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[RELEASE] PicoDrive 1.92 - with SVP dynarec

Running old school games on your PSP? It's definitely possible
robson.santana
Posts: 82
Joined: Mon Sep 26, 2016 11:45 pm

Re: [RELEASE] PicoDrive 1.92 - with SVP dynarec

Post by robson.santana » Thu Feb 15, 2018 12:33 am

flamming_python wrote:
Wed Feb 14, 2018 9:22 pm
robson.santana wrote:
Wed Feb 14, 2018 4:22 pm
The problem with the speed of the Sega CD is that when notaz that by making the Picodrive compatible with 32x, it switched its own memory manager through the memory manager of Genesis Plus GX, which is not an emulator created for portable devices (like Snes 9x). I believe that some optimization is possible, but it will require a lot of effort
Well isn't it possible to have both memory managers (the old one and the new one) and simply switch between them? Or are the changes made to accomodate 32x games too fundamental and have affected everything else?

What's a memory manager anyhow? You mean something like a garbage collector in the Mega Drive's RAM?
This is possible, this option already exists, in performance analysis mode (profile), please add this request in the github bugs page: https://github.com/robson-alcantara/picodrive/issues
Sure thing
This is possible if you increase the screen scaling factors in conjunction with the Fusa plugin (one of the plugin options does not consume resources).
From what I heard, the other emulators also do this together with the Fusa
As I understand, the FuSa plugin only outputs to full screen if you have a PSP 2000. In which case yes, every PSP game and homebrew can be set to output to full-screen through the plugin's options - the homebrews themselves require no modification.

I haven't tried FuSa myself; I have a PSP 3000.
As I understood it's possible for homebrews to be fullscreen with the PSP 3000 too; but it requires inclusion of this FuSa-related code into the homebrew source.

I might be completely wrong on all this though; like I said I haven't tried FuSa, I just heard it has problems on anything other than PSP 2000s.
I can look into this perhaps for you.
Did not know this was possible automatically
Why wouldn't it be? I presume that the homebrew app does have some library call or something else it can make to find out whether or not the PSP is outputing to the TV or using its own display.

BTW I have one final request; a bigger one, but this could be very promising:

d). 'overclocking' the rendering of certain games. Some games on the Mega Drive and Mega CD are naturally rendered very choppily and at low FPS. I'm thinking games like Steel Talons, Hard Drivin'.
Wing Commander 1 for the Mega CD has a snail's pace FPS when up close and personal with an enemy ( which is a shame as its otherwise a fantastic and unique port).
A game like Steel Empire - suffers a considerable amount of slowdown when there's a lot of action too.

It would be great if there was inbuilt support in the emulator to recognize certain problematic games, and if one is loaded - overclock their rendering/drawing to give them a faster FPS or avoid slowdown.
I think it's possible to have both memory managers. But the code is very low level and I find it less laborious to optimize the manager that is there. What the manager does is similar to a pc motherboard chipset. For the code you can have an idea and see the history

https://github.com/robson-alcantara/pic ... o/memory.c
https://github.com/robson-alcantara/pic ... 8757384329


The Fusa plugin has several ways to stretch the screen, those that do not require changes to the homebrews consume a lot of CPU, but there is a way in which it only stretches the width, the height is by the homebrew (or vice-versa) . This option has the best graphics and does not consume CPU



The application is able to know which output device, so POPS works, however Picodrive does not have this code, but studying some open source homebrew with this functionality, if it solves


The developer of Picodrive, notaz has already implemented overclocking in the emulator, but in Retroarch only. I'm expecting version 1.93 of Pandora to port (a code part of PSP version 1.92 still to be done, some code in assembly). I do not do the current version because I do not know if it is stable and also because it would take me longer to spend all the time porting code.
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Rich666
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Joined: Thu Mar 01, 2018 4:46 am

Re: [RELEASE] PicoDrive 1.92 - with SVP dynarec

Post by Rich666 » Thu Mar 01, 2018 4:51 am

Hi there :)
This might be a dumb question, but what exactly do I need to do to be able to play 32X games? I worked out Mega Drive and Mega CD easily enough, but I just get a black screen for any 32X game I try.
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robson.santana
Posts: 82
Joined: Mon Sep 26, 2016 11:45 pm

Re: [RELEASE] PicoDrive 1.92 - with SVP dynarec

Post by robson.santana » Thu Mar 01, 2018 2:53 pm

Rich666 wrote:
Thu Mar 01, 2018 4:51 am
Hi there :)
This might be a dumb question, but what exactly do I need to do to be able to play 32X games? I worked out Mega Drive and Mega CD easily enough, but I just get a black screen for any 32X game I try.

