X-Code
Beermaster
Translated this as best I could on the Spanish site too .
Keep up the good work zodttd .
Keep up the good work zodttd .
zodttd posted on Jul 5 2006 at 12:17 AM said:I GOT THE DYNAMIC RECOMPILER WORKING! YAY!
I'M TESTING IT OUT AS WE SPEAK!
I'll update everyone on it's progress in about 12 hours. It should have the BIOS completely loaded and dynamicly recompiled by then. Right now it runs a few hundred cycles into it. This is BIG GREAT news for GP2X users, as I'm estimating this week a new release including dynanmic recompilation will be possible. Huge performance increases coming very soon nonetheless.
Time to work on it for another 12 hour stretch...
Yeah, self modifying code has to be run from RAM (code usually is for speed anyway).STTrife posted on Jul 5 2006 at 07:39 AM said:and for the self modifying code: the program is usualy loaded into memory and executed from there
kevcal posted on Jul 5 2006 at 12:15 PM said:Yeah, self modifying code has to be run from RAM (code usually is for speed anyway).STTrife posted on Jul 5 2006 at 07:39 AM said:and for the self modifying code: the program is usualy loaded into memory and executed from there
I've written 68k self-modifying code (reuse/speedup of loops in games).. it's generally/always
frowned upon in a professional environment; now whether games programming houses care...?
kevcal posted on Jul 5 2006 at 12:15 PM said:If there are PSX games that use self-modifying code, then it will show up in (probably) all
of the PS emulators... So maybe try any games with problems on (say) a PC-based emu
to check.
kevcal posted on Jul 5 2006 at 12:15 PM said:Kev
EDIT:
BTW, well done on the progress on the dynarec!
If the dynarec is as good as people make out - ie it can optimise code - does it imply that it can be enhanced/
improved over time to give more and more speed increases as familiarity with PSX/ARM assembler improves?
Lobo posted on Jul 5 2006 at 01:10 AM said:I'm wondering if a lot of these games that hang might be the newer games that were protected (against piracy)? Could that be the reason they're hanging? Might be an idea to "patch" the ISO of one of them and see if that helps.
BTW tried out Resident Evil, OCed to 280, with progressive on and interlacing 1, and as long as you're alone on the screen it's damn near full speed (near enough that I can't tell the difference)! Incredible! It's about the only game I've tried were interlacing and progressive noticeably affect FPS.
Of course as soon as you get a zombie on screen with you then the FPS plummits, but hey, a lot of the time you're alone anyway.
I see, so if an emulator is not dynamically recompiling, then self-modifying code would work fine as it is interpreted on an instruction by instruction basis (well sort of).Radek posted on Jul 5 2006 at 11:30 AM said:If the emu is using normal interpreter (not dynarec) selfmodifing code should not affect its perfomance. Dynarec will be affected thought and possibly to great degree by such code. (it must check for such situation, then retranslate, then again check, retranslate...)
Would there be any benefit in (I don't know what's in the PSX bios(!)) 'recompiling' the bios itself to make it as optimised as possible -Radek posted on Jul 5 2006 at 11:30 AM said:But next gains will not be that impressive as when dynarec was implemented at first.
STTrife posted on Jul 5 2006 at 02:29 PM said:I think recompiling the bios file in advance could work but then again I'm not familiar with (dynamic) recompiling. However if the dynamic recompilation reuses blocks of code then PROBABLY zodttd and co. already compile the bioscode only once and not everytime it's needed
STTrife posted on Jul 5 2006 at 02:29 PM said:it might only take a few seconds to compile it once so maybe there's no
need to put it in a file, but just recompile it at startup of emulator.
STTrife posted on Jul 5 2006 at 02:29 PM said:Again I wonder if anything I say is correct, because I actually don't know anything for sure but that's zodttd fault he should have explained it better to me then lol
Radek posted on Jul 5 2006 at 01:58 PM said:There is also aproach of improving translations where at every runtime translator use previous output to analyze and generate a better one.
X-Code posted on Jul 5 2006 at 02:24 PM said:2x to 3x increase in performance ( we're told ), it'll be most noticeable in 2D games, but all games should speed up quite a bit .
Not easy to estimate exactly how much the increase will be, but a game running before at 15 should come close to fullspeed ( not in all cases though :lol: )... Don't forget that it's still under development.