OESF Portables Forum
Model Specific Forums => Sharp Zaurus => Zaurus - pdaXrom => Topic started by: urielka on January 10, 2006, 05:17:04 pm
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Gp32x GP2x thread (http://www.gp32x.com/board/index.php?showtopic=22737&st=0)
Gp2x runs linux so there is any way to get it running on Pdaxrom or port the dynamic recompiler to pcsx(i assume that it have one).
Uriel
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Gp32x GP2x thread (http://www.gp32x.com/board/index.php?showtopic=22737&st=0)
Gp2x runs linux so there is any way to get it running on Pdaxrom or port the dynamic recompiler to pcsx(i assume that it have one).
Uriel
[div align=\"right\"][a href=\"index.php?act=findpost&pid=110338\"][{POST_SNAPBACK}][/a][/div]
I think the first thing to do would be to get the source code to see if we can get it running on PdaXrom. You'd also probably have to recode some of it to fit the scheme of the PdaXrom, but I wouldn't mind taking a look at it if you could find the code.
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i am in contact with the developer.
i will post here when i will have a working/stable version for pdaxrom.
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nice! we'll wait
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I waiting too! when u got the sources, can u send us?
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it is up to the developer if it will be open-source even if i will be come a developer i willn`t realse the code if he don`t want too(my part could be opensource but not for sure).
i will keep you update with what i can say to you.
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Great news!
Running Strider 2, R-Type Delta or Gran Turismo 2 at a decent framerate on my Z would blow me away- if they're getting such good framerates on a 200Mhz xscale then maybe I could get sound too on my overclocked C3000? Here's hoping!
dan
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it is a ARM920T it is not a Xscale it is better than a 200MHZ Xscale
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Damn... PSOne has a 33Mhz mips processor.... I cant beleave dont work nice in a SL-Cxx00 or 6K... or 5600! but in a 5500 I think this needs frameskip?
OK! this is a open source or not?
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it is not closed if it will be open or closed source.
for emulation you need 10 times more power so it is like having a 330MHZ mips processor.a mips processor also have a FPU which make it alot faster than a Xscale on Floating point math.
basicly emulation of the PSOne with a good Dynamic recompiler is posible on 400Mhz Xscales(or 266-300 Mhz StrongARM).
you need to understand that the GP2X has two processor of 200MHZ(ARM 920T and ARM 940T).
which can be used in the same time.
by the way:a Xscale is not realy a single core processor coz it have another core to execute iWMMX code so in theory if you write code in iWMMX and in normal ARM it can run in the same time which will give some speedups.
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Hello,
I'm the developer of GP2PSX for the GP2X. I'm extremely interested in getting the PSX running on the Zaurus C1000. I had never heard of this PDA before, but I really want one now. I will gladly get the PSX running great with pdaXrom, but I need to get the system first. I have a feeling it will be pretty hard for me to find the C1000 in my "price range". I will gladly work with the community for help in getting this project up and running.
On a side note, I've been able to get the GP2PSX codebase working on my 412MHz ARM Asus A620 PPC and playable speeds with very little work. I imagine with the Zaurus in my hands, and a few good full days of work, you can see the PSX running at playable speeds. I won't promise full speed, but I think with a powerful system (in comparison to what I normally work with), such as this, I can get a full speed PSX emu up and running in a matter of weeks.
So any ideas on how I could get a C1000 for cheap?
Thanks,
ZodTTD
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yep in ebay or just trade your PPC for one
i am the guy from gp32x forum
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There are many companies that will sell you a C1000.
If you are concerned about price... conics and priejapan are some of the cheapest. There's a guy on this forum (dice... something or other) selling a few C1000's.
If you set up a paypal donation button on your web page there may be people who would wish to donate. I'm still cathing up on Christmas bills but I may donate down the road if you are still keen on this project.
I would love a psx emulator.
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Thx, zodttd!
I think you go love the Zaurus C1000....
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Damn... I really wish I would win the lottery... the first thing I'd do (ok, maybe not the first thing, but one of the first things) is buy zodttd a C1000. Having a PSX emu on my Zaurus would be the most awesome thing in the world, and for once we have a developer willing to help us out (unlike, say the FPSEce people who guard thier source like it's a national treasure- it's awesome, sure, but I don't understand why they don't want to branch out). Being a poor college student, I can't help money-wise, but if there's anything else I can do let me know.
Also, what does this mean to us with non-Cxxxx devices? I have an 860, which doesn't have all the wMMX goodies. Any chance of getting it to run a decent speed? All I care is that I'm able to play Final Fantasy VII- everything else is icing on the cake.
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setup paypal and I am in for 20.00(usd)
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Hi, just an update to things...
This is the first time people have offered me donations before I started a project. Very cool community! I was able to buy a new C1000 for $397 US, shipped. It shipped REALLY fast, and already arrived. So I'm working on getting the source code polished up as well as setting up a Linux development environment. Most the code for the emulator is easily ported, and getting the GPU (graphics processing unit) code to blit to the framebuffer shouldn't be hard. I'll have to change some of the input code to support the Zaurus, since GP2PSX used code specific to the GP2X. Since the GP2X runs a flavor of Linux, most this code should be able to be ported pretty quickly. I'm hoping to have something working today. I'm in the process of getting Urielka set up so he can work his magic with a dynamic recompiler.
Thing's that definitely won't work right away:
Sound/Music
Thing's that might not work right away:
- A good frameskip option. I can get something working temp at first though.
