ModMyPSP


Welcome to ModMyPSP.com!

Hi, and welcome to ModMyPSP.com!, a constantly updating website with all the latest downgrders, emulators,etc.


The site is still under construction, so more features will be here very soon!

 

Site by: ModMyPSP, A.K.A. CKhaleel at Forums.Afterdawn.com.

Spider-Man 3: The Game: Final Venom Boss Fight

I added this 'cause I felt like it!

 

DAEDALUS R11 IS HERE!

Yes!

Changes:

  • [*] Large overhaul of rom settings and preferences. All settings should now be persistant.
  • [+] Native support for palettised textures for faster rendering and less memory usage.
  • [+] Provided a fixed size pool for all texture memory, to limit memory usage.
  • [+] Expansion Pak enabled by default.
  • [!] Updated rom info database to include save mechanism for many roms.
  • [!] Fix memory leak in texture cache.
  • [!] Fixed conversion of RGBA/32bpp textures with odd alignments.
  • [!] Fix crash which occurred when recolouring textures in low memory situations.
  • [^] Large rewrite of texture cache to reduce memory usage and improve performance.
  • [^] Various optimisations to the way textures are looked up in the cache and installed.
  • [^] Optimise offsetting/scaling of texture coordinates.
  • [^] Improve performance of dynarec fragment cache and reduce memory fragmentation.

Download here: http://sourceforge.net/project/downloading.php?groupname=daedalus-n64&filename=daedalus_psp_R11_v150.zip&use_mirror=osdn

Possible 3.30/3.40 Exploit Found!

I was messing around with some .PBPs and .SFOs one day, then I put the .PBP on my 3.30 PSP, and when I started it, my PSP crashed, that's right, crashed, and automatically shut off. When I turned it back on, it said ''SonyComputerEntertainment''. Don't beleive me? Then try it out for youself: http://www.wikiupload.com/download_page.php?id=139309

 

My friend tested it on his 3.40 PSP, and it worked ;).

Daedalus R11 Details

R11 almost ready

Following on from last week's work, I've been busy fixing a few more issues relating to the way Daedalus handles textures.

To start with, I refactored the way that n64-format textures are converted to psp-format textures. Previously, I was converting the textures at the point at which they were loaded into texture memory on the n64. A result of this was that in order to support mirroring, I needed to keep a copy of the converted pixels in RAM. By moving the conversion process closer to the point that the textures are actually used on the psp, I've been able to remove this buffer and perform conversion and mirroring in the same step. This has approximately halved the memory needed for each texture, and is slightly faster than the previous approach.

The most significant change I've made is to fix a memory leak in the texture cache. I mentioned last week that I'd discovered that the texture cache was the biggest culprit for soaking up memory. It turned out that despite my fixes and support for 4-bit and 8-bit palettised textures, I was still running out of memory in certain situations. I did a bit more investigating, and discovered a resource leak that had been in the texture cache since it was first written (probably 7 or 8 years ago now!)

It turned out that in certain situations, several textures would hash to the same bucket in the hash table that I was using. This wasn't normally a problem, but occasionally the process which purges old textures from the cache was accidentally leaking textures. This was wasting video memory and causing the leaked textures to be re-converted on next frame.

The fix ended up being a very simple one-line change, and as a result the texture cache is now 100% leak-free. As an added bonus, it seems that the change has resulted in a nice 4-5% speedup - I suspect this is because the leaked textures are now no-longer being unnecessarily reconverted.

The final bit of work I've been doing is setting up a fixed-size pool for allocating textures from (well, there are actually two pools - one for fast VRAM and another of standard RAM for when this runs out). Despite the various improvements and fixes I've made to reduce the amount of memory being consumed by the texture cache, I wanted to put a hard limit on how much memory can ever be used. This change means that if the limit is ever reached, I just display white textures until some texture memory is freed up a little later. Previously Daedalus would just keep allocating RAM until it ran out of memory and crashed, so the new solution is much nicer :)

All in all I'm very happy with the state of R11. The changes I've made mean that I can permanently allocate 8MB for the Expansion Pak, and not worry about running out of memory. A welcome side-effect to all the texture changes I've made is an approximate 5-10% speedup over R11. On top of this Daedalus now remembers your preferences for each rom, so it's a little nicer to use.

I've still got a few small things to polish, but I'm hoping to release R11 by the weekend.

-StrmnNrmn

3.30 OE-A' and 3.40 OE-A Released!

3.30 OE-A': http://exophase.com/files/psp/330_oea2update.rar

 

3.40 OE-A: http://exophase.com/files/psp/340_oea.rar

 

Changes 3.30 OE-A -> 3.30 OE-A'

- Security patch: Fixed a bug that has been in all 3.XX OE, that caused random data to be written to a location
in lcdc.prx or (in worst case) emc_sm.prx ram space.

