Homebrew CTRX - PS1 Emulator

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What about O3DS systems that have dynarec access (Ninjhax 1.1)? Is it absolute shit on that or can it still somehow run?
Here's a demonstration I recorded for 2 games on o3ds. The emulator's been updated since then. Only real difference in the first game is the HUD was somewhat fixed. (Doesn't show up in the first level, with the exception of the health bars, but after that, it works just fine.)
 
Last edited by Bkool999,
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Here's a demonstration I recorded for 2 games on o3ds. The emulator's been updated since then. Only real difference in the first game is the HUD was somewhat fixed. (Doesn't show up in the first level, with the exception of the health bars, but after that, it works just fine.)
Yikes that looks painful. And that's with dynarec as well?
 
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Yikes that looks painful. And that's with dynarec as well?
Yeah. On the bright side, I was able to finish the top half of the bosses so far, so up to this point, it's looking fairly stable. I also noticed when the music cuts out before the bosses, I can get around 30 frames. So maybe cheats to disable the music would be beneficial.
 
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Hello,
About 1 month ago I began working on an experimental PS1 emulator. This is the very first release. It's still missing many core functions, but I believe it is ready to be shown as a bare-bones proof-of-concept. Included in the download is a freeware BIOS replacement; this is necessary to use the emulator as other BIOS aren't designed with CTRX's current state in mind. Also included is a freeware PS1 homebrew (boot.exe) that prints text to the screen using the GPU. It is built using nextvolume's PSXSDK and its source can be found in the attachment(s) to this post.

The emulator will attempt to run any PSX EXE file found at sdmc:/3ds/CTRX/boot.exe but bear in mind, that chances are it won't run at this point in time.

CTRX is a new and free emulator. It has been written from the ground up. It is not a port. It is also free. It has no price and does not bind the user's soul to a document written in legalese. Contributions to the project (including donations) are always appreciated.

Plans:

Dynamic recompilation notes:
Hypothetically, a dynamic recompiler can be written to work on all firmwares (without a kernel exploit) by using gspwn to write the output to memory pages that are already marked as executable. MIPS is an interesting platform because the most significant byte of the current program counter controls which memory segment the code is running. All the memory segments mirror each other, however, one of the segments has the CPU cache enabled and the user code can choose which segment to run in using absolute memory jumps; this is a good starting point for determining which code is viable for dynamic recompilation in real time.​

Source: https://github.com/machinamentum/CTRX
Download/Releases: https://github.com/machinamentum/CTRX/releases/

Screenshots:
It's looking good! I'd you ever get anything running and would like footage recorded, feel free to message me and I can do that for you with my capture card!
 
Here's a demonstration I recorded for 2 games on o3ds. The emulator's been updated since then. Only real difference in the first game is the HUD was somewhat fixed. (Doesn't show up in the first level, with the exception of the health bars, but after that, it works just fine.)

I really wonder how the new 3DS runs it.

BTW don't forget that this is like one of the first builds for 3DS. It wil get better over time, (probaly even full speed on every game on n3DS in a year)
 
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