- Support for ZNX compressed ISOs. Raw BIN and Z compressed ISOs should work though. Use PocketISO 2.0 from the *cough* FPSEce *cough* homepage to compress the ISOs.
- The control layout will probably suck and not be configurable at first. Any suggestions on a button layout?
Things to expect, even though we have no idea how it'll turn out:
The emu might run really slow at first. If it turns out that way, I'll do my best to get it going nice and fast. Using direct access to the framebuffer instead of SDL, and using a different GPU will help things greatly.
I'll add a donate link to my signature once I get the emu working on my C1000 and release a build.
Thanks for introducing me to this awesome handheld!
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Wow!
Sounds like THE most exciting Z project going on right now- good luck with it!
About the controls- the CXX00 series have USB host so we should be able to plug a PSX style USB pad straight in right (with the appropriate adaptor if needed)? I've got a PSX style USB joypad by Gravis but it seems to be broke As for joypad to keyboard key mapping, may I recommend:
CURSOR KEYS - DPAD (of course )
Fn - 'Cross' fire button
SHIFT - 'Square' fire button
CTRL - 'Circle' fire button
Z - 'Triangle' fire button
CANCEL (on rear) - L1
OK (on rear) - R1
SCROLL WHEEL LEFT (on rear) - L2
SCROLL WHEEL RIGHT (on rear) - R2
ENTER or . - Start button
SPACE or , - SELECT
We thought you'd be impressed with the C1000- my dads got a C3000 and I think its the most amazing computer I've seen since I first saw an Amiga- thats f$£kin COOL! I'm waiting for one with integrated wifi, more RAM, 3D graphics acceleration and USB2 woulds be nice! (Super Zaurii dreaming again )
Are you targetting the Sharp/Cacko or pdaxrom? Could you do builds for both? That would be fantastic!
Go zodttd!!
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Wow, great news! I can't wait to see what comes of this project.
As for the control layout, here's something you may want to consider (though I'm sure not everyone will go for it): Back when I was still using the Cacko ROM, I messed around with the Super Nintendo emulator quite a bit. It was clumsy with the key layout on my 860, but fun nonetheless. For some speed improvement, I downloaded a newer (modified) SDL and installed it. For some reason, using it caused my screen to rotate 180 degrees, so everything was upside-down when using the emulator. Though it was easy to remedy the flipped screen, I actually ended up liking it better that way- the direction keys were on the left like a standard controller, and surprisingly, it was more comfortable to hold this way (slightly awkward because the screen was below the controls, backwards from how most portable game systems are). This may not be to everyone's liking, but I'd suggest giving it a shot. I haven't used a C-1000 (well, actually, I used one to sign up for a credit card, but that's another story), but I'd imagine with the round direction pad, it'd be even easier to use.
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Holy crap! I take a break and I return to find there's a PSX emulator in the works for the C series?
Goddam this is amazing news!
zodttd, I can't afford much in the way of money as I'm having to use all my spare cash on driving lessons, but if you need anything like webspace / mirrors just let me or anyone else here know, we'll look after you
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i am working on a dynamic recompiler for the emulator(with zodttd) so when it will be done we will have the closest possible to full speed.
does anyone know about a emulator that have SomeCPU->Arm(need to be for ArmV5 or ArmV4) dynamic recompiler?
it will help me to write the dynamic recompiler which one part of it is the execution of arm asm codes.
so if anyone have documention on Arm,R3000A(psx cpu) or GTE(Geometry Transformation Engine - part of the R3000A that is basicly the real 3d gpu and have other opcodes) plz post it here to help me to write this dynamic recompiler.
and plz donate so we can get this working faster.
Uriel
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A little update on things...
I have the PSX running on the Z C1000 running pdaXrom. Since I just got my C1000, and it being my first Zaurus, I know little about the system.
For instance, when I went to draw directly to the mmap'd framebuffer, it was drawn as if the screen was 480x640, instead of 640x480...rotated? Which brings me to another question, what's the most common Zaurus screen dimension?
Anyways, the PSX emu is running pretty slowly right now. If I get some example code or information on using the framebuffer with, at least, the Z C1000 I can speed things up. It's using SDL right now, and I modified things so it just Locks the surface, draws to the surface, unlocks then updates. Argh SDL!
Controls are working, the screen is stretched when needed to 640x480 (hardcoded though, which is probably a bad thing considering other Z's probably don't have a 640x480 screen). The screen stretching makes things go pretty slow. There isn't any hardware stretch on the Z Cxxxx series is there?
So, you might be able to play a simple 2D game pretty well at this point, but FF7 is still slow. :/
I'll work on it a bit more before releasing an initial build. I want to make sure compressed ISO's load, as well as try to speed things up more.
Wish me luck. ;P
ZodTTD
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Great to hear things are progressing fast!
The C-series Zauruses all have 640x480 screens, though they'll also run happily at a scaled 320x240. The latter may be a better choice for now, as I'm sure it's much faster drawing only a quarter as many pixels. Also, even though SDL sucks, things may be quicker if we could get the "special" libsdl that I remember using on Cacko working for pdaXrom. I don't remember where I got it other than I think the site was completely in japanese. It was much faster than the other libsdls out there at the time, but I don't know how it compares to the one were using.
Good luck, and if there's anything I can do to help, let me know (webspace, etc... if I had money, you'd be getting it first, for sure).
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Yay! ZarPSX has been released!
