fettouhi
Active Member
Thanks for the update and all the work .
Regards
André
Regards
André
Hardyx said:Here is the Psx4Wiz test 8. It is a development version for the guys who wants to test it with games and comment the results. It has a readme in Spanish and English with the keys and their use.
Don't put in news section yet, it is not the final version. I have been working accelerating the drawing and the memory, but has many things to be improved. This version is a bit quicker than the previous one. The new things in this version are:
- CPU Speed selection from 100 to 800 mhz.
- Fixed the buttons X/Y and L/R which was changed.
- Uses the wiz_lib to accelerate the screen painting.
- The sound is disabled to gain some frames.
- Background skin in emulator menu.
Here is a video playing Ridge Racer in the emu.
http://www.youtube.c...h?v=GldwfdB_Sn8
The cd image can have audio tracks too, but the sound is not working in this version.Tengu said:can the cdda audio files be in the bin with what normally would be the iso? it can be together right?
Devilmandex said:Thanks for the info. can anyone tell me if crash bandicoot is playable?
Hardy, what are your plans for this emulator? if any? I'm a real fan of tech stuff so I wonder whether it would be too mu8ch to ask you about the innards of the playstation and how it's being emulated. I like theory
Exophase said:Devilmandex said:Thanks for the info. can anyone tell me if crash bandicoot is playable?
Hardy, what are your plans for this emulator? if any? I'm a real fan of tech stuff so I wonder whether it would be too mu8ch to ask you about the innards of the playstation and how it's being emulated. I like theory
No offense to Hardyx but since he's porting another person's emulator there's no guarantee that he knows that information. Of course he might, but most people who port emulators aren't that acquainted with how the platform and emulation works.
Anyway, these are some basics about PS1:
CPU: 33MHz MIPS III R3000 with 4KB of instruction cache and 1KB of scratchpad RAM. Typical simple RISC design, can perform ALU instructions in one cycle but branches and memory instructions have delay slots. I hear bad things can happen if you don't honor the memory delay slots correctly, but I don't know the details (as is true to its name it doesn't interlock, apparently). Since it doesn't have proper data cache games have to rely a lot on the fast scratchpad for some things, but inevitably are forced to go out to main memory a lot which probably slows things down considerably compared to a more fully cached design.
GTE: A vector coprocessor on the CPU which allows all of the geometry and lighting sort of operations needed for 3D games. It's actually kind of a pain to emulate because it has a lot of flags and side effects that probably take more time to properly emulate than the real core operations. So this is a big reason why heavy 3D games might emulate a lot slower than 2D games, although even the most demanding 3D games don't really push the GTE too far, I think.
GPU: 2D texture mapping accelerator that can draw various primitives. Being 2D means that it can't do perspective correction or z-buffering, so games have wobbly textures and have to sort primitives before transfer. Fortunately it has display lists which are supposed to make sorting them easier than it could be otherwise.
SPU: 24 channel ADPCM wavetable with reverb and envelopes and stuff. To me it always felt like an enhanced version of the sound DSP in the SNES, which isn't surprising given that Sony did that chip too. There's also a chip that decodes XA audio, which is streaming ADPCM.
MDEC: Some JPEG like decoder that's used for video.
CD: 2x CD-ROM, nothing very interesting here.
Devilmandex said:Thanks for the info. I always find this stuff interesting. I remember talking to hlide about the emulator he did for the psp and how he thought the gte was porely emulated in pops. (Yes you arent the only dev I used to bother) Tech blogs and posts ftw!
Exophase said:Devilmandex said:Thanks for the info. I always find this stuff interesting. I remember talking to hlide about the emulator he did for the psp and how he thought the gte was porely emulated in pops. (Yes you arent the only dev I used to bother) Tech blogs and posts ftw!
I think that must be an exaggeration.. I'm sure it wasn't as efficient as what hlide came up with but it probably could have been a lot worse. It certainly did a pretty good job in practice. I don't think most PS1 games really use a lot of GTE opcodes per frame anyway, they're too limited by the GPU for that.
AFAIK the SDK from GPH won't change anything performance-wise. Why should it?zaba said:With the incoming SDK, will we play an PSX game finally (>40FPS) or it isn't impossible in WIZ??
AFAIK the SDK from GPH won't change anything performance-wise. Why should it?
Playing PSX >40 FPS should be possible using the 3d accelerator, but I don't think someone will implement it.