Psx4gp2x Dynarec Status Update


last build and Bubble Bobble 2 ..

http://www.youtube.com/watch?v=LDU2Lxlej3M

great play-speed ..put it on "full-speed-games list"
thankyou team psx4all
 
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my guess is that the cpu+gte emulation is taking the most umphff from the emulator at this point.
I think that the gpu emulation is well inside the pretty darn good sphere.

the fact that the underclocking of the psx cpu works so well in psx4gp2x leads me to believe that the strain on the dynarec goes down with every mhz down from the cpu emulation.

so now it seems that leaves psx4all optimisation on cpu+gte and maybe sound emulation

these are just guesses and should be treated like that .
 
So this implies that each 'entity/chip/whatever' is a separate thread and some are (one is?) waiting on semaphores/ipc queues/shmem for others, so underclocking or overclocking essentially 'smooths' the system performance..??

Half-tempted to look through the psx4all source code to see how it all hangs together, but imagine I couldn't be of help, so probably won't :)
 
zodttd said:
In the meantime I'll get psx4ppc (PSX for the PocketPC :p ) up and running and see if it's faster than FPSEce. If it is, which my guess is a yes, then I at least accomplished something.
I recently run psx4ppc on my XDA exec @520MHz and it was very incompatable and also very slow compared to psx4gp2x beta4.
Even if it did work better/faster, the control system would be very crappy on my PPC.

btw, psx4ppc does have a very nice GUI with plenty of options, not that this helps in anyway.

Great work zod. :D

I've been playing/running @ 275MHz, sound off, PSX CLK @ 50%

Gran Turismo @ 5-6fps
Wipeout 2 (2097) @ no load
Soulblade @ 5fps
Resident Evil @ 8fps
R-Type Delta @ 3-5fps (very corrupted)

Edit,
Just checked my archive 4 ppc, is psx4ppc and fpsece not the same emu?
 
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moose said:
zodttd said:
In the meantime I'll get psx4ppc (PSX for the PocketPC :p ) up and running and see if it's faster than FPSEce. If it is, which my guess is a yes, then I at least accomplished something.
I recently run psx4ppc on my XDA exec @520MHz and it was very incompatable and also very slow compared to psx4gp2x beta4.
Even if it did work better/faster, the control system would be very crappy on my PPC.

btw, psx4ppc does have a very nice GUI with plenty of options, not that this helps in anyway.

Great work zod. :D

I've been playing/running @ 275MHz, sound off, PSX CLK @ 50%

Gran Turismo @ 5-6fps
Wipeout 2 (2097) @ no load
Soulblade @ 5fps
Resident Evil @ 8fps
R-Type Delta @ 3-5fps (very corrupted)


Err... have you missed some releases? :blink:
Resident Evil is 20fps, if not faster, @270Mhz :)
 
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b._.o._.b said:
zodttd said:
At least DaveC is there for you in times of such importance. TelcoLou, why not ask your buddy DaveC over there to take back his comment that PSX emulation is "IMPOSSIBLE" on the Zodiac, when I posted a PCSX port to it moments later? Or how about you have him take back his comment about how the GP2X will never get more than 5 FPS emulating PSX? You can 6+ FPS on the GP2X at default clock speed. These are answers we need! Go TelcoLou go! Seek that truth!

EDIT: Just a small note, yes, DaveC has been bothering me over PSX emulation being not worthwhile for around 3 (more?) years since that "impossible" comment he made. It gets old.
Well, I kind off silently agreed with DaveC on PSX emulation being the wrong choice for spending devs time on. I thought that programming time could be spent better, by improving the already available emus or creating new easier to port ones.
I did not say this in the forum, because a dev knows better what he is capable of and even more important, what drives him most. In this case I think you've convinced people that there will be a psx emulator that will run a couple of nice games full speed on the gp2x.
Good job and I definitely respect you for being this persistent.
The real beauty of this emulator will show up on the next system. If he waited for the GPX3 before doing this he would *NEVER* have got this dynarec to the level it is now, not to mention what is to come, because he would have had so much more horsepower to leverage. Now it can be ported with a new 3D engine and be smokin fast on any ARM with VFPU or 3D available, or just twice the clock speed :).

reiboul said:
moose said:
zodttd said:
In the meantime I'll get psx4ppc (PSX for the PocketPC :p ) up and running and see if it's faster than FPSEce. If it is, which my guess is a yes, then I at least accomplished something.
I recently run psx4ppc on my XDA exec @520MHz and it was very incompatable and also very slow compared to psx4gp2x beta4.
Even if it did work better/faster, the control system would be very crappy on my PPC.

btw, psx4ppc does have a very nice GUI with plenty of options, not that this helps in anyway.

