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Nice work , keep it up , here is the ICON i am using
Actually, it's N64/Saturn/Dreamcast emulation that is a bit lame at the moment, since all of the top N64/Saturn/Dreamcast emulators are all either closed source (Project 64/SSF/Makaron), or they were written mainly for x86 (Project 64/1964/SSF/Makaron), or they're heavily reliant on Direct3D/Glide graphics plugins (Project 64/1964, Glide64 and Rice's D3D). Even the guy that made nullDc (drkRaziel) let it be known on his Googlecode page that he didn't particularly care to make it cross-platform since Windows was 'better', anyway (????).
Originally Posted by r0c0
There's a mentality in these scenes that (without wanting to cause disrespect to the original emu authors) could be best summarised as 'who cares, it works on my x86 Windows box and my Geforce card - PPC port, you say? Ha! Linux port, you say? Ha'.
Good luck porting any of that stuff over to PPC, especially the weird arcane thing that is the PS3.
Originally Posted by drkIIRaziel
SNES emulation, and NES emulation, by comparison, are lightyears ahead in terms of actual emulation.
People who are thinking PCSX2 is ever going to be ported to PS3 or run acceptably need to really start to become a bit more realistic in their expectations - that thing won't ever run acceptably at more than a crawling speed on PS3 (IF it gets ported at all) unless some INSANE effort is put in, and even then you won't ever have a hope of reaching 60fps with any game. Best to wait for that hardware BC add-on to come out.
a DS emulator would be off the charts, we can use the right analog as a way to control the touch screen and clicking on R3 would be a touch gesture. If you hold R3 while moving the analog it can be considered as dragging or drawing in some games.
The ideas are there but the knowledge to be able to do them is beyond me unfortunately.
No PPC port makes it even that much more difficult.
How about Daedalus?
Originally Posted by squarepusher2
I agree about PCSX2
Originally Posted by squarepusher2
PCSX2 is never going to be ported, I don't know where people are getting that. Just because it's a playstation 3 doesn't make it any easier to port a ps2 emulator on it.
PCSX2 is still buggy and requires quite a powerful pc to even run decently, my pc runs circles on the ps3 in terms of power and ram and gfx card, but still pcsx2 is nowhere near perfect. Imagine a ps3, 256mb or shared ram, and an arcane graphics chip based off of an nvidia 6800gt. I would be surprised if you can run 2 FPS on it.
That's only if it gets ported , add that to the equation.
Next Hype by Tampa T, and the second one appears to be a very deep remix of one love by david gutta mixed with some metal gear solid
Originally Posted by Straight_Punk
Check out the official PS3 icons thread - http://psx-scene.com/forums/showthread.php?t=65842
Here's a video i uploaded showing Gambatte. Haven't had the time yet to try Nestopia.
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Where can i get the roms? Thank you
That is true, but I don't think you have a full picture of what this means.
Originally Posted by sabin1981
One piece of hardware, the BD drive, lacks a basic ability required to play many PS1 games.
It is completely unable to correctly read the CD subchannel content as required for many games.
They used abnormal subchannel content as a way of verifying disc authenticity, as a form of anti-copy protection, since many disc handling applications will normalize subchannel content when ripping a copy or loading image files. And the result of that normalization will be that a copy made from such rip or image files will not work, as the game will refuse to accept the 'corrected' subchannel content as valid. That is one of the reasons why only a few CD applications are suitable for making PS1 rips. (Standard CUE+BIN file pairs can not handle subchannels at all.)
But with the BD drive the incorrect handling of CD subchannels is built into the drive, causing it to 'fake' error corrected subchannel content, instead of reading the true content. And there is no way for Sony's software emulation to get around this limitation as long as that drive is used to read the disc.
Thus all PS1 games with subchannel protection are doomed to fail when run from a disc read by that BD drive.
That is why the Euro releases of FF8 and FF9, which have subchannel protection, always BSOD-crash on the PS3, even though the US releases of FF8 and FF9 work fine, because those releases did not use subchannel protection. And this is just one example of many, with US releases of some games also using subchannel protection (thus also crashing on PS3).
But the same version of the crashing games could still run perfectly if the disc was being read by other means, such as an emulator would use in reading CD image files stored on HDD.
And another way to achieve the same result without a new PS1 emulator would be to create a new device driver for a virtual CD using image files, and somehow redirect the BD drive access to use that device driver instead of accessing the physical BD drive. But I'm not sure if our jailbreak methods allow 'bending' system vectors to accomplish this.
I only know for sure that we can redirect access on filesystem level, since that is what all the game backup managers rely on, redirecting a BD path to an HDD path. But to get around the BD design flaw we would need to redirect operations on a deeper level, for more low-level access control.
Best regards: dlanor