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Messages - Graphene

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16
ElevenMPV-A v5.00 Update Full Changelog:

General:

1. Application has been fully redesigned and now uses Playstation Application Framework.
2. Added full integration with Quick Menu.

Performance:

1. Playback in sleep mode is now more power efficient.
2. Loading of covers is performed asynchronously now.
3. Flac decoder performance has been greatly improved.

New features:

1. Added support for easy localization of the application. Application automatically selects language based on system language.

UI and controls:

1. Application can now be fully controled with system buttons or touch input.
2. If folder cover image is present, it will be loaded as background in the file browser.

17
GPU driver modules on Vita are SceGpuEs4 and SceGpuEs4User. Both of these modules were built with modified SGX DDK.
While there some similarities with SGX DDK 1.8, there are a lot of custom things too.
The purpose of this project is to document differences in GPU driver and hardware and port SGX DDK 1.8 with as minimal changes as possible.

Currently this project include:

1. Common and PSP2-specific GPU  driver headers.
2. Extension library for GPU driver (libgpu_es4_ext), which includes:
 - Full Display Class API implementation;
 - Lowlevel USE codegen code;
 - OS and kernel bridge extensions.
3. PVR2D port for PSP2.
4. IMGEGL port for PSP2.
5. WSEGL port for PSP2.
6. OpenGL ES v1.1 port for PSP2.
7. OpenGL ES v2 port for PSP2.
8. Various unittests to check basic driver features.

Github: https://github.com/GrapheneCt/PVR_PSP2

Some GPU driver info (from sgx_init_test):


18
This plugin is intended only for developers!

Use debug GXM module on retail PS Vita. Debug GXM module will be loaded for all game and VSH applications.
Tested on 3.60 and 3.65

Usage

Grab vs0/sys/external/libgxm_dbg_es4.suprx from TOOL firmware corresponding to your current firmware version and put it in ux0:data/external. If debug module is not found, normal GXM module will be loaded instead.

- Path to debug module can be changed in source code
- Debug module is not loaded as shared unlike normal GXM module
- It is not recommended to use debug GXM module when testing for performance

Source code: https://github.com/GrapheneCt/gxmdbg_r

19
ElevenMPV-A v4.01 Update Full Changelog:

Bugfixes:

1. Fixed PNG cover loading issue that was introduced in v4.00.

20
ElevenMPV-A v4.00 Update Full Changelog:

Performance:

1. Various performance improvements.

Bugfixes:

1. Fixed looping repeat issue.

21
PS Vita / [Release] Live2D Cubism 4 for PS Vita
« on: February 24, 2021, 07:08:32 PM »
Live2D is a technique of generating animated 2D graphics, usually anime-style characters, using layered, continuous parts based on a single illustration, without the need of animating frame-by-frame or creating a 3D model.

Live2D website: https://www.live2d.com/en/
Live2D Github repositories: https://github.com/Live2D




This is a full native GXM port of Live2D Cubism 4 for PS Vita. It includes 3 main parts:

  • Cubism Native Core
  • Cubism Native Framework
  • Cubism Native Sample



Cubism Native Core

This is the core library. It does all basic calculations for vertices and indices and parses initial model information.
PS Vita port of this library is hybrid based on Raspberry Pi version, with added NEON-optimized functions from Android version to provide highest possible performance on Vita.

Current version of the Core for PS Vita: 4.0.0



Cubism Native Framework

This is a framework for using the model output by Live2D Cubism 4 Editor in the application. It provides various functions for displaying and operating the model.
PS Vita port uses native GXM backend for rendering. It supports 2X and 4X MSAA and resolutions up to 1920x1088.

Current version of the Framework for PS Vita: 4 Native R2



Cubism Native Sample

This sample application demonstrates basic Live2D Cubism operation on PS Vita.
Please note that sample application project does not include resource files. Download resource files separately and unpack them to app0: after installing sample application on PS Vita. End path should be ux0:app/L2DC00001/Resources

Resource files download link: https://mega.nz/folder/wtwkkYxQ#n_MIGmy_LKS1MDjRi9UofQ


Differences of PS Vita version

Due to the differences in GXM implementation following functions have been changed/added:

Live2D::Cubism::Framework::CubismUserModel::CreateRenderer()
Live2D::Cubism::Framework::Rendering::CubismRenderer_GXM::SetDisplayIndex()



Specifics of usage on PS Vita

Basic usage is the same as on other platforms. Main differences include:

  • need to pass various GXM context parameters to framework when creating renderer
  • need to pass current display index to framework before performing model draw
  • need to manually end current scene before using any framework renderer draw functions

Building:

To build these projects you will need:


Credits and Acknowledgements

  • Live2D and its contributors for Cubism Native Framework and Cubism Native Samples
  • Sony for PlayStation Vita SDK
  • marburg for Vita Development Suite
  • SonicMastr for PIB, converting shaders, debugging and other help with this project

22
General / Re: Vita Development Suite
« on: February 20, 2021, 12:22:00 PM »
Search "ps vita sdk 3.57" in google. Both SNC toolchain and pubtools are distributed with it.

