Aug 2, 2015 - #2. Here you go (press UP on d-pad to activate and Down to deactivate). D00BC1F6 0010. 800B6F48 0001. D00BC1F6 0040. 800B6F48 0000.
PSX on PSP Torrents How to PLAY PSX Eboot files on Sony PlayStation Portable. Your PSP has to be 'unlocked' buy installing a custom firmware on it. You can get the instructions for how to upgrade your PSP to be compatible with the PSX eboot.pbp files here You also get access to full downloads of PSP games / PSP iso files for playing from Memory Stick Pro Duo or via USB cable. Put your PSX game on your Sony PSP. Plug your PSP into your PC or Mac computer via the USB cable, and navigate to the /PSP/GAME directory on the Memory Stick Pro Duo card. Put your newly created PSX games directory with your new EBOOT.PBP file there along with a copy of your PlayStation 1 game.
PSX on PSP torrents are PS1 downloads with PlayStation 1 games that can be played / emulated on PSP with Sony made emulator. They used the Connectix PC and Mac emulator that they have bought some years ago to make this Playstation1 emulators for PSP.
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Join us at Android Emulator accuracy tests:. Are you an emulator developer? If you'd like a user flair reflecting that. Now I'm going to work from an assumption. The reason we cannot achieve more than the standard FPS, is because of the hardware emulation. That is to say, the update rate is tied directly to the framebuffer, and the frame buffer update rate is tied also to the SPU update rate for some games. My research has gone majoratively into MGS1.
The framerate is divided by 2 at all times, and the framebuffer has two copies of the game screen (alternatively writing to each one on a per-frame bases. The game runs at a native 30fps, with dips to 20fps and 15fps, always locked to these values.
The framerate output is 60fps, but how many times those frames get updated depends on a variable in RAM that divides the output. In practice, 30fps is 2, 20fps is 3, 15fps is 4. This seems to work because 60 divided by 2 = 30. 60 divided by 3 = 20.
This way V-Sync never breaks on hardware because frame-time is always at a controlled interval, and divisible by 60fps. If a frame hangs for 2 frames, or 3 frames then the game never tears the screen mid-update. In theory, 1 should be 60fps, which is feasibly impossible because of a lack of hardware speed. It also appears to base the number on the quantity of polygons on screen - maybe the number of texture writes to polygons to build the raster. 'Just switch it to 1 using Cheat Engine' This value is impossible to change on my end and is actually an intrinsic function of any of the GPU Plugins - so I can't simply tell the plugin to stop generating the limit or else the entire emulation (and I assume console) crashes. But, playing MGS1 (a game that uses a-synchronus SPU but waits for the the render to update) somehow, when using a-synchronus smooth (locked at 60fps rather than waiting for the frame to update) the entire game runs at 60fps with the sound working at ordinary speed. Interestingly it has a number of effects for different sound streams: XA, and Instrument Sets.
The animations in cutscene move at double speed, before pausing every second. In-game the midi songs move a 2x speed with the gameplay. The voice data during codec calls run at ordinary speed, the lip syncing is 100% authentic, and yet the game runs at a full 60fps. I assume this is because the frame changes wait for the audio to hit a certain point, so the animation waits regardless of the SPU setting.
![Download Download](https://i.ytimg.com/vi/jeR9Z3q9Wf0/hqdefault.jpg)
Perhaps, if there's a way to delay the raster 3D game world's animation speeds a frame in the RAM without delaying the framebuffer. My talent can only get me as far as hypothesising this, and I couldn't find any cheats on the internet regarding slow motion gameplay - a common cheat in PS2 games at least but not here it seems. (A heavy note is that this wouldn't work with software rendering I don't think.) Posting this information up here, I hope others jump to the idea or tell me 'it's impossible.'
- I've seen Super Mario Sunshine accomplish the same though, with a 60fps and double-speed sound combination hack. I'm hopeful, but cautious.
(I've used XEBRA and PCSXr for research, XEBRA is an emu known for its absolute accuracy to hardware. For PCSXr I used Pete's Open GL tweak with 2.9, and Eternal SPU plugin 1.50, although any multi-featured SPU plugin should also be able to effectively pull off what i have. XEBRA is its own beast entirely, and I used it mostly to analyse how the framebuffer functions.). I don't think that can be easily fixed by an emulator as it is totally game dependant. You are describing what I simply call 'internal frameskipping'. Some games (like MGS for ex.) have an address somewhere in their RAM with an integer value that divides the output framerate (which is 60 or 50 FPS, depending on game's region): a value in RAM of 1=60fps (60/1), 2=30fps (60/2), 3=20fps (60/3) and so on. The interesting part about this is that I have found a lot of games with this same behavior on every game console (PSP,N64,GC,PS2,DC,PS1.), and when the game's logic is NOT tied to the framerate, changing this value accordingly is enough to make the game run at any framerate without negatively affecting the gameplay speed.
