Running old school games on your PSP? It's definitely possible
#417088 by robson.santana
Thu Feb 23, 2017 12:05 am
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.


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.
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#417317 by cualquiercosa327
Thu Mar 09, 2017 4:55 am
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.


Hi,excuse me the delay to answer.
Of course i wanna help : my psp and me are plenty available to make tests.
#417326 by robson.santana
Thu Mar 09, 2017 4:12 pm
cualquiercosa327 wrote:
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.


Hi,excuse me the delay to answer.
Of course i wanna help : my psp and me are plenty available to make tests.


Do you have MIPS assembly skills? The project is in need, at the moment I can only supervise :(
#417355 by cualquiercosa327
Sat Mar 11, 2017 11:50 am
robson.santana wrote:
cualquiercosa327 wrote:
robson.santana wrote:

Hi,excuse me the delay to answer.
Of course i wanna help : my psp and me are plenty available to make tests.


Do you have MIPS assembly skills? The project is in need, at the moment I can only supervise :(


Hi,i know a little of asm but too little : only what i learn on a introductory manual .sorry

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