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NullDC DreamCast Emulator PS3 Port Update, BiOS Operational


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202w ago - Update: Some pictures and a video (below) are now available of the NullDC Dreamcast emulator running on PS3 for those interested!

A few days ago we reported news that drk||Raziel is working on porting the Sega DreamCast emulator NullDC to Sony's PS3, and today he reports that the BiOS is operational and running!

Speaking to PSGroove, [Register or Login to view links] states, to quote: "Letsee .. oh wait, it cross compiled ! *yay* for uber portable code ;p Interpreter only / underclock 4x / no pvr rendering / no audio / no input. Bios intro runs fine, then gets on the clock dialog screen. YAY !"





Currently it is produced on a PS3 Debug unit due to its remote debugging, but the code will run on Retail PS3 consoles as well. Below is the log file for those curious, cool news indeed!








Setting the path to /app_home/
nullDCe/ps3 v1.0.0 pre-1 (built Sep 9 2010@01:05:30) starting up ..
Config file parsed!Loading settings
Loaded settings
Loading plugins!
drkpvr: Using Software
Unable to open vmu save file "vmu_save_A1.bin", creating new file
Failed to create vmu save file "vmu_save_A1.bin"
Unable to open vmu save file "vmu_save_A2.bin", creating new file
Failed to create vmu save file "vmu_save_A2.bin"
Using Recompiler
drkpvr: Using Software
Unable to open vmu save file "vmu_save_A1.bin", creating new file
Failed to create vmu save file "vmu_save_A1.bin"
Unable to open vmu save file "vmu_save_A2.bin", creating new file
Failed to create vmu save file "vmu_save_A2.bin"
Building opcode tables ...
Generating sincos tables ...
Sh4 Reset
UNLOCK REGION
LoadFileToSh4Bootrom: loaded file "/app_home/data/dc_boot.bin" ,size : 2097152 bytes
LoadFileToSh4Flashrom: can't load file "/app_home/data/dc_flash_wb.bin", file not found
LoadFileToSh4Flashrom: loaded file "/app_home/data/dc_flash.bin" ,size : 131072 bytes
LoadFileToSh4Mem: can't load file "/app_home/data/syscalls.bin" to memory , file not found
LoadFileToSh4Mem: can't load file "/app_home/data/IP.bin" to memory , file not found
UNLOCK REGION
UNLOCK REGION
Sh4: i-cache invalidation A0000020
Error in ../dc/mem/sh4_internal_reg.cpp:WriteMem_area7:741 -> Write to Area7 not implemented , addr=1f940190,d
ata=90
)Error in ../dc/mem/sh4_internal_reg.cpp:WriteMem_area7:741 -> Write to Area7 not implemented , addr=1f940190,
data=90
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f74e4,da
ta=1fffff
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f68a4,da
ta=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f68ac,da
ta=0
)Invalid GD-DMA start, SB_GDEN=0.Ingoring it.
Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78a0,dat
a=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78a4,da
ta=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78a8,da
ta=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78ac,da
ta=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78b0,da
ta=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78b4,da
ta=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78b8,da
ta=0
)VREG = 03
Write to ARM reset, value= 0
:Invalid Katana Driver Version (0)
VREG = 03
Write to ARM reset, value= 1
VREG = 03
Write to ARM reset, value= 0
:Invalid Katana Driver Version (0)
Error in ../dc/mem/sh4_internal_reg.cpp:RegSRead:84 -> Read from internal Regs , not implemented , offset=c
)Sh4: i-cache invalidation 8C00DD84
0.04% VPS:0.02(PAL480i50.00)RPS:0.00 vt: nanK 0.00K
Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f68a4,dat
a=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f68ac,da
ta=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78a0,da
ta=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78a4,da
ta=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78a8,da
ta=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78ac,da
ta=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78b0,da
ta=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78b4,da
ta=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78b8,da
ta=0
)Invalid GD-DMA start, SB_GDEN=0.Ingoring it.
Sh4: i-cache invalidation 8C09E6B2
Sh4: i-cache invalidation AC09D99E
VREG = 03
Write to ARM reset, value= 0
:Invalid Katana Driver Version (0)