Grab ZarPSX v0.01 at:
http://www.friggingames.com/zarpsx.zip (http://www.friggingames.com/zarpsx.zip)
So, I named the emu ZarPSX. It's a working title. It's ZarPSX and not ZaurPSX since I have a tendancy to prefix things with a 3 letter name. Any suggestions for a final name?
Stuff that works in ZarPSX so far:
- A few games. I'm playing R-Types right now. Most games have graphical glitches or run slow in 640x480 mode. Let me know if you get a game working well. My guess is games like Bust A Move 4 and Buster Bros, will run well. Vandal Hearts runs pretty well but with a graphical glitch at the top of the screen. Compatibility list anyone?
- Saving/Loading from memory cards should work.
- BIN/Z/ZNX ISO support. I use XDuplicator (CDRTAO open source project frontend) for ripping to raw BIN format, then compress to Z or ZNX with PocketISO 2.0.
- Frameskipping works. Right now I only have it so the frameskip setting makes the actual blit skip, not the rendering. I can get a good speed up if I skip rendering of frames, but it causes graphical glitches as you could imagine.
- GPU is now my own custom version of Dr Hell's GPU. I like it a lot, but it needs more tweaking.
- 640x480 build for full screen 640x480 screen, as well as a 320x240 build for a huge speed increase (60 FPS in Final Fantasy 7 with frameskip of 1-2, though FF7 crashes pretty quickly into the game, more on that later).
- All the default controls work. They're mapped as noted below. They'll change as the emulator progresses, I just had this button layout set before people started suggesting there own.
- File menu for loading ISO's. It sucks, but it works!
- HLE support works. Hold down the 'H' key when selecting an ISO to run the game using HLE. HLE should improve performance, and perhaps fix or cause glitches by the way it handles emulating the PSX BIOS. When HLE is used, no BIOS ROM is needed, and no PSX splash screen is seen.
Stuff that doesn't work in ZarPSX yet:
- Final Fantasy 7 as well as some other games don't work when they should. As you can see in the code for ZarPSX, it's based off of PCSX. Yeah, PCSX. :/ ...Good thing is, PCSX works with a lot of games, including FF7, which is why I'm unsure as to the reason my small modifications to the core of PCSX made these games not work. I was thinking it might actually have to do with some of the "plugin" code I jammed into ZarPSX such as PlugCD.c. If someone feels like getting these games working with ZarPSX, please PM me.
- MDEC timings are off. This is probably a quick fix, but I timed the MDEC interrupt wrong. MDEC is the "movie codec" the PSX uses. So if you get really jittery or slideshow-like movies, this is why. I'll fix it asap.
- Games that span multiple ISOs won't work currently.
As I've explained to Urielka, ZarPSX's code is horrid imho. I think we can make this emulator much better as a community. So take a look at the code, clean it up, edit it, and submit it back to me, and I'll keep everything in order and keep the ZarPSX project humming along. Urielka is researching dynamic recompilers, and if a dynamic recompiler is made for ZarPSX, we will see a fairly good speed increase from it. Right now, 320x240 ZarPSX is pretty fast, full speed for most games with a single frameskip. But 640x480 ZarPSX needs about a 3 or 4 frameskip to reach the same speed, yet appears choppy. So let's get 640x480 full screen ZarPSX fullspeed!
Things to help out:
- Get a compatibility list for ZarPSX up and running. This will help me out greatly, especially when the emu progresses. A wiki would be good for this most likely.
- Fix bugs in ZarPSX and submit them to me.
- Get a CVS going?
- Help me figure out how to use the framebuffer on the Zaurus Cxxxx line.
- Get ZarPSX running on Zaurus' other than the Cxxxx line.
Keep in mind it's "normal" to wait a minute or so for the stupid PSX splash screen to finish. I'll speed this process up for the next release, in the meantime, wait for it or use HLE to skip the process.
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How to use ZarPSX:
Run zarpsxhi for a full 640x480 resolution. Games will go slower.
Run zarpsxlow for 320x240 resolution. Games will go faster but will appear in a small window in the center of the screen. :/
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Controls:
PSX -> Zaurus
UP/DOWN/LEFT/RIGHT -> Digital Pad
X/SQUARE/O/TRIANGLE -> A/S/D/F (might have these in the wrong order, i'll get the correct order in a bit)
L1/R1/L2/R2 -> Z/X/C/V
START -> ENTER
SELECT -> SPACE
SELECT ISO -> ENTER/OK
QUIT EMU -> BACKSPACE
LOWER FRAMESKIP -> K
RAISE FRAMESKIP -> L
Every once and awhile an issue comes along that a game reads from the wrong coord in the VRAM set for the PSX. I made a little fix for this by using the 'P' key to toggle this graphics fix. Don't use it unless you think it's needed (such as when the game seems frozen or is stuck on a blank screen).
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BIOS:
If you do not use HLE, you will *NEED* a PSX BIOS. The BIOS should be named scph1001.bin and be located where zarpsx is. Please DO NOT ask for this file. If you can't find the file, try using HLE by holding down the 'H' key when selecting an ISO. HLE should give a slight speed increase as well, but may cause glitches.
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Saving games:
Currently only saving through a memory card file is supported. That's why the two formatted memory card files (.mcr files) are included. Saving within the game to the memory card files should be the same as if it were being saved to an actual memory card on a PSX. So nothing to worry about here. Just keep the .mcr files in the same directory as zarpsx.
