Gp2psx V0.36 New release... yay! :)
#1
Posted 23 February 2006 - 03:21 AM
Yay a new release of GP2PSX! :)
Here's what's new in this release:
- Timings have been vastly improved. Or at least they seem to be. Let me know if compatibility goes down.
I changed the way interrupts are timed in this release. Hopefully it improved performance!
- I added a cache to the CDR component. This allowed for the next improvement, and also gives a slight speed boost.
- Due to the CD cache I was able to run more CPU instructions per loop before running a interrupt. This gave a few more much needed FPS.
- Frameskip is still included in this release but no longer even attempts to work. It will be put back in when Unai's GPU is complete.
- Save states are working now. Though in a premature "state" (no pun intended).
New Button Config:
- In the menu:
B = CHOOSE GAME
LEFT TRIGGER + B = CHOOSE THAT GAMES SAVED SLOT 1
RIGHT TRIGGER + B = CHOOSE THAT GAMES SAVED SLOT 2
- In game
VOL DOWN = Toggle on/off Framecount reporting.
VOL UP = Not used right now (has a crappy frameskipping code in it's place). Will be used for an autoframeskip in the future.
PUSH STICK IN + SELECT = Save state to Slot 1
PUSH STICK IN + START = Save state to Slot 2
So check out this release and see if it's any good. ;)
I just want to know the usual, is compatibility down (or up), and is performance any better. Feel free to post the results on the wiki!
Soon to come:
- Unai is working on the GPU core and results are promising. About a 20% speed increase so far.
- More speed improvements as I learn more about interrupts on the PSX. I was able to learn a lot, enough to compile FPSE for the GP2X, although GP2PSX is faster. :)
- I haven't tested this release with 1.4.0 firmware, so once I do there may be an update.
Some notes:
- I changed the "framerate" indicator to "framecount". All it's doing is counting the number of frames blitted to the screen per second. It's not really a fair statement to call it framerate, and it only counts screens drawn, instead of all that are rendered.
- The framecount indicator flickers while being drawn to the screen. It's not a priority right now to fix it.
- Frameskip isn't working this release. It's associated to the Vol Up button and is implemented, but doesn't work right yet.
-If you turned off sound before saving a state, make sure you disable sound RIGHT after loading the saved state. This will be fixed soon.
Get GP2PSX v0.36 at:
http://www.frigginga...m/gp2psx036.zip
If I forgot to answer anything, let me know. I'm off to update ZPSX. :)
-ZodTTD
Here's what's new in this release:
- Timings have been vastly improved. Or at least they seem to be. Let me know if compatibility goes down.
I changed the way interrupts are timed in this release. Hopefully it improved performance!
- I added a cache to the CDR component. This allowed for the next improvement, and also gives a slight speed boost.
- Due to the CD cache I was able to run more CPU instructions per loop before running a interrupt. This gave a few more much needed FPS.
- Frameskip is still included in this release but no longer even attempts to work. It will be put back in when Unai's GPU is complete.
- Save states are working now. Though in a premature "state" (no pun intended).
New Button Config:
- In the menu:
B = CHOOSE GAME
LEFT TRIGGER + B = CHOOSE THAT GAMES SAVED SLOT 1
RIGHT TRIGGER + B = CHOOSE THAT GAMES SAVED SLOT 2
- In game
VOL DOWN = Toggle on/off Framecount reporting.
VOL UP = Not used right now (has a crappy frameskipping code in it's place). Will be used for an autoframeskip in the future.
PUSH STICK IN + SELECT = Save state to Slot 1
PUSH STICK IN + START = Save state to Slot 2
So check out this release and see if it's any good. ;)
I just want to know the usual, is compatibility down (or up), and is performance any better. Feel free to post the results on the wiki!
Soon to come:
- Unai is working on the GPU core and results are promising. About a 20% speed increase so far.
- More speed improvements as I learn more about interrupts on the PSX. I was able to learn a lot, enough to compile FPSE for the GP2X, although GP2PSX is faster. :)
- I haven't tested this release with 1.4.0 firmware, so once I do there may be an update.
Some notes:
- I changed the "framerate" indicator to "framecount". All it's doing is counting the number of frames blitted to the screen per second. It's not really a fair statement to call it framerate, and it only counts screens drawn, instead of all that are rendered.
