11-30-2012, 02:21 AM (This post was last modified: 03-10-2013, 02:14 PM by livisor.)
Works flawlessly. Only issues are slowdowns and sound issues.
Other than that worked very well. I used a build from 29th of Oktober.
The one that had these changes in place.
PPSSPP Git Changelog:
* Fix project and .rc so it builds with VS 2010 Express, thanks Darth1701. Plus logging tweaks.
* Merge pull request #102 from tmaul/master
reduce the number of errors in sceRtc.cpp
* 9999 is actually the maximum year as verified on my PSP
* reduce the number of errors in sceRtc.cpp
* Buildfix (?)
* Warning fixes etc
* DXT textures now mostly working-ish (work left to do on alpha for DXT3/5)
11-30-2012, 04:49 PM (This post was last modified: 11-30-2012, 04:51 PM by gluemchen.)
I do not know what differenciate these versions. The games seem to be using pretty much the same engine. Extend is the only one of the 3 games that work. Project Diva and Project Diva 2nd crash right away. Weird that Extend works without flaw. Man this Emulator has some serious Horsepowerr compared to it`s Java counterpart.
12-03-2012, 07:21 PM (This post was last modified: 12-03-2012, 07:50 PM by thedicemaster.)
if emulation with buffered rendering disabled could be perfected this emulator could very well exceed the one on the vita.
buttered rendering unfortunately renders the game at 272p like the psp and vita do, but if it's disabled the game runs at the host's native resolution.
here an example of how the game looks like at 720p in the few frames that do show properly with buffered rendering disabled:
that almost looks like dreamy theatre quality to me.
there is a small issue with the game though: strings are thrown in the blender.
the text on menu items gets randomly replaced with different text, or a blank space.
EDIT: it seems the pc version does run at a higher resolution with buffered rendering enabled.
this game looks surprisingly well at 1080p.
I've made some profiling to see what's missing for a good framerate. Main bottleneck is the MIPS. It'll need to support 10+Millions of instructions per frame.
For one random frame, profiling for the function searching the instruction :
There's a working basic JIT for PC already, but currently it crashes on the slightest memory error
I probably wont have time to do the ARM JIT until January though, I have a busy December and doing a JIT almost requires a nice big chunk of uninterrupted time...
12-11-2012, 04:40 PM (This post was last modified: 12-11-2012, 04:41 PM by thedicemaster.)
as i mentioned before, it randomly shuffles all text.
I found out when one of the pause menu options was BPM 160
sometimes it also loads nothing when there's supposed to be text.