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Required Librarys:
You will need the SDL library as well as the Zlib library installed on your Zaurus.
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Required Zaurus:
This version will probably only work on the Cxxxx line of Zaurus' from the sounds of things. But maybe not, let me know!
Hope you enjoy ZarPSX! There's a long ways for it to go, but it's coming along. Once the compatibility goes up and things speed up enough to be able to use 640x480 over 320x240, things will be smooth. I really do think a fullspeed PSX emulator with sound is possible on the Zaurus Cxxxx. Let's get this project nice and polished.
ZodTTD
P.S. Anyone interested in a port of OpenTTD (Transport Tycoon Deluxe) to the Zaurus? I've ported it to many other handhelds, and can probably get it up and running on the Zaurus fairly easily if it hasn't been done already.
Also, I just remembered I forgot the makefile to compile zarpsx. It's simple to compile though. If anyone needs help compiling, let me know.
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Just got some example code for bvdd support. I'll see if working it into the code makes things go faster, which it should. Argh SDL!
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I think it's great that you are putting the time and effort into getting this working (and asking for community support to boot!). Keep up the good work, and I do believe thanks are in order from all of us.
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Whoah!
I can't believe how fast you got a PSX emu for the Z together zodttd! You must've had yr Z for, what, 3 whole days? Is that Rtype Delta you say you've got running? WOW, if so! Wow anyway!
I was keen to get pdaxrom on my C3000 but now this has been released... I probably won't be able to wait much longer before I put the new beta version on. I would imagine a bvdd version with a few more speed-ups would push me over the edge!
Don't suppose this first version supports a USB joypad?
If you were to ask me about the name I would only be able to name it psxz, but converted into zodish i suppose its called psxzee
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Wowie wow wow wow! That was fast! I'd like to report that it is running on my C860, albeit *very* slowly at the moment. I don't know if it has to do with the Zaurus model itself or SDL or whatever, but running the zarpsxlow will runs fullscreen for me. Seeing as how I can only overclock my 860 to 471mhz (can it go higher? I'm afraid to try), a dynamic recompiler would be great, but heck, this project is only a few days old and I already have Final Fantasy Tactics running (slowly) on my Zaurus! Great work, keep it up!
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P.S. Anyone interested in a port of OpenTTD (Transport Tycoon Deluxe) to the Zaurus? I've ported it to many other handhelds, and can probably get it up and running on the Zaurus fairly easily if it hasn't been done already.
Also, I just remembered I forgot the makefile to compile zarpsx. It's simple to compile though. If anyone needs help compiling, let me know.
I had been wondering why no-one (AFAIK) has ported it to the Z yet. Since you asked, I, for one would not say no to your kind offer
-- cheers
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i have ported pcsx to the Zaurus a month ago but it was without any preformence tuning(then Sash or Laze put their own build on the feed).
i have been doing alot of research on dynamic recompilation of the R3000A to ARM9 core and i can say that i have a good direction on how to do this.
the things i need help with are:
1.examples of Arm Asm
2.examples of Arm Asm with C
3.documention on Arm and R3000A cpu.
this emulator can go upto 15-18 fps without any dynamic recompiler in 3D games with a very very good code,but it can get to full speed easily with a modest dynamic recompiler(Gte which is the thing that do 3D calculations is part of the dynamic recompiler coz it is part of the cpu).
plz help us make this dream come true
plz post here some documention so i can start this dynamic recompiler
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good datasheets on intel site
http://www.intel.com/design/embeddedpca/ap...ssors/index.htm (http://www.intel.com/design/embeddedpca/applicationsprocessors/index.htm)
i have ported pcsx to the Zaurus a month ago but it was without any preformence tuning(then Sash or Laze put their own build on the feed).
i have been doing alot of research on dynamic recompilation of the R3000A to ARM9 core and i can say that i have a good direction on how to do this.
the things i need help with are:
1.examples of Arm Asm
2.examples of Arm Asm with C
3.documention on Arm and R3000A cpu.
this emulator can go upto 15-18 fps without any dynamic recompiler in 3D games with a very very good code,but it can get to full speed easily with a modest dynamic recompiler(Gte which is the thing that do 3D calculations is part of the dynamic recompiler coz it is part of the cpu).
plz help us make this dream come true
plz post here some documention so i can start this dynamic recompiler
[div align=\"right\"][a href=\"index.php?act=findpost&pid=111913\"][{POST_SNAPBACK}][/a][/div]
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misspelled you nick
thx man :0
i need some arm asm examples
and some arm-c example
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misspelled you nick
thx man :0
i need some arm asm examples
and some arm-c example
[div align=\"right\"][a href=\"index.php?act=findpost&pid=111915\"][{POST_SNAPBACK}][/a][/div]
kernel sources ? there alot examples :-)
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hehe i will check that too but that is not on my level
i need some basic stuff and then i can go all the way.
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hehe i will check that too but that is not on my level
i need some basic stuff and then i can go all the way.
