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Official PSP 1.50 exploit thread (proper loader has arrived)

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Meantime said:
The slow response time of the screen makes me cry with certain scrolling games :(

Seriously? I was shocked at how well it handles scrolling 2D, actually. Black backgrounds with sharp contrasts (bright reds) do suffer a bit, but most games scroll very smoothly (provided you are scrolling at 60 fps). It's no CRT, but it looks much better than a typical LCD with a response time over 20ms.
 
dark10x said:
Seriously? I was shocked at how well it handles scrolling 2D, actually. Black backgrounds with sharp contrasts (bright reds) do suffer a bit, but most games scroll very smoothly (provided you are scrolling at 60 fps). It's no CRT, but it looks much better than a typical LCD with a response time over 20ms.
Agreed...really..it isn't as noticable as it could be, and it's not a huge deal for me either as I'm used to shitty LCDs here in my school...
The performance in SNES and Genny are the only real complaints...oh...and the swapping thing for PC Engine which, for me at least, needs a swap in about 1/3 of the time everything else does
 
dark10x said:
Seriously? I was shocked at how well it handles scrolling 2D, actually. Black backgrounds with sharp contrasts (bright reds) do suffer a bit, but most games scroll very smoothly (provided you are scrolling at 60 fps). It's no CRT, but it looks much better than a typical LCD with a response time over 20ms.

What bothers me most is games like Splatterhouse, where you go from static to scrolling all the time. The background becomes noticeably 'darker' when it scrolls, I find it very distracting. Still, I can't complain too much about having a bunch of emulators on my PSP :)
 
dark10x said:
Seriously? I was shocked at how well it handles scrolling 2D, actually. Black backgrounds with sharp contrasts (bright reds) do suffer a bit, but most games scroll very smoothly (provided you are scrolling at 60 fps). It's no CRT, but it looks much better than a typical LCD with a response time over 20ms.

It can get pretty bad. Try playing Zelda II: The Adventure of Link and going into one of the castles.
 
JC10001 said:
It can get pretty bad. Try played Zelda II: The Adventure of Link and going into one of the castles.
not sure about dark10x, but I don't own that game so no ROM for me...give me an impression of how bad the ghosting is
 
dark10x said:
Seriously? I was shocked at how well it handles scrolling 2D, actually. Black backgrounds with sharp contrasts (bright reds) do suffer a bit, but most games scroll very smoothly (provided you are scrolling at 60 fps). It's no CRT, but it looks much better than a typical LCD with a response time over 20ms.

It does do pretty good, but even GBA and DS screens perform better. Of course, I can't get a near-perfect PCE emu on either of those so I'm not complaining. Actually I thought it would be worse than it is, but it does pretty good with all the shooters on PCE considering the constant scrolling. This is my biggest complaint against PSP (especially considering the high praise the screen gets) though on some games it's not really noticable at all.

Also bear in mind the screens we had to deal with in the past: the original GB screen was positively horrible, The Nomad looked OK in stills but the motion was abysmal (it had a passive matrix lcd barf), the GG had even worse screen than the Nomad, and of course "the best handheld screen ever", as it was known for many years: the Turboexpress. Well, I busted out the TE yesterday during my PSP emu orgy and holy crap that screen has NOT aged well. Yeah it was great for the time but it looks pretty dogshit next to the PSP.
 
It does do pretty good, but even GBA and DS screens perform better.

The GBA and DS screens outperform the LCDs on several thousand dollar laptops, you know. There is a reason why those screens are able to offer fast response times...
 
It's weird, but I don't think I ever noticed or was bothered by ghosting in any of the Genesis or SNES games I tried, but I did notice it in some 8bit games, and I don't think any of them had black background either. Old arcade games emulated in MAME that often have black background didn't bother me yet at all (Galaga, Galaxian, Bosconian).
 
Marconelly said:
It's weird, but I don't think I ever noticed or was bothered by ghosting in any of the Genesis or SNES games I tried, but I did notice it in some 8bit games, and I don't think any of them had black background either. Old arcade games emulated in MAME that often have black background didn't bother me yet at all (Galaga, Galaxian, Bosconian).

