I've been working really hard to fix a bug in GP2PSX and I finally got it done. So compatibility has gone up. I also have cleaned up the code quite a lot, much of it redone completely, and its been cleaned up a lot since I will be releasing the source shortly.
Give this version a look but don't expect a speed gain over previous versions.
Hopefully though, compatibility is up. I've also been working with people from the Sharp Zaurus community on a PSX emulator, and a dynamic recompiler is in the works.
Anyone who knows ARM assembly want to help with my PSX emulator ports? Message me.
I really appreciate the donations, and I'm still around.
I've missed a lot of whats been happening with the GP2X, anyone want to fill me in on the dev news?
UPDATED January 24th, 2006:
New in this version:
- Many more games should now run due to a long exhaustive search for a fix to a bug. Tactics Ogre and Final Fantasy Tactics, for example, render properly!
- The frameskip now show the exact framerate and is updated every 300 frames.
- Lot's of code has been redone and cleaned up to get ready for a release of the source code.
- You can now exit from the main menu by pressing the Y button.
- This code is still unoptimized, many more speed improvements can be made. I'm working on it, and hopefully when I release the source people will help.
- Definitely try out HLE speed optimizations by holding down the L or R button while selecting a game. It should work better now.
A dynamic recompiler is being worked on, let's hope it gets finished.
We finally made a more solid breakthrough with the EBOOT loader for GTA tonight. Not only does the menu now work properly, but I've also managed to run the uo_SNES9x emulator, and play the Pilotwings ROM (the only one I have), on both v2.0 and v2.5.
At the moment everything is hanging together with a pretty nasty hack. Ideally I'd like to get that fixed up before release, but it's more likely that we'll decide to release things as they currently are, and iron out that issue later.
Please note that lots of basic homebrew is still not working, but I thought that getting SNES emulation running was a big enough milestone to celebrate! Also, if we do decide to release, it will take a few days to knock the code into a releasable format.
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