[div align=\"right\"][a href=\"index.php?act=findpost&pid=111917\"][{POST_SNAPBACK}][/a][/div]
look files in arch/arm/*
there you can see how mix arm-arm , arm-c code
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thx
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the linux kernel doesn`t help that much
i need a example of something like this:
a C function that do c = a +b in asm and return normaly like this:
int sum(int a,int b)
{
int c;
//here goes the asm code that take a and b do the math and return it on c
//asm code is (add R1,R2,R3) or something if i am not wrong this means that //R3 = R1 + R2
return c;
}
how i do this,if someone show me how to pass data to asm and get data from asm
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the linux kernel doesn`t help that much
i need a example of something like this:
a C function that do c = a +b in asm and return normaly like this:
int sum(int a,int b)
{
int c;
//here goes the asm code that take a and b do the math and return it on c
//asm code is (add R1,R2,R3) or something if i am not wrong this means that //R3 = R1 + R2
return c;
}
how i do this,if someone show me how to pass data to asm and get data from asm
[div align=\"right\"][a href=\"index.php?act=findpost&pid=111920\"][{POST_SNAPBACK}][/a][/div]
gcc -S file.c
will just compile C source into ASM, so you can examine both of ASM and how to pass data to asm and get from asm.
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kickass!
you are my god
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Great to see people taking interest in getting the PSX running on the Zaurus.
I tried using the bvdd driver and it didn't give any speed boost over SDL. SDL on the Zaurus is much better than on the PocketPC with GAPI.
Urielka: When you compiled PCSX for the Zaurus, what needed to be changed in order for it to compile? I'm trying to track down some bugs in ZarPSX, which is based on PCSX 1.5 (though I've tried using 1.6 beta as well). If I could do a diff on your sources to mine, maybe I could fix it. Though, I don't use plugin's since the lineage of this code ran on a few other platforms that didn't support stuff like that.
I really hope we can get a PSX emu working on the Zar at good speeds. I'll do my best.
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here is my post:
https://www.oesf.org/forums/index.php?showt...c=15552&hl=pcsx (https://www.oesf.org/forums/index.php?showtopic=15552&hl=pcsx)
it is basicly makefile stuff + Gte.c and softgpu
the thing is the this use Pepos SoftGPU and you use your own gpu which i think is better on speed but no that good on compatiblity
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good arm tutorial:
http://www.heyrick.co.uk/assembler/index.html (http://www.heyrick.co.uk/assembler/index.html)
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Hmm... just a thought. I really don't know a whole lot about the emulation field (I'm trying to learn as it seems interesting and I'd like to possibly help out on this project), but what about a static recompiler for the parts of a program that can be statically recompiled? You'd have to somehow figure out which portions of the code will never be modifed by other code, but then you do all the recompilation of this code on your desktop PC, and all the code that can't be statically recompiled will go throught the dynamic recompilier at runtime. I don't know the logistics of sorting thought code and figuring out what exactly can be statically recompiled and what can't, and quite frankly I don't even know if it's even possible (and if it is, how hard it is to do). If something like this is possible, it could provide a pretty significant increase in speed, some code wouldn't even have to be recompiled or reinterpreted at runtime.
Also, I'm still quite impressed that I can play Final Fantasy Tactics on my Zaurus, even if it is quite slow at the moment (remember, I have an C860, so it's a bit slower than you fancy Cxxxx owners ). The little frontend thing where you select the ROM flickers like crazy for me. Also, sometimes text and stuff disappears and reappears magically, though that may have to do with HLE, as I can't find a PSX bios that works (I get an error with the ones I've tried... and my PSX is just sitting there in the closet taunting me). Thanks again for the fast progress on this awesome project!
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static recompiler is not a option
you will have to create one for every program or one that can find patterns in program,it is better to write a dynamic recompiler
also there is no emulator that run with a true static recompiler so there is no way to learn how to do so.
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I admit I know very little about this stuff, so I'm probably wrong, but here's how I see it:
There will inevitibly be parts of the program that run the same subroutine over and over again, and it seems wasteful that a dynamic recompiler would have to take the time to transform the code every time it runs. If you could somehow find these parts and be sure code doesn't change, then it would make sense to go ahead and recompile them beforehand. You could just insert something that says "the following code is already transformed" and just bypass the dynarec and run that code natively, then when you reach the end of the pre-recompiled stuff, another marker would say to resume using the dynarec as normal. Admittedly, this is all moot if the performance of the dynarec is good enough to run at full speed anyways, and it wouldn't be worth the effort to do something like this. Alternatively (but probably even harder), you can make a "smart" dynarec that can recognise often-used code and cache the recompiled code and use it instead next time it's called. But heck, let's just worry about one step at a time! I'm already so happy at how fast this project is progressing.
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beacuse of that a dynamic recompiler have a cache which it store common stuff and don`t get recompiled again.(every good dynamic recompiler have a cache and even some have code optimzers,cache code is pretty simple).
if you will see a graph of the speed of the dynamic recompiler it will look like a y=e^x coz in the first moment it start slowly recompiling every asm code and then it gather stuff in the cache(not single opcodes but blocks of code) and then it start going real fast,the time that it takes to gather the cache stuff is less than a second coz in a second a R3000A(Psx Cpu) preforme more than 30 MIPS(Million instructions per second,of course this number is theoreticy limit and not real preformence).
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Blimey guys, I leave my Z alone for a month, and now I find that there's a decent playstation emulator and the possibility of running TomTom on it.
I really must do this more often
Great to see you all working together, too, rather than fragmenting which happens all too often in the open world.
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It's definitely cool to finally get help with this stuff! The Z has a great community.
I'm posting the source to cleaned up version of ZPSX ( ZPSX sounds better than ZarPSX ). It still has some odd bugs in it relating to how I'm compiling PCSX, but it now uses CDRiso which supports .bz instead of .znx. I'll include the shared library for libbz2 just in case someone doesn't have it. Hope thats ok.
