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HuE for PSP 0.70



HuE for PSP 0.70 by e

(1) Sprite Priority bugfix
(A) Y's 1 & 2
(B) F1 Circus 92

(2) SuperGrafx support (incomplete)

Change (3) the state is saved
Data so far can not be used.
Save format there may be a change in the future is greater.


Speed ​​of games that use an interrupt (a) raster
Postponed because of a problem I thought and was able to speed up.


Related fixes (1) Sound
Implementation of improvement (2) CDROM, save state support


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Has let me use a length of 10 as (1) font.
Was used as the reference software for a variety of sources (2) PSP.
I do not remember what I was referring to the various reference too (-;
Thanks to all the people who who exposes the soft!
Mr. (3) Ruka, we had to speed up the CPU core. Thanks!
I referred to by Mr uoSnes9x how to use the GPU (4) y. Thanks!
I referred a variety of documents (5). Thanks to those who will create a document!


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(Http://cgfm2.emuviews.com/) Mr. (1) Charles MacDonald
sgxtech.txt
pcetech.txt
The implementation is sgxtech.txt SuperGrafx was particularly useful.

(Http://www.geocities.jp/team_zero_three/PC2E/index.html) Mr. (2) PC2E Ki
Used to check whether the results are correct emulation
Was performed with reference to various implementations PC2E source code.
Helped to fix a bug in the (A) SATB DMA.
Helped fix (B) sprite priority.

(3) HuGo source code
Helped to fix a bug in the (A) SATB DMA.
Helped fix (B) sprite priority.

Source of (4) fpce / xpce / HuE
PCEngine Emulator is great it was based.
Started from here!

(5) YAME 0.38
Used to check whether the results are correct emulation

(6) PCEP 0.70
I was allowed to use the implementation for the CDROM emulation.

PCEngine Emulator and Source (7) Other

Change log (0.70):
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