NO$PSX Feature Requests

Problems or feedback about the NO$PSX emulator by Martin Korth
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Shadow
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NO$PSX Feature Requests

Post by Shadow » August 13th, 2017, 3:57 pm

NO$PSX - Highly Requested Features


- Have the ability to debug CPE files that have been compiled under Psy-Q with the '-g' command (via CCPSX) which will use the Psy-Q *.SYM (symbol files) to debug the source code in real-time (exactly like a DTL-H2000) [Requested by: Shadow & LameGuy64]

- Display 'cop2' instructions in the debugger as GTE commands (RTPT, NCLIP, etc) as well as displaying 'cop2' registers as regular r0-r31 registers or 'C2_*' macros that represents the register's purpose (C2_XY0, C2_Z0, etc like when writing GTE routines in assembly with the macro headers in the official development kit) [Requested by: LameGuy64].
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

Development Computer: Windows 98, Pentium 3 [400MHz], 128MB SDRAM, DTL-H2000, DTL-H201A, 21" Sony Trinitron CRT, CD-ROM burner, 3.25" and 5.25" Floppy Diskette Drives and a ZIP 100 Diskette Drive.

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Re: NO$PSX Feature Requests

Post by Gh0stBlade » August 21st, 2017, 12:49 am

I've been asking for this feature several times over the years. I hope No$psx in the future can emulate sio parallel port. This will allow running games which attempt to retrieve files from a PC via PCOpen/PCClose etc.

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Re: NO$PSX Feature Requests

Post by gwald » August 26th, 2017, 6:55 pm

2nd controller support would be very nice? :/

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Re: NO$PSX Feature Requests

Post by Someone » November 2nd, 2017, 11:38 pm

Wireframe rendering as a debug feature is really needed.

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Re: NO$PSX Feature Requests

Post by Shadow » February 19th, 2018, 1:30 am

Real-time debugging support on a real PlayStation would be awesome. At the moment, I think "Upload a PS-EXE" only uploads to the PSX's RAM. It doesn't actually allow you to debug the program running I don't believe.

I'd also really like to see the GUI re-designed to something more like S.N System's design.
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Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

Development Computer: Windows 98, Pentium 3 [400MHz], 128MB SDRAM, DTL-H2000, DTL-H201A, 21" Sony Trinitron CRT, CD-ROM burner, 3.25" and 5.25" Floppy Diskette Drives and a ZIP 100 Diskette Drive.

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Re: NO$PSX Feature Requests

Post by Shadow » April 6th, 2018, 11:52 pm

There is a major bug in NO$PSX V2.0 which is that the TOC (Table of Contents) is not being updated correctly: viewtopic.php?f=59&t=1499&p=14158#p14340
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

Development Computer: Windows 98, Pentium 3 [400MHz], 128MB SDRAM, DTL-H2000, DTL-H201A, 21" Sony Trinitron CRT, CD-ROM burner, 3.25" and 5.25" Floppy Diskette Drives and a ZIP 100 Diskette Drive.

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Re: NO$PSX Feature Requests

Post by Squaresoft74 » May 25th, 2018, 11:08 am

Uploading exe to Xplorer / Xplorer FX, no matter what original rom version they had, worked flawlessly and the upload is damn fast and stable compared to X-killer. :clap
Great work with that stuff, thank you very much for this. :praise
Maybe Caetla roms support could be considered in later release ?

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Re: NO$PSX Feature Requests

Post by ViLXDRYAD » May 26th, 2018, 2:48 pm

being able search for ascii strings and for values changed over a step would be incredibly useful imo

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Re: NO$PSX Feature Requests

Post by celophi » August 12th, 2019, 3:22 pm

Memory breakpoints on read/write would be heaven.

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