Once I track down why PCSX is giving some games glitches such as freezing at the psx logo at boot, or 3D not rendering textures properly, game compatibility should go way up. I think it may have to do with how I'm compiling the emu, since in this version I took out all edits to PCSX, used a different "CD Plugin" and I tested the GPU and it works in Windows. Anyways, I'll compile in Pete's SoftGPU with as few modifications as possible, and see if I can get things working that way, just in case it is the GPU.
Time to study makefiles and get a new version using Pete's softgpu up again.
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Well, I worked on "ZarPSX" some more. I started over completely and tried to get PCSX up and running on the Zaurus using GTK, CDRiso compiled as a shared object, and Dr Hell's GPU. Still got the same bug in Final Fantasy Tactics (no textures are shown in the opening scene in the rotating 3D building), and Tactics Ogre glitches when choosing the birthday when starting a new game. What's weird is I never use to get these bugs on previous ports, until I started to port to the GP2X, which is also a ARM/Linux based handheld. Now I can't seem to figure out what's causing this bug. Am I missing a compiler option for int sizes or something (had an issue on the Palm port where int size of 2 or 4byte was an issue)? I really doubt it's Dr Hell's GPU, since I got Pete's SoftGPU running and it had the problem as well, even on the GP2X. This bug is really bothering me. If someone can figure it out, please let me know how to fix it! Thanks!
In the meantime I cleaned up ZarPSX 0.01's code, still have that bug, but the code is a bit nicer looking.
From the readme:
UPDATED January 23rd, 2006:
Grab ZarPSX v0.02 at:
http://www.friggingames.com/zarpsx002.zip (http://www.friggingames.com/zarpsx002.zip)
ZarPSX (working title), has been updated to v0.02. This release is pretty much a cleanup of code and a change of the CDR plugin to try to find out what's causing strange glitches in games.
Changes include:
- CDR plugin changed to cdriso. This allows for .bz compression, but has temporarily taken away .znx compression. Due to including bz compression, you will *need* to have the "libbz2.so.1.0" shared object file put inside the "/usr/lib" directory on your Zaurus. If you need this file, it is included in this release.
- Clean up of code. I've tried to take away most of the crap needed for previous ports of this emulator. What's left is pretty much barebones.
- Downgraded from PCSX 1.6b to 1.5. I seemed to have left some code related to 1.6b in the last release by accident. Fixed.
- Set default frameskip to 3
This release is only useful to those who care to look at or use the source. Not much has changed for end users of this emulator...yet. At least once I track down a certain bug, compatibility should go way up.
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Could it be something like this
( https://www.oesf.org/forums/index.php?showtopic=9343&st=15 (https://www.oesf.org/forums/index.php?showtopic=9343&st=15) see the post by ikm)
The xpdf crashing on pdaXrom is a memory access processor issue. This is related to the ARM processor design. Those kind or bugs are hard to find in source code, even hardder when the source code is not yours, even harder when there are a lot of memory pointer for document handling.
Yep, these problems seem likely to be caused by the unaligned memory accesses, which are not handled correctly by the ARM processor. There is a handy gcc's option to hunt down memory alignment problems such as these:
CODE
-Wcast-align
Warn whenever a pointer is cast such that the required alignment of
the target is increased. For example, warn if a "char *" is cast
to an "int *" on machines where integers can only be accessed at
two- or four-byte boundaries.
It creates much false positives, but it still is easier than just reading all the code
Good luck on the project, it is awesome!
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zodttd: Great work!!!!
I just tried and BubbleBooblePack runs almost perfect - with some flickering :-)
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Does this mean I could run the version of Command & Conquer that was on the playstation on my zaurus?!?!??! Excellent...
-
It also means you can run the PSX version of Sim City 2000!
Though this emulator is still slow, it's progressing pretty well.
Some updates on things:
I fixed a bug in the code I've been talking about for some time now. It took me nearly 3 months to figure this one out. Heh. It seems GCC for ARM likes to compile with chars as unsigned instead of signed. A quick compiler options got 3D rendering. Also, I fixed a bug that caused lots of games to crash with a segmentation fault right when the game is selected. HLE is now working which speeds up games. I'll post the revised code within the hour.
-
can you post some screenshots? (I'll try it as soon as possible)
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Hello,
can someone of you explain how to get a iso or bin file from a PSX cd?
The Problem is that i only can use Mac OS X 10.4 or debian Linux.
With Roxio Toast i cannot make a .bin file
Please help i can´t wait to show my friends my "Mini PSX"
Thank you,
Denis
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It also means you can run the PSX version of Sim City 2000!
Though this emulator is still slow, it's progressing pretty well.
Some updates on things:
I fixed a bug in the code I've been talking about for some time now. It took me nearly 3 months to figure this one out. Heh. It seems GCC for ARM likes to compile with chars as unsigned instead of signed. A quick compiler options got 3D rendering. Also, I fixed a bug that caused lots of games to crash with a segmentation fault right when the game is selected. HLE is now working which speeds up games. I'll post the revised code within the hour.
[div align=\"right\"][{POST_SNAPBACK}][/a][/div] (http://index.php?act=findpost&pid=112188\")
!!!
I'm totally stunned at how fast this has come together. Have you got R-Type Delta or Strider 2 to test on it- do they work? They did under the Linux/x86 PCSX.
