Sunday, August 05, 2007

More work beeing done.

People has been a bit disappointed with our latest release...

But take into account we are constantly adding features and fighting to get this emu work better and better every day, and some times we can't.

The goos new is that now Frame Skip begins to look better, and more interlace and performance configuration options are being done.

One more thing.... when w are Frame Skipping we LOSE FRAMES, so may be some loading screens or some pause screens that are drawn only once are not show as they have been skipped.


Now I have to render paths one with more quality than the other and in the near time you will be able to change them in real-time.

Monday, July 30, 2007

An explanation about Frame Skip

Its under development and is normal that some games flash, and show some "black" screens when frame skiping is activated.

Also in the frame skipping settings is better to use small "skip count" and "skip rate" numbers that big ones...

As example skipcount=1 an skipRate=2 is like:
draw,skip,draw,skip,draw,skip,draw,skip,draw,skip,draw,skip....

But skipcount=2 an skipRate=4 is ike:
draw,draw,skip,skip,draw,draw,skip,skip,draw,draw,skip,skip....

Both will draw the same amount of frames but 1/2 is smother than 2/4 as 2/4 will look choppy and uglier than 1/2.

Saturday, July 28, 2007

Nice News forALL!!!!!

Good news for us, I got a frist implementation of frame skiping working this weekend!!!!

I still have to test it more and integrate with the last zottds code but seems quite good on the games I have been able to test with.

The frame skipping parameters I have implemented are as follows...
- FrameSkipRate: Total number of frames within skipping happens.
- FrameSkipCount: Number of frames skipped.

Then FrameSkipCount=0 is no frameskip at all.
Changing both parameters we can get lot of control of the frames drawn.

So lets see some examples;
FrameSkipRate=2 and FrameSkipCount=1 means;
--->draw,skip/draw,skip/draw,skip/draw,skip
FrameSkipRate=3 and FrameSkipCount=1 means;
--->draw,draw,skip/draw,draw,skip/draw,draw,skip/draw,draw,skip
FrameSkipRate=3 and FrameSkipCount=2 means;
--->draw,skip,skip/draw,skip,skip/draw,skip,skip/draw,skip,skip
FrameSkipRate=4 and FrameSkipCount=3 means;
--->draw,skip,skip,skip/draw,skip,skip,skip/draw,skip,skip,skip/draw,skip,skip,skip

So thats is soon in your screens!!! ;-)

Friday, July 27, 2007

GPU compatibility post opened

I have open a new topic on zottd forums so you can report there gpu compatibility issues only:

I would like to have centralized all the graphics errors you are reporting so I can fix than asap.

Its very useful for me to now if the bug is new or if it has been there forever.


Thanks in advance!!!! Let make psx4all great!!

Wednesday, July 25, 2007

About my road map, and why there is no frame skip.

Well, psx4all is progressing fine, and every day we get more and more games "playable". But we are far to have a "god" emulator.

Before starting with frames skipping, I will look for more compatibility and performance, why?

- I started this because I want to make a "pixel perfect" software gpu, and at this moment there are some graphics corruption.

- I have half the code in asm and half in C and finally I'll write most of the rasterizers into asm, but writting and optimizing asm is hard and I would like to do only once.

- There are still other gpu optimizations I want to make (as example optimize the triangle setup, the problem here are the psx rasterization rules)

- I have an idea about multithreaded gpu, that could make the psx games do frame skiping them selves if they were programed properly, and that work would be a previous step to the 2nd core gpu.

- Frame skipping may be not neccesary at all when gpu is moved to the other cpu.

Tuesday, July 24, 2007

Psx4all GPU updated

Final Fantasy again looks sweet, frame limiting first version has been implemented and Abes Oddysee got a hack to work.

This hack probably will make other 2d games slower but I'm tired about people asking for support for that game.

I also have been looking at the text corruptions, I have solved one bug on my reciprocal table implementation, but thats not enough, the other broken thing is the handling of quads... that makes test not very readable... I need to fix it without breaking other things but I think it will be fixed soon.

Saturday, July 21, 2007

PSX4ALL Going on

Hi as you know if you are coming hera psx4all if getting beter and better every day, zottd has done a great work with the cpu emulation and now we are ironing out tons of bugs.

Here I'm going to keep you up to date of the of the gpu progress.


Now I'm working on frame limiting, previous step to frame skiping.
Next thing I'll do is try to find some new bugs and give a look to the text artifacts we are having.