Great work zod. :D

I've been playing/running @ 275MHz, sound off, PSX CLK @ 50%

Gran Turismo @ 5-6fps
Wipeout 2 (2097) @ no load
Soulblade @ 5fps
Resident Evil @ 8fps
R-Type Delta @ 3-5fps (very corrupted)


Err... have you missed some releases? :blink:
Resident Evil is 20fps, if not faster, @270Mhz :)

He is on Beta4 still :blink:

I think he missed that we are on http://www.spookysoftsite.com/psx4gp2x/ and there has been a lot of work done on the dynarec since Zodttd learned some things working on gpSP.
 
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We must not forget that Zod is not alone : when he's improving his dynarec and posting his builds, Una-i and the rest of the team are also working ;) They all need our congratulations!

By the way, have the renderer been improved since Beta4? or are you (Zod) only working on the Dynarec, CPU emulation etc?
 
this sure sounds awesome!

is there any point in me investing in a cheap copy of Driver 2, to see if it works on the GP2X? I don't care if it runs at 1fps, it would still be mind numbingly awesome. I cant think of a PS1 game much more graphically advanced than that one though...?
 
Javaguy said:
this sure sounds awesome!

is there any point in me investing in a cheap copy of Driver 2, to see if it works on the GP2X? I don't care if it runs at 1fps, it would still be mind numbingly awesome. I cant think of a PS1 game much more graphically advanced than that one though...?
i played on driver 1 on one of the previous realeses and that played at about 5-9 fps
 
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ydderf45 said:
^
i was gonna look for one of the drver games too :D
Dont you go buying any bargin 1p ebay copies. theyre MINE! ALL MINEEE!!!

ehm. Anyway. 5-9fps eh! not bad at all. I would imagine driver 2 would be slower though.
 
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reiboul said:
We must not forget that Zod is not alone : when he's improving his dynarec and posting his builds, Una-i and the rest of the team are also working ;) They all need our congratulations!
I know there is a whole team, but I was specifically talking about the Dyna-Rec which will be a part of other ARM systems. Obviously the renderer will need a re-write for the new systems, and that will probably have some 3D acceleration (please please :) ), making it an entirely different animal.

QUOTE
By the way, have the renderer been improved since Beta4? or are you (Zod) only working on the Dynarec, CPU emulation etc?
Zod doesn't write a lot, so you can show all of his posts and start working you way back. I think he specifically mentioned some stuff from Una-i, but nothing ground-breaking like the new Dyna-Rec.
 
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LegendaryMachine said:
Has any one tested Legend of Mana yet?
I've tried it with the latest build at 290+ram timings. Without sound turned on, everything is at near full speed except when you are in battles in that cave place. The battles are about 2/3 full speed. This is with interlace at 0. The game does can even allow psx cpu to go near 20%.

Also, tried ff8 again. For the most part, the game is the same, except for the battles. Massive speed up on the battles, Zoddtd! With the same settings as Legend of Mana, the whole game is about 2/3 full speed without sound. Note, this game must have psx cpu at at least 65% or it will freeze on the world map. Also, slightly worth noting is that the battle menus usually appear randomly for about 1 second during a GF sequence only. They then disappear. Maybe this helps some?

Edit: I'd like to point out that for every test I do, I'm using .bin/.cue files.
 
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Don't the menus in FF8 fade out during the start of a gf sequence? If so, maybe they do so by taking a capture of the menus as they are, dumping them on a polygon (that does display correctly), and fading that for some reason?
 
Tobriand said:
Don't the menus in FF8 fade out during the start of a gf sequence? If so, maybe they do so by taking a capture of the menus as they are, dumping them on a polygon (that does display correctly), and fading that for some reason?
Yeah, as I said, the health status randomly appears once during a gf sequence (not always at the beginning). This is the only time in the whole battle that I see the health status; I never see the actual battle menu that has the options gf, magic, attack, etc (Good thing I know the game so well, as I still made it past Ifrit without the menus :) ).
 
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Zodttd, I'm looking forward to a build today as well as I'm going to show your work off to 30 people tomorrow at a BBQ I've been invited :)


Love ya's all!

bOing
 
bOingball said:
Zodttd, I'm looking forward to a build today as well as I'm going to show your work off to 30 people tomorrow at a BBQ I've been invited :)
Love ya's all!

bOing




Haha, I really hope we're lucky enough for another build tonight. :p
 
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