guizm said:
Probably it will be posted at the unnoficial blog when they have some video about it( just as Dreamcast ), but it will take more time to build this, and i would prefer to see videos when they got their Pandoras, and no this dirty beagleboards.
The big question is how much time will require to finish this emulator, strmnrnm took years to make an unfinished emulator... ( i didn't want to mean that he didn't worked, jut that Psp sucks
)
Why does it matter where it's being ran? Getting it running in a throttled Qemu would be a LOT better than nothing, and shows progress. Getting it running on a beagleboard (with nearly the same specs as the pandora) would be amazing.
I've been out of the PSP scene for years (prefer it that way), but I was pretty involved in the scene. strmnnrmn wasn't really actively developing his emulator, he'd take very long breaks. IIRC he eventually quit and left it in the hands of the scene, which picked it up and continued. His actual involvement was only for 2ish years.
That said, the PSP is crap. Completely. He was working on a 100% closed console with limited documentation, a weak CPU, and little RAM. Most people see 32mb and think "that's plenty for an N64 emulator", but what they don't realize is
only ~18mb of RAM can be used by games. I had a huge memleak in one of my programs, which would cause a crash at 18-19mb. The rest is reserved for kernel space (which, you can get a few more mb out of it if you tried, but it's messy).
A 600 MHz ARM CPU is much more powerful than a 333 MHz MIPS. Hell, a 600 MHz ARM is probably faster than a 600 MHz MIPS. With that, and 20 times the amount of RAM... you have a lot more room to work with. Optimization is good, but the PSP needed so much optimization to even be playable.
Edit: I can't even remember, was he taking advantage of the media processor or not? I remember reading about him trying to offload audio onto it, but doing strictly audio on a ~120MHz CPU is overkill. I doubt he could do anything else due to lack of information.