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#1 (permalink) | ||
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Administrator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2001
Location: Montreal, Canada
Posts: 7,842
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Tiny update from JPSX
After the original thread was revived, I tried contacting grahams and luckily he got back to me about his JPSX project. Aniway, here some of what Quote:
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#2 (permalink) |
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InnarX
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2002
Location: Borderline InSAnE
Posts: 2,700
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Ahh...great news. I'm quite interested in seeing how this emu works/performs. Cheers for the update. ![]() r2rX
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#4 (permalink) |
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Registered User
![]() ![]() ![]() ![]() Join Date: Jan 2003
Location: Europe / Germany
Posts: 842
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a damn nice PSX emu written in java. you need to ask him when he puts it on SVN/ google Code!!! ![]() Why he wants so badly a own Website? Google Code would work just fine! Did he answer to you via ngemu or gmail? Would be suprised if he checked here regulary
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yes i have a mac, so what?
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#5 (permalink) |
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graham sanderson
Join Date: May 2006
Location: austin
Posts: 20
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Hey, graham here. No I don't check here regularly, but since Chrono Archangel's linked in his email, I thought I'd visit. You're right I don't need to get a website up, I'll check back with google code 'cause it was a bit bare bones when I signed up, and wiki etc. would be useful for doc. I can put the code up there, but probably need a few people to try it out first so I can make sure there is enough info for people to get started (I don't want people to be unable to get it running, or have it run slow because things aren't set up right)... if you're interested, shoot me a message; I'll send you the code. I recommend getting a copy of Wipeout, Wipeout XL, Crash Bandicoot Odd-world Abe's oddyssey tekken or similar to play with; i haven't tested with many games... I know Gran Turismo works too, but the engine sounds causes it to run a little slow. (If nothing else you can use an image of an audio CD and play it with the BIOS CD player ;-) ) To answer another question, it runs pretty fast. on a normal dual core intel, I can usually run about 3-4 games simultaneously. (obviously depending on the game). Note you need the games in CUE/BIN format for now. You can find 'em cheap on eBay for sure if you don't have any. Also, I'd be interested in having some Linux users try it; I ran it a few years back, but that was before Java had proper thread priorities on Linux, so I had to hack it around a bit. I'll try it on my OS X laptop too. |
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#7 (permalink) |
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graham sanderson
Join Date: May 2006
Location: austin
Posts: 20
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i wouldn't say I have been working on it much, which sucks... hopefully getting it out there and having people use it will motivate me + hopefully others can finish off some of the things I haven't had time to (e.g. memory card support) |
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#8 (permalink) |
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Registered User
![]() ![]() ![]() ![]() Join Date: Jan 2003
Location: Europe / Germany
Posts: 842
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hi grahams! Do you think the google Code wiki ( thre seems one include) wount work?! As for the rest i think we can actually get it up i guess! I also think that i can understand your problems with a "not perfect" finished version. But it would _really_ enough to put up the source, belive me there are people on the net that will read it, understand it and extend it. Problem would be in which direction things go ![]() I assume you use certain patern or architecture approaches for solving specific problems. If you put on the wiki some ideas about the project architecture or specific java technologys you wanted to use , i think again it would work. I can't wait myself to look at the source ( design of certain parts and usage of the diffrent java APIs)! if you want to sent me source to try out np. I run Mac OSX with Eclipse 3.4 ![]() At work i work "with" java so i should get it to work
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yes i have a mac, so what?
Last edited by Shin_Gouki; July 23rd, 2008 at 16:23.. |
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#9 (permalink) | ||
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Registered User
![]() ![]() Join Date: Oct 2002
Location: Alexandria,Egypt
Posts: 115
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Quote:
Quote:
ngemu is the place to get Motivated to do emus , You will find here all sort of Emu Guys who are interested in Testing & Helping you out, which should motivate you eventually (^_^)
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AMD Athlon64 3200+ Venice 939 @2Ghz 2 GB Ram . .XFX6200 128MB TC 256, PCIE ![]() MSI K8SLI Motherboard , XP SP2PS2 Test Subjects: FFX International [SLPS 250.26], Naruto: Ultimate Ninja 1 [SLES_541.63] GSdx9v10.9,GSdx9v11.4,GSdx0.1.5,GSdx0.1.6,GSdx0.1.7, GSdx0.1.9,GSdx0.1.11 The Rest Starting From Gsdx9v10 & Gsdxv0.1, are Hosted Here Try Out @ES -Evolution |
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#10 (permalink) |
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Rockman fan
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2002
Location: Earth!
Posts: 5,098
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Wow, crazy! Good job, man.
