More PSX Emu for GP2X news from
ZodTTD:
More attention to compatibility is being made. I am working to resolve issues with certain games such as Metal Slug X, and as previously mentioned, DoDonPachi. By figuring out these bugs, I should be able to get many more games working that haven’t ever worked with psx4all. Also, on the GPU side of things, after speaking with Unai, it seems work will be made with the “shifting pixels” issue seen in games like Final Fantasy 7 (FF7) which affects menu’s. This bug also affects a lot of text in games making it unreadable sometimes.
As the psx4all codebase matures several key changes are being made. First, in attempts to get games that require CDDA music tracks to work, such as DoDonPachi, I have retooled the way “ISO” support is handled. Keep in mind, while most people tend to call binary “RAW” rips of CD’s an “ISO”, it is an incorrect term. In fact psx4all has never supported ISO’s. It does however support RAW binary rips from tools such as CDRDAO, IsoBuster, and others that have this option. After a correct RAW rip is made, you can then use tools out there such as PocketISO 2.x from
www.fpsece.net to compress the outputted RAW file (usually a .bin file) to files such as .Z/.table and .bz/.index… The next release will support RAW binary files, as well as .Z and .bz compression. Soon to follow will be support for .ZNX and .RAR.
With all this work going on with compatibility and performance increases with the CPU and CDROM handling, you may have wondered what happened to Unai who made a truly spectacular GPU for psx4all. With the dynarec starting to show it’s performance finally, and now that Unai has some free-time on his hands, he has picked up where he left off on the GPU. The Graphics Processing Unit, or GPU for short, is what handles the graphical rendering to the screen. Without it there would be nothing to draw to the screen during a blit. A blit being the action of taking graphics and putting them on the screen for you to see. Unai never left psx4all, as it’s as much his project as mine. He now has my latest source code for psx4all and is integrating the changes into a Windows debugging version. When that version is complete (shouldn’t take more than a day or so of work) it seems he will begin work on the frameskipping option.
Now that we currently have a working version of framelimiting, frameskipping is the natural next step. Normally this is a fairly easy task with emulators, but due to the way the Playstation handles it’s rendering to the VRAM (think of VRAM as a big chunk of memory for storing video output) this is a difficult task. Unai or I will bring forth more details of the difficulties of frameskipping and how it is handled.
So be sure to welcome Unai as he is doing a great job with his GPU and helping me out with compatibility issues and generally good ideas.
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Catherine: Full Body’s English translation for the Vita