When the logic IS tied, we can use any of those speed modifiers cheats (as you said) that a lot of games have available, or even find them ourselves (they are almost always float values like 1.0, 0.5, 0.333 or some other options). The problem is that consoles with no support for floating points (no FPU, like PS1 or NDS) make this workaround even harder to try than it actually is, as we would have to search for odd/random integer values (like the guys from the PS1 widescreen patches). There are more ways to unlock the FPS for games when this 'frameskipping method' doesn’t work, but they require advanced understanding of how that SPECIFIC game engine works, identify common functions that can be used for this for the specific console or assembly knowledge of the console architecture. From my limited testing with PS1 games, I have unlocked the framerate of MGS1 and Wipeout 3 (it may be possible to do with other games from the series too) but they run at double speed. The only PS1 games that I successfully managed to run at 60 FPS are Silent Hill 1 and Gran Turismo 1 and 2 (with GT games still having minor issues).
I will (finally) post here the 60FPS code for Silent Hill 1 that I made some months ago (I have to re-check Gran Turismo cheats before I share them), but remember you MUST use an emulator with CPU overclocking features (latest ePSXe, PCSXR forks, Mednafen core from RetroArch). You can use them as normal cheats, just create a cheat file named as the game ID and copy them (I posted them on Pastebin because they looked bad here)., runs at DOUBLE SPEED, this one is just for testing.
You only have to enable the cheat code you want, 60 FPS or 30 FPS (if you want to go back to default FPS), do NOT enable both. SH1 needs 4x CPU overclock to run at 60 FPS all the time but 4x breaks some cutscenes, if this is a problem for you just use 3x OC and it works ok. It would be great to see more people interested in unlocking games, some time ago I made a tutorial about using this method and it can be used for any console if you understand the basics, you can check it here. Now this is the shit I wanted to hear. Sadly, MGS1's gameplay is hard framerate locked.
Only the cutscenes are unlocked because of the high quality audio playback and cinematography going on, meaning that it can't ever skip. The game needs to keep pace with the framerate - but it doesn't know how to handle 60fps. And of course, slowing down the game world is key. But that Silent Hill is already done, this is amazing.testing it out I can't get it to work (it runs at 10fps instead, I'm guessing it doesn't work on my copy.) But this is amazing.
At 3x or 4x overclock stuff grinds to a halt just like I saw with MGS1. Oh no no, I'm more than aware it's possible. I'm also more than aware that the frame buffer memory traffic on those games is minuscule. The reason 30fps is the supposed standard is any fidelity at all requires a lot of textures and an extremely small render window. MGS1 itself is about 240 by 320, but I think it's the best looking game on the PS1 bar maybe Megaman Legends. The entire framebuffer is taken up by 2 copies of the output, a collection of static memory (for the famas, socom,!,?, etc.) and a large sheet of room textures. You see the stress of the detail when the camera swings into first person view, the frame suddenly drops down to the internal setting for 12 fps due to the traffic of rendering (the hard camera swings are the issue, scrolling through many textures).
This probably influenced the first person rotation speed, and you can notice the framerate drop during that too. Basically, what I'm saying is that MGS1 is holding together its framerate with the cinematic camera. The concept that a product is designed break, be broken or become obsolete within a timespan mostly through sabotage so that an updated version can be released in the future. Fashion, The XBox360 and I made a joke about how the their planned obsolescence has been usurped, and the standard versions of games may simply become the HD remasters you'd have needed to wait for another generation. IE, Uncharted HD collection. The Last of Us HD collection (they were both already HD, the real improvement was framerate) Planned Obsolescence is a part of modern electronics business and industry. The Last of Us HD collection (they were both already HD, the real improvement was framerate) It's just 'The Last of Us Remastered', no 'HD' in the title.
![Psx Psx](/uploads/1/2/5/4/125465542/996048572.jpg)
It was changed to 1080p (2.25x better resolution), improved in anti-aliasing, 60FPS, 2x the shadow detail, improved lighting, improved draw distances, re-done areas, and no visible texture streaming. Honestly, the Last of Us pushed the PS3 hardware to it's limits, and it'd be impossible to include most of these features without killing the performance. Since it literally came out a few months before the PS4, it just made sense to port it over to PS4 since a lot of people skipped getting a new PS3 when the PS4 was right around the corner and there was high demand for the game. I don't think any of it was planned obsolescence, at least in the case of TLoU.