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    by Published on June 27th, 2006 03:26


    StrmnNrmn Has made an update to his blog with interesting news! This time he talks speed, Here is what he had to say.

    Whenever I start to answer questions on the comment pages I always end up going into too much detail for a quick response and end up deciding to put up a new post instead. I hope this isn't too annoying

    In response to Plans for R6 xiringu and ukcuf16 had a couple of interesting suggestions for performance improvements.

    First up, from xiringu:
    instead of working with a 300x200 screen, work with only half height 150x200 and then display an empty line every other line to get the final 300x200.
    That's an interesting idea - it's a trick that's been used by demo coders for years to get a few extra fps. I'm not sure this is going to provide all that much of a speedup to Daedalus though The reason for this is that currently rendering only contributes a small amount to the overall cost of each frame, so even if rendering time was totally eliminated, the framerate wouldn't change much. As an example, let's take something like Zelda which currently runs at around 4 fps. At 4fps it means each frame takes 1000/4 = 250 milliseconds to render each frame, which is broken down something like this:

    CPU emulation: 200 ms
    Display list parsing: 40 ms
    Rendering: 10 ms
    Total: 200 + 40 + 10 = 250 ms (i.e. 1000/250 = 4fps)

    Assuming that we could totally eliminate the rendering time, this would now look like:

    CPU emulation: 200 ms
    Display list parsing: 40 ms
    Rendering: 0 ms (no cost)
    Total: 200 + 40 = 240 ms (i.e. 1000/240 = 4.17fps)

    So the very best we could hope for in this case would be a .17fps improvement in the framerate

    ukcuf16 wrote:
    Just wanted to ask if there is ever going to be frame skip in later versions
    What ukcuf16 is suggesting is that the emulator renders one frame, then skips the next. Alternating frames like this should halve the cost of rendering, at the cost of making the framerate a little less smooth.

    Again, this is an interesting idea, but I don't really see this having much impact on the framerate as things stand at the moment. Working out the potential speedup is a little more complicated, as we have to take the average time over two frames. The numbers look something like this:

    Frame1 CPU emulation: 200 ms
    Frame1 Display list parsing: 40 ms
    Frame1 Rendering: 10 ms
    Frame2 CPU emulation: 200 ms
    Frame2 Display list parsing: 0 ms (skipped)
    Frame2 Rendering: 0 ms (skipped)
    Total: 200 + 40 + 10 + 200 = 450 ms
    Average: 450 / 2 = 225 ms (i.e. 1000/225 = 4.44fps)

    So even implementing a frame skip mechanism would only give a tiny 0.5fps speedup.

    To take this example to its ultimate conclusion, let's assume that I could somehow eliminate the entire cost of display list parsing and rendering:

    CPU emulation: 200 ms
    Display list parsing: 0 ms (no cost)
    Rendering: 0 ms (no cost)
    Total: 200 ms (i.e. 1000/200 = 5fps)

    Even if I could somehow (magically) reduce the cost of rendering to 0 milliseconds, we'd still only see a 1fps speedup. However, if I can halve the cost of CPU emulation (which is much more likely given the speedups already seen with the new dynarec engine) this is what the calculations look like:

    CPU emulation: 100 ms (now twice as fast)
    Display list parsing: 40 ms
    Rendering: 10 ms
    Total: 100 + 40 + 10 = 150 ms (i.e. 1000/150 = 6.66fps)

    At the moment I feel that there are more gains to come from optimising the CPU emulation, which is why I've been concentrating on this area recently. As the cost of CPU emulation falls relative to rendering then the ideas suggested by xiringu and ukcug16 will start to become more attractive.

    -StrmnNrmn

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    by Published on June 27th, 2006 00:17

    jman420 has released his first LUA app. Here is what he had to say...

    Hey again everyone! I have made even more progress, I have a playable lua app built to view pictures.. Its not much, but its my start at learning lua myself to code this game in 2D to start with!

    so here it is, I'm sure nobody cares, but its somthing to waste a while downloading and copying over to your psp

    its for 1.5 F/W PSP's only
    and I hold no responsibility for any damage this program may cause ( I dont see why it would, but its a reasonable way to not get anyone mad if it does brick randomly).

    He also had some news about his Survival Horror project hosted over at SHHQ. Here's what he told me...