Thanks for keeping us updated on this zodttd - hope you don't mind me asking the story behind your nick? As for the programs name, zpsx is much better than zarpsx imo. The bz2 move was a good one- have you tried 7zip though? That may be even better..
Have you got a USB joypad to try with zpsx? Have you got round to adding support for usb sticks?
zodttd- if you fancy becoming the undisputed champ of the zaurus emulator world could you please consider porting GP2X MAME to the Z
[a href=\"http://www.talfi.net/gp32_franxis/]http://www.talfi.net/gp32_franxis/[/url]
I saw this working over the weekend- you can already play Neo-Geo games full speed with sound and thats on a 200Mhz ARM! Thats all thanks to the inclusion of the cyclone M68k ARM ASM emulation code.
-
ZPSX v0.03 released:
----------
From the readme:
UPDATED January 24th, 2006
Grab ZPSX v0.03 at:
http://www.friggingames.com/zpsx003.zip (http://www.friggingames.com/zpsx003.zip)
ZPSX ( still a working title ) has been updated to version 0.03. This release is a good one, at least for me. I finally fixed a long standing bug in my Linux ports of this emulator. Now that this bug is fixed MANY more games work, including many games that required 3D rendering. Tactics Ogre now works, as does Final Fantasy Tactics!
All three types of ISOs are now supported, including .BIN/.Z/.ZNX/.BZ. Use PocketISO 2.0 to compress ISOs, but remember that compression of ISOs is good, but when you rip out stuff from the ISO you might encounter errors in emulators.
Also of note is HLE now works properly. Hold down the H key when selecting a game to load, and HLE will be used. HLE will speed up some games, but cause errors in others. Try it out and see how it fairs!
Oh yeah, the default frameskip is set to 3. You should lower/raise it as needed by pressing the K (lower) and L (raise) keys.
Besides some compiler options, that's all for now. Give this version a go and let me know how it runs! Feedback of any sort is greatly appreciated. Thanks!
----------
That covers most of this post. Be sure to post feedback. I need to configure the keys better, as well as get the compiler options tuned better. I also forgot to mention you can now exit the emulator from the menu by pressing the backspace key. Source is included in the zip as well as the zpsx_xscale_hi/low binaries. I also included the libbz2 as well as the memory card files (.mcr). The memory card files should go in the same directory as ZPSX, as well as the BIOS scph1001.bin if youre not using HLE (no BIOS needed when using the HLE option).
Anyone want to help set up a Subversion/CVS thingy?
Also we could use a compatibility list coming up pretty soon.
I'm thinking of getting rid of SDL. It's pretty nice, but I'm assuming it ties ZPSX to X11, which some might not like. Do you think running ZPSX in an X11 env will slow down the emu?
Oh, new posts...My nick comes from getting OpenTTD running on the Tapwave Zodiac. It just kinda stuck. Heh. I'm thinking of getting OpenTTD running on the Zaurus, since it might be a bit nicer than my Palm/GP2X/PPC ports of it.
I can take a look at the GP2X code for the emu. It's quite impressive. Maybe I can use some pull from the GP2X world to get franxis to help me out...
Are most USB joypads compatible with the Z C1000? If so I'll pick one up today and see if I can get USB joystick support working.
As for ripping PSX games, I usually use XDuplicator (a Windows frontend for the cdrtao project on sourceforge). I would bet that theres a port of this project to Darwin for MAC OSX users. When using it, rip as RAW and it will output a working .bin. Simple as that. If you want to compress the ISO, use PocketISO with the bin outputted.
Enjoy ZPSX,
ZodTTD
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the things i need help with are:
1.examples of Arm Asm
2.examples of Arm Asm with C
3.documention on Arm and R3000A cpu.
[div align=\"right\"][{POST_SNAPBACK}][/a][/div] (http://index.php?act=findpost&pid=111913\")
take a look at qemu, a cross-platform virtual machine, - [a href=\"http://qemu.sourceforge.net]http://qemu.sourceforge.net[/url] - as this allows an arm processor to emulate other CPUs such as x86... and vice versa! Whether this is precisely what you need, I don't know, but there's probably some important ideas there.
also take a look at the zaurus hardware emulator from virtera - http://www.virtera.com/ (http://www.virtera.com/) - which is currently free to evaluate, allowing you to use a PC to run as a virtual Zaurus and thus test out ideas.
this is truly exciting news! way to go, guys!
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hehe i know VirtualMhz.
i also know qemu and will take a look at the source.
but for the moment i am working on converting the regular interpter from c to asm so it will speed up things and alow me to learn more about Arm and R3000A(MIPS) asm.
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Congratulations on solving the 3D problem zodttd- sounds like this new release is quite a milestone for both the Zaurus and emulation communities- I'm sure zpsx will only introduce the Z to a wider audience- maybe then Sharp will release their next model in Europe/US again? I'd like to hear what kinda framerates CXX00 users get under demanding games like Crash Bandicoot 2 or Gran Turismo 2.
Unfortunately my USB joypad seems to have broke and I have no idea what the pad compatibility is like but it sure would be a good enough feature to make me go buy a new pad just for zpsx (when i manage to coax the Z off my dad )
zodttd- when do you expect to release an updated GP2PSX with 3D and HLE??
PSX on Z - coolest emu combo ever? (Just gotta install pdaxrom again...)
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Heh. ZPSX is imho too slow to run most games. There's a few that comes to mind that can be run. I really want to find International Karate Plus for the PSX. I use to love that game and I bet it will run pretty smoothly on ZPSX, if not now, soon.
