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What is Play! ? |
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. |
Compatibility Status |
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Development Log |
Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-04-20 00:00:00 |
Made a thread's context to be cleared to zero when a thread is created. That was causing some problems when the movie decoder thread was being switched into.
Found some patches to apply to abort movie playing automatically. This allows us to get to the main title screen: We can get the main menu if we press the start button, and we can make the title screen disappear when selecting the "New Game" option, but it's not going any further. We can also go in the options menu and change the stuff around. Tomorrow, I'll try to fix things up to be able to see the intro sequence, and then I'll start making things look better. |
Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-04-19 00:00:00 |
The game is now able to process the pad button bits correctly. So, we're able to control the little cursor in that first menu and choose to go ahead without a memory card (even though it feels a bit jerky).
I added support for the DIRECT VIF code in the VIF module. It's now trying to play the first movie, but it stays stuck in some function trying to disable the interrupts. Tomorrow, I'll try to find a way to skip movie playing, because I'd rather work on making the game able to get to the playing modes first and come back to the movies afterwards. |
Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-04-18 00:00:00 |
I tried to make the PADMAN module to work with this game, but nothing yet. I'll be doing some more debugging tomorrow to be able to make it work. |
Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-04-17 00:00:00 |
Added missing instructions PEXTLH, PEXT5, VSUB, VMR32, VSQRT, VADDq, VNOP, VDIV, VMOVE, PEXTLW, PEXTUW, QMFC2 and QMTC2.
Fixed a little problem that was occuring with the direct frame buffer upload handler. Changed the texture caching mechanism to take in consideration the texture format to prevent it from returning false positives. I played around with the PSMT4 texture format converter, but I couldn't find a definitive solution to all the bad colors. This is the best I could do today: Some elements show right (the cane cursor and the frame of the message box below), but others seem to be using the wrong CLUT. For example, if I force the inside part of the message box to use the same CLUT as the frame, it'll display correctly. I think I'll go on ahead and make the controller work so it'll be able to go further. Maybe I'll find more interesting examples of how it's supposed to work in reality. |
Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-04-16 00:00:00 |
Added support for GS image transfers where the destination format is PSMT4HH and added support for this texture format to the GS handler. This fixed the text:
The frames and other graphics were still not looking right though... After inspecting the stdout log, I found out that it seemed to have trouble reading a file off the DVD. I did some tracing in the debugger and saw that the program was using an unsupported CDVDFSV sector reading command and added it in the CDVDFSV module emulation. Then, it started uploading some more textures but this time using the PSMT4HL format. I changed the code to add support for this other format and the rest of the graphics were now visible: The colors are still screwed up though, and some unhandled instructions showed up. I'll also need to tweak the texture caching mechanism to take more than only the pointer to the texture buffer as a key. I'll work on these changes tomorrow. |
Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-04-15 00:00:00 |
I chose this game for this new development because it mainly uses 2D stuff. It also uses some 3D parts (battles and the world map) but they aren't very elaborated, so it shouldn't be too harsh on the VU stuff.
First, since this is a new version, I changed some stuff about how the iterators of the CList class in the Framework work and changed the names of the CSlot and CSlotHandler classes to CEvent and CEventHandler. I fixed a problem with the misinterpretation of the slashes side in the CDVDFSV IOP module which was making the game not finding a file on the DVD and hanging there till it would find it. I then added support for REGLIST mode in the GIF module and added the processing of two new packing formats in the PACKED mode. Surprisingly, with only these changes, the game is able to boot and display the memory card verification screens. But unfortunately, the game seems to use a 4-bits texture format to display its contents... I made some quick hacks to be able to see what it's displaying and here's what it gives: It's kinda screwy, but it's a start. To fix the screen, I'll first need to add support for the PSMT4HH pixel format in the image transfer handler. Then, I'll need to add support for this texture format in the GS handler. Fortunately, it doesn't seem abuse texture uploading, so these screens should be able to run at a decent speed with the texture caching. |
Prepare the v0.20 Release
Posted on 2006-04-13 00:00:00 |
I've checked the "display cut in half" problem which affects "By The Way" and revised the use of the "Frame Reading Mode" flag in the GS handler. There not really anything I can do to fix the problem since this demo sets both the interlaced and frame reading mode flags and "Ys 1 & 2 Eternal Story" requires good handling of those flags to work properly... So, I'll just leave it as is for now.
I've almost completed the documentation and I should be able to release the new version tomorrow. |
Prepare the v0.20 Release
Posted on 2006-04-12 00:00:00 |
Added support for the blending formula used for the fade effects in Ys I & II Eternal Story menus. The solution uses another OpenGL extension for which I'll have to display the status in the renderer settings dialog. |
Prepare the v0.20 Release
Posted on 2006-04-10 00:00:00 |
Completed these two points on my list:
- Added the "pause when focus is lost" option. - Removed the debugger menu when the debugger isn't included in the build. I'll work on the other ones tomorrow. |
Prepare the v0.20 Release
Posted on 2006-04-09 00:00:00 |
Completed the renderer settings dialog.
There's not much left to fix now: - Gotta fix a problem that causes some demos viewport size to be twice as high (bytheway.elf). - Going to add an option to pause the virtual machine when the application is loosing focus. - Remove the debug menu if the debugger isn't present in the build. - Try to fix various minor problems in Ys I & II Eternal Story. After this, I need to update the documentation, and then everything should be ready for the release. |
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