sam fisher
Well-Known Member
Yay, yay! A GBA emu, ported VBA, on gp32 that ran at about 3fps was what got me to buy a GP32. I want GP2x to realise my dream of the GP32
KingCheese posted on Feb 13 2007 at 04:25 PM said:Hey zodttd, good work ... and keep your head up
Sorry for that question, but can you use the dynarec also for the psx4all emu??
Because it would be awesome, playing psx ~10fps faster.
slaanesh posted on Feb 13 2007 at 01:58 PM said:I can answer this one. Developing is kind of interactive. There's an iterative cycle of compile, test, change, compile, test, change, etc.DanSolo posted on Feb 13 2007 at 10:49 PM said:Why can't you just post the C to someone with a faster computer and let them compile for you?
zodttd posted on Feb 13 2007 at 05:24 PM said:Yay! I got to speak with Exophase. It landed up that the version I was originally using for the dynarec was outdated. I am getting the updated version now. Things will work a lot better I'm thinking.
I will give a status update on the dynarec in a few hours. We might have something working that quickly. You never know with dynarecs, I'm due for getting lucky with one by now. Heh.
Since I already converted this dynarec to work with ARM, redo'ing it will be much easier. I have most of it done already to some extent.
YAY!
zodttd posted on Feb 13 2007 at 03:51 PM said:Just to elaborate...A dynarec is a method of generating "bytecode" on-the-fly, meaning during run-time. This bytecode is executed and cached. When a codeblock is requested again, the cache can be checked to see if it's already been translated and has the bytecode generated within it. If it has, it's instantly executed, saving time and generally being much faster. This is in comparison to an interpreter which everything is set during the compile, and during runtime everything must be translated every time. Imagine a counter doing "a = a + 1" and having to go through a lengthy interpreter code to extract that information just to repeatedly increment the variable "a" by 1. In a dynarec this would be done as if it were running natively in ARM by using the ARM instruction set and just incrementing that register by 1. Much faster.
Problem is, this dynarec is giving me a hard time. I suppose it's because I'm trying to wrap the MIPS dynarec instead of completely starting from scratch. What a pain. ;P
Time to talk to Exophase and see what we can work out. I'm so close though, it will get done.
reiboul posted on Feb 10 2007 at 07:27 PM said:I'm not Zod but I believe GBA emu can be fullspeed. At what clockrate I don't know!
Little question : I often heard of DS or GBA running SNES games... Since theyre both ARM-based, is it possible to take a look at how they perform well with so weak processor?