
Originally Posted by
Exophase
Why hlide is awesome:
He actually posts on boards. And with a lot of technical information about his project.
About PCSX using doubles for GTE.. that's pretty sad. Back in the day it was expected to use 64bit ints for GTE in PS1 emulators, because it is afterall fixed point. The better emulators used this, but the open ones didn't seem to. I remember trying to convert some to this (one that may not have been open source, I don't remember). Anyway, this is necessary for full precision, but I have been told that the VFPU's precision is sufficient. Which is good because MIPS is almost as bad as with 64bit int as it is with 64bit floats. VFPU is 32bit float, but the intermediate calculations (multiplies + adds) are probably handled with more precision than this.
I assume the "core 0" that exists right now is a threaded interpreter. Turning that into a "full" dynarec shouldn't be too hard (path I took with gpSP). Fortunately MIPS opcodes are easy to emit.
Hopefully GPU -> GU will go down well, I don't know all of the specifics but I bet PSP is up for the task. It has all of the basic OpenGL features, plus (as far as I'm aware) the ability to take textures from anywhere in VRAM and hopefully the ability to render outside the framebuffer too, if it has that I bet there won't be problems mapping the GPU straight to it. Unfortunately PSP doesn't have a lot of VRAM so you can't really enhance the PS1 display much.. but it'd be great if you could at least store PS1 VRAM completely in PSP VRAM with an exact 1:1 mapping. It'd be very fast and accurate.
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