- The framecount indicator flickers while being drawn to the screen. It's not a priority right now to fix it.
- Frameskip isn't working this release. It's associated to the Vol Up button and is implemented, but doesn't work right yet.
-If you turned off sound before saving a state, make sure you disable sound RIGHT after loading the saved state. This will be fixed soon.
Get GP2PSX v0.36 at:
http://www.frigginga...m/gp2psx036.zip
If I forgot to answer anything, let me know. I'm off to update ZPSX. :)
-ZodTTD
#3
Posted 23 February 2006 - 03:49 AM
Alright! ZodTTD you rock! :P
Tried it on FF7 (clocked @250)and it's definitely speedier. In the shop areas of the game its actually almost full speed! (framecount around 20ish, but looks like full speed).
What's weird though is that loading times have gone way up. now it takes like 3 times the ammount it did previously and sometimes even gets stuck loading within a scene, that didn't happen before.
Another thing is that frameskip seems to work, be it in a weird way. Turning it to 2 makes it jumpy as hell, but also faster (not playble though, for anyone getting their hopes up).
Haven't tested the savestate feature yet, but that'll come in handy as hell.
Anyway, this thing is getting better and better everytime so awesome work ZodTTD, as always this release just makes me hunger for the next one even more... :D
Tried it on FF7 (clocked @250)and it's definitely speedier. In the shop areas of the game its actually almost full speed! (framecount around 20ish, but looks like full speed).
What's weird though is that loading times have gone way up. now it takes like 3 times the ammount it did previously and sometimes even gets stuck loading within a scene, that didn't happen before.
Another thing is that frameskip seems to work, be it in a weird way. Turning it to 2 makes it jumpy as hell, but also faster (not playble though, for anyone getting their hopes up).
Haven't tested the savestate feature yet, but that'll come in handy as hell.
Anyway, this thing is getting better and better everytime so awesome work ZodTTD, as always this release just makes me hunger for the next one even more... :D
#8
Posted 23 February 2006 - 04:49 AM
DOA no longer seems to work. SotN is considerably faster and the music almost doesn't skip, but it has some strange things going on with the framerate.
Progressing very smoothly though, keep 'em coming!
Progressing very smoothly though, keep 'em coming!
This post has been edited by iignotus: 23 February 2006 - 04:50 AM
#11
Posted 23 February 2006 - 05:11 AM
Ok, I've noticed some weird bugs with this release:
1. In the Pal verison of FF7 the game slows to almost a halt in the battle scenes. It draws a new frame around every 3mins, but the framecounter says it's 30. I then tried the ntsc version and the battle scenes worked fine in it. :blink: (framecounter says 24, although it is still very slow)
2. To try and speed up the load times i switched to uncompressed files, but these no longer work. I tried .iso's .img's and .mdf. The first two used to work on the previous versions, not sure about .mdf. I can only get .z compressed files to work.
Anyone else experiencing any of these things?
1. In the Pal verison of FF7 the game slows to almost a halt in the battle scenes. It draws a new frame around every 3mins, but the framecounter says it's 30. I then tried the ntsc version and the battle scenes worked fine in it. :blink: (framecounter says 24, although it is still very slow)
2. To try and speed up the load times i switched to uncompressed files, but these no longer work. I tried .iso's .img's and .mdf. The first two used to work on the previous versions, not sure about .mdf. I can only get .z compressed files to work.
Anyone else experiencing any of these things?
#13
Posted 23 February 2006 - 06:03 AM
Zodtt, I can get you some better comparisons if you write out your framecount values to a file such as a CSV.
Every second, you could write a new line with a incremented int and a framecount value seperated by a tab. This way we can easily create graphs with framecount against time. If you make another release after that one, I can write two graphs against each other to find the point that speed up or slow down occurs between releases.
You could activate this via a command line argument so it doesn't bother everyone else.
Every second, you could write a new line with a incremented int and a framecount value seperated by a tab. This way we can easily create graphs with framecount against time. If you make another release after that one, I can write two graphs against each other to find the point that speed up or slow down occurs between releases.
You could activate this via a command line argument so it doesn't bother everyone else.

Sign In
Register
Help
MultiQuote