57.90% VPS:28.95(PAL480i50.00)RPS:0.00 vt: nanK 0.00K
VREG = 03
Write to ARM reset, value= 1
VREG = 03
Write to ARM reset, value= 1
VREG = 03
Write to ARM reset, value= 0
*************AICA Audio driver (version: 1,1 local)************
Name: for Boot ROM ++ ( )
Authors: IGITALMEDIA :Y.Kashima / K.Suyama
Date: 1998.09.09
Copyright: 1998,(C)SEGA ENTERPRISES
Stage: +GM+
sndToolInterfaceWork:0x003f0100
hostSeqStatus:0–00360100
sndSystemStatus:0–00340100
seqModuleMap:0–00400100
cmdBuffer:0–00320100
cmdHistoryBuffer:0–00480100
sndManbowLibraryWork:0x003e0100
sndManbowLibraryWorkSize:0–00010000
********************************END********************************
54.60% VPS:27.30(PAL480i50.00)RPS:0.00 vt: nanK 0.00K
48.75% VPS:24.37(PAL480i50.00)RPS:4.97 vt:0.39K 1.95K
46.75% VPS:23.37(PAL480i50.00)RPS:0.00 vt: nanK 0.00K
48.79% VPS:24.39(PAL480i50.00)RPS:13.94 vt:0.41K 5.72K
Sh4: i-cache invalidation AC09EC72
Sh4: i-cache invalidation 8C00DD84
Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f68a4,dat
a=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f68ac,da
ta=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78a0,da
ta=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78a4,da
ta=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78a8,da
ta=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78ac,da
ta=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78b0,da
ta=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78b4,da
ta=0
)Error in ../dc/mem/sb.cpp:sb_WriteMem:419 -> Write to System Control Regs , not implemented , addr=5f78b8,da
ta=0
)Invalid GD-DMA start, SB_GDEN=0.Ingoring it.
Sh4: i-cache invalidation 8C09E6B2
Sh4: i-cache invalidation AC09D99E
VREG = 03
Write to ARM reset, value= 0
*************AICA Audio driver (version: 1,1 local )************
Name: for Boot ROM ++ ( )
Authors: IGITALMEDIA :Y.Kashima / K.Suyama
Date: 1998.09.09
Copyright: 1998,(C)SEGA ENTERPRISES
Stage: +GM+
sndToolInterfaceWork: 0x003f0100
hostSeqStatus: 0–00360100
sndSystemStatus: 0–00340100
seqModuleMap: 0–00400100
cmdBuffer: 0–00320100
cmdHistoryBuffer: 0–00480100
sndManbowLibraryWork: 0x003e0100
sndManbowLibraryWorkSize: 0–00010000
********************************END********************************
51.80% VPS:25.90(PAL480i50.00)RPS:14.44 vt:0.18K 2.58K
VREG = 03
Write to ARM reset, value= 1
VREG = 03
Write to ARM reset, value= 1
56.42% VPS:28.21(PAL480i50.00)RPS:0.00 vt: nanK 0.00K
VREG = 03
Write to ARM reset, value= 0
*************AICA Audio driver (version: 1,1 local)************
Name: for Boot ROM ++ ( )
Authors: IGITALMEDIA :Y.Kashima / K.Suyama
Date: 1998.09.09
Copyright: 1998,(C)SEGA ENTERPRISES
Stage: +GM+
sndToolInterfaceWork: 0x003f0100
hostSeqStatus: 0–00360100
sndSystemStatus: 0–00340100
seqModuleMap: 0–00400100
cmdBuffer: 0–00320100
cmdHistoryBuffer: 0–00480100
sndManbowLibraryWork: 0x003e0100
sndManbowLibraryWorkSize: 0–00010000
********************************END********************************
53.11% VPS:26.55(PAL480i50.00)RPS:7.38 vt:0.79K 5.84K
50.42% VPS:25.21(PAL480i50.00)RPS:24.71 vt:1.02K 25.19K
50.28% VPS:25.14(PAL480i50.00)RPS:25.14 vt:1.14K 28.61K
50.28% VPS:25.14(PAL480i50.00)RPS:25.14 vt:1.14K 28.61K
50.26% VPS:25.13(PAL480i50.00)RPS:25.13 vt:1.14K 28.60K
50.18% VPS:25.09(PAL480i50.00)RPS:25.09 vt:1.14K 28.55K
50.21% VPS:25.10(PAL480i50.00)RPS:25.10 vt:1.14K 28.57K
50.23% VPS:25.12(PAL480i50.00)RPS:25.12 vt:1.14K 28.58K
50.30% VPS:25.15(PAL480i50.00)RPS:25.15 vt:1.14K 28.62K
50.24% VPS:25.12(PAL480i50.00)RPS:25.12 vt:1.14K 28.59K
50.29% VPS:25.14(PAL480i50.00)RPS:25.14 vt:1.14K 28.61K
50.22% VPS:25.11(PAL480i50.00)RPS:25.11 vt:1.14K 28.58K
50.23% VPS:25.11(PAL480i50.00)RPS:25.11 vt:1.14K 28.58K
50.26% VPS:25.13(PAL480i50.00)RPS:25.13 vt:1.14K 28.60K
50.25% VPS:25.13(PAL480i50.00)RPS:25.13 vt:1.14K 28.59K
50.21% VPS:25.10(PAL480i50.00)RPS:25.10 vt:1.14K 28.57K
50.37% VPS:25.19(PAL480i50.00)RPS:25.19 vt:1.14K 28.66K
50.26% VPS:25.13(PAL480i50.00)RPS:25.13 vt:1.14K 28.60K
50.28% VPS:25.14(PAL480i50.00)RPS:25.14 vt:1.14K 28.61K
50.29% VPS:25.14(PAL480i50.00)RPS:25.14 vt:1.14K 28.61K
50.22% VPS:25.11(PAL480i50.00)RPS:25.11 vt:1.14K 28.58K
50.26% VPS:25.13(PAL480i50.00)RPS:25.13 vt:1.14K 28.60K
50.25% VPS:25.13(PAL480i50.00)RPS:25.13 vt:1.14K 28.59K
50.28% VPS:25.14(PAL480i50.00)RPS:25.14 vt:1.14K 28.61K
50.28% VPS:25.14(PAL480i50.00)RPS:25.14 vt:1.14K 28.61K



