zodttd
Solving your premature emulation since the Tapwave
Updated to v0.18
http://www.gp32x.de/board/index.php?showt...ndpost&p=315288
http://www.gp32x.de/board/index.php?showt...ndpost&p=315288
Hello...
Back in the mix with GP2PSX v0.16:
http://www.friggingames.com/gp2psx016.zip
So I spent the past time implementing the dual cpu feature into GP2PSX. It worked, and I had an async blit (drawing) routine. Thing is, it barely made a speed improvement. It could be the way I used it. I'll have some people look over the code. So for now, dual cpu use has been removed from the code, as it caused a few glitches here and there.
This release uses the old GPU core, now that it's been updated to support 3D rendering. It's compatibility is higher than the last GPU used.
You may notice up to TWICE the FPS compared to the last release, on frameskip 0 (now 0 is the default).
The L2/R2 button mapping is still not implemented. I'll look through the PSX docs I have for their map info.
Btw, someone asked how much I've made in donations and if it paid off my GP2X. Answer, not paid off, but 3 kind people have donated. I'm planning a future release for people who donated, so they can check out a milestone release like this one in advance.
New in this version:
- PSX rootcounter timers have been simplified allowing for further optimization of timings.
- Speed increase of almost 2x in some games.
- Due to speed increase, frameskip 0 is now the default.
- Back to the old GPU now with a 3D engine working.
- Better compatibility.
- Alpha blending enabled in the GPU
I'll keep an eye on the compatbility lists/wiki out there so I can see if this new release is in the right step.
Case in point, you'll see approx. 60 FPS with 0 frameskip in some areas of some games (2D areas as far as I've seen). Let me know if this is occuring in your games...
http://www.gp32x.de/board/index.php?showt...ndpost&p=315288
http://www.gp32x.de/board/index.php?showt...ndpost&p=315288
Hello...
Back in the mix with GP2PSX v0.16:
http://www.friggingames.com/gp2psx016.zip
So I spent the past time implementing the dual cpu feature into GP2PSX. It worked, and I had an async blit (drawing) routine. Thing is, it barely made a speed improvement. It could be the way I used it. I'll have some people look over the code. So for now, dual cpu use has been removed from the code, as it caused a few glitches here and there.
This release uses the old GPU core, now that it's been updated to support 3D rendering. It's compatibility is higher than the last GPU used.
You may notice up to TWICE the FPS compared to the last release, on frameskip 0 (now 0 is the default).
The L2/R2 button mapping is still not implemented. I'll look through the PSX docs I have for their map info.
Btw, someone asked how much I've made in donations and if it paid off my GP2X. Answer, not paid off, but 3 kind people have donated. I'm planning a future release for people who donated, so they can check out a milestone release like this one in advance.
New in this version:
- PSX rootcounter timers have been simplified allowing for further optimization of timings.
- Speed increase of almost 2x in some games.
- Due to speed increase, frameskip 0 is now the default.
- Back to the old GPU now with a 3D engine working.
- Better compatibility.
- Alpha blending enabled in the GPU
I'll keep an eye on the compatbility lists/wiki out there so I can see if this new release is in the right step.
Case in point, you'll see approx. 60 FPS with 0 frameskip in some areas of some games (2D areas as far as I've seen). Let me know if this is occuring in your games...
Last edited by a moderator: