Gp2psx V0.35


Sonic-NKT posted on Feb 8 2006 at 10:02 PM said:
gta is still waaaay to slow to be playable, this cant be arround 37fps...
Yeah this whole frames per second things cannot be right. :D

Edit: Like for example FF8 is apparently running @ over 20fps @ 200mhz. Could've fooled me, I swear it is like 8fps.
 
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just tried running gta on my pc and gave it a frame limit of 38 fps... it ran waaaay better ;)

btw,
when you have a game running at fs0 = 30fps then it should run at fullspeed if you set fs to 1... (if the problem is only the gpu emulation)
 
Before I get everyone even more confused...
I had to change the GPU in this release to allow every frame to be drawn to prevent flickering at times. This slows things down a bit as well.
Side effect of this is that the framerate is for every frame drawn, just like before, but more frames are being drawn than those that changed.

It does seem a bit inflated at times since the rate is checked every 3 seconds so it shows the average frames-per-second of the past 3 seconds. I'll double check the code and make sure it's reporting the right FPS.

I noticed Final Fantasy Tactics didn't like my timing changes. It's pretty slow and gets stuck when starting to go into gameplay.

If the SDL accelerated blitting code allows for scaling down, things will look better and be sped up some. I still have to do color conversion using assembly. Working on getting the assembly code to be even faster.

So far, it seems there's been a speed increase, but not large enough to make things fun to play. :)

I find the 3+ FPS very impressive with Unai's changes to the GPU. There's lots more work on it to be done, and this is just a preview of his work so far. I have a good feeling large speed increases are to come from his work, he's awesome. :)
 
why do you need volume control ? this is for my a really unimportant thing.

@zodttd:
anyway a great version, speed has again got a huge boost in several games.
cant wait for a proper frameskip then this thing will really fly ;)
 
Wow, thanks for the input about the framerate. I guess I have the timings way off, since it's giving too much attention to the GPU making it render more frames than the CPU emulation can put out, resulting in a large framerate and little updating of frames.

I'll get working on fixing the timings. I guess I was too optimistic. :)
 
what color conversion do you have to do? rgb -> yuv?
maybe you could draw direcktly to a yuv layer instand off drawing to a rgb one?
 
at certain points (the menu, loading screens) RRT4 is amazingly faster and smoother at fs0. it is really choppy at fs1 though. strange. this is with sound off..

in the actual game it seems to be the other way around, fs1 is much faster. i think the fps counter from gp2psx said something like 16 or 17; i dunno how fast it actually was. it was about as fast as when a console slows down unexplainably for a few seconds. :D

but still, good job zottd.

edit: also, on fs2 it went forward a couple of frames then backwards. o_O
 
You know, I'm always reading these posts everytime a new emulator version is release, like this one and SquidgeSNES, and I find myself banging my head again the table screamin, "Why couldn't we have had 400 mhz cpu instead of a 200mhz cpu and his retarded friend?!" <_<

One day though I suppose we'll have it being used, but I'm just really surprised that nothing has been release using it.

Aside from that off-topic. Great work on this emulator. It is progressing beyond what I thought it could. :)
 
reaper79 posted on Feb 8 2006 at 09:40 PM said:
You know, I'm always reading these posts everytime a new emulator version is release, like this one and SquidgeSNES, and I find myself banging my head again the table screamin, "Why couldn't we have had 400 mhz cpu instead of a 200mhz cpu and his retarded friend?!" <_<

One day though I suppose we'll have it being used, but I'm just really surprised that nothing has been release using it.

Aside from that off-topic. Great work on this emulator. It is progressing beyond what I thought it could. :)
Power consumption, it's theoreticly better, They really needed that chip for absolute 100% never fail divx decoding.
 
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@zodttd: Basically, with hardware-accelerated SDL, whichever surface you SDL_Flip() to the screen will be automatically scaled to fit.

Congrats on the new release, I've just got to get round to ripping some games now...
 
I've just spent about half an hour playing FF VII and I have to say I'm very impressed. I can't be bothered to rip the movies, so I had to sit through the first movie at the start of FF. I managed to get to the first save point, after which I quit the game.
Running around with cloud is quite smooth, but when you get to battles it can become quite jumpy.

I was running @ 278mhz with the frameskip set to 3 and using Unai's version.
 
Woah! The colors in Castlevania SOTN on the Unai version are crazy weird. In normal .35 the menu is really weird and flickering and the game's in-game scaler acts weird so the menu shows up in the background after you pause, but other than that, nice speed up! I'ma go rip some more games to try.

By the way, I'm using .z compressed BIN's.

Edit I'm using 274-285 overclocking.
 
Phil posted on Feb 8 2006 at 04:56 PM said:
reaper79 posted on Feb 8 2006 at 09:40 PM said:
You know, I'm always reading these posts everytime a new emulator version is release, like this one and SquidgeSNES, and I find myself banging my head again the table screamin, "Why couldn't we have had 400 mhz cpu instead of a 200mhz cpu and his retarded friend?!" <_<

One day though I suppose we'll have it being used, but I'm just really surprised that nothing has been release using it.

Aside from that off-topic. Great work on this emulator. It is progressing beyond what I thought it could. :)
Power consumption, it's theoreticly better, They really needed that chip for absolute 100% never fail divx decoding.

If it's used by (of all devers) GPH then it has to be usable to us... right?
 
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On my side, still trying to make the Tomb Raider series to run with no luck so far, after having tested all the ISO rip tools availables :( Might be the compression?...

Anyway, please Zodttd, sorry to bother you about that: I understand that speed is important, but could you make sure that the compatibility is good enough? I mean, where is the point to spend time incresing speed when compatibility is not there...I don't want to be rude, but half of the PSX games don't work.

For instance, Tom Raider 1 intro was working fine on 034f, and now: nothing coming up after the intro..

That's like a Ferrari: that's great cars, but where is the point to buy one if you have to send it for fixing issues every month...
 
Shikaku posted on Feb 8 2006 at 03:25 PM said:
If it's used by (of all devers) GPH then it has to be usable to us... right?

No, GPH has dignsys building the firmware from sources released by MagicEyes (MMSP2 homepage)

They are clueless as what to do with it, only video playing is from releases by the manufacturer of the chip, MagicEyes.
 
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Castlevania SOTN is a couple of frames faster. I'm overclocked to 267mhz and I'm getting between 8 and 11 frames per second, making the game almost playable. However, there is a bad bug where the framebuffer sometimes has picture data from a recent frame (though not the last one). See the image in the link below for what I'm talking about.

However, the speed boost is VERY noticeable, and like I said the game is close to playable (at least, for me :) ).

Image: http://img279.imageshack.us/img279/8131/cvnew1oh.jpg
 
just tried!!

ridge racer revolution reaches 16FPS, the unai version seems slower, the normal one is smoother for the same FPS count, this is very easy too see during galaga , the background stars are much smoother on the non-unai


funny thing: frameskip 2 show sometimes a frame from the past! :D
it goes like 1234545678 etc



tried also sust a move 2 : menus are slower,ingame seems to be the same as before

no new game running by the way :D
 
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