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Old February 22nd, 2009   #101 (permalink)
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What u guys talking about i dont understand did java make jpsp run fast
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Old February 22nd, 2009   #102 (permalink)
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Quote:
Originally Posted by grahams View Post
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 ;-)
Hey graham!
Thats good news, nice to hear from you

Quote:
Originally Posted by raksmey1309 View Post
What u guys talking about i dont understand did java make jpsp run fast
jpcsp ist _not_ related to jpsx. Maybe you could say that they are both written using java

But i guess there are also some emus which use C or C++.
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Last edited by Shin_Gouki; February 22nd, 2009 at 11:56. Reason: Automerged Doublepost
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Old February 22nd, 2009   #103 (permalink)
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thanks,

lwjgl seems pretty sweet - it only took me a couple of hours from start to finish to add the new copy-up

(at some point I/we should add a true OpenGL version of the GPU, and I'd like to check out their OpenAL stuff too)...

I just made a little video, so assuming it uploads OK, I'll post a youtube link shortly - apologies for the rambling in it - it's 5 in the morning here and I'm not 100% sober ;-)
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Old February 22nd, 2009   #104 (permalink)
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Quote:
Originally Posted by grahams View Post
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 ;-)
That's great to hear, keep up.
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Old February 23rd, 2009   #105 (permalink)
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Quote:
Originally Posted by grahams View Post
I just made a little video, so assuming it uploads OK, I'll post a youtube link shortly - apologies for the rambling in it - it's 5 in the morning here and I'm not 100% sober ;-)
youtube completely mangled it - so much for their HD claims - I think they decided to encode in real low quality since it was quite long. it seemed to do better with a short test movie I uploaded, so I'll try and upload a few short clips instead of one long one.
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Old February 23rd, 2009   #106 (permalink)
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this forums ain't so bad :
How to enable 720p on YouTube

or :
Optimizing High Quality Videos for Youtube

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Old February 23rd, 2009   #107 (permalink)
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ah ha

I guess it just didn't encode the higher quality one until later...

the fmt=22 stuff didn't work for me, but if you follow the link you should have the option to watch in higher quality which is perfectly fine

YouTube - jpsxdemo
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Old February 23rd, 2009   #108 (permalink)
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ya know thats really nice because from Java one 2006?! i always had sound and the pdf of the presentation but never video. And now all that together.... sooooooo nice!
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Old February 23rd, 2009   #109 (permalink)
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thx

yeah it is a new video, but similar to the javaone demo... running multiple emus at once ins't particularly useful (though cool), but mainly serves to demonstrate that it isn't painfully slow and that it simulates real interrupts based on timers rather than cycle counting (not that I'm saying the latter doesn't work)

the main thing preventing me from promoting to googlecode right now is picking the right license for my code... any thoughts (I'm using BCEL and log4j - and I just added lwjgl though that is not strictly necessary). I'm happy with whatever myself, I just need to make sure I respect their licenses, and I'm not too familiar with them. (note BCEL is a modified version to fix thread-safety, the others I don't need to ship)
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Old February 24th, 2009   #110 (permalink)
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any lawyers here?
well thats certainly an issue, i can't say a thing about that topic :/
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Old February 28th, 2009   #111 (permalink)
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Quote:
Originally Posted by grahams View Post
the main thing preventing me from promoting to googlecode right now is picking the right license for my code... any thoughts (I'm using BCEL and log4j - and I just added lwjgl though that is not strictly necessary). I'm happy with whatever myself, I just need to make sure I respect their licenses, and I'm not too familiar with them. (note BCEL is a modified version to fix thread-safety, the others I don't need to ship)
Both of the library you mention are under the same license, namely the "Apache Software License" which,
basically is just a modified BSD license...
Just choose the same license and you'll be fine. ASL (or any BSD-like license) is a very liberal license.

If you fear that a company could pick up your code base, and come up with a commercial version of
jpcsx (very unlikely), or you wish that whoever might improve it should be forced to release the source code
changes, then use the GPLV2 license.

Basically:

BSD-like license: Anybody can do whatever they wish with jpcsx commercially speaking or not.

GPL V* license: Tries to protect the openness by demanding back changes to the code base in the case of
someone releasing an improved/changed jpcsx in binary only form.

That's pretty easy isn't it?

Cheers.

Last edited by gzed; February 28th, 2009 at 22:10. Reason: fixed some typos
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Old March 1st, 2009   #112 (permalink)
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thanks gzed

makes a lot of sense... yeah I'm not too worried about commercial stuff, but I'll probably go with something that means people have to share it with the world.
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Old March 26th, 2009   #113 (permalink)
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Any update on this?
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Old April 20th, 2009   #114 (permalink)
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any news guys?
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Old July 14th, 2009   #115 (permalink)
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When will the world be able to use JPSX?? I'm jonesing for some playstation on my mac
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Old July 14th, 2009   #116 (permalink)
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my guess would be "psx"-emu will be first. mac port will be out with next version.
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Old July 19th, 2009   #117 (permalink)
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so any check ups on this project? and where the new home page is and where we can get it
im thoroughly wish to know for this has great potential from what i can see
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Old July 19th, 2009   #118 (permalink)
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durr, wrong links.
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Last edited by snickothemule; July 19th, 2009 at 10:05.
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Old July 19th, 2009   #119 (permalink)
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thanks for the false information JPSX and jpcsp are NOT related.
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Old July 19th, 2009   #120 (permalink)
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lol i was trying to figure that out xD
lol so any other updates that ARE abut jpsx xD
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