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#81 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2003
Posts: 247
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#82 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2006
Location: VisualC
Posts: 1,055
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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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Emulator development blog |
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#84 (permalink) | |
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Registered User
Join Date: Nov 2006
Location: Portugal
Posts: 8
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Quote:
In terms of supported platforms i believe they both support the same..
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#85 (permalink) |
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Registered User
![]() ![]() ![]() ![]() Join Date: Jul 2006
Location: you know...
Posts: 506
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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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The Empyrean |
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#87 (permalink) |
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Registered User
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Location: you know...
Posts: 506
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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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The Empyrean |
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#89 (permalink) | |
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Registered User
![]() ![]() ![]() ![]() Join Date: Jul 2006
Location: you know...
Posts: 506
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Quote:
Could you post it here? (make .zip ou .rar upload and post link)
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The Empyrean |
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#90 (permalink) |
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Behind ur girlfriend :D
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2006
Location: Sydney, Australia
Posts: 18,819
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tgzip is best for moving code around.
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![]() ![]() VBA-M | Xtemu | NGOHQ | Post Impact Productions | TNHW | XBCD 0.2.6 | Satanic666's Emulator Compiles Don't be a NOOB, READ THE NGEmu/EmuForums Rules of Conduct Need Help with ePSXe? This is your first stop!. If you don't post all the required information, you don't get help. Everytime someone posts a romsite, God kills a beautiful woman. |
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#92 (permalink) |
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Registered User
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Location: you know...
Posts: 506
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Zieg, take it easy this things happens
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The Empyrean |
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#93 (permalink) |
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Registered User
![]() ![]() ![]() ![]() Join Date: Jan 2003
Location: Europe / Germany
Posts: 842
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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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yes i have a mac, so what?
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#94 (permalink) | |
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Registered User
![]() ![]() ![]() ![]() Join Date: Jul 2006
Location: you know...
Posts: 506
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Quote:
did you have it? (btw it can be shared with me?)
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The Empyrean |
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#96 (permalink) |
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Registered User
![]() ![]() ![]() ![]() Join Date: Jul 2006
Location: you know...
Posts: 506
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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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The Empyrean |
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#97 (permalink) |
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Registered User
![]() ![]() ![]() ![]() Join Date: Jan 2003
Location: Europe / Germany
Posts: 842
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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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yes i have a mac, so what?
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#98 (permalink) |
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Video Game obssesed
Join Date: May 2008
Location: Massachusetts
Posts: 10
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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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No I did not slay Link. Link (my favorite character) + Slayer ( a cool word, go figure :P) + 64 (it fits, and 64-N64, OOT is my favorite game)=LinkSlayer64. |
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#99 (permalink) |
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graham sanderson
Join Date: May 2006
Location: austin
Posts: 20
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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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