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smoku's Avatar
Posts: 1,716 | Thanked: 3,007 times | Joined on Dec 2009 @ Warsaw, Poland
#2311
Originally Posted by bonapart View Post
it'll be very nice(i'd already removed glesport from sources and had rewrited some part of peteGPU to GLES so i think with you help we can publish HW-accelerated version very soon...)
I already mentioned in this thread, that my port of P.E.Op.S. GPU using glesport is available on github. https://github.com/smokku/psx4m/tree...puAPI/peopsGPU
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bonapart's Avatar
Posts: 565 | Thanked: 816 times | Joined on Sep 2010 @ Nevinnomyssk
#2312
smoku: it doesn't work ...
i mean glesport doesn't work...
 
smoku's Avatar
Posts: 1,716 | Thanked: 3,007 times | Joined on Dec 2009 @ Warsaw, Poland
#2313
Originally Posted by bonapart View Post
original mail from Chui (gp2x port of pcsx,youtube movie)

when sources will be released i'll merge it with psx4m (it should gain more speed and more compatibly). no new releases before that should be
There is no point in merging pcsx4all with psx4all.
psx4all is an old version of PCSX with some code rearanged to make compilation easier on MacOS for iOS and Mupen64 DynaRec transplanted and hacked to fit. And the SoftGPU plugin was optimized for ARM.

pcsx4all has a dynarec implemented from scratch for its architecture and works much better tham psx4all dynarec. Plus is based on most recent PCSX-r code with many game compatibility fixes. And has a working HLE (does not require BIOS file).

So the correct way would be porting Maemo GFX and Sound backends to pcsx4all, rather than adding more code to psx4all bag.
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smoku @xiaoka.com (SMTP/XMPP) ...:.:....:... pebbled . Poky Fish : sixaxis . psx4m . uae4all
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smoku's Avatar
Posts: 1,716 | Thanked: 3,007 times | Joined on Dec 2009 @ Warsaw, Poland
#2314
Originally Posted by bonapart View Post
smoku: it doesn't work ...
i mean glesport doesn't work...
It does work, but has very low subset of GLES implemented. Not enough for peopsGPU.
(I mentioned this already in this thread too.)
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smoku @xiaoka.com (SMTP/XMPP) ...:.:....:... pebbled . Poky Fish : sixaxis . psx4m . uae4all
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bonapart's Avatar
Posts: 565 | Thanked: 816 times | Joined on Sep 2010 @ Nevinnomyssk
#2315
smoku: i read that, it mean that glesport is real thrash for this and can't help =) so i just wait for GL->GL ES rewrited sources by eq and summeli ...
you said that you haven't any ARM based device, maybe you can implement x86 recompiler from pcsx for meego books?
 
smoku's Avatar
Posts: 1,716 | Thanked: 3,007 times | Joined on Dec 2009 @ Warsaw, Poland
#2316
Originally Posted by bonapart View Post
you said that you haven't any ARM based device, maybe you can implement x86 recompiler from pcsx for meego books?
PCSX has a working x86 dynarec already. It is its primary dynarec.
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Jolla Phone post-mortem . . . . . . . . . . -> 1+1 VGN-UX390N
 
bonapart's Avatar
Posts: 565 | Thanked: 816 times | Joined on Sep 2010 @ Nevinnomyssk
#2317
Originally Posted by smoku View Post
PCSX has a working x86 dynarec already. It is its primary dynarec.
i know, but it doesn't work on meego, or i wrong ?
 
Posts: 58 | Thanked: 28 times | Joined on Nov 2010
#2318
Originally Posted by Jack6428 View Post
How does this work again? I've downloaded it from extras-testing, but I don't see any icon in the menu.
because the PSX4M is X-terminal based,see the first page for instructions.
 
Jack6428's Avatar
Posts: 635 | Thanked: 282 times | Joined on Sep 2009 @ Black Mesa Research Facility
#2319
I'd welcome both software and GPU accelerated renderer in one version, so that we could choose what to use if one or the other fails for some odd reason. Just like on the PC version of the psxemu.
 
Posts: 1,042 | Thanked: 430 times | Joined on May 2010
#2320
*Nosebleed*
Maybe it's time for me to learn some Open GL and SDL stuffs now >.>
 
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