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02-09-2007, 11:02 AM
| | Senior Member
My Mood: | | Join Date: Oct 2006 Location: Here.
Posts: 358
Points: 13.35 Donate | | | N64 Emulator to be released this month! See his blog here!
Things added:
SOUND!
MUCH FASTER!
What else do you need?
Should be out by march (This month is projected).
^_^ mmmmm, mario64, Konkers bad fur day, Zelda, and Super Smash Bros...
Not to mention Star Fox. | | These 2 PSP3D.com users think this news deserves homepage: | | 
02-09-2007, 11:10 AM
| | Designer
My Mood: | | Join Date: Jan 2006 Location: Oslo, Norway Age: 17
Posts: 2,347
Points: 27.37 Donate | | Cool, that good news. Quote:
Added support for RGBA 4444 and 5551 textures, saving a bunch of memory in the front end.
Tidied up all the texture conversion code, fixing a few bugs in the process
Fixed the width/height of FillRect calls in 1 and 2 cycle mode (fixed a few small graphical issues)
Fixed a blending bug (fixed a few small graphical issues)
Use 16-bit textures on the PSP to represent 16-bit N64 textures. Saves time converting, saves memory, and faster rendering
Added mirrored texture support (this fixes lots of small graphical glitches)
Fixed a LoadTile bug, allowing a couple of hacks to be removed (this also fixes various small graphical glitches)
Added some new blend modes for various roms
Fixed the Tri2 command for F3DLX microcodes
Fixed a bug in busy-wait detection (this wasn't working correctly with dynarec code, net result is a small speedup)
Fixed a few dynarec stability issues (relating to exceptions occuring mid-trace)
Added audio support 
Added the ability to dump textures (developer builds only at the moment)
Fixed screenshots. Again.
Implemented cmp.s, cvt.s, cvt.w, mtc1, mfc1, bc1f, bc1t, j, cfc1, ctc1, daddu, trunc.w.s, bc1t, bc1f, bc1tl, bcifl, bnel, beql, blezl, bgtzl, bltzl, blezl in dynarec (this gives a decent speedup)
Avoid setting the branch delay flag and current PC in generated dynarec code unless absolutely necessary (this gives another small speedup)
Much better memory access handling in dynamically recompiled code (this gives a BIG speedup 
Use a second code buffer for generated dynarec code, to avoid polluting the instruction cache (this gives another small speedup)
Further improve the memory access handling in generated dynarec code (another small speedup)
Fix register usage analysis for lwc1/swc1/mfc1/mtc1 which was preventing base registers used in these instructions from being cached (another small speedup)
Have compensation blocks restore nobbled registers, so on-trace code does't need to reload (another small speedup)
| wow, thats a long update list. sounds promising. PS. some mod should edit the title to " new N64 Emulator to be released this month". it looks like you're a total n00b finding an old post now 
Last edited by wilhel1812 : 02-09-2007 at 02:23 PM.
| 
02-09-2007, 02:17 PM
| | I'm eatin' ur Bandwidthz!
My Mood: | | Join Date: Nov 2005 Location: Foodcourtia. Spooky, yes?
Posts: 3,638
Points: 84,973,253,490.51 Donate | | | Awesome! I'm very suprised that sound and added speed are together! Talk about efficient! | 
02-09-2007, 05:43 PM
| | Senior Member
My Mood: | | Join Date: Sep 2006 Location: Derry Age: 23
Posts: 120
Points: 49.70 Donate | | | i cant wait...........................................run s around room
__________________ F/ware History 2.50<1.50>2.60>2.71<1.50>2.71>2.80<1.50>3.02OE-A>3.02OE-B>3.03OE-A>3.03OE-A'>3.03OE-B>3.03OE-C>3.10OE-A DarkAleX Custom Firmware 3.10OE-A' | 
02-09-2007, 06:48 PM
| | Junior Member
My Mood: | | | | | so this emu ? will it actually make n64 games playable ? or will they be slow? | 
02-09-2007, 07:13 PM
| | Designer
My Mood: | | Join Date: Jan 2006 Location: Oslo, Norway Age: 17
Posts: 2,347
Points: 27.37 Donate | | | games will be playable. i ahvent tested, but i dont htink its slow. and this update will make it even faster | 
02-09-2007, 09:47 PM
| | I'm eatin' ur Bandwidthz!
My Mood: | | Join Date: Nov 2005 Location: Foodcourtia. Spooky, yes?
Posts: 3,638
Points: 84,973,253,490.51 Donate | | It runs decently at about 15 FPS on SM64 for me. I've managed to get 38 stars so far out of sheer boredom. Kinda pathetic, since I've already beaten it on N64, Wii, and DS.  | 
02-09-2007, 09:55 PM
| | Designer
My Mood: | | Join Date: Jan 2006 Location: Oslo, Norway Age: 17
Posts: 2,347
Points: 27.37 Donate | | | 30fps is the standard isn't it? | 
02-09-2007, 10:10 PM
| | I'm eatin' ur Bandwidthz!
My Mood: | | Join Date: Nov 2005 Location: Foodcourtia. Spooky, yes?
Posts: 3,638
Points: 84,973,253,490.51 Donate | | | Well, it might be a bit lower for me, I think my version is horribly outdated. I haven't used it for a while, now that I think about it. I'm listening to the SM64 soundtrack as I type this as a matter -o- fact. | 
02-10-2007, 12:13 AM
| | Creator and Editor of PSP3D Radio
My Mood: | | Join Date: Nov 2005 Location: Dream Land, CA
Posts: 959
Points: 30.05 Donate | | Quote:
Originally Posted by wilhel1812 30fps is the standard isn't it? | 30 FPS is what most people call "good." Here is the FPS spectrum (roughly, it's slightly different for different people and the amount of movement)
6~8: Eye "sees" motion instead of just indiviual pictures
11~13: fames begain to "combine" into each other.
19~23: Individual "low motion" frames can no longer be picked out
30ish: No individual frame can be picked out. Refresh faster then eye
32+: from here to about 60 fps, the only thing you would notice is how "smooth" the video is. A faster fps just seems a little cleaner for whatever reason.
60+: No difference.
Long story short, 15 fps and up is playable in my book. It just hasn't reached  level yet  .
__________________ My mayor is a Teflon coated slime bag Hopefully he'll learn not to try and push quite possibly unconstitutional bills though the state assembly and then waste tax money fighting it in court. Plus, he has failed the bar exam 4 times  . Disclaimer: These are my opinions, and I am wholy responsible for them.
Last edited by jcoolkatzerg : 02-10-2007 at 12:23 AM.
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