Psx Emu


me 2 =_o, dunno why saturn emulation is so specially hard to fix.

anyway I got like really shocked when I saw this update, Psx emu
 
Huxley posted on Oct 26 2004 at 01:29 PM said:
AFAIK the PS1 was actually capable of pushing more polygons, although the N64's games looked marginally nicer because of all the (then) advanced effects.

Hiya matey,

the PSone could push more triangles about, but once you texture them and light them the N64 would most likely kick its ass.

from what i remember, the N64's key strength was large polygons. can't remember why tho (64bit maybe?)
 
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Vimacs posted on Oct 24 2004 at 08:57 PM said:
sure, but that dont gives the right to call it BS, it may be hard work.
even if it dont runs for you at all you dont have the right to.

And you absolutly don't have the right to call someone a "little fag".

abc_Keks posted on Oct 26 2004 at 08:12 PM said:
BUT there is an saturn emu!
called: Satourne 1.1P

(I'm not allowed to send the link or? am i able to tell you the name of the emu :eek: ?)
B)
don'T know

PC /= GP32.
 
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Pirotic posted on Oct 26 2004 at 07:58 PM said:
Hiya matey,

the PSone could push more triangles about, but once you texture them and light them the N64 would most likely kick its ass.

from what i remember, the N64's key strength was large polygons. can't remember why tho (64bit maybe?)

I'm pretty damn sure the PS1 was still capable of throwing around a similar number if not more polys around even with textures and whatnot. But the N64 did have more advanced features which made the majority of the games look a bit nicer. The PS1 just couldn't produce those effects without a significant blow to performance.

Anyway, point is, an N64 emulator wouldn't be much more of an achievement than this. In fact, if I remember rightly, the N64 hardware is fairly basic and quite easy to emulate up to a point. If I had Mario 64 running on my P166 (did have a 3DFX card mind)...
 
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Ripped psx games are fairly common and quite small, here are a few examples from an everyday rom site:

Destruction Derby [NTSC] - 4.2MB

Dead or Alive [NTSC] - 18MB

Driver [PAL] - 21MB

GTA 2 [PAL] - 28MB

International Karate [NTSC] - 594KB

Marvel Super Heroes Vs. Street Fighter [NTSC] - 18MB

Pocket Fighter [NTSC] - 13MB

Ridge Racer 4 [PAL] - 12MB

Ridge Racer [NTSC] - 1.5MB

Rockman X4 [NTSC] - 11MB

Rockman X5 [NTSC] - 8.4MB

Soul Edge [ NTSC] - 17MB

Street Fighter EX2 [NTSC] - 15MB
 
The N64 had some form of Silicon Graphics (tm) chip to make all those effects. It wased used heavily in waverace and pilotwings iirc. It was probably very similar to 3dfx's GPU so that's why the first emulators ran best on it.

I doubt it could ever be emulated at all, but who knows, 'Corn' ran on software only.
 
Goity posted on Oct 27 2004 at 12:24 PM said:
why were n64 games smaller than psx's?
the n64 could use very small textures because it had bilinear filtering. (and the games rarely had pre-rendered movies, whereas it was common with psx games)
 
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Well i just bought an Asus a620 PPC so I'll be able to see how good ps1 runs on the system :)
 
A PSX emulator wouldn't be usable on a gp32. the memory cards are only 128 tops aren't they? I was pretty sure it wouldn't recognie anything above 128MB.

Regardless, some of you talk as if this will lead to a N64 emulator. I don't think that's going to happen. the GP32 is 32bit. It's title states that. The 64 is another marvel of creative naming and is 64bit. I don't think 64 will ever be played on GP32.
 
64 bits have 2 times more bits then 32 bits

I think its 32,000 colours as apposed to 64,000 colours, but i may be wrong...
 
I'm sure this has already been said/thought but there was so much strife for the poor people who asked for a PSX emu and they were always flamed, most of the time by people who were just quoting people who knew what they were talking about.

But now the concept is actually possible and know one seems to be greatly suprised or feel sorry for their flaming.

I'm not asking for it, it's just rather strange, that's all.
 
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