Emulation Homebrew Adrenaline now releases nightly builds

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Can you give basic overview of changes since the official release?
I can do better! This is the changelog with the overview of all the changes so far. Each item has link to the specific documentation relatated to that item (if relevant) if you want to go deeper into that change.

If you fell like you didn't undestand something, feel free to ask me here, so I can try to explain it better (and probably improve the documentation as well) .
 
Hi guys! Getting back from winter break tomorrow, let me know what we’re testing now to check and share feedback.
 
Awesome release! I will work on loading this up later today. Is there any hope to finally fix the resolution issues that Adrenaline has? Oh and a easy win/fix for this might be to fix the bug of having to open it up 2 times. Not sure how feasible that is.
 
Is there any hope to finally fix the resolution issues that Adrenaline has?
Which resolution issues exactly?


Oh and a easy win/fix for this might be to fix the bug of having to open it up 2 times
We already have a fix for the double launch: enable the Adrenaline kernel plugin (docs).
 
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There are always hope, but the vita doesn't have a shader compiler to glsl shader language to the gxp shader binary format. It does have a cg language (older standard) to gxp compiler.

Neither Isage or I are experts in shader stuff, we rely on work done by others in that regard. We rely on vita-shader-collection that contains many shaders, but not all work well. In the nightly there is a new shader that worked well, it is called Scale2x.

If you know someone that has the knowledge to re-implement them into cg shader language, let me know so I can talk to them about this possibility.
Could you guys look at shaders used in Emu4Vita++ and would they (or similar alternatives) be possible to incorporate in Adrenaline? They have crt shaders for example.
 
Hi! Amazing work with the updates!

I’ve tested the scale x2 and x3, but will still stick to scanlines, as these type of filters are much more “clear”.

Now a question, it would be possible to load CHD file formats? Converting to eboot each PS1 game is a pain, and having the library in CHD is way better (also it takes less space).

Great work as always!!
 
I’ve tested the scale x2 and x3, but will still stick to scanlines, as these type of filters are much more “clear”.
Sure! They all are made option because everyone will prefer something different.

My current personal preference is Scale3x on PSP games, scanlines on PS1 games, and switch between the two for very retro gaming


Now a question, it would be possible to load CHD file formats? Converting to eboot each PS1 game is a pain, and having the library in CHD is way better (also it takes less space).
No, that format format is too resource heavy for PSP and PSPemu (which is pretty much a PSP for all intents and purposes of this conversation). There is a reason why only an PSP emulator has great support that format.
 
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Sure! They all are made option because everyone will prefer something different.

My current personal preference is Scale3x on PSP games, scanlines on PS1 games, and switch between the two for very retro gaming



No, that format format is too resource heavy for PSP and PSPemu (which is pretty much a PSP for all intents and purposes of this conversation). There is a reason why only an PSP emulator has great support that format.

Sounds great!

Actually for the PS1 games I’ve found a workaround using Emu4Vita+, supports CHD files and 0 issues with performance.

Are there any planned features for future releases apart of the new filters?

As always, a big fan of the project <3
 
Actually for the PS1 games I’ve found a workaround using Emu4Vita+, supports CHD files and 0 issues with performance.
That is because the Emu4Vita runs on the Vita SoC and GPU, that is way more modern and powerful and can access more RAM. While PSPemu, runs on the same SoC as the PSP with the same GPU as the PSP and the same RAM as the PSP (24MB, or if using some RAM partition hackery, 40MB (stable) or 52MB (unstable)), not enough to support CHD format with good performance.


Are there any planned features for future releases apart of the new filters?
You mean, things that are not implemented yet, but planned is some manner? There is a Twisted Metal fix ad-hoc (that is isage work). I have a plan to add support for selecting  eventually a drive (e.g. `uma0:/pspemu/`) to be used as the PSP internal drive (`ef0:`), so I can use things inside both my Memory Card and psvsd withou keeping changing the `ms0:`. And that could benefit other people too. But I'll do that very slowly on my free time and there are other contributions and things that are upper in my todo list before going head deep into that feature.
 
There is a Twisted Metal fix ad-hoc (that is isage work). I have a plan to add support for selecting  eventually a drive (e.g. `uma0:/pspemu/`) to be used as the PSP internal drive (`ef0:`), so I can use things inside both my Memory Card and psvsd withou keeping changing the `ms0:`. And that could benefit other people too. But I'll do that very slowly on my free time and there are other contributions and things that are upper in my todo list before going head deep into that feature.

Sounds good! I will be checking the releases on github to test new pre-release builds, hope I can help with testing.

Would be cool to have a more descriptive changelogs on these.

Lastly, will look for any kind of bugs while playing more games, but so far all of the usual games I play work as intended. <3
 
Would be cool to have a more descriptive changelogs on these.
What do you propose to make the changelogs better? Since I did most of the writting of the new documentation page, I would like to know how to improve that part as well
 
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Hi, i have a question for you Gray_Jack and Isage: Do you plan to put and integrate RetroAchievements in Adrenaline (or at least homebrew trophies for PS1 and PSP games)?

I thought about it after looking a user commented on youtube video from Zealous Chuck (). Scroll down the comments and find the "Ultimate Adrenaline wishlist" comment and read it
 
Curious, will the weird issue with the "Original" filtering option (specifically it being initially blurry, then properly crisp when opening the Adrenaline menu, yet blurry when opening it again) be fixed (or at least separated into two options)? That's the main quirk I think of when Adrenaline comes to mind, and would love to see it addressed in some way. Thanks for doing what you're doing, btw!
 
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Hi, i have a question for you Gray_Jack and Isage: Do you plan to put and integrate RetroAchievements in Adrenaline (or at least homebrew trophies for PS1 and PSP games)?
I don't know, there was someone working on it, but they seem to stop working on it.

I personally have no interest in it, as I don't care about achievements in games (except the internal ones of the game). But I would happily review and accept a Pull Request adding it.
Curious, will the weird issue with the "Original" filtering option (specifically it being initially blurry, then properly crisp when opening the Adrenaline menu, yet blurry when opening it again) be fixed (or at least separated into two options)? That's the main quirk I think of when Adrenaline comes to mind, and would love to see it addressed in some way.
Maybe, the `Original` options don't apply any visual effects controlled by Adrenaline, the issue seems to be that the official PSPemu bilinear filter is applied sometimes, even when disabled when on the `Original` option is selected
 
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