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Comments 40 Comments - Go to Forum Thread »

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RexVF5's Avatar
#30 - RexVF5 - 201w ago
This is great news. On the homebrew front, I remember there being some emus (although older, mame, nes,gen etcc... ) that were playable due to exploits in earlier ps3 firmware. (version 1 etc..)

would these emus be usable now? Or easily ported anyway?

These emus have used BD-J functionality - they were written in Java. They are still functionaning but you need to run them from BD disc (Sony blocked running these from USB sticks/CDs/etc.)

pasky's Avatar
#29 - pasky - 201w ago
I wouldn't hold my breath for a 360 emulator, that seems a bit far fetched. Dreamcast definitely seems possible and it seems the PS3 should be able to handle most games at full speed depending on how well Drk||Razi can manipulate the Ps3.

I'm more interested in a mame port that runs all games full speed myself. My regular xbox works great, but some games have slow down.

esputer's Avatar
#28 - esputer - 201w ago
Just wanted to point out, i playing around with the ps3 FTP and and browsing the PS3 hardrive i found some interesting stuff, amount them a 3 folders called psp, ps2, ps emu and on the marvel vs capcom 2 downloadable game well the game itself is located on a folder called GDROM and the insides of it are nearly identical to the dreamcast files for the same game it even includes a 1st_read.bin and everything, so maybe it might be posible to use that engine to start the DC emulation!

SaveU's Avatar
#27 - SaveU - 201w ago
This is great news. On the homebrew front, I remember there being some emus (although older, mame, nes,gen etcc... ) that were playable due to exploits in earlier ps3 firmware. (version 1 etc..)

would these emus be usable now? Or easily ported anyway?

whinis's Avatar
#26 - whinis - 201w ago
The ps3 gpu is slower than the 360's even if there were no additional overhead caused by emulating the hardware it would never happen. You generally need at least twice the power of the system you want to emulate to begin with.

The power of graphics for a ps3 is not in the gpu, sony admitted they added it as a cruch. The power of the ps3s graphics is in the spu's that can ( theoretically) have 3 times of the power of the 360's gpu. However there are hard to code for and no one really knows how to use them. That's ignoring that fact that we have no idea how the 360's code really works or that dx->opengl, while slightly different than current case, is still in it relative infancy.

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