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Playstation Emulator Project


Postby Jadam » May 20, 2002 @ 10:55pm

actually, ROB i could take on the challenge in writing a Dynamic Recompiling ARM asm core for the R3000A, seems very interesting, and, even if it runs full speed with/without the core on Xscale, it would still save clock cycles therefore saving up battery life, therefore letting us play FF7 longer :)

I wont be getting started on the asm core though for about 2 weeks as i have tests, but once i do start, I will finish it :).

Dunno about this, but if we were to make say a brand new R3000A emulator in ARM asm, would we have to include the source of that core? An R3000A core can always be expanded to include the R4300(5000)(the n64 one) that way, we could play starfox :) and Mario :)!!!
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Postby R0B » May 20, 2002 @ 11:03pm

Beatiful. That's what this project is all about. Trying new things, imporving on what we have, and seeing what works. That's the type of project that I like. This is a 100% learning expereance, and that makes it all worth while.
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Postby sponge » May 20, 2002 @ 11:11pm

If you can load iso's off the device, loading it off ethernet should be a snap, in terms of cycle wasting. Plus, there are plenty of demo games available on www.zophar.net that should be good to test with.
holy internets batman.
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Postby Jadam » May 20, 2002 @ 11:12pm

yeah, but the real game we want to run is FF7!!! maybe Resident Evil too :)
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Postby Jadam » May 20, 2002 @ 11:48pm

our website is pocketsx.topcities.com

We are naming the Emu PocketSX, as PocketSX - ocket = PSX!!
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Postby jadam1 » May 23, 2002 @ 2:16pm

wow, did you see those pics ROB of his port... I wonder if thats just the emu without any mods...
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Postby R0B » May 23, 2002 @ 9:18pm

"1011001010 NNNNNNNNNNOOOOOOOOOOOOOOOO!!!!!!" -Bender
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Postby R0B » May 24, 2002 @ 12:09am

"1011001010 NNNNNNNNNNOOOOOOOOOOOOOOOO!!!!!!" -Bender
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Postby Guest » May 24, 2002 @ 5:46pm

Hello guys,

I am really astonished by your attitude. Why after seehaving seen a guy like me which Trying to port a PSX emulator on POcketPC, you want to also develop in your corner one while not benefitting from the bearing that I made, which respect entirely the license GPL of fpse (and their authors....)????? meaning, why change name???? fpse is for many platform, porting a software is not a so complex work which permit to change initial Project name!
My port is completly included within global project.
Source will be available soon, but before i must port X86 Compiler to ARM and Fixed Point (from dan) to GTE core.

If you want to make an emulator PSX contact me!

olivencia@wanadoo.fr
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Postby Jadam » May 24, 2002 @ 7:45pm

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Postby R0B » May 25, 2002 @ 1:55am

Yes, I know that you are my inspiration. And, my original intent of starting the project was to prove it could be done. The thing is, though, I believe that you need a larger team in order to advance quickly (progress wise) and also make the emulator playable. In about ten minutes (or I could do it right now), I will paste in the final graphics code, and the emu should compile just fine. Will it work the first time through? No. I am no god. Yet, I will learn from what mistakes I have made, or have been ignored while porting, and fix those issues as I come to them. This leads me to my second point, it is one hell of a learning expeareance. The name thing, that really doesn't matter to me what we call it. As is the theme with this board, things start with the word "pocket." You have pocket quake, pocket wolf, pocket quake 2, and pocket wall (or was that sim wall;)). Life is too short to let others gain all of the knowledge while you simply play with a polished project. Sometimes you have to get your feet wet first.

Also, this project will not be compatible with any other platform. Jadam and I made that decision once we decided to add in all of this arm stuff.
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Postby Malmer » May 25, 2002 @ 12:41pm

All your base are belong to us
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Postby BurningSheep » May 25, 2002 @ 12:59pm

Do you want custom Snails levels? Click
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Postby Guest » May 25, 2002 @ 2:07pm

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Postby Guest » May 25, 2002 @ 2:54pm

Well, that is all well and good, and I do not wish to get into a flame war with you. However, our goal is to rewrite much of the emu in asm inorder to optimize it. If you would like to submit some of the files that have had major changes, I will be happy to include them in our project. Again, I am doing this becuase it seems fun, and that is that. Congrats on being the first. But, ULTRAHLE was the first "real" n64 emu, but now, it just can't compete with the newer ones.
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