It's at its worst when there is a simple tiled pattern on screen. A lot of older 8-bit games are loaded with such simple, repeating patterns and, therefore, ghosting becomes an issue.

I really have to wonder if this LCD is one of those variable refresh deals? There are some PC LCDs that have varying response time depending on the level of contrast between objects on screen. Games like Ridge Racer and Wipeout, for instance, never really demonstrate any major ghosting...but Twisted Metal, with its colored life bars and heavy contrasts between various objects, is loaded with it.
 
rod said:
DK country (the snes9x version rips the gba port)


riiiiight. yay for crappy sound, ghosting, and frameskip! i love PSP emulation, but come on, give it time before selling your gbas :P
 
riiiiight. yay for crappy sound, ghosting, and frameskip! i love PSP emulation, but come on, give it time before selling your gbas :P
That's one game where I can't even see any ghosting btw. It looks really, really great on PSP screen. Definitely much better than the visualy downgraded GBA version looks on those poor GBA and DS screens. You do have a point about frameskipping that is needed even when you disable the sound, since the game relies a lot on transparency for it's visuals. Right now, you pretty much have to set frameskipping to 2, thus making the game run at 20FPS.
 
Yeah, the DKC GBA port was trash.

Using the native SNES resolution mode with DKC actually produces great visuals. The CG based sprites look pretty damn good when they aren't re-sized in anyway. The sound is also better.

Hopefully the speed will be there soon.
 
I like the "Fit" mode in the emulator for all the SNES games. It fills the screen vertically, and the scaling algorithm it uses is fairly unintrusive to visuals (it produces no weird jittering when screen moves and no pixellation). I wish they would just implement the mode that would scale horizontally a bit to for the real 4:3 picture.
 
Marconelly said:
I like the "Fit" mode in the emulator for all the SNES games. It fills the screen vertically, and the scaling algorithm it uses is fairly unintrusive to visuals (it produces no weird jittering when screen moves and no pixellation). I wish they would just implement the mode that would scale horizontally a bit to for the real 4:3 picture.

Just FYI, using any of the stretch modes has a SERIOUS impact on performance. If you switch the native resolution (normal) mode, you get a massive speed boost in most games. With transparency disabled at 22 KHz sound, most games will give you a full 60 fps (provided they don't use any special chips). If you stretch it at all, though, you'll see a pretty substantial drop in performance. Also, while the window is small, is does deliver awesome image quality with no distortion or stretching of any kind.
 
dark10x said:
Just FYI, using any of the stretch modes has a SERIOUS impact on performance. If you switch the native resolution (normal) mode, you get a massive speed boost in most games. With transparency disabled at 22 KHz sound, most games will give you a full 60 fps (provided they don't use any special chips). If you stretch it at all, though, you'll see a pretty substantial drop in performance. Also, while the window is small, is does deliver awesome image quality with no distortion or stretching of any kind.

Yeah, I usually just leave it. But this will be one of the first things to speed up - its just a graphics trick which PSP should do with its eyes closed, and slmost no CPU time.

apparantly that 1.51 exploit does work. mejilan can now download homebrew! have fun swapping 3 memory sticks

Sure, laugh, but its maybe enough to get him flashed back to 1.0/1.5 if thats available. Still, I want someone to film him trying it :D
 
blackadde said:
I don't know if this has been explained in the thread yet but the swaploit works like this:

i. psp checks the loader to verify the EBOOT file
ii. psp notices that the EBOOT is empty and therefore does not require verification
iii. user attempts to launch software
iv. swap is made
v. psp assumes the EBOOT is still empty and attempts to executes code anyways

This doesn't make much sense. I'll use NesterJ as an example.

I copy the original non-edited homebrew EBOOT.PBP and support files to the first MS. Then I use PBP unpacker to extract the DATA.PSP and rename it EBOOT.PSP and put it on the second MS along with any support files. (famicom.dat, etc.). Swap method boots the app just fine.

So, your step two doesn't make sense to me. It can't check that the EBOOT is empty and doesn't need verification because it isn't. It's a standard 1.0 compatible App. Here's a hypothesis.

