to make the game go a bit further.

Make 'Castlevania: Yami no Juin' work up to the title screen.
Posted on 2006-07-06 00:00:00
Seems like there's no easy solutions that would allow us to implement those 2 "clamping" modes with OpenGL. One thing we could do is reorder the pixels in the texture by simulating the transformed texture coordinates and using that as a texture instead of the real one. Another idea would be to use a pixel/fragment shader and restrict the texture coordinates by ourselves. The shader idea is probably the most efficient one but won't work with older video cards. I think I'll go ahead with the shader idea for now.

I've started working on it a little bit and I should be done tomorrow.

Make 'Castlevania: Yami no Juin' work up to the title screen.
Posted on 2006-07-05 00:00:00
Fixed the colors with a quick hack that'll do the job for this game:


Screenshot #000138 Screenshot #000139


Tomorrow, I'll see how I can add support for the pattern and region clamping modes in the OpenGL renderer to fix the background of the window.

Make 'Castlevania: Yami no Juin' work up to the title screen.
Posted on 2006-07-04 00:00:00
Fixed the PSMT4 swizzling/storage routines in the emulator:


Screenshot #000136 Screenshot #000137


The colors are wrong because the CLUT still isn't applied on this, but that'll come next, and the background of the window might be using one of those special pattern clamping modes which aren't supported. But everything is starting to look better now.

Make 'Castlevania: Yami no Juin' work up to the title screen.
Posted on 2006-07-03 00:00:00
I rechecked the GS command log when it's drawing the screen and found out that it was writing to the TEX2 register specifing a PSMT4 texture format instead of PSMT8 that is specified in TEX0. After doing some tests with the PSMT4 texture format/swizzling, I can confirm that the textures are indeed in PSMT4 format.


Screenshot #000135


This picture shows one of the textures used in the screen with no CLUT applied and with a bit of manipulation done in Paint. So tomorrow, I'll work on fixing the swizzling routines to make the textures display correctly in the emulator.

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