- Autboot that is missing since 3.03 OE-C has been reimplemented.

Changes 3.30 OE-A -> 3.40 OE-A

- Updated from 3.30 firmware to 3.40

- Security patch: Fixed a bug that has been in all 3.XX OE, that caused random data to be written to a location
in lcdc.prx or (in worst case) emc_sm.prx ram space.

- Autboot that is missing since 3.03 OE-C has been reimplemented.

- Improvements in the flasher. It will now generate also the flash1 directories, and it will
check that the dxar is the correct for this update, so no more bricks by accidentally using
other DATA.DXAR.


Note about pops. I recommend people to backup their savedata before proceeding to change them
(Sony has changed the savedata format, and they force you to change the format in 3.40 if you want to play them).
If a plugin to load previous firmwares pops appear, the savedata will have to be in the old format for those firmwares,
that's why it is better to have a backup of them. Psx savedatas are in /PSP/SAVEDATA/[code of game]

(P.S. Wow that was FAST!)

3.30 OE-A Released!

http://www.wikiupload.com/download_page.php?id=127108&code=hve4

 

Changes:

 

- Updated from psp firmware 3.10 to 3.30
- Fixed a bug that could have caused inestability in 3.10 OE after recovering from sleep mode.
- Patched a protection that prevents the firmware to load higher firmware modules.

Sponsors

Daedalus R10 Released!

Yay!

 

List of changes:

Added framerate limiting option.

Added adjustable stick deadzone.

 Allow pause menu to be activated even when rom emulation has hung.

 Fix crash when no roms found, added explanatory message.

 Fix flickering when small number of roms found.

Fix texture hash frequency check.

 Finally got code compiling with -O3 optimisation flag in GCC.

 Use VFPU for InvSqrt (thanks hlide!)

Improved VFPU code for clipping and tnl (thanks Raphael!)

Improved inlining of AddTri.

 Reduced time spent searching for overridden blend modes.

Remove debug console in public release builds (smaller footprint and slight speedup.)

 

Download in the Emulators section of the site.

FW 3.30 Decrypted!

Yep, that's right, Team C+D has succesuffly decrypted Sony's 3.30 FW, meaning there might be a 3.30 OE-A in the future, or possibly a 3.30 Downgrader...

Daedalus R10 (*Incredibly Small List of Changes*)

It's not released yet, but, here's some changes:

 

  • An approximate 10-15% speedup
  • Frameskip, framerate limiting and stick deadzone tuning
  • Various small bugfixes

    Thanks for the info, StrmnNrmn!

  • FW 3.30 IS OUT!

    Don't know why I'm posting this.

     

    List of Changes:

     

    • Support for PLAYSTATION®Network titles has been expanded.
  • Network
  • Video
    • Support for thumbnail images of videos that are stored in the "VIDEO" folder of Memory Stick Duo™ media has been added.
    • The following types of files can now be played in the "VIDEO" folder.
      – MPEG-4/H.264 AVC Main Profile (AVC CABAC) video files of the following sizes:
      720 X 480, 352 X 480, or 480 X 272
      * Depending on the data type, some files cannot be played.
  •  

    You can now select UMD Read Speed to Normal or Fast.

     

    However, upgrading might get you screwed.

    PSPRadio 1.18.1365 Released

    That's right, Raf has done it again with PSPRadio!

     

    Latest Version:

     

    http://sourceforge.net/project/showfiles.php?group_id=166538

    Sponsors

    A New Homebrew Game!

    That's right, there's new homebrew out for the PSP, and it's called Hexaxis XXI. The homebrew was created by Timwillhack. I've tried it out, and it's really fun and addictive. I've played it until I had to recharge my PSP. Here's the download link:

     

    http://www.darksoft.net/hexaxispsp.php

     

     

    ModMyPS3

    Nothing else to say, except coming soon!

     

     

    3.11 Downgrader *Rumor?*

    Yep, it's been rumored on the net that Dark_Alex hs finished a 3.11 Downgrader, but is undergoing testing. However, no one knows for sure whether this rumor is true or not. Keep visiting for th latest info.

     

    Oh yeah, and BTW, for those of you who have FW 3.11,don't lose hope just yet!

     

     

    A New Custom Firmware Maker on the Prowl...

    Yep, that's right, becus25 is making custom firmware for the PSP, the latest version is 1.62 IE A Update 1.

     

     

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