domingo, 11 de mayo de 2014

jspspemu - update

I have been working on the emulator. Now it can run Puzzle Bobble with sound and at full speed (on a normal computer). Also I have created a blog: http://blog.jspspemu.com/

So I will put updates about the emulator there.
Also I will update cspspemu with several fixes I have found while working on jspspemu when ryujit is complete with SIMD support. I will update it with SIMD + Roslyn + C# 6 + cleanups and fixes.



This version, allows to play Puzzle Bobble within modern browsers without plugins. It should work on windows, linux, mac... It now supports saving, audio with atrac3+ and displays bezier curves (still hacky) and should work on mobile (though still a bit slow).

It is know to work on Chrome, Opera, Firefox, IE11. And currenly don't work on Safari.

You can test the lastest stable version as always here: http://jspspemu.com/

lunes, 24 de marzo de 2014

jspspemu

Although probably I will improve cspspemu in parallel with fixes from this one, I have started a javascript psp emulator:

You can find it here. It cannot run commercial games yet:
http://soywiz.github.io/jspspemu/2014-03-24/

If anyone want to help, here is the opensource project:
https://github.com/soywiz/jspspemu

jueves, 15 de agosto de 2013

Release : Soywiz's Psp Emulator 2013-08-15 (r555)

  • Improved sasCore so games using it now reproduce notes better
  • Improved linux/mono speed a lot (there was a bug in the code generation that made function calls 100x slower)
  • Improved rendering speed. Now 3d games should be faster.
    • Skinning in hardware
    • Batch primitive join
    • Separated component uploading
  • Fixes on VFPU so Vallhala Knights is now showing skinned characters (still have some issues)
  • A CWCheat form editor.
  • Apply HQ2X to textures
  • View and edit textures with the new texture editor (it generates a .texmap file linked to the executable folder so it will be loaded each time) and you can customize or improve textures.
  • Added SMAA fullscreen antialiasing.

sábado, 1 de diciembre de 2012

About pspautotests project

Forgot to write about this last time. I created mid last year a project called "pspautotests". I created it to be able to automatically test features on all psp emulators. I initially implemented it in my emulator, then I ported it to jpcsp. With the developement of the new awesome project ppsspp that started using that project, the work on that project have been increased a lot; lots of new tests, fixed stuff and a new system for the output.
The project have been moved to github: https://github.com/hrydgard/pspautotests/ and anyone can commit new tests.

Since cspspemu, jpcsp and ppsspp emulators are using this project, all the improvements here, will yield in better emulator implementations.

I dropped lot of compatibility with my last changes as I said. I think it was a necessary step-back that will improve speed in next releases and even more in the future when implemented more AST optimizations, that will be a good thing specially when ported to mobile devices. The good thing is that with pspautotests project improving a lot, any regressions introduced with new features or step-backs will be much easyly detected and will be fixed faster.

I want to thank Hrydgard to decide using pspautotests. Thanks!

viernes, 30 de noviembre de 2012

More WIP work

I continued the emulator lately. I decided to do a step back and try to rework on the cpu compiler and create a opengl|es plugin in order to be able to port the emulator to mobile devices supporting mono.
So actually the emulator now has less compatibility at this point until I complete/redo some stuff.
I decided to change the way I'm compiling functions to a new way AST-based that will allow simpler+safer micro optimizations. Also it will make code generation simpler and easier to maintain. It will allow to output the AST as C#-like code so you can see what's going on.


I have added a new window that allows you to see compiled functions in several formats (C#-Like, AST, IL, MIPS):


Newer versions will require .NET 4.5. So you won't be able to use it on Windows XP unless you are using mono >= 3.0. Also the new gpu plugin is a OPENGL|ES 2. On windows it will use the angle project. On linux it will use opengl, and on mobile devices it will use the native opengl|es implementation.

On the other hand, lioncash has performed lots of refactorings/cleanups/documentation furthermore to translating the emulator to japanese. Thanks a lot!