23
PS Vita / [Release] CBPSTube - Unofficial Youtube Application for PS Vita
« on: February 17, 2021, 06:00:55 PM »
CBPSTube is unofficial Youtube application for PS Vita based on SCE VSL framework.

Key Features:

1. Supports all current Youtube features
2. Supports native 1280x720 playback on PS TV
3. Quickly access various youtube pages via sidebar menu (triangle button)

Installation:

1. Required. Install CapUnlocker plugin: https://github.com/GrapheneCt/CapUnlocker
Without this plugin your account information will not be saved and you will have to relogin each time you start the app
2. Install .vpk

Known limitations and bugs:

1. By default, youtube uses 360p resolution. You can change that to 720p in video playback settings (gear icon)
2. If video playback has been canceled during video player loading, it may get stuck on the video loading screen and playback controls will not show

How to close ads:

1. Once add starts playing, close it and press on the info icon near the "Ad" in the video player window
2. Select "Do not show this advertisement"

Button Controls:

L/R triggers - previous/next page
Cross - select
Square - load home page
Triangle - show/hide sidebar
Circle - previous page

24
PS Vita / [Realease] Rodem the Wild (PCSG00800) English "patch"
« on: January 20, 2021, 06:12:52 PM »
This game was first published on PS Mobile with support for Japanese, English and French. Some time after PSM support ended, standalone version of the game was released in Japan only. Turns out the game still has English assets too, but doesn't use them. This patch simply renames English assets to make the game use them instead of the Japanese ones.

Manual is still in Japanese.

P.S. This will not make game any easier to understand. It is weird by design.

25
Here is the visual representation of the tests, done by isage:

1B -> 2KB, 1B step:
https://sarcasticat.com/memtest/2kb.html

8B -> 512B, 1B step, 512B->8MB, 1023B step
https://sarcasticat.com/memtest/8mb.html

26
This explains how to enable special DS4 touchpad mode in any app or game on PSTV, officially called "DUALSHOCK®4 Touch Pad Mode: Special mode (easy flick)".
As far as I know this mode has never been used in any released PS Vita game or application.

This mode is read directly from app0: param.sfo on app boot which means we can enable it by simply using rePatch plugin.

Main differences from normal DS4 touchpad -> touchscreeen emulation:

  - DS4 touchpad area is directly mapped to Vita touchscreen area
  - There is no hand icons on screen when using touchpad
  - Fingers are recognized without the need to press DS4 touchpad

How to enable it:

0. Download and install rePatch plugin if you don't have it (https://github.com/dots-tb/rePatch-reDux0/releases)
1. Grab param.sfo file for the game that you want to enable the mode for. The path is:
  - ux0:app/.../sce_sys/param.sfo for the game without patches
  - ux0:patch/.../sce_sys/param.sfo for the game with patches

2. Open param.sfo file in any hex editor and increase ATTRIBUTE2 value by 1. Example:

Before:


After:


3. Create rePatch folder for your game and put edited param.sfo file in there: ux0:rePatch/.../sce_sys/param.sfo

27
This small app triggers native savedata backup feature of PS Vita system software. More info here: https://forum.devchroma.nl/index.php?topic=108.0 and here https://github.com/GrapheneCt/QuickBackup

Download vpk here:https://github.com/GrapheneCt/QuickBackup/releases/

28
PS Vita / Re: [Release] Vita Moonlight HD
« on: December 19, 2020, 02:31:15 AM »
It's probably going out of memory somewhere. I'll take a look at it later.

29
PS Vita / Re: [Release] Vita Moonlight HD
« on: November 30, 2020, 11:02:12 PM »
v0.9.2 changelog:

- Use more module libs, less static libs
- Use ScePsp2Compat for some libraries
- Switch to SceLibc where possible
- First boot on normal PS Vita in 960x544 resolution
- Added bluetooth keyboard support
- Improved battery consumption in bg/suspended mode (video decoding deactivates)

30
ElevenMPV-A v3.80 Update Full Changelog:

1. Added support for ATRAC3 and ATRAC3plus formats. Official module used in PSP emulator is used for decoding. Following extensions are supported:

 - With metadata:
  .oma
  .aa

 - Raw:
  .at3

 - ATRAC3 supported bitrates: 132kbps, 105kbps (LP2), 66kbps (LP4, joint stereo).

 - ATRAC3plus supported bitrates: 66-352kbps (everything that was used on PSP), maybe higher (not tested)

2. Fixed sekking issues on some FLAC files.
3. Fully switched to SceLibc.

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