The PSP will not run a regular EBOOT.PBP because it is not signed, but will execute the code in DATA.PSP without a signature. Unfortunately, the PSP will not see a DATA.PSP as a valid file. So the first MS is to tell the PSP that "This is a valid but unsigned file" and the second MS replaces that valid, runnable file with an invalid but executable file that does not require authentication. I don't know, I'm no expert. But that makes more sense than the above.
 
Just FYI, using any of the stretch modes has a SERIOUS impact on performance.
I wouldn't call it serious, bit it's definitely there. With sound disabled most games run really fine anyways, but I know there's a performance penalty with stretching. Probably becuase it's not some lame algo but something that actually does it's job pretty nicely. With SNES, I think the picture is really kinda small for the size of the screen when you leave it unstretched :P SNES had this weird low resolution, on Genesis which uses 320x240, the picture size is just fine.
 
Marconelly said:
I wouldn't call it serious, bit it's definitely there. With sound disabled most games run really fine anyways, but I know there's a performance penalty with stretching. Probably becuase it's not some lame algo but something that actually does it's job pretty nicely. With SNES, I think the picture is really kinda small for the size of the screen when you leave it unstretched :P SNES had this weird low resolution, on Genesis which uses 320x240, the picture size is just fine.

Yeah, SNES does have use a very low resolution. I don't think it's too bad in the normal mode, though. It's a bit bigger than the screen of the original Gameboy, but MUCH clearer.

Hopefully we'll see some really nice stretching routines coming up. Some 2XSAI support and all that would be nice as well. With the 1.5 exploit in full effect, I'm sure plenty of non-Japanese programmers have been working on emulation projects. I mean, the best emulators for the SNES and Genesis weren't Japanese to begin with. In the case of Genesis, they didn't even port a GOOD emulators like Gens or Fusion (are those even open source?). I'd love to see Steve Snake take a whack at the PSP. I bet we'd see some serious results...
 
Quick troubleshoot question.

I copy the first part to MS1 and this appears to be working fine (I can begin to load this)

I think the problem I am having is with MS2. When I generate the MS2 file, the EBoot file that is created for MS2 has no file size (i think the other one is 17kb). But anyhow, I leave this file and put a rom in with it. When I swap during the white psp screen, I always get an error. If I view the memory card data on teh PSP menu screen, it says corrupted data for what's on MS2.

Any advice?
 
gstaff said:
Quick troubleshoot question.

I copy the first part to MS1 and this appears to be working fine (I can begin to load this)

I think the problem I am having is with MS2. When I generate the MS2 file, the EBoot file that is created for MS2 has no file size (i think the other one is 17kb). But anyhow, I leave this file and put a rom in with it. When I swap during the white psp screen, I always get an error. If I view the memory card data on teh PSP menu screen, it says corrupted data for what's on MS2.

Any advice?

The second EBoot file should definitely have a file size. don't know how a file can have no file size though..
 
can you think what would be going wrong with that it isn't generating the file. With the MS swap program, I select the file eboot file (but actually what i downloaded has two folders (1 and 2)...i always selected 1
 
gstaff said:
can you think what would be going wrong with that it isn't generating the file. With the MS swap program, I select the file eboot file (but actually what i downloaded has two folders (1 and 2)...i always selected 1
the 1 and 2 folders are represent the first and second memory sticks, respectively

not sure if this helps :b
 
I was thrilled to see the emulations were working - I tried FMSX, Genesis, and SNES - and only FMSX, I had trouble running, but more likely, I've been choosing wrong carts or something.

Anyhow.. MD. Pretty good, but no sound makes me cry. :( Revenge of Shinobi nor Streets of Rage doesn't really do much good w/o sound! Speed wasn't too shabby, but I do wish it had little more control like SNES emu had.