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I have: Wii: Starfall, Neogamma R8 beta 11, and currently on 3.2u PSP PHAT: 1001k [TA-081] Custom Firmware 5.50 GEN-D2(FULL) CASE: EagleTech Sidewinder Gaming Tower Case w/420W Power Supply Black OS: Windows 7 Ultimate 64bit CPU: Intel core 2 Duo Processor E8400 (2x 3.0GHz/6MB L2 Cache/1333FSB) Processor Cooling: Thermaltake V1 CPU Cooling Fan System Kit Silent & Overclocking Proof Graphics Card: NVIDIA GeForce 8800GT 512MB w/DVI + TV Out Video Memory: 2048GB [1024GB X2] DDR2-800 PC6400 Memory Module Corsair-Value or Major Brand Sound Card: 3D Premium Surround Sound Onboard |
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#12 (permalink) |
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graham sanderson
Join Date: May 2006
Location: austin
Posts: 20
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A few pics
Well, I dug around a little on the net to see how to fix the screen copy-up on Vista, and it seems things have been muchly fixed in the as yet unreleased next version of Java 6. Released or not, things seem fine with the pre-release: http://s329.photobucket.com/albums/l...pics/jpsx1.png http://s329.photobucket.com/albums/l...pics/jpsx2.png http://s329.photobucket.com/albums/l...pics/jpsx3.png This is a pretty fast box, hence the 25% CPU with 4 games running at once, however Aero/my video card appears to suck, since the screen copy up is a little slow with 4 games running (which wasn't a problem on my 3 year old machine and XP) - perhaps Microsoft doesn't expect you to have 4 different 30fps things running at once with Aero :-( Anyways, I'll give it a quick whirl on OS X, then send out some pre-release code to anyone who messages me their email address here; the instructions'll be a bit bare bones, hence the "pre" |
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#14 (permalink) |
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it'se miku!
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2006
Location: Cologne, Germany
Posts: 3,604
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whoohoo! nice. X86 only, or does it work on PS3 linux too?
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Tutorial: Hardware Antialiasing in PCSX2 (DX9 only) |
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#15 (permalink) |
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Registered User
![]() ![]() ![]() ![]() Join Date: Jan 2003
Location: Europe / Germany
Posts: 842
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Its not a matter of x86, this emu woudl even ran on PPC machines, arm or what ever OS/Hardware Java is posrted to ( and the supporting librarys) does Java run on PS3 linux? i don't think so... maybe someone port it with openJDK7..
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yes i have a mac, so what?
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#16 (permalink) | |
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graham sanderson
Join Date: May 2006
Location: austin
Posts: 20
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Quote:
I haven't actually tried it on any non-Intel hardware. As long as the VM does a decent job of producing optimal machine code (as per HotSpot), and as long as there is a reasonably fast way of copying to the screen, then it should be OK. It should be free from byte-ordering issues, but I'd have to run it to make sure. Oh, finally it currently works better if the VM supports native threads and thread priorities. Note, that various bits of the emulator rely on certain features of the VM to run fast, but that said all bits of the emulator is entirely pluggable, so it is easy to switch implementations of a particular piece of the PSX or EMU to make it work better on your platform Last edited by grahams; July 31st, 2008 at 18:18.. Reason: Automerged Doublepost |
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#18 (permalink) |
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graham sanderson
Join Date: May 2006
Location: austin
Posts: 20
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My GPU is currently just software java based... it is plenty fast enough to run several games concurrently. Once I open source, I'm hoping someone will add a full JOGL one. Note the biggest bottleneck with the software GPU is blitting from the PSX VRAM to the display. This should not be the case (even though I do a stretch blit, so that aspect ratio is always the same despite PSX video mode). If this is 1-2ms (as it should be if hardware accelerated), then you're only wasting about 60ms per second which is fine. My XP box took basically no time, Vista takes about 2ms with the pre-release JDK6.0_10 (which is the first one to be hardware accelerated again under vista)) Right now on OS X if I include the stretch blit on JDK5.0, even if I use quartz I can't seem to beat about 20ms, which of course just craters everything (wasting 60% of your time a 30fps). Also this time appears to be CPU intensive, so I have no idea what their Java2d implementation thinks it is doing. This copy-up piece can be easily replaced in the configuration, and so either a JOGL based copy-up (we're basically talking one texture mapped polygon here), or a JNI native copy-up could be added. All the more reason for me to get it out there ASAP, and let people add to it. For those who have sent me emails, you should be getting the code on the weekend. |
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#19 (permalink) |
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InnarX
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2002
Location: Borderline InSAnE
Posts: 2,700
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Congratulations on the progress, grahams. I've recently been learning Java, and finding a project to really sink my teeth into has been a challenge. If it is possible, I would like to help out (or at least take a look at the code). I might learn some really interesting stuff. Although, I don't know how helpful I can be at this point, but i'd like to participate nevertheless. I also don't mind testing it out for you. There are a lot of PSX games in my collection, so let me know. ![]() r2rX
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