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Thread: PSX-P Beta 1 Released - Playstation Emulator for PSP

                  
   
  1. #401
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    I agree with Exophase. The Playstation 1 has a lot of guesswork involved as well. Those root counters are fun! Interrupt's are terrible to figure out at first.

    But if you use plugin's where the majority of code is already written, writing that "core" is very easy, which I think what Tinnus was trying to say.

    So Exophase, let's write a DOSBox MIPS/ARM Dynarec? What do you say?

  2. #402

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    Sounds like a load of excuses to me. Seriously the guy was afraid of not releasing it because he would get lynched :| If he had said "Wait 20 mins for a readme" there would have been much less of a flamewar than there has been over the legality.

  3. #403
    DCEmu Regular shrimpidy's Avatar
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    This is amazing but how mad is Sony gonna get?

  4. #404
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    Quote Originally Posted by Exophase
    Tinnus you're insane :P PS1 has a simpler CPU than all of those but it has: GTE, GPU, SPU, CD-ROM, memory cards, and everyone's favorite, root counters. And most PS1 emulators have dynarec, it's pretty much expected.. not so for any of those (haha, a dyanrec on Atari 2600.. that'd probably be the worst idea ever) Sure doing a PS1 emulator isn't TOO bad if you're doing one for PSEmuPro plugins where over half the work will have already been done for you..
    If you looked at psx4all's GPU and root counters code you'd think they are easy as pie

    The GTE is also simple if you have the right docs... it's only annoying to add those limits and checks for the flags.

    I can't say much about the SPU because I didn't see much of the code for it, but I don't think it can be much more complicated than say, the SNES one?

    Now, the CD might be the trickiest and more tedious part... but it's not THAT big either.

    The CPU of course is a breeze to emulate

    Oh, and don't forget that SNES games can have those co-processors too.

    About Atari 2600, it having a lot of chips was something I pulled off my.. um.. head, but I know it does lots of things in hardware like collision detection. I remember the NES emulator in LJP being faster than the Atari one... There's a lot of fancy stuff in there which back then was cheaper to do in hardware rather than software.

    In any case, my point in that post was just to state that making PCSX work in a different platform is not too hard.

  5. #405

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    Quote Originally Posted by chrisrulz555
    Sounds like a load of excuses to me. Seriously the guy was afraid of not releasing it because he would get lynched :| If he had said "Wait 20 mins for a readme" there would have been much less of a flamewar than there has been over the legality.
    Uhhh, a readme changes 0... The point is that the SOURCE CODE was not released...

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  7. #407
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    Quote Originally Posted by Tinnus
    If you looked at psx4all's GPU and root counters code you'd think they are easy as pie
    Well, sure, if someone else already got them working ^^ I think it was a root counter problem that caused a prevelant hangup in Xenogears for a long time, in the big emulators.

    Quote Originally Posted by Tinnus
    The GTE is also simple if you have the right docs... it's only annoying to add those limits and checks for the flags.
    My memory is tainted because I was doing them in x86 ASM They're probably not too bad, although you have to mind precision and all that (well, I thought you did, maybe not!)

    Quote Originally Posted by Tinnus
    I can't say much about the SPU because I didn't see much of the code for it, but I don't think it can be much more complicated than say, the SNES one?
    Take away the SNES's audio CPU and the PS1's SPU is a lot like the DSP that's left, but more powerful and with more features (I think getting the reverb right is a lot more involved)

    Quote Originally Posted by Tinnus
    Now, the CD might be the trickiest and more tedious part... but it's not THAT big either.
    I honestly don't know much about it, but I don't see why it would be too bad..

    Quote Originally Posted by Tinnus
    The CPU of course is a breeze to emulate
    Yep.

    Quote Originally Posted by Tinnus
    Oh, and don't forget that SNES games can have those co-processors too.
    Oh, yeah.. when considering emulation difficulty I don't count those because they only affect a small percentage of games, albiet some of the more popular ones. Main reason I don't is because they can more than quadruple the CPU time investment needed, putting it in a totally different demand class.

    Quote Originally Posted by Tinnus
    About Atari 2600, it having a lot of chips was something I pulled off my.. um.. head, but I know it does lots of things in hardware like collision detection.
    It does have hardware collision detection, albiet limited (but everything on Atari 2600 is limited). NES and Genesis had hardware collision detection too, again, far too limited to actually be useful for those consoles so no one used them for actual collision detection (I think NES's was good to synchronize the screen redraw to things)

    Quote Originally Posted by Tinnus
    I remember the NES emulator in LJP being faster than the Atari one... There's a lot of fancy stuff in there which back then was cheaper to do in hardware rather than software.
    Oh, I could easily see an NES emulator being faster than an Atari 2600 one. But I doubt it's because of hardware features, but because you've gotta pretty much draw the screen and emulate the instructions at the same time for an Atari 2600 emulator, keeping CPU clocks and pixel clocks perfectly synchronized. That is, if you want any kind of compatability, because to make the graphics on Atari 2600 5% less than awful you had to do updates not just mid-screen but mid-scanline (if you want to avoid a mirrored/repeated screen)

    Quote Originally Posted by Tinnus
    In any case, my point in that post was just to state that making PCSX work in a different platform is not too hard.
    Absolutely, I agree 100%. I think we've pretty much nailed down PS1 emulation is a lot, and I mean a LOT of little parts that aren't too bad at all on their own but add up to something enormous. I also forgot, MDEC and XA audio decoding. Those are pretty significant too >_< That's why the plugin architecture has thrived, where it'd bomb with a GBA emulator (just a few core parts but much bigger ones)..

    But is doing a straight port ever THAT hard? I mean, if it was at all portable in the first place, not porting ZSNES or anything (anyone who does that deserves a Nobel prize)

  8. #408
    PSP User motormaniac's Avatar
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    so , Whers the File?

  9. #409

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    Quote Originally Posted by shrimpidy
    This is amazing but how mad is Sony gonna get?
    Not very, I would imagine. So far, this isn't any threat. It might be decent at some point, but if the official one is released in two months (is that when it's due?), I don't see this ready to compete.

    On the other hand, with more coders like Dark Alex (?) involved and the exchange between Exophase and Tinnus (which I can't follow), who the hell knows?

  10. #410
    DCEmu Old Pro mavsman4457's Avatar
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    Quote Originally Posted by Exophase
    A friend of mine agreed to translate the front page of pspgen.com for us. His French is a little rusty and I might be editing this at his will later but it should be a lot better than Babelfish. Here you go:



    If this is all true I'd say the blame has been pretty seriously misplaced with all this. Sounds like pspgen didn't handle this as well as they could have, more than yoshihiro doing anything wrong...
    So basically Yoshihiro got screwed and now everyone hates him for it. That's how I understand it.

    Quote Originally Posted by Edshugeo
    Not very, I would imagine. So far, this isn't any threat. It might be decent at some point, but if the official one is released in two months (is that when it's due?), I don't see this ready to compete.

    On the other hand, with more coders like Dark Alex (?) involved and the exchange between Exophase and Tinnus (which I can't follow), who the hell knows?
    Isn't it great to see coders talking? It makes me feel like there's progress going on.

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