DaveC posted on May 16 2005 at 06:06 PM said:
That and the Screen res is pretyy much perfect on the GP32 for emus. Everything on PSP will need to be scaled making it fuzzy.
Plus the PSP display is real slow causing many things to smear on it. Side scrollers will be the worst offender and old systems are mostly side scrollers.
It will still be cool to have though, but I don't know why it would replace the GP32 completely. Once an emu is 100%, like many GP32 emus are and will be after fDay, it is 100%. The PSP won't run emus at 120%.
And the PSP is locked at 220 Mhz not 333 because of battery life.
*tsk tsk tsk* Dave Dave. Always so negative and speculative... at the same time. Always inspires me to write LONG posts. I can tell you right now you are a bit off on some of your speculation. Just from playing around with the NES, GBA and SNES emu's today I can tell a few things. #1, due to the PSP's incredibly sharp resolution, games look GREAT even when screen stretched. The Gameboy emu has options for 1x, 1.5x and 2x screen stretching and looked pixel perfect in each mode, and did not look 'fuzzy' at all, it was VERY sharp. Nor did it exibit any of that annoying 'shimmer' effect... I dont know how to describe it except when you screen stretch the emu and details in the background seem to shimmer as the screen scrolls... I see this a lot for instance in fSMS on Game Gear games when I stretch them to full screen. I didn't see this on the PSP emu's.
Secondly, out of all three emu's I did not notice dark colors blurring the way I do with dark PSP games, I played Mario 3 on NES, Mario 3 on Mario Allstars on the SNES, and Mario Land 2 on GB, all three sidescrollers with lots of alternating dark and light colors and I would say blurring was NOT a problem.
Third, the PSP is not 'locked' at 222mhz. You're misreading the info on this. As far as I've read there is no hardware 'lock', rather, it is what programmers are sticking with as they are developing games right now. I dont know if Sony is requiring it, or are forcing it by not allowing the dev kits to access the higher speeds yet, or if it's a choice the devs are making themselves, but the hardware itself is not 'locked'. I dont know how this applies to games running as pbp's off of the memory stick, but I'm betting they can easily run whatever clockspeed they want or need to make the app run (up to the 333 of course though maybe we'll see apps allow you to OC the CPU just like on the GP?). You also can't compare the PSP' 222mhz to a GP32 at 220mhz. With the additional chips it has (a seperate graphics processor among other things) and 4x the RAM it will definately be no sweat for the PSP's emu's to out perform the GP32's.
Yeah you're right on one thing, for the emu's that already run 100% on the GP32 there is no advantage to playing them on the PSP really, but I think most of us are thinking ahead to the emu's that ARENT 100% on the GP32, namely SNES, possibly Neo Geo, and a much more advanced version of MAME. Heck even as awesome as DrMD is, it still does run a pretty heavy frame skip on many games to achieve full speed... so there's even hope that on PSP we'll have ALL games running full 60fps full time. But even for the games that run fine on GP32, there's one fact that makes the PSP versions more desirable to play... they just LOOK better on the PSP screen...
That's one thing you didn't speculate on but I feel worth mentioning... the picture QUALITY on the PSP is just friggin outstanding. The colors were very bright and vivid and the contrast even on the lowest brightness setting was fantastic... all three emu's really looked amazing other than the frame skipping. I have a BLU+ which has a great LCD but sorry the picture and color quality of the PSP still blows it away.
Actually, there is one other reason I think stands out that makes emulation on the PSP more desirable... it comes with WiFi capabilities already built in... so multiplayer capable emu's should be a much more common feature. Oh and having a few extra buttons and a built in Li-Ion battery (which will most likely give GREAT battery life when your not running the UMD at all... I'd expect at least 8-10 hours to a full charge vs. my GP's 4ish hours on rechargeable AA's) certainly don't hurt