05 January 2024, 12:00 | #1 |
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FPSE 10 WarpOS
This is my experimental/lite version of Amidog's Psx emulator.
What it has: Faster interpreter code and finally sound after all these years. Dll plugins are not coded for this (lite) version because this is still a hack. COMPILER option still doesn't work for real Amigas/Sonnet library. Lots to do for the missing 3D Hardware, Controller, GUI, etc.... but seems to work. Last edited by Cowcat; 23 March 2024 at 11:30. |
05 January 2024, 13:13 | #2 | |
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Quote:
FullScreen and SCALING work ..and the most important: Sound and Music too !! Big THANKS to Cowcat!!! [ Show youtube player ] |
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05 January 2024, 18:05 | #3 |
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The video looks impressive... is a 200 MHz e603 PPC Cpu enough to use this emulator or an higher clock is necessary?
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05 January 2024, 18:16 | #4 | |
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Quote:
"Second beta FPSE (porting done by Cowcat) PSX emulator on Amiga 4000 with Mediator and Ragnarok PPC G3 800mhz on WarpOs (sonnet.library by Dennis Boon)." |
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05 January 2024, 18:29 | #5 |
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If the old FPSE version runs on CSPPC at what looks to be playable framerates, then maybe.
This version doesn't support Warp3D yet which the old version does and gave a large performance boost. That being said it's awesome work! *EDIT* Nevermind, it's very slow on CSPPC@200MHz. Maybe with compiler and Warp3D, but even then probably not. |
05 January 2024, 18:53 | #6 |
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I thought that... but it is really impressive anyway!
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05 January 2024, 23:34 | #7 |
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I think it will run nearly as well on Sonnet/Rapture/Apocalypse as when I first ran the old version on Sonnet there didn't seem to be that much difference compared to the faster boards that followed it.
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06 January 2024, 00:16 | #8 |
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Awesome work, cant wait to try it!
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07 January 2024, 16:55 | #9 |
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Parallel PSX controller works with test version now! Digital only, analog sticks don't work which I think the fault is on my end.
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08 January 2024, 07:51 | #10 |
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11 January 2024, 04:46 | #11 |
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How about a list of working/not working?
Working Well: Marvel Vs Capcom Syndicate Wars Gran Turismo Working slowly, not playable: Soul Blade, Full 3D, maybe requires 3D acceleration Not working: Metal Slug X, game loads, select a character then hangs while loading level |
11 January 2024, 12:55 | #12 |
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Good/prefect/work:
-ColinMcRae 1 -ColinMcRae 2 -Tekken 3 - frameskip 2 for perfec music -Crash Bandicoot - -Ultimate Mortal Kombat 3 - no music from multitrack cd/.CUE -Mickey's Wild Adventure - no music from multitrack cd/.CUE -Lomax - no music from multitrack cd/.CUE -Return Fire - no music from multitrack cd/.CUE -Porsche Challenge - music during the race is bad, you can turn down the music volume -R-TYPE DELTA - full speed without SCALE option (native resolution: 320x240) -Fade To Black -Warhawk -Crash Bandicoot 2 -Crash Bandicoot 3 -Army Men Air Attack 2 - -ISS Pro Evolution 1 -ISS Pro Evolution 2 -Sports Car GT -Sensible Soccer - the comment is too fast, so it's worth turning it off -Need For Speed Porsche 2000 - no visible items in menu, so you choose blindly, but after start menu game works perfect -Castlevania: Symphony of the Night BAD: -Soviet Strike - problem with movies/FMV, if You will skip movies (fast press fire), game will work until next movies etc -Nuclear Strike - problem with movies/FMV just like in Soviet Strike, and BIG GLITCHES in game - unplayable If some game doesn't work, try different ISO IMAGE or different revision of game :-) Last edited by BULI; 20 February 2024 at 08:56. |
17 February 2024, 10:03 | #13 |
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New beta 3 with psxport support and finally fixed compiler option.
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19 February 2024, 10:45 | #14 | |
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Quote:
Big THANK YOU for your GREAT JOB :-)))) Yes, now with COMPILER MODE most games work with No_FrameSkip (MortalKombatTrilogy, ColinMcRae2, CrashBandicoot, Castlevania), or frameskip=2 (lTekken3, R-Type Delta), but with most games now can have 16bit sound via PCI sound card. PsxPort and screen mode 16bit PC works well. Last edited by BULI; 19 February 2024 at 11:19. |
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19 February 2024, 11:49 | #15 |
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Movies?
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19 February 2024, 12:25 | #16 |
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19 February 2024, 17:29 | #17 |
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No Warp3D, right?
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19 February 2024, 18:06 | #18 | |
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So far (naive/uninteresting coder notes): Compiler option: It didn't work on real machines but was ok on winuae/fs-uae. - Before compiler function is called, memory caches are flushed by corresponding OS4/3/MOS Cache/ClearE-FlushData/etc on original source. - I was using SetCache ( CACHE_ICACHEINV, buf, size ) for warpos but it wasn't enough (but ok running this port on MOS). - "Odd enough", no SetCache functions or workarounds were needed on emulated environments........Emulation clears "all caches, all the time" ?????.... - .....a second SetCache ( CACHE_DCACHEFLUSH, blabla ) fixed the problem. - There's a bunch of horror done trying to minimize system-calls/context-switches by using the known "68k assembly to hexadecimal". Mostly for AHI/Tasks and key events. If it works.... Further implementations on this "lite" version: Upgrade more soft render code, figure out a way to read CUE audio tracks ( more overhead for sure ), some hack for psxport, maybe some config support, etc, etc... The Big Question: Where's the W3D version ? It exists, runs and sucks big time. Fine while you test it on MOS (exactly as the MOS official port does) but not on real Amiga. Last edited by Cowcat; 19 February 2024 at 18:20. |
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19 February 2024, 18:50 | #19 |
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For WarpOS:
Don't think a 68k ICache flush is needed for PPC code. a DCache flush is weird because normally all (68k) data is on the PPC card (or should be) which is Zorro space which is set to noncachable for the 68k if mmu library is set up correctly. Doing these flushes will trigger a context switch and will cost precious time as the PPC will be waiting for the 68k to be done. And flushing is time consuming (and the root of why WarpOS was made in the first place as PowerUP was flushing all over the place and Phase5 didn't want anybody else to fix it, as far as I understood it. They claim it was fixed later in PowerUP). Can you compile a test exe for me without the cache flushes? And you can always compile in 68K stuff using vbcc while the rest is gcc ;-) No need for hexadecimal. |
19 February 2024, 19:46 | #20 | ||
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Quote:
I know about those cache flushes but no idea about other ways of doing it. Testing the "w3d version" in FS-UAE / OS4 Classic without DCacheFlush (and only ICACHE_INV) stopped the compiler mode within FPSE and program ran normally in interpreter mode without crashes ( a message about a buffer null was in the output ). Weird that in WinUAE/OS4 test, the same w3d version didn't stop the compiler from running. The discrepancy with those emulators also made me think that something was missing. Quote:
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