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It's great to hear you're still working on this. I really look forward to the next release. Cheers
Just to say that whenever you need a spanish or portuguese translator for the GUI or something like that, I'm fully available (see the team section of the Engine 001 site, Aleff Correa). Oh and by the way, my avatar was taken out from a screen grab from your emulator in my PS2
@ffgriever: Some nice information on the Playstation's hardware can be found here: http://www.raphnet.net/electronique/...laystation.txt
There is some discussion on the differences between the SPU2 and SPU, and about PS1DRV in this thread: forums.ps2dev.org :: View topic - Talk to me about sound
Fine, that is not exactly the topic of that thread, but there is some interesting information there regarding the SPU, SPU2 and how the SPU emulation probably worked with PS1DRV.
SCPH-10000 S. MINOKAMO v1.01 (Defunct)
SCPH-10000 S. KISARAZU v1.00 (faulty)
SCPH-15000 S. KOHDA (With warranty seal!) :D
DESR-5100 S. EMCS
It's a doc that anyone interested in PSX have certainly read at least once . As for the thread. There is no way to switch SPU2 into SPU (at least not one that I know of) without switching entire IOP into PSX compat mode... But then it's of no use to me, as all the ps2 devices seem to be no longer accessible (or the hardware registers are mapped elsewhere). It has one advantage though. Most of the hardware doesn't have to be emulated then, including most cpu hungry CPU emulation . But then again, the purpose of this emu is to use all of the PS2 capabilities (usb/hdd/lan, improved graphics), otherwise it is pointless (there is already a built in one that, even though it has some problems and doesn't do as well as the real PSX, works great). Thus the cpu is being emulated on EE (recompiled code), just as in any other emu, while the IOP serves its role .
The emulator used in BBNAV to launch mini PSX games does the same thing. It seems it emulates everything on EE. This made me believe, that there is really no way to maintain PS2 capabilities in PSX mode (otherwise sony would do that in their emulator, but instead they've chosen to do a software emu) - as a side note: the simple titles that were using their emu already do work great on mine at a huge speed way over 100 fps . I'm quite interested, how their emu (the software one, that is running in ps2 mode) would do with a little bit more complicated games like tekken, driver and such.
Anyway, whether accessing from EE or IOP, I still need to use intermediate buffers for commands to scale it properly for too fast game eg. when emulating one psx frame takes the time of half ps2 frame, then the voices will still be enabled and disabled at wrong places, because it will do everything in half the time it originally should and ps2 will stall for the rest of the time. Sure, the difference won't be that big, it will still be quite accurate (to 1/50 or 1/60 second), so most users wouldn't probably notice it anyway. Yet to make it really proper, you would have to save every command along with the psx cpu cycle it occured on. Once the buffer reaches some length (spread in ms or cycles or at the end of every frame), it should be scaled based on the real time that have passed. But that would introduce a latency between the time sound was to appear and when it will be actually audible... This might probably be even worse than letting the other thing happen (though that would be max 20ms, so not such a big deal). I'm not sure now which one would be better. Will have to decide on one of them before trying it again (right now I'm using ~50-100ms realtime buffer for commands in the hardware SPU - depending on the speed and the latency is sometime pretty annoying... the latency is even bigger in software spu emulation).
Polishing off the launcher/configurator. It's very simple, text based (simple menu consisting of text), built on top of the MCA, so it looks quite nice anyway. I simply don't want to waste too much time on it, as it is meant to be temporary solution.
really looking forward to test great job man
Great ffgriever when you published this version already want to try it =)
I am also crazy for the test, I want to see the great progress it =) Will some ffgriever prediction of when you will release the beta?
There is not that much of progress. I've fixed some gpu stuff, tweaked counters a little bit, added sound... But during recent two years I barely worked on the project. It's only last two weeks or something like that... All of the sudden I felt like doing some coding. Thank god the code is quite clear most of the time (except for some gpu stuff). After such a long time I feel like I'm reading someone else's code
I don't think it should be called a beta, because there is still a whole tone of issues I know about. But does it really matter? It's an improvement anyway.
can I use 1.7.0 epsxe's mc in this emulator?
Sure. It's standard raw memory card image. You'll just have to rename it. PS2PSXe supports most of the known PSX mc image types (including the ones with additional headers).