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Old 03-10-2006, 08:37 AM
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Thumbs up Sega Dreamcast or Atari Jaguar emulator for the PSP

Hello, I found an emulator for the memory card of the Sega Dreamcast (Sega Dreamcast VMU on http://www.e-lation.net/site/emufor_...reamcast%20VMU ). Is there also a Sega Dreamcast emulator for the PSP? A good thing would be a " Sega Dreamcast emulator " for all

Sega Dreamcast specific information
CPU: Hitachi SH-4
200MHz clock rate
360 MIPS (millions of instructions per second)
3D calculations (Can transform 5million polygons/second)
800+ MBytes/second bus bandwidth
1.4 billion floating-point operations per second
In comparison, the SH4 can calculate nearly 3 times more floating point OPs per second then a 450MHz Intel Pentiom II Processor. Or about 1.4 times more than next years' 500MHz Intel Katmai or 500MHz AMD K7.

Graphics: NEC PowerVR2 DC
3 million polygons/second peak rendering rate
Perspective-Correct Texture Mapping
Point, Bilinear, Trilinear and Anisotropic Mip-map filtering
Gouraud shading
z-buffer
Colored light sourcing
Full scene anti-aliasing
Hardware-based Fog
Bump mapping
16.77 million colors
Hardware-based texture compression
Shadow and Light volumes
Super sampling

Memory:
16 MB main RAM (SDRAM)
8 MB video RAM
2 MB sound RAM

Sound:
45MHz Yamaha 32-bit RISC CPU @ 40MIPS (more powerful than total power of PSX)
Based on ARM7TMDI Processor Core DSP.
Real-time effects (Reverb, delay, etc)
64 sound channels
Surround Sound support.
Full realtime 3D sound support matching abilities of modern home theater systems.
Hardware-based audio compression


Is it possible, to Port an emulator for such a system?

Or is a way to port Atari Jaguar ( i found a emu but it dont works )


Atari Jaguar Specs
5 Processors 'Tom'
32-bit RISC GPU. [programmable]
64-bit RISC Object PU.
64-bit RISC Blitting PU
'Jerry'
32 bit DSP.
Also PPU: Motorolla 16 bit 68000 running at 13.295 MHz
Memory 2MB DRAM
Display 16.8 million colors of true colour pallette. Programmable processor that can act as a variety of different video architectures, such as a sprite engine, a pixel-mapped display or
character-mapped system.
Sound CD-quality sound (16-bit stereo)
Number of sound channels dependant on software.
2 DAC's.
Stereo capabilities, Wavetable synthesis, AM synthesis, FM synthesis, FM Sample synthesis.
Ports Cartridge slot/expansion port (32 bits), RF video output, Video edge connector (video/audio output)
(supports NTSC and PAL; provides S-Video, Composite, RGB outputs, accessible by optional add-on connector), 2 controller ports, Digital Signal Processor port (includes high-speed synchronous serial input / output), 9600 baud serial port (with optional interface)
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Old 03-10-2006, 08:46 AM
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I don't think it is possible cuz the console that emulates it has to be 10 times faster.
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Old 03-10-2006, 08:50 AM
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really, do you say that if we are making a ps1 emulator, the psp must be 10 timnes as powerful as ps1??? wow, i didn't know! What is the reason for this??
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Old 03-10-2006, 08:51 AM
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well the system needs to emulate EVERYTHING including sound, reading the rom, all the systems so it takes up CPU power.
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Old 03-10-2006, 08:53 AM
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for instance Super Mini mario is Dynamic. It uses the psp's plugins and base systems so it uses up less CPU. I wish emulators ram like this.
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Old 03-10-2006, 09:18 AM
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ok, i uderstand, since smm is a game coded for the psp ad hand made to fit it, it wont take much power.
but a emulato will have to emulate the console aswell as running a game. am i right?? thank you
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Old 03-10-2006, 04:22 PM
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Virtual Jaguar PSP

Now I have found a good emulator for Atari Jaguar and it runs perfect on my 2.5.. ---> Virtual Jaguar PSP by PLynx

http://www.emunews24.de/Atari_Jaguar_Emulatoren.html


I read that also a new n64 emulator for the psp was releaset today.
...

Nintendo 64 Technical Specifications:

Processors:
64-bit MIPS R4300 RISC CPU running at 93.75 Mhz (125 MIPs) with true 64-bit data path and registers

64-bit RISC "Reality Immersion" graphics co-processor running at 62.5 Mhz (100+ MFLOPS) with onboard rendering processor to handle textures, anti-aliasing, z-buffering

Geometry engine provides support for hardware based shading, z-buffering, perspective correct texture mapping, tri-linear mip-mapping, anti-aliasing, 256-level alpha channel, LOD Management. Sprite effects include rotation, scaling, anti-aliasing, 256-level alpha channel effects.

Overall, the Nintendo 64 is capable of rendering about 160,000 polygons with all hardware features enabled.

Outputs:
256 x 224 pixel resolution (low-res); 640 x 480 pixel resolution (high-res) 32-bit RGBA pixel color frame buffer (21-bit color output)

Memory:
4 MB RAM (128K memory data path); Rambus DRAM memory subsystem allows theoretical transfers up to 563 MB/second

Sound:
CD quality 16-bit stereo sound at 44.1 Khz maximum 100 PCM channels

64DD:
Memory Capacity: Approximately 64MB
Sustained Data Transfer Rate: Approximately 81 seconds for 64MB Compared to 437 seconds/64MB for normal speed CD-ROM)
Seek Time: About 75 ms (typical)
Motor Driving Time: Less than 1.9 seconds
Size: Drive260mm (w) x 190mm (d) x 78.7mm (h) Combined with 65.5mm height of N64, both units are 144.2mm high)
disk: 101mm (w)x103mm (d) x 10.2mm (h)
Weight: Drive: 1.6 kg Disk: 43g´



Atari Jaguar (Works), N64 (Works) and I think, its good chance also to play Psx on psp to. But I still hope for the Sega Dreamcast emu on my 2.5
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Old 03-11-2006, 12:12 AM
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rofl a dreamcast emulator will never happen on the psp. Also the console that is emulating has to be 2-3x faster not 10x because that would mean to emulate n64 you would need a 900mhz psp and for the dreamcast a 2000mhz psp. Also dreamcast will never happen on the psp as in my opinion dreamcas had better graphics then what the psp does. Compare nfl2k games to madden on psp or soulcalibur.
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Old 03-11-2006, 12:17 AM
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The n64 emu runs pretty fast and can run much faster when it is finished.
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Old 03-11-2006, 12:29 AM
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The n64 emulator currently does not run any commercial games only mortal kombat and that only runs sometimes.
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