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Thread: PSPVBA: GameBoy Advance Emulator for PSP v1.2.3 (>5% faster)

                  
   
  1. #71
    DCEmu Regular mcvader's Avatar
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    that explains it. how about the virtual memory idea then, shadowprophet? if it was possible would'nt it be possible to use the full 32mb memory for emulation and load the entire rom in virtual memory? i know this would be slower but the roms aren't that big anyway?

  2. #72
    DCEmu Legend shadowprophet's Avatar
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    Wink to be honest,

    Quote Originally Posted by mcvader
    that explains it. how about the virtual memory idea then, shadowprophet? if it was possible would'nt it be possible to use the full 32mb memory for emulation and load the entire rom in virtual memory? i know this would be slower but the roms aren't that big anyway?
    Personally, Ive always wondered, Why the homebrew scene doesnt use use disk images and load them. It seems very simple to me, that one could use the currently frowned upon technology in perfectly legal ways, just create the emu, and a program to make disk images for that app with it, and allow one to create a disk image of that emu with with whatever roms they wanted, and one could use a loader to play them legaly.. Oh well go figure. But anyway, i think that kind of talk isnt allowed here even if you mean in it perfectly legal terms, So im just gonna be quiet now.

  3. #73
    PS3 User Gizmo356's Avatar
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    thats a good idea now let me zip my lips

  4. #74
    DCEmu Regular mcvader's Avatar
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    i think that kind of talk isnt allowed here even if you mean in it perfectly legal terms, So im just gonna be quiet now.

    I thought you were one of the people who made the rules,lol

  5. #75
    DCEmu Legend shadowprophet's Avatar
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    Cool lol ohh no

    Quote Originally Posted by mcvader
    i think that kind of talk isnt allowed here even if you mean in it perfectly legal terms, So im just gonna be quiet now.

    I thought you were one of the people who made the rules,lol
    The rules where established long before this new generation of staff came along, we just enforce them, We didn't create them

  6. #76
    DCEmu Regular jwilds73's Avatar
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    Default Mario and Luigi Super Star Saga

    I just wanted to post this here also I posted this in the suggestion thread but wanted to make sure it's seen as it may be the same issue.

    Ok in Mario and Luigi Super Star Saga there is a horrible flickering in the intro when the evil people are walking down the carpet to greet the princess and steal her voice. Anyway's I remembered this post by StrmnNrmn about Daedalus and Paper Mario. I wonder if this game is doing the same thing hence the horrible flicker

    Firstly, I managed to fix the horrible flickering that happened when running various roms (Paper Mario was a good example). It turned out that I was making an assumption that roms executed exactly one display list per frame. I assumed that each display list would clear the screen, render everything, and then wait for the screen to flip. As it turns out, some roms execute multiple display lists per frame. In the case of Paper Mario it executes 2 display lists per frame (one which clears the screen, then another which renders everything). By making sure that I only flip after the second display list executes, I avoid the flickering (the actual solution is a little more involved but this is the general idea).

  7. #77

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    And once again we get taken down by the MAN. hahah

  8. #78
    PSP User Uruz 6's Avatar
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    So 32mb rom can't be read because of the limits of the psp..
    A dynamic recompiler would be too much..
    How about something that splits the rom in two parts? gba rom are kinda small so if it was possible to load half a time (like first 16mb at the start and the other half when it was needed) maybe..? I'm no expert so bear with my noob questions.

  9. #79
    DCEmu Coder zx-81's Avatar
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    Quote Originally Posted by mcvader
    that explains it. how about the virtual memory idea then, shadowprophet? if it was possible would'nt it be possible to use the full 32mb memory for emulation and load the entire rom in virtual memory? i know this would be slower but the roms aren't that big anyway?
    It's of course possible to add virtual memory handler in PSPVBA, but performance won't be good ... Anyway i will try to do it in futur version .
    here is my blog !

    Quote Originally Posted by Shadoks rule
    The more you fail, the more you have a chance that it will work in the end.

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    PS3 User Gizmo356's Avatar
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    yay! crud i have a 2.6

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