SNES emu was.. good, but just not there yet. I've overclocked and sped up the music, sticking to the original res and all made things run more smoother - so I was hoping to play FF IV, V and IV on the go - but everytime I went to certain area (say, outside of castle, in FF IV), it started to slow down like crazy, while it was fine "inside" a closed room. I'm just hoping for a smoother run, and hopefully it will be available soon.

lachesis
 
it started to slow down like crazy, while it was fine "inside" a closed room. I'm just hoping for a smoother run, and hopefully it will be available soon.
That happens a lot when you fiddle with those "GFX speed" and "SFX speed" options. You're much better off leaving those at 0, or putting them to maybe +0.2, +0.3 or so at most (even then, they screw things up in some games)
 
I see. I should try with those at 0 tonight - perhaps turning off the sound would make things better, although what's the point of playing FF series or Yuzo games w/o sound? ;)

lachesis
 
Does anyone else get corrupted files on MC2 after they have been swapping for awhile?
It seems to happen after like 3-4 swaps the files will get corrupted then I have to delete MC2 and start over :/
 
autobot said:
Does anyone else get corrupted files on MC2 after they have been swapping for awhile?
It seems to happen after like 3-4 swaps the files will get corrupted then I have to delete MC2 and start over :/
the data shows up as corrupted where? as far as I know, in the PSP memory stick games browser, the files in the second memory stick always will and are supposed to show up as corrupted

are you talking about the data being unnaccessible? (examples: music no longer playing in music player, roms no longer working in emulators after swap, etc)
 
Nah I mean after 3-4 swaps the emu's wont load anymore. I have to delete the the eboot.pbp files on MC2 and replace them to get them to work again.
 
autobot said:
Nah I mean after 3-4 swaps the emu's wont load anymore. I have to delete the the eboot.pbp files on MC2 and replace them to get them to work again.
Nah, I haven't experienced that...do you only have to replace the eboot.pbp files?


also, anyone know what was changed in PCE .61
 
Ya only the eboot.pbp files :/ I think I found away around it thou as long as I keep the nes Mc1 and Snes Mc1 on different Mc's it seems to work... for some odd reasion.
 
autobot said:
Ya only the eboot.pbp files :/ I think I found away around it thou as long as I keep the nes Mc1 and Snes Mc1 on different Mc's it seems to work... for some odd reasion.
i've never had that problem and i've done 30+ swaps
 
The Faceless Master said:
i've never had that problem and i've done 30+ swaps
Same situation with me

quick question...just how the hell do I get those custom emulator er...launcher skins to work?

I assume i just dump the file into the matching emu folder on the first Memory stick...is that correct?
 
Gattsu25 said:
Same situation with me

quick question...just how the hell do I get those custom emulator er...launcher skins to work?

I assume i just dump the file into the matching emu folder on the first Memory stick...is that correct?
correct
 
SpeedRazor said:
Does anything need to be changed with the M1 EBOOT.PBP if I upgrade the M2 EBOOT.PBP for an emulator version upgrade or anything like that?

*very* good question. I'd assume no, as its just executing stuff off MS2. But you can test and see. That'd save some time.

In fact, would you need a SNES MS1 .EPB at all? Would any old file do? Just grab one and copy it across multiple folders.
 
SpeedRazor said:
Does anything need to be changed with the M1 EBOOT.PBP if I upgrade the M2 EBOOT.PBP for an emulator version upgrade or anything like that?
nope, not as far as i've seen, i've upgraded several emus and only changed the EBOOT.PBP on MS2
 
I remember it has been said earlier in this thread, but beware of leaving your PSP in sleep mode in an emulator. I just got my 256 card wiped and had to format it from simply leaving NesterJ in sleep mode last night. Time to start Lumines over.....
 
Sp3eD said:
I remember it has been said earlier in this thread, but beware of leaving your PSP in sleep mode in an emulator. I just got my 256 card wiped and had to format it from simply leaving NesterJ in sleep mode last night. Time to start Lumines over.....

Sorry to hear that, but backing up my saves to PC is the first thing I did when I started playing with the exploit. With a MS Swap trick, it just made common sense. You should learn a lesson from this.
 
Sp3eD said:
I remember it has been said earlier in this thread, but beware of leaving your PSP in sleep mode in an emulator. I just got my 256 card wiped and had to format it from simply leaving NesterJ in sleep mode last night. Time to start Lumines over.....

exactly where did you put it in sleep mode? in the rom selection menu or while the actual rom was running?

i dont mind if it erases my memory stick. as long as it doesnt corrupt it and make it unformataable or anything. i back up my saves almost every night or so
 
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