Gp2psx V0.35


zodttd you are my GOD, I used to test fpsece for ppc and I got bored of asking for save states so to see you're going to make them in is really awesome, thanks a lot :D

About hardware vs software scaling, I don't know much about all that but it seems to me that hardware scaling is the way to go, since it is faster than software, probably has better long term performance value, and saves battery life since you don't need to increase cpu speed so much to increase performance.

About wikipedia, can you please give me the link for it? I'll post the games tested there then.
 
rinuel posted on Feb 10 2006 at 05:01 PM said:
About wikipedia, can you please give me the link for it? I'll post the games tested there then.

If your looking for a place to post the status of games with this emu, try http://wiki.gp2x.org/gp2psx

There is already a large list. Just create an account and start adding games to the list. I am sure everyone would be most appreciative :)
 
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Your emulator seems to be coming along quite quickly - much faster than the PC edition came up. Best of luck to you, and you seem to be on the right path.

If it creates more moral amongst you, I am buying a GP2X mainly because of it's amazing community, and this emulator imperticular seems to be worth the money for the device in itself.
 
Just wanted to say thanks for the support everyone!
Crazy Goat, welcome aboard. :)

I'm still working hard on GP2PSX, it's coming along. I got save states working and frameskip now works. I even made an auto frameskip but frameskipping still isn't effective enough for an autoframeskip to be worth implementing.

Some cool stuff is on its way, just hold tight for a day or three. ;P
 
zodttd posted on Feb 12 2006 at 10:35 AM said:
Just wanted to say thanks for the support everyone!
Crazy Goat, welcome aboard. :)

I'm still working hard on GP2PSX, it's coming along. I got save states working and frameskip now works. I even made an auto frameskip but frameskipping still isn't effective enough for an autoframeskip to be worth implementing.

Some cool stuff is on its way, just hold tight for a day or three. ;P

Thanks very much. I'm certainly looking forwards to testing the new frameskip. :)
 
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Autoframeskip is best on something like DRMD at 144mhz, where the frames are plentiful enough to warrant a little drop in fs, whereas in stuff like os9xgp it's horrible, cos it slows it down so much
 
This thread is a forum black hole. Good work zodttd.
Will the framerate be able to be switched on so that we can see it on the screen all the time?
 
hi and to zottd thank you for the hard work and effort put into the psx emu

i was wondering if it would be possible to emulate the TV-way of rendering frames is it would boost performance and be more accurate to show frames as they are seen on the psx

im thinking of an interlaced rendering engine that only renders Odd-fields in the first pass and Even-fields in the second pass

http://en.wikipedia.org/wiki/Image:progressive_scan_odd.png
http://en.wikipedia.org/wiki/Image:progressive_scan_even.png

my theory is that if the cpu only has to work with half the information for one frame you would only have to render 30 full frames for fullspeed

the way it seems to render now is to draw "full frames" so it would recuire 60 frames for fullspeed

the odd/even approach would even emulate the way the psx shows it,s screens more accurate

in short 30 full frames is 60 frames shown

because the way the TV works is to trick the brain to think its seeing a full picture when its in fact only seeing half pictures for one frame

http://en.wikipedia.org/wiki/Image:Interlace10hz.gif

this gives the illusion off scanlines because the brain registers the non-rendered fields but only if the refresh rate is below 60hz i think the lcd on the gp2x can refresh at 50hz and above

so i think it would be best to force PAL mode for all games

http://en.wikipedia.org/wiki/Interlacing

remember that the playstation is built to account the TV-way of handling frames it waits if encountering v-sync signal to prevent tearing of the frames

and i know im only noob at this but i had to open my mouth and get it said
and if its impossible im sorry for taking up your valuable time

cheers from Sweden
 
Scanlines isn't such a good idea, because on a TV we can have 768x576 (full Interlaced PAL), but PSX only typically uses half that, ie 288 lines in PAL, or 240 lines in NTSC. Both are drawn at 50 or 60 Hz. The GP2X only has 240 lines, so 320x240 at 60 Hz is the ultimate goal.
 
There is an interlaced rendering mode in one of the GPU's I was working with. I don't know how much it will help but I can look into it that.

Unai is working on scanline rendering for the current GPU. It's going very well so far, and may enable skipping of scanlines if it produce's the desired look.

I have a framerate always-on mode key config now. :)

Working on speeding this emu up, but I've been super busy.
 
zodttd posted on Feb 12 2006 at 07:32 PM said:
There is an interlaced rendering mode in one of the GPU's I was working with. I don't know how much it will help but I can look into it that.

Unai is working on scanline rendering for the current GPU. It's going very well so far, and may enable skipping of scanlines if it produce's the desired look.

I have a framerate always-on mode key config now. :)

Working on speeding this emu up, but I've been super busy.

Keep up the good work!

You can do it!! *thumbs up

... *wtf? I'm drunk..
 
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@zottd
Your work is absolutely amazing. Saw it at a friend running... just wow.
Hope the fps increases in near future and the battery time keeps ok ;)

Btw, you did use a custom cpu-core, right?
I'm not sure but wasn't there an open source lib for a whole bunch of processors including the PSONE R3000 one...?
Maybe you could use that one.

I assume you know the docs on thissite? (one never knows..)


Did you already port the cpu core to asm? I would love help you fix the opcodes etc.
 
Great about save states and fps always on, can't wait to test the next release :)
 
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