32x games are not playable, they perform just as proof of concept. The black screen issue is resolved waiting. I'm hoping to solve this year

Rich666
Posts: 4
Joined: Thu Mar 01, 2018 4:46 am

Re: [RELEASE] PicoDrive 1.92 - with SVP dynarec

Post by Rich666 » Thu Mar 01, 2018 5:44 pm

Ah O.K. :) I just wondered as I saw your videos (I think they were your videos?) on youtube and they were running at least with a really slow framerate rather than the black screen. Oh yeah also one other small question, what format will the games need to be in?

p.s. Totally unrelated to this thread but you should work on the Virtualboy emulator on PSP that never got finished, you're really good at this stuff!

robson.santana
Posts: 82
Joined: Mon Sep 26, 2016 11:45 pm

Re: [RELEASE] PicoDrive 1.92 - with SVP dynarec

Post by robson.santana » Thu Mar 01, 2018 10:47 pm

Rich666 wrote:
Thu Mar 01, 2018 5:44 pm
Ah O.K. :) I just wondered as I saw your videos (I think they were your videos?) on youtube and they were running at least with a really slow framerate rather than the black screen. Oh yeah also one other small question, what format will the games need to be in?

p.s. Totally unrelated to this thread but you should work on the Virtualboy emulator on PSP that never got finished, you're really good at this stuff!
Yes, it's my videos from the time I was mixing 32x and Mega Drive graphics (I recommend seeing the Knuckles Chaotix calibration screen). The videos do not show the startup of games that take some time. I can run 32x and zip files, I have not tested others. Ah, my desire is to retire so as not to bother my girl. I want to finish 32x for the same reason I wanted to emulate the SVP, play those wonders of SEGA everywhere. I would also like to play Daytona USA. I think it will be you who will finish Virtualboy. I do not know if I'm good, so far I've been adjusting here and there. More will to play than knowledge.

Rich666
Posts: 4
Joined: Thu Mar 01, 2018 4:46 am

Re: [RELEASE] PicoDrive 1.92 - with SVP dynarec

Post by Rich666 » Fri Mar 02, 2018 3:25 am

I could never do that stuff myself :P But if this is your last project then so be it, but it's a shame you are leaving 'the scene' as it were.

wad11656
Posts: 4
Joined: Wed Feb 28, 2018 3:29 am

Re: [RELEASE] PicoDrive 1.92 - with SVP dynarec

Post by wad11656 » Fri Mar 02, 2018 9:46 pm

I've had a great time playing on PicoDrive.

Do you think you could spend some time getting Road Avengers for SegaCD to work? On old CFW PSP's, PicoDrive 1.35a seems to have played it fine:
https://www.youtube.com/watch?v=vgcrExe0O1M

But on CFW 6.20, I can't get it to work on PicoDrive 1.35a, 1.51b, or 1.92.3. There's actually a Japanese PS1 port of the game that should be playable on PSP, so it's not urgent, but I thought I'd bring it to your attention in case it's an easy fix or affects other games as well

robson.santana
Posts: 82
Joined: Mon Sep 26, 2016 11:45 pm

Re: [RELEASE] PicoDrive 1.92 - with SVP dynarec

Post by robson.santana » Tue Mar 06, 2018 2:06 pm

wad11656 wrote:
Fri Mar 02, 2018 9:46 pm
I've had a great time playing on PicoDrive.

Do you think you could spend some time getting Road Avengers for SegaCD to work? On old CFW PSP's, PicoDrive 1.35a seems to have played it fine:
https://www.youtube.com/watch?v=vgcrExe0O1M

But on CFW 6.20, I can't get it to work on PicoDrive 1.35a, 1.51b, or 1.92.3. There's actually a Japanese PS1 port of the game that should be playable on PSP, so it's not urgent, but I thought I'd bring it to your attention in case it's an easy fix or affects other games as well
Humm. I opened a ticket: https://github.com/robson-alcantara/picodrive/issues/46 . Thanks for contributing

bloodfalco
Posts: 16
Joined: Sun Oct 15, 2017 2:57 pm

Re: [RELEASE] PicoDrive 1.92 - with SVP dynarec

Post by bloodfalco » Thu Mar 15, 2018 4:19 pm

Bro Robson

your github is missing bro. Have you created another one?

Rich666
Posts: 4
Joined: Thu Mar 01, 2018 4:46 am

Re: [RELEASE] PicoDrive 1.92 - with SVP dynarec

Post by Rich666 » Fri Apr 20, 2018 8:19 pm

Is this thread the best place to get updates about this project?

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