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Old October 10th, 2008   #81 (permalink)
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Originally Posted by hlide View Post
yes for some lazy reasons, the project sticks to jogl instead of lwjgl :/

i'll glad for you to explain us why lwjgl should be used instead.
lazy reasons my teamate? :P

can you explain why they are that lazy?:P
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Old October 10th, 2008   #82 (permalink)
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I guess because we are focusing more on compatibility than speed, and as long as jogl works, it's ok
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Old October 10th, 2008   #83 (permalink)
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lazy reasons my teamate? :P

can you explain why they are that lazy?:P
i think our teammate shashClp answered you :P
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Old October 11th, 2008   #84 (permalink)
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yes for some lazy reasons, the project sticks to jogl instead of lwjgl :/

i'll glad for you to explain us why lwjgl should be used instead.
Well i have never "played" with jogl but i guess both are very similar. Lwjgl just gathers opengl, openal,jinput,and with some more stuff into a nice package In terms of supported platforms i believe they both support the same..
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Old January 21st, 2009   #85 (permalink)
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I've looked at jpsx - Google Code but the code isn't there... :\
did you know where is the code?
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Old January 21st, 2009   #86 (permalink)
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You tried to download the source using a SVN client?
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Old January 21st, 2009   #87 (permalink)
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You tried to download the source using a SVN client?
Well I think the code is "browseable" and also the svn has the only one commit (what actually means that the folders [standard] was created) ...

But there is a way to host code on google and make it no visible to "html" users and just for the "desktop" users?
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Old January 21st, 2009   #88 (permalink)
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Apparently yes, I just re-downloaded the source using a SVN client.
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Old January 22nd, 2009   #89 (permalink)
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Apparently yes, I just re-downloaded the source using a SVN client.
I have tried with svn client and no codes cames to me. ( I made successful checkout).
Could you post it here? (make .zip ou .rar upload and post link)
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Old January 22nd, 2009   #90 (permalink)
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tgzip is best for moving code around.
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Old January 22nd, 2009   #91 (permalink)
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Nvm... I tried to checkout in a folder and that folder already had some java files and I assumed it worked...
My bad, sorry =p
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Old January 22nd, 2009   #92 (permalink)
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Zieg, take it easy this things happens
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Old January 22nd, 2009   #93 (permalink)
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did you get the source , or still need it?
Its quite an mazing piece of java software ( for a single person project)
and the tiny bits it ran, it ran so well on my mac
pure AWT power ^^
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Old January 22nd, 2009   #94 (permalink)
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did you get the source , or still need it?
Its quite an mazing piece of java software ( for a single person project)
and the tiny bits it ran, it ran so well on my mac
pure AWT power ^^
I still want! did you have it? (btw it can be shared with me?)
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Old January 25th, 2009   #95 (permalink)
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so what do you think of that?
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Old January 25th, 2009   #96 (permalink)
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so what do you think of that?
First of all THANKS SO MUCH!
Secondly the code is amazing...
Fantastic the way of opmization is done!
Well formated code, well written , you can read the code and lear bout the psx.
Thanks
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Old January 25th, 2009   #97 (permalink)
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Grahams Architecture approach is pretty cool!
Too bad i know so little about writing compilers with java (BCEL) or the PSX achitecture itself.

From what i got from my testing, there are some instructions missing or wrong implemented.

He documented a lot and imo also quite good. Its still increddebile that this was done by a single person.
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Old January 30th, 2009   #98 (permalink)
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Hey! could someone share this secret code with me?! ^^;; I haven't been around for a while, but if someone could, well, I'd be forever grateful!
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Old February 22nd, 2009   #99 (permalink)
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I'm alive!

Hey, good to see some ongoing discussion.

As those who I sent the code to know, I was pretty pissed off with the screen copy up speed from the software GPU on Vista and Mac (doing a stretched filter blit)... it was taking about 20-30ms (which basically is nearly all your time at 30fps). This took only a couple of ms on XP. It just seemed so stupid that I could render the whole playstation GPU stuff in java code into an int[] backed image really quickly, and the blitting of that to the screen took a much much longer time.

So, I added a new "Display" (the bit responsible for getting the int[] from the software GPU up to the screen). I used LWJGL and basically just render a single texture mapped GL quad per frame.

GREAT NEWS... everything works like a charm on both Vista and OS X.

That has given me some renewed enthusiasm to get this out their ASAP - it is super cool to run 4 emus at the same time flawlessly ;-)
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Old February 22nd, 2009   #100 (permalink)
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we cant wait!
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