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Thread: PSPUAE Progress Update

                  
   
  1. #1
    DCEmu Coder FOL's Avatar
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    psp PSPUAE Progress Update

    Thought I would post and let you know what we are up to.

    Right, as you are all proberly aware, we have new BetaTester's and they are already doing an awesome job. Only been a week and they are very efficient and picking on every little detail, this is helping us alot.

    Currently, there are 4 0.63 ME Beta builds, 0.63 ME is still being extensively worked on by Thinkp.
    Ric has now turned his attention to the HardDrive support (im not sure how its going).

    As for the rest of us, I have been trying different things with the source, while gnostic has been optimising the code.

    We also have a new coder that has joined us, cmf. He has been working on the memory code and has done a good job on getting 10 Meg usable memory, but he is currently still working on some issues with it.

    I also added the full spectrum of CPU 2 CHIPSET options, so you can adjust the speed much more finely when using chipset option. Also fixed the bug that caused pspuae to crash if no menu background pic was found and you turned the option "OFF".

    I have managed to get a very nice speed increase (Added a few defines for compiling pspuae), and with an added bonus (there is no slowdown when using CHIPSET setting, it seems to run much more smoothly.
    Testing using Xenon 2, Turrican 2, Jaguar XJ220, all of which were almost perfect. Even Bubble Bobble runs very nice on FrameSkip 1. A small amount even ran fine on FrameSkip 0, all tested with full 4CH sound.

    While gonostic is optimising the code, he is also looking at a way to limit the FPS to 50, instead of auto frameskip, as due to the recent speed increase most things are running to fast.

    So its looking quite promising, we could be ready for a release quite soon.


    pspuae.com / Dev Team....




  2. #2
    DCEmu Old Pro Baboon's Avatar
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    Thats great news about the additional speed increases!

    Its been a wee while since the last release and I cant wait for the next build!

    Cheers.

  3. #3
    DCEmu Regular jaws365's Avatar
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    That is fantastic news!

  4. #4

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    fantastic to hear!

    the speed increase is the most important issue right now, and the too limit the FPS to 50 is a very great achivement too!

    finally if we could play the adf files with maximum 1-2 Framskips all games would be very very playable, the CE had like 4-5 Framskips on many games like Pinball Dreams & Fantasies..

    This and Deadulus is the most important emu for the psp to work smooth (that isnt fully playable yet) So its fantastic that u keep up yor work!!!

    MANY THANX FROM SWEDEN

  5. #5
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    Cannot wait to see what's in the next release......(come on SWOS on PSP!!!)

  6. #6
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    Great news! Can't wait to try out Rodland and Nitro and see how they work. Keep up the good work!

    Cheers

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    Great news! Can't wait to try out Rodland and Nitro and see how they work. Also I'd love to play Microprose Grand Prix on the PSP.

    Keep up the good work!

    Cheers

  8. #8
    DCEmu Rookie Mr.Modem's Avatar
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    Quote Originally Posted by whitey75 View Post
    Great news! Can't wait to try out Rodland and Nitro and see how they work. Keep up the good work!
    Cheers
    Haha, great another Rodland fan! If you really want to enjoy that game on your PSP you should try out the Atari ST version using CaSTaway. It is essentially the same game (except for the music) as the Amiga version and it plays at full speed

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    Awsome! ive been playing an older build of PSPUAE alot lately, cant wait for the next release! Great Job!

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    Awsome!!!! :d

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