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iop | ||
asyncfio.cpp | ||
asyncfio.h | ||
cd.c | ||
cd.h | ||
DmaPipe.cpp | ||
DmaPipe.h | ||
eecodyvdfs.c | ||
eecodyvdfs.h | ||
fileio.cpp | ||
fileio.h | ||
Gs2dScreen.cpp | ||
Gs2dScreen.h | ||
GsDefs.h | ||
icon.cpp | ||
icon.h | ||
irxboot.cpp | ||
irxboot.h | ||
Makefile.ps2 | ||
Makefile.ps2.dev | ||
module.mk | ||
ps2debug.cpp | ||
ps2debug.h | ||
ps2input.cpp | ||
ps2input.h | ||
ps2mutex.cpp | ||
ps2pad.cpp | ||
ps2pad.h | ||
ps2temp.h | ||
ps2time.cpp | ||
README.PS2 | ||
rpckbd.c | ||
rpckbd.h | ||
savefilemgr.cpp | ||
savefilemgr.h | ||
sdlkeys.h | ||
sysdefs.h | ||
systemps2.cpp | ||
systemps2.h |
Dear PS2 ScummVM enthusiast user, here you will find the latest and the greatest PS2 backend ever! *** Release Notes *** Released 2 builds: SCUMMVM.ELF and SCUMMVM-S.ELF. The latter has engine modules statically linked into (that's what the "-S" is for), the former uses dynamic modules (uncached). The dynamic one is much faster to start and has more resources available for the games. The catch is that games detection, when you are adding a new one, is painstakingly slow... (as it needs to load, test, unload the plugins one by one). Until we have an optimization for that in place I would suggest you add new games with "SCUMMVM-S.ELF", and when you are done adding you then play them with "SCUMMVM.ELF", as this will give you the best of both. We no longer have a separate ELF build with hdd & net adapter disabled, as we now do it in the smart way, allowing users to disable it in their ScummVM.ini. See under in "Configuration" for details. We also have an improved Makefile.ps2 in ps2 folder which will allow you to create: static, dynamic, profile and debug build version. You can now also cleanly compile using "configure" and specifying: ./configure --backend=ps2 --host=ps2 ... *** Installation *** Some media drivers require all capitalized letter, so to be on the safe side store the files (SCUMMVM.ELF and *.IRX) in upper case. Here comes a full list of the required *.IRX (don't worry they are all provided pre-compiled in the binary release ;-) IOMANX.IRX FILEXIO.IRX CODYVDFS.IRX SJPCM.IRX USBD.IRX USB_MASS.IRX PS2MOUSE.IRX RPCKBD.IRX POWEROFF.IRX PS2DEV9.IRX PS2ATAD.IRX PS2HDD.IRX PS2FS.IRX PS2IP.IRX PS2SMAP.IRX PS2HOST.IRX Make sure they are all stored in the folder that contains your SCUMMVM.ELF! If you are starting ScummVM from CD/DVD then it will look for ScummVM.ini a ScummVM.ini on the media folder from where you started SCUMMVM.ELF. Notes: - depending on the media you install Scummvm/PS2 onto, it might be picky about files cases, so I'd leave those *.IRX uppercase and scummmodern.zip lower ;0) - make sure you selected a save path before you start playing! - we added PS2IPS.IRX in case you wanted to test a debug build (use Makefile.gdb) *** Configuration *** There is now a [PlayStation2] section in ScummVM.ini which can be used to make your wildest dreams come true ;-) It accepts these entries: tv_mode = [pal] [ntsc] gfx_mode = [mode number] [*] hdd_part = [partition name] [disable] net_addr = [PS2 IP addr] [**] usb_mass = [0] [disable] [*] Currently supported gfx modes are: # 1 -> SDTV progressive (NTSC: 224p / PAL: 256p) # 2 -> SDTV interlaced (NTSC: 448i / PAL: 512i) <- default # 3 -> EDTV progressive (NTSC: 480p / PAL: 576p) # 6 -> VESA (640x480@60) If no tv_mode is specified it will be autodected based on PS2 model. The non-interlaced (progressive) modes look much better and sharper. You can check the difference starting COMI and choosing About from the GMM (press "start" then choose "about"). You can easily see the difference between progressive and interlaced in scrolling text. You can use mode 6 (VGA 640x480) if you are connecting your PS2 to a RGB monitor. Some TVs also supports this signal. We also do some bad-ass things, like detecting the BIOS version and setting the GS registers by hand, for console models where a mode is not supported ;-) If SCUMMVM.ELF hangs at start for you try disabling the adapter by setting in ScummVM.ini hdd_part = 0 net_addr = 0 You can now also choose the hdd partition used for ScummVM games (default "+ScummVM") passing it as an argument to hdd_part: hdd_part = MyPartition (witout the "+") If you have an adapter with hdd & net, but you don't use them you can just set both to 0 to disable, and have a leaner and meaner ScummVM booting much faster! [**] TODO *** Remote *** You will need "PS2IP.IRX", "PS2SMAP.IRX" and "PS2HOST.IRX" drivers too in the folder where you are starting SCUMMVM.ELF if you want to use the remote capability. The IP 192.168.1.20 (ps2link default) is hardcoded in the source as "netArg" in irxboot.cpp, feel free to modify it to match your network configuration. In a future release you will be able to set in ScummVM.ini using net_addr = xxx.yyy.zzz.www If you are starting SCUMMVM.ELF over the net using ps2client then you are already set. If you are starting it in any other way, then you will have to "export" the folder where you are storing ScummVM games and data by starting ps2client from inside that folder. Eg. from a terminal: > ./ps2client -h [your ps2 ip] listen Do this -after- ScummVM is up and running otherwise it will fail to establish a connection. *** Gamepad *** The mapping is: Start Button - GMM R1 - 'y' L1 - 'n' R2 - '.' L2 - Numpad 0 Triangle - Escape Square - Enter Cross - Left mouse button Circle - Right mouse button *** Bugs *** Though we made our best to make this release as bug free as possible there are still a few bugs left: - file handling speed : (not really a bug, but a nuisance) : there is probably space for some more optimization in the current file management. The only case when it really bogs me it's when you try to select a saved game and there is some lag. Some game will start faster too when this is optimized. - feel free to add your bug, suggestion, secret wish to this list! - SCI games have smooth audio and intro, but moving the pointer and in-game animation speed might be a challenge. - it has been reported USB media greater than 8 GB might not work Now enough reading, rush to your PlayStation2 and start playing! Are you still reading? Have a lot of fun, -Max Lingua