Gp2psx V0.34


this is amazing :blink:

edit : more than this wip emu, it is the hard work, willingness and kindness of zodttd that I find amazing.
 
I really didn't see this emulator going this far. How much more can be done zodttd? What's left to be implemented?
 
Fricken hell ff7 is faster than ff6 was on os9xgp, and I played that bitch on that er... bitch!
 
mattyrb: There's lots of work to be done. If Unai can pull off a new GPU core, and it's as good as I hear his past work is, things will be much faster. AntiPasta work with ARM assembly should speed up things in the very near future, as well as a dynamic recompiler in the long term will mean an overall speed boost for all games.

So... GPU + Dynamic Recompiler + Turning my crusty C code into ARM assembly = Faster GP2PSX in the works.

Also, in the future I'd like to add support for save states, an ingame menu system, and a working frameskip. :)

A little explaination about the frameskip/framerate weirdness. The framerate reported is the amount of frames rendered that have been blitted to the screen per second. The GPU currently only blits frames if they've changed in any way from the previous frame. So if you have a static image for a second, you'll get a framerate of 0, which is "correct". If you have frameskip on, the framerate shouldn't go up much, if any. Most likely it will go down a bit with each additional frameskip. This is because the time it takes to blit the screen (not render), is less than the time it takes to emulate that frame. So if you have a framerate of 10 FPS with frameskip 0, and you change it to frameskip 1, you might just end up with a framerate of 7 which gives you the appearance of 14 (2*7) FPS.

So when Final Fantasy 7 is getting 20 FPS in-game, it's actually drawing 20 new frames of animation a second. That's why sometimes a 4 FPS game looks a bit smoother than you'd think, since it's only counting fresh new frames of animation.

Keep the frameskip to about 0-3 usually, any higher and things will become very choppy and usually not worth it.

Hope this helps.

Btw, anyone figure out how to hook up a USB pad to the GP2X extension port yet? ;P
 
why do we need a pad when the 2x itself is a pad?

have you asked that guy who coded squidge snes menu if you can use the code for gp2xpsx menu?

i also wondered why my fps went down when i increased frameskip.

i tried FF7 OC to 250Mhz, no sound no music, using HLE and on version 32, and it was still quite slow, when someone said "playable fullspeed" was greatly exaggerating, it took half an hour to get to the first save point (battles go very slow) and when i tried to save it locked up on me when it was trying to read the memory cards (some code bug there zod?)
 
Azure Dreams is now 25-ish fps on the menu screen and about 7fps in game @ 280mhz.

about the erratic FPS readings, couldn't you pass the frame rate to the function which checks if the frame has changed and have it add to the frame count if it isn't changed?
 
argh.. cant get FF7 to work.. hangs at Loading Game without HLE screen...
sad :(
i just put the full iso bin on the sd
 
you need to .cue too?

Picture%20001.jpg


crash bandicoot 2

latest version

seems to have a screen cut in half horizontally and on the bottom is a load of crap flashing rapidly.
 
ok forgot to test the image... i made it with cloneCD some months ago and the cloneCD one works now i converted it via wine with ULTRAISO to a bin... but this image isnt working, is there another way under linux to convert the image?
 
zodttd, was wonderin, have u considered porting this emulator for the PSP? i knw that the processor can be clocked to its orignal speed, which is 333mhz, and im sure psp users (such as myself :) ) would be so grateful for this to be ported onto it
 
Dont do it zodttd keep this one for gp2x, someone is working on a psx emu for the psp hes name is pacmanfan even though i have a psp i would like this one to stay with the gp2x scene lol :)

btw anyone know the best way to srink FFII using pocket iso do i rip everything or just the videos or just the music?

cheers ruffnutts out <_<
 
Vimacs posted on Feb 1 2006 at 04:38 PM said:
face it, psp is dead and unatractive.
also psp is mips, this emu is optimised for arm.

psp is dead? what makes you say that?
 
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dont port to psp! give people a reason to choose gp2x over psp.

mainly cause im trying to convince my friend to buy a gp2x, he said he will when PSX emulation is fullspeed, but he has a psp too ;-;
 
In the v0.34c release there is a tutorial for ripping games for GP2PSX in the readme.html. :)

Btw, I don't plan on getting a PSP so I doubt there will be any ports in the near future to it. If pacmanfan messages me for help, I'll help him out. That's about all I can do without owning the system.
 
subin posted on Feb 1 2006 at 06:14 PM said:
Vimacs posted on Feb 1 2006 at 04:38 PM said:
face it, psp is dead and unatractive.
also psp is mips, this emu is optimised for arm.

psp is dead? what makes you say that?
Well have you ever seen a Psp respire?
 
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Goity posted on Feb 1 2006 at 09:34 PM said:
subin posted on Feb 1 2006 at 06:14 PM said:
Vimacs posted on Feb 1 2006 at 04:38 PM said:
face it, psp is dead and unatractive.
also psp is mips, this emu is optimised for arm.

psp is dead? what makes you say that?
Well have you ever seen a Psp respire?

I've seen one perspire. :ph34r:

I quess he has seen one expire...

I'd wager the homebrew front is rather bleak on PSP?
 
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the PSP is like a washing machine being modded to be a car, only the people who made the washing machine keep sneaking round to your house and breaking it back into a washing machine, the gp2x is a car, with free MOT, TAX and insurance.

also, i'd wish people posted more clearly on the wiki about games they tested..that table is so messy someone should fix it up. or at least fix up your own entries, some games havnt been re-tested since version 10.
 
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