    I think that "Generic Survival Horror Clone #1" is now the working title of this project, it just seems more legal as well as being slightly humorus

    Download and Give Feedback Via Comments
    ...
    by Published on June 26th, 2006 23:29

    This is a lightweight portal designed to make surfing on the psp a little easier, Firefox-style. It's basically a modified version of the firefox start page, shrunk down to fit in the psp window.

    Features: (1.25)

    Google Search changed to Google Search Mobile
    Integration with Gmail and Google RSS Reader
    Javascript Games
    "hot" Extensions (can be downloaded and used without a computer.)
    A link collection of PSP-friendly Dictionaries and Encyclopedias
    One open Bookmark for you to customize (must be changed with a computer for now. Working on that...)


    I'd like some integration with Hells Plumber's Flash menu, but thats for a future release. PM me with some suggestions for flash stuff (I don't have 2.7)

    Instructions:

    1. Install the folder FoxGlove into the root of your memory stick.
    2. Create a folder called Extensions in the COMMON directory (if there isn't one you'll have to make it, inside the folder psp)
    3. Point your Browser at file:/foxglove/foxglove.htm
    4. Make it your homepage! Enjoy!



    Bugfix from 1.0, some of the titles were messed up...not like anyone would notice ...
    by Published on June 26th, 2006 21:40

    Hi
    i no i havnt done some coding in while and thats because i have updated to fw 2.71 and instead of coding in LUAI have started Flash coding and here is my first Flash app, its called Snake most of u may no the game and in the future will be doing more flash coding so here it is snake! ...
    by Published on June 26th, 2006 06:00

    New PSP Accessory released at Divineo UK



    MAX Media Dock is an amazing new storage device for your SONY PSP handheld.

    MAX Media Dock allows you to store and access content saved on any Compact Flash card from your PSP’s browser.

    MAX Media Dock is compatible with readily available Compact Flash cards which offer some of the best value flash memory around. Cards up to 8GB can simply be snapped into the MAX Media Dock providing access to huge storage potential on your PSP.

    To get all that content onto your MAX Media Dock, use the built in High Speed USB 2.0 port to connect the Media Dock to your PC. Windows will automatically recognise your card allowing you to quickly and easily Drag and Drop content onto it.

    MAX Media Dock also includes the renowned MAX Media Manager software which allows you to automatically encode video, audio and images into PSP friendly formats, and even download game saves from the Internet! ...
    by Published on June 26th, 2006 05:22

    All of us who are fans or indeed coders of emulators and Homebrew games etc have our own opinion on what would be the perfect Homebrew Console.

    Does the perfect homebrew console need a touchscreen and a built in hard drive?

    Share your thoughts via Comments ...
    by Published on June 26th, 2006 05:12

    News from Lik Sang:

    One of the hot games on the rise right now is certainly Guitar Hero. It all started last November, when RedOctane took the gaming microcosm by surprise by delivering the US version of the game. A great slowburner of a hit, the Guitar Hero + Gibson Guitar Controller bundle has been selling steadily since then. We now also have the PAL version of the game in stock over at Lik Sang Europe, and we got word on additional accessories coming our way soon too. There is a third-party Shredder Guitar Controller from TAC, compatible with RedOctane's hit, that is getting delivered to our warehouse in the next couple of weeks. The official Guitar Controllers from RedOctane will also come out this June for separate sales (2-Players mode!). Also from RedOctane, we are collecting preorders on the Guitar Hero Gig Bag that will allow you to carry your controller around like a Mariachi. Coming this summer!

    Guitar Hero has been developed by Harmonix, who already committed all the Karaoke Revolution for Konami, as well as other music games for Sony Computer Entertainment of America (including Frequency and Amplitude). They also coded a non-music Eye Toy game called Antigrav. At first glance, the game might seem close from Konami's Guitar Freaks to Bemani fans. Except it greatly improved on the original concept and it's now much more of a tribute to rock'n'roll than a simple rhythm game. With two more fret buttons, it gets you to actually move your left hand much more. With more realistic gameplay sequences, it brings the experience to a whole new level, not to mention the confidence boost you can get from shaking the whammy bar. The selection of songs and the attention to detail that the baby has received make it one of the greatest games released recently. Guitar Hero has been acclaimed by critique all around the world, be it in the U.S. of A. (dithyrambic press over there!), from the greatest UK gaming journos, from French online gaming references JeuxVideo.com and GameKult, in Siberia, or from anywhere else you can think of. Awarded "Best of E3" by IGN in 2005, the game has also reached the hearts of true music fans everywhere. Whether you are an experienced musician or a newbie wannabe doesn't matter much to your fun level (it will influence your scores in Expert Mode though).

