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hippopippo

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Tout ce qui a été posté par hippopippo

  1. working fine from local disk C
  2. I had to clean and convert many CHDs to make them compatible with the TP version as well and all this took time. At home I have a poor 20 MB in upstream it's very slow connection so I have to take advantage of the office where I have a 200 MB fast line Ftth .. as I wrote a few days ago no ETA
  3. good news from the devs : with a stable version of the emulator jvsmode will be automatic and I think the entry in the .acgame will become superfluous
  4. I didn’t test yet but reading author’s notes he says better I/O improvements (wheel) and so on … maybe he’ll give us more info about it (last but not least now we have a true 357 public fork for standalone build)
  5. This is my compiled build for windows, I haven't tested it, but I thank the author for making the source available : https://www.mediafire.com/file/qi0g0djy3d57dmz/Rpcs3-357.7z/file
  6. Zoid's series has sdtv res issue and needs to be patched aswell (use proper .elf decrypted from .bin)
  7. rrv requires the ffb patch already used in the play! emulator, so even using the patched dongle it doesn't read I/O packet commands
  8. in settings/folders set covers folder and put'em there or just select cover from browser in grid mode
  9. @7zxkv I was just explaining to you that I'm trying to create a single giant repo on archive.org with over 40GB of files needed (catalogued in the photo) .. sadly I have few free time and I don't have an upstream bandwidth fast enough to do everything quickly .. anyway it's the way to go
  10. in short .. having full set working on pcsx2 arcade requires something like 40+ GB and the only solution is to put it on archive.org because as I wrote above (and someone argued like a good average Italian) having a single thread where you make requests, post links, post dumps, screenshots and so on .. is a mess as it was for the namco 357 thread (closed and managed by moderators as well). here's whole set :
  11. add the 3 files in their respective folders (GameProfiles, Metadata, OpenParrotx64) and remember that every TPUI update will delete OpenParrotx64.dll (patched for Tekken 7 FR 2 4.20), so always create a backup. in GAME SETTINGS uncheck Windowed (game starts in fullscreen) and set JP Have fun https://www.mediafire.com/file/2bfxkugvscs5y6l/Tekken7FR2420.7z/file
  12. I implemented the parrot I/O management for 4.20, maybe I'll attach the release after having tested it thoroughly
  13. I have a bad feeling that this thread will become a mess in a few days.
  14. Let me explain something: if the version you extracted is the one on archive, the main TER.VHD file is corrupted so you will never be able to extract it entirely. Furthermore, to perfectly extract all the VHDs, you need to mount two separate chains as there are over 100,000 0-byte symlinks and the .VHDs cannot and must not be extracted by hand. If the extraction is correct, you will end up with TR2115 and by enabling the OFFLINE mode you will be able to launch it without errors (I/O missing but doable via Parrot or any launcher)
  15. all mame chd's work fine, just don't use splitted dongles (ie: .002) but merged ones (ie: .bin)
  16. I’ve one .imgc hdd raw encrypted, only IGS IO board decrypt the Data after system booted (meye1)
  17. Ăą ... it's going to be a hot summer
  18. use a proper rom and it works
  19. Mame 0.288 NONAG supa-dupa-release (full mameset supported : - DoDonPachi SaiDaiOuJou - Akai Katana - MSN Mushihime-Sama Matsuri (2011 Ver) - Ketsui: Kizuna Jigoku Tachi (IKD 2007 Special - 2007 Cave Matsuri Version) https://www.mediafire.com/file/9dw00q0uforxs0l/mame0288-nonag-full.zip/file use this nvram if you have issue with matsuri 2011 https://www.mediafire.com/file/lvrhm93d82s5ox2/nvram.7z/file NOTE on Windows 7 support : Even if the mame dev team has decided to migrate to c++ 20 and therefore support the libraries from win10 onwards, it is relatively easy to continue compiling the versions for windows 7 (x64) .. but this is beyond my plans because I prefer to use the libc++ libraries which are more stable and performant under windows 10+
  20. mirror will follow soon, because this link expires in 7 days (and in any case, do as many as possible) Halo 3.11 Decrypted .elf (just copy & replace)
  21. it's not "a dll" but it's the whole emulator that I rebuilt and yes, it's wip
  22. The beast is back ! Silently but steadily the development of this increasingly powerful emulator continues . . . - Experimental DX11 standalone porting - New Backend_D3D11_PixelShader - New Backend_D3D11_VertexShader - Totally reworked nv2a refactor - PRAMDAC FP_HDISPLAY_END / FP_VDISPLAY_END as the definitive reference for the Xbox display resolution - 60 fps rocking stable ... many more to come ! Here's Virtua Cop 3 in action with full D3D11 backend code (pixel/vertex shader management, JIT selection, interpreter state upload) :
  23. While waiting for the dx9 -> dx11 porting to be completed, I have reworked and compiled this d3d9.dll which should bring improvements in shader rendering by having integrated the non-native refresh rate emulation option. Place it inside cxbx folder & have fun. https://www.mediafire.com/file/bik5856ix7u7sfq/d3d9-dxvk.zip/file
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