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Thread: Yabause PSP v0.1a

                  
   
  1. #11
    Sir Digby Chicken Caesar Darksaviour69's Avatar
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    yeah don't worry I ( and i'm sure none of the admin + the other guys, sniper etc) will not talk about it. And just be on the safe side I think none of us should talk about it on IRC, at all.

    still very cool

  2. #12
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    Quote Originally Posted by wraggster View Post
    if you ever wanted it go public i can resurrect anonymous coder

    Maybe, but only and I mean ONLY if I can get the framerate up to around 10fps. It would be quite worthless to release it at 3-4fps and get people's hopes up too early (specialy if I cant put in enough work for 10fps).

    Anyways untill then, enjoy everybody.

  3. #13
    PS Beta Tester & Mod DPyro's Avatar
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    Default And now for another edition of $n!pR's famous videos

    I was researching what games work, and this is the only one that actually works with the PSP. Sadly I get the nice screen you see here after the title screen

  4. #14
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    Quote Originally Posted by $n!pR View Post
    I was researching what games work, and this is the only one that actually works with the PSP. Sadly I get the nice screen you see here after the title screen
    A few games do that including my favorite, elevator action 2. I think something corrupts ram or it fetches an out of bounds instruction.

  5. #15
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    After some thinking and looking though the source. I figured out what seems to bottleneck the rendering code. The textures are reconverted every frame and not cached. I've never really writen a texture cache system yet so I will just have to try and see what I can come up with (I know n64 plugins have some reasonable texture cache code so I will have to go see how they do it).

  6. #16
    Master Malk1th Malksta's Avatar
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    Quote Originally Posted by $n!pR View Post
    I was researching what games work, and this is the only one that actually works with the PSP. Sadly I get the nice screen you see here after the title screen
    I recieved same crash with games I've tried

    (PS: I notice PSP forum moderators can moderate Atlantis forum, that could mean that some people that aren't invited in here could read these threads)
    secret message!
    I used to have a signature here.

  7. #17
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    Quote Originally Posted by Malksta View Post
    I recieved same crash with games I've tried

    (PS: I notice PSP forum moderators can moderate Atlantis forum, that could mean that some people that aren't invited in here could read these threads)

    They can't see the forum (even if they are a mod). Only admins & people invited into here can actualy see the forum exsist.

  8. #18
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    ?!?
    I tried a cheap cache fix last night (i did not have much time to work on code). Insted of flushing the cache every frame. I hold it till there is a chache miss or texture ram overflows. I can't tell but it might have netted 1fps but thats not really useful.

    I started looking at CRC code from glN64 but i question if this really is a good route. Unless I am missing something, I would almost say calcing the crc of an image is probably almost as time consuming as reconvering the texture (yabause has it down pretty well).

    I should check what the dreamcast port render code is doing for yabause.

  9. #19
    Won Hung Lo wraggster's Avatar
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    i know this may sound daft but most 1 gig PCs struggle with Saturn emulators at a decent speed which makes you wonder if say Chankast (dreamcast emulator)would run better if ported.

  10. #20
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    Ugg, stupid ****ing me!

    What I wrote last night is totaly worthless since there are two cache flushes per a frame vdp1 & vdp2. What I did was if there is a cache miss on textures, I flush and have it redo them next frame yet on the next frame I ignore cache misses since the cache is mostly empty. Yet since there are two flushes it resets my flag and causes a flush every frame. :/ Gonna have to quickly fix that when I get home (i did a debug of the pc version durring my lunch break).

    Also I notice the yabause gl drivers do a few bad things (it does not check if there is an overflow of the cache list, this will result in a crash which i got this afternoon). Going to fix that also when I get home.

    Hopefuly this will properly net a few fps (it seem to boost the pc gl code which is super slow for me in debug mode, so thats a good thing).

    -- small note --
    *giggles*
    Yabause's dreamcast port uses a port of the software rendering code (the vidsoft). Thats bound to be a serious bottleneck in the dreamcast version.

    Quote Originally Posted by wraggster View Post
    i know this may sound daft but most 1 gig PCs struggle with Saturn emulators at a decent speed which makes you wonder if say Chankast (dreamcast emulator)would run better if ported.
    Truthfuly the DC would not work on PSP at all. It would be (IMO) down right imposible to get it to run at 3fps.

    Saturn emu on PC struggle since they still are trying to understand the saturn. Yabause is a pure interpreter core (it would be like running pj64 in interpreter mode). Also PC coders tend to not be very efficent when they code.

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