It was the way I found to reciprocate the joys I had playing in emulators. In this nice universe I thought Virtua Racing was missing on the PSP.incpdo wrote:This is awesome im pretty excited to see if we can run some 32x games in this emulator . Thanks for all the dedication and time you put into this man.
[RELEASE] PicoDrive 1.92 - with SVP dynarec
-
- Posts: 84
- Joined: Mon Sep 26, 2016 11:45 pm
Re: PicoDrive 1.91 (PSP) - with SVP dynarec
Advertising
Re: PicoDrive 1.91 (PSP) - with SVP dynarec
Where do you get the latest committed version?
Advertising
-
- Posts: 84
- Joined: Mon Sep 26, 2016 11:45 pm
Re: PicoDrive 1.91 (PSP) - with SVP dynarec
In the first post (source code)Digitsie wrote:Where do you get the latest committed version?
-
- Posts: 29
- Joined: Fri Dec 07, 2012 11:22 am
Re: PicoDrive 1.91 (PSP) - with SVP dynarec
Hi,excuse me the delay to answer.robson.santana wrote:
Your help will be most welcome!
In the case of Virtua Racing, when we decrease the number of cycles, the game runs in slow motion, the time goes slower (one-minute laps for example). When we increase, the CPU of the PSP does not account for the amount of information to be processed and the game is emulated slowly (but the clock works normally). On my PSP, I only have problems on the first lap because of the number of vehicles, the other turns wheel at 60fps (or 15-20fps) The easiest solution to this problem is to reduce the instructions to be processed. After the various optimizations I've already done, it is getting more and more expensive to find reduction points. The same goes for the Sega CD. But it is possible to be done.
The debugging suggestions are interesting, PSPFiler uses and would be useful in Picodrive
The 32x recompiler already compiles. It is in the phase of correction of execution and logic errors, however I started to work and had to decrease the priority of this project. I'll commit the latest version in case anyone wants to try it.
Of course i wanna help : my psp and me are plenty available to make tests.
-
- Posts: 84
- Joined: Mon Sep 26, 2016 11:45 pm
Re: PicoDrive 1.91 (PSP) - with SVP dynarec
Do you have MIPS assembly skills? The project is in need, at the moment I can only supervisecualquiercosa327 wrote:Hi,excuse me the delay to answer.robson.santana wrote:
Your help will be most welcome!
In the case of Virtua Racing, when we decrease the number of cycles, the game runs in slow motion, the time goes slower (one-minute laps for example). When we increase, the CPU of the PSP does not account for the amount of information to be processed and the game is emulated slowly (but the clock works normally). On my PSP, I only have problems on the first lap because of the number of vehicles, the other turns wheel at 60fps (or 15-20fps) The easiest solution to this problem is to reduce the instructions to be processed. After the various optimizations I've already done, it is getting more and more expensive to find reduction points. The same goes for the Sega CD. But it is possible to be done.
The debugging suggestions are interesting, PSPFiler uses and would be useful in Picodrive
The 32x recompiler already compiles. It is in the phase of correction of execution and logic errors, however I started to work and had to decrease the priority of this project. I'll commit the latest version in case anyone wants to try it.
Of course i wanna help : my psp and me are plenty available to make tests.
-
- Posts: 29
- Joined: Fri Dec 07, 2012 11:22 am
Re: PicoDrive 1.91 (PSP) - with SVP dynarec
Hi,i know a little of asm but too little : only what i learn on a introductory manual .sorryrobson.santana wrote:cualquiercosa327 wrote:Do you have MIPS assembly skills? The project is in need, at the moment I can only superviserobson.santana wrote:
Hi,excuse me the delay to answer.
Of course i wanna help : my psp and me are plenty available to make tests.
-
- Posts: 84
- Joined: Mon Sep 26, 2016 11:45 pm
Re: PicoDrive 1.91 (PSP) - with SVP dynarec
new version released
Re: PicoDrive 1.91 (PSP) - with SVP dynarec
Thankyou very much for the updates, great job.
As a suggestion, could be possible to add a option to swap X & O in emulator controls menu? Maybe it doesn't take to much time for you to implement....
Regards.
As a suggestion, could be possible to add a option to swap X & O in emulator controls menu? Maybe it doesn't take to much time for you to implement....
There's a pretty decent Virtua Racing version for normal (not 32X) megadrive/genesis and runs at decent speeds on your emulator, some slowdowns in my PSP 1000, but if you have a PSP with more memory maybe it runs perfect for you.robson.santana wrote:It was the way I found to reciprocate the joys I had playing in emulators. In this nice universe I thought Virtua Racing was missing on the PSP.
Regards.
Re: PicoDrive 1.91 (PSP) - with SVP dynarec
Some tip if any game can change controls in it - not have use MACROFIRE - u can in it mapp any PSP button to act like anotcher like example Dpad like Analog or Analog like Dpad or X like O or O like X etc many combination.
-
- Posts: 84
- Joined: Mon Sep 26, 2016 11:45 pm
Re: PicoDrive 1.91 (PSP) - with SVP dynarec
I will add a option to swap X & O. The speed problem in VR isn't memory, it's PSP CPU for process SVP, MD CPU and sound at same time. But has possibilities for any optmization.Nismo wrote:Thankyou very much for the updates, great job.
As a suggestion, could be possible to add a option to swap X & O in emulator controls menu? Maybe it doesn't take to much time for you to implement....
There's a pretty decent Virtua Racing version for normal (not 32X) megadrive/genesis and runs at decent speeds on your emulator, some slowdowns in my PSP 1000, but if you have a PSP with more memory maybe it runs perfect for you.robson.santana wrote:It was the way I found to reciprocate the joys I had playing in emulators. In this nice universe I thought Virtua Racing was missing on the PSP.
Regards.