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PSMONKEY N64 emu for PSP

PostPosted: Tue Mar 21, 2006 10:11 am
by vocqborony
I downloaded this emu which is incomplete, and I am wondering if this reason the program says not enough memory when I try to load a game? Or is their something worng with my game? Have they made any progress with the emu, if so where can we get it?

PostPosted: Wed Mar 29, 2006 11:20 pm
by niktaw
you're using a complete beta version of the emulator, and 99% of commercial ROMs won't work with it. here's what the creator, PSMonkey, who by the way proved a lot of people wrong when he released this emulator earlier today, has to say about it.

"Well sorry I am late but here is the much promised first release of monkey64. I was hopping for better at the last min but it still passed my expectations for a first build.

A few things to note:

* While RSP & RDP emulation is started it is far from complete. As well there are still numerous issues in the main CPU core. I plan to fix things as soon as I can get to them.
* This won't run mario64 or 99% of the n64 library. Some ROMs are starting to do things with Mortal Kombat Trilogy actually being playable (to some extent).
* I know there are odd looking color squares when running some commercial ROMs (like mortal kombat). The reason is because I have not completed texture support in RDP. I am hoping to get a revision out ASAP once this is fixed.
* The emulator is slow. Some PD ROMs do a pretty nice framerate but games like mortal kombat do about 5fps. This is due to the emulator still being on a pure interpreter core. In good time I will build a dynamic recompiler so we can get some more playable framerate.
* The app is in user mode. So it is quite possible this works on 2.0+ PSP units. I just sadly don't have the time to check.

Well that is it. Do enjoy. The zip contains a few favorite PD ROMs. Pong by Oman is a must play IMO. Also if you're all curious what mortal kombat trilogy looks like in game. Please see attached screenshot on forums.

PS. Mortal Kombat Trilogy [!] dump wont work. [b1] dump runs just fine. When you see the second screen, press start as it's just warning you that there is only 1 controller plugged in.

The screen flickering is because it's not doing double buffering on the PSP. It's just directly rendering to the display screen. I was trying to fix this at lunch but ran into problems so I gave up since I wanted to push the build out ASAP. I'll have it fixed for the v1.1 build."

PostPosted: Wed Mar 29, 2006 11:29 pm
by CLMT
yah there is alot of work to be done but just be glad that theres progress being made and in time there will be a full emulator im sure.

PostPosted: Wed Mar 29, 2006 11:35 pm
by Skelator03
Just look at it this way he is alot closer now to what they were 6 months ago

PostPosted: Fri Mar 31, 2006 8:29 pm
by Puncharger
man ther getting pretty far on this man i want perfect dark so bad!

PostPosted: Fri Mar 31, 2006 11:57 pm
by in_da_house
same im the hardcore NERD at perfect dark

PostPosted: Sat Apr 01, 2006 12:32 pm
by Mailas
haha hard core man.

PostPosted: Sun Apr 02, 2006 7:21 pm
by Slick
I still wanna play Wrestlemania 2000, I use to love that game..

PostPosted: Mon Apr 03, 2006 10:13 pm
by demon dude
Does anyone know how he plans to layout the buttons. a control pad, stick, and 9 buttons can get tricky.

PostPosted: Mon Apr 03, 2006 10:39 pm
by Skelator03
i was wondering that too but yet some perfect dark, fifa 98 indoor soccer, mario kart, goldeneye i cant wait.

PostPosted: Tue Apr 04, 2006 1:02 am
by CLMT
theres so many games but so much work to be done time is money and thats all that we have is time to wait it not gonna play commerical roms for a while.

PostPosted: Tue Apr 04, 2006 4:32 pm
by Skelator03
how long do you think it will take to get the compression and everything right

PostPosted: Wed Apr 05, 2006 7:59 pm
by demon dude
In a way i hope it takes a while to get perfect.....so that the price on the 4 gig card can come down....because that will encourage me to get one

PostPosted: Wed Apr 05, 2006 8:03 pm
by Skelator03
yeah i would like one of those

PostPosted: Fri Apr 07, 2006 7:33 am
by demon dude
I have been thinking about a couple possible button layouts....any of these even sound practical?

First off not many games use both the stick and the d-pad for different uses. I think Jet Force Gemini and Doom type games do this....correct me if I am wrong there. So if there was a cfg file created for each game then you can decide what to make the PSP d-pad be. In a case of a game that uses both, by holding triangle this would switch to the other. e.g. if you set the stick to be the d-pad on the psp, then triangle and the PSP d-pad would then become the D-pad for the N64. Then you can set the c-buttons to the analog stuck much like how the gamecube did it. L and R would obviously be L and R...and then trigger can be circle, b can be square, and a can be x.

Or...The d-pad is te N64 dpad..and the analog stick is the n64 stick (or possible interchangable) trigger would be the r button. b would be square, and a would be x. this would have to move the l and r buttons to triangle and circle tho. for the c buttons..those would be the l button plus the button pads. for example...l button + x would be the c-down button

anyone think either of these layouts would be the way to go?