    Here at Lik Sang, we tried on the game only a couple of months after its release. For our defense, it was Christmas Rush Wartime mode before that. One cold morning of February (well, maybe not so cold here in HK) I casually brought up a sample unit from the warehouse to our Lik Sang Gaming room. Curious gamer by nature, I wanted to find out what was all the fuss about this growing phenomenon. I am afraid I disrupted our business from the inside by doing this. All my colleagues are playing it during their [suddenly extended] lunch time and after hours. I personally bring it at home to play it with my buddies, when the customer support manager is not quicker than I am to steal the equipment. Even those who don't play it [because too shy to demonstrate their clumsiness in public] can't keep looking away. Five of us here have in the meantime entered in a ferocious competition, trying to beat each other's high scores song by song, day by day! It is a damn great game. The most refreshing thing in a long time for old industry veterans like we all are at Lik Sang. Might keep us waiting until the Ninty Revo... *cough*... Wii. So long J-Pop, American Rock here I come! ...
    by Published on June 26th, 2006 05:04

    News from Lik Sang:

    a month back we covered Nintendo's announcement that the Wii will cost less than ¥ 25,000 (US$ 222, or 174 Euro), but no specific numbers or dates came out. Recently however, Nintendo's president Satoru Iwata let another teaser slip, saying how the actual price point and release date will be revealed by September. During the same press conference the long awaited pricing for the Wii's Virtual Console system was also finally uncovered, sort of

    Each title will cost between ¥ 500 and ¥ 1,000, which converts to about US$ 4.50 to US$ 8.99, or 3.49 to 6.99 Euro. Apparently this relates only to entirely new and more simple game releases however, as Satoru Iwata explained idea of creating low-scale titles which startup in just three seconds, and "put an end to turning games into big titles -- like taking simple game concepts, just adding modes and selling for 5800 yen". Whether or not these prices will also apply to downloading NES, SNES, N64, Genesis and TurboGrafx games or not remains to be seen though. ...
    by Published on June 26th, 2006 04:53

    News from Lik Sang:

    This year's edition of SNK's fighting frenzy starts with some major character changes. Leona Heidern and Joe Higashi are taking their first ever brake, but at the same time Eiji who aside from one secret appearance in KOF 2000, hasn't been seen since KOF 95 is here, as is Duck King, plus Bonne Janet from Garou: Mark of the Wolves. There's also three fresh faces; Elisabeth who's coming down from being the heir to a noble French family to rumble and tumble with the comers, then Momoko who joins Athena and Sie as a young capoeira fighter on Japan's Neo-Psycho Soldier Team, and finally Oswald who calls Ireland home and deals a mean deck of cards as his weapon. Finally in addition to 14 new endings exclusive to the PS2 release, there's also Mai Shiranui, Mr. Big (Art of Fighting), Geese Howard, Tung Fu Rue, Robert Garcia, Hotaru Futaba and EX Kyo Kusanagi, pushing the roaster to 40 characters plus 7 bosses.

    Beyond various gameplay changes, two new systems come into play this year, the first being the Judgment System. Now when the timer runs out instead of the winner being who has the most life left, a more complex formula of how successfully active you've been tips the scales. How offensive you've played and how large your range of combos where are all taken into account to decide who was the better fighter. The second new system called Skill Stocks works side-by-side with Power Stocks. These charge up over time too, but whereas Power Stocks now include only attacks, Skill Stocks are separate and feature defensive and tactical moves. Adding more depth, balance, and large character changes, The King of Fighters XI takes the throne again this week. ...
    by Published on June 26th, 2006 04:05

    birslip has posted a new release of his 10 Game Mini game for the DS, heres whats new:

    The wifi doesn't work since an update of appache+php. This bug will be fixed soon...

    Download and Give Feedback Via Comments ...
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