zodttd
Solving your premature emulation since the Tapwave
Yay a new release of GP2PSX!
Here's what's new in this release:
- Timings have been vastly improved. Or at least they seem to be. Let me know if compatibility goes down.
I changed the way interrupts are timed in this release. Hopefully it improved performance!
- I added a cache to the CDR component. This allowed for the next improvement, and also gives a slight speed boost.
- Due to the CD cache I was able to run more CPU instructions per loop before running a interrupt. This gave a few more much needed FPS.
- Frameskip is still included in this release but no longer even attempts to work. It will be put back in when Unai's GPU is complete.
- Save states are working now. Though in a premature "state" (no pun intended).
New Button Config:
- In the menu:
B = CHOOSE GAME
LEFT TRIGGER + B = CHOOSE THAT GAMES SAVED SLOT 1
RIGHT TRIGGER + B = CHOOSE THAT GAMES SAVED SLOT 2
- In game
VOL DOWN = Toggle on/off Framecount reporting.
VOL UP = Not used right now (has a crappy frameskipping code in it's place). Will be used for an autoframeskip in the future.
PUSH STICK IN + SELECT = Save state to Slot 1
PUSH STICK IN + START = Save state to Slot 2
So check out this release and see if it's any good.
I just want to know the usual, is compatibility down (or up), and is performance any better. Feel free to post the results on the wiki!
Soon to come:
- Unai is working on the GPU core and results are promising. About a 20% speed increase so far.
- More speed improvements as I learn more about interrupts on the PSX. I was able to learn a lot, enough to compile FPSE for the GP2X, although GP2PSX is faster.
- I haven't tested this release with 1.4.0 firmware, so once I do there may be an update.
Some notes:
- I changed the "framerate" indicator to "framecount". All it's doing is counting the number of frames blitted to the screen per second. It's not really a fair statement to call it framerate, and it only counts screens drawn, instead of all that are rendered.
- The framecount indicator flickers while being drawn to the screen. It's not a priority right now to fix it.
- Frameskip isn't working this release. It's associated to the Vol Up button and is implemented, but doesn't work right yet.
-If you turned off sound before saving a state, make sure you disable sound RIGHT after loading the saved state. This will be fixed soon.
Get GP2PSX v0.36 at:
http://www.friggingames.com/gp2psx036.zip
If I forgot to answer anything, let me know. I'm off to update ZPSX.
-ZodTTD
Here's what's new in this release:
- Timings have been vastly improved. Or at least they seem to be. Let me know if compatibility goes down.
I changed the way interrupts are timed in this release. Hopefully it improved performance!
- I added a cache to the CDR component. This allowed for the next improvement, and also gives a slight speed boost.
- Due to the CD cache I was able to run more CPU instructions per loop before running a interrupt. This gave a few more much needed FPS.
- Frameskip is still included in this release but no longer even attempts to work. It will be put back in when Unai's GPU is complete.
- Save states are working now. Though in a premature "state" (no pun intended).
New Button Config:
- In the menu:
B = CHOOSE GAME
LEFT TRIGGER + B = CHOOSE THAT GAMES SAVED SLOT 1
RIGHT TRIGGER + B = CHOOSE THAT GAMES SAVED SLOT 2
- In game
VOL DOWN = Toggle on/off Framecount reporting.
VOL UP = Not used right now (has a crappy frameskipping code in it's place). Will be used for an autoframeskip in the future.
PUSH STICK IN + SELECT = Save state to Slot 1
PUSH STICK IN + START = Save state to Slot 2
So check out this release and see if it's any good.
I just want to know the usual, is compatibility down (or up), and is performance any better. Feel free to post the results on the wiki!
Soon to come:
- Unai is working on the GPU core and results are promising. About a 20% speed increase so far.
- More speed improvements as I learn more about interrupts on the PSX. I was able to learn a lot, enough to compile FPSE for the GP2X, although GP2PSX is faster.
- I haven't tested this release with 1.4.0 firmware, so once I do there may be an update.
Some notes:
- I changed the "framerate" indicator to "framecount". All it's doing is counting the number of frames blitted to the screen per second. It's not really a fair statement to call it framerate, and it only counts screens drawn, instead of all that are rendered.
- The framecount indicator flickers while being drawn to the screen. It's not a priority right now to fix it.
- Frameskip isn't working this release. It's associated to the Vol Up button and is implemented, but doesn't work right yet.
-If you turned off sound before saving a state, make sure you disable sound RIGHT after loading the saved state. This will be fixed soon.
Get GP2PSX v0.36 at:
http://www.friggingames.com/gp2psx036.zip
If I forgot to answer anything, let me know. I'm off to update ZPSX.
-ZodTTD