I sort of dropped out of the GP2X world for a while due to the bug in GP2PSX, but now that it's fixed, I'll get a release going for it.
How are things progressing so far Uriel? Sounds good so far!
Any idea if running ZPSX outside of X11 will speed things up? I'm not quite sure how to read the keys of the Z outside of SDL. Help with this will be greatly appreciated.
Anyone try out ZPSX yet?
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I've been having a problem with the new version that I did not have before. On the file select screen, I cannot move between folders.
EDIT: Also, it will not boot when I use HLE.
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well, in one of my previous posts I mentioned that when I ran zarpsxlow it ran fullscreen for me- that's because I always run the program out of the window manager. I tried running it in the wm, and I had the small, centered screen like you described, and it seemed to take a bit of a performance hit as well. Running outside of the wm will give you plenty more free ram, and very little overhead. I'd recommend it over running within the wm for this reason. I'm moving to v0.03 at the moment, and I'll let you know how it works. Thanks again, you are awesome!
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Oops, I know why it's not moving between folder. Dumb bug on my part. I'll fix that asap.
Which game won't work with HLE now? I'll try to get the game to test with. Was it working with HLE before by any chance?
I'm not able to run zarpsx/zpsx from pdaxrom outside of X11. How did you get it working outside a wm? I had a feeling it would run faster!
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Nothing seems to work with HLE for me, and the folder thing kinda messes stuff up too. All the textures and whatnot are working right in Final Fantasy Tactics, but it's running dog-ass slow without HLE (slower than its usual slow speed). Even so, it's great that you are getting so much work done so quickly!
All I do is drop out of the wm and go to my zpsx dir and type ./zpsx_xscale_low and hit enter... works perfect for me. I don't know if it has anything to do with me running a C860 vs. the Cxxxx series, but it was pretty trivial to get going. Do you get any errors when you try to run it?
One quick quesiton: I don't compress my isos because I have a 5gb microdrive and space is not an issue (at least not until I get some more games ripped). Does compression affect speed for either better or worse? I can imagine that decompressing eats up some cycles, but it's also possible that it's quicker to read a highly-compressed chunk of data from the card and decompress it to RAM than it is to copy the same uncompressed from the card to RAM (for example, if a compressed block is 1k vs. 50k uncompressed, then it's entirely possible that it's quicker to read the 1k block and decompress it than to read the entire 50k block. Of course, this is exaggerated, but I'm just curious)?
Thanks again for everything!
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Yup, I seem to have made a mistake with HLE implementation. I'll fix it asap. The fix for directory browsing will be in the next release as well, which will be soon.
I'll test zpsx without running startx to see if I can get it working.
Compressed ISOs don't seem to affect speed very much. If so, I imagine it would be just a frame or so slower.
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Yup, I seem to have made a mistake with HLE implementation. I'll fix it asap. The fix for directory browsing will be in the next release as well, which will be soon.
I'll test zpsx without running startx to see if I can get it working.
Compressed ISOs don't seem to affect speed very much. If so, I imagine it would be just a frame or so slower.
[div align=\"right\"][a href=\"index.php?act=findpost&pid=112267\"][{POST_SNAPBACK}][/a][/div]
I tried doing a init 2;chvt 1 to drop down to console to run it. I get the screen drawn in vertical orientation and fuzzed out. It does run correctly in xqt and chrooted pdaxrom but for me, daikoukai gaiden hangs after the opening sequence and pressing P or backspace doesnt terminates it, leaving me with no choice but to do the zaurus version of the 3 fingers salute. Good job though, never thought Ill ever see that classic game running on my Zaurus.
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Try this, works for me in past... with PC emulator, but I go try this night this Z port...
http://www.megagames.com/psx/psx_copy_patch_linux.shtml (http://www.megagames.com/psx/psx_copy_patch_linux.shtml)
Hello,
can someone of you explain how to get a iso or bin file from a PSX cd?
The Problem is that i only can use Mac OS X 10.4 or debian Linux.
With Roxio Toast i cannot make a .bin file
Please help i can´t wait to show my friends my "Mini PSX"
Thank you,
Denis
[div align=\"right\"][a href=\"index.php?act=findpost&pid=112197\"][{POST_SNAPBACK}][/a][/div]
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Hi All,
I've run Zpsx on my 760 and a homebrew ( now i'm at office, i don't have any proper iso ) it's working well, but too slow ( i don't run it with HLE cause HLE crash with that homebrew )
However, it's fantastic yet ...
could it be larger fast on a 1000 or a 3100 ? in that case, i'll change my Zaurus
ps : sorry for my poor english ...i'm french
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rtype delta, rockman 6 and samurai shodown 3 dont runs for me! and I cant leave zpsx after try loads thats...
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R-Type Delta doesn't work at all for me with HLE, but works with the BIOS. The problem is, none of the menus show up and there is no way of knowing what on earth I'm doing.
Also, a quick question about video acceration. The Cxxx series have the ATI Imageon W100 chip which I believe was dropped in the Cxxxx series. Would it be beneficial to us Cxxx owners to have a version tailored to the w100 while the Cxxxx people use bvdd or whatever (i.e., do you think there may be a significant increase in speed for Cxxx owners?)? If anyone wanted to be brave and adventureous (I really wish I were better at this stuff, as I'd do it myself), there's some maybe helpful documentation on the w100 here (http://www.handhelds.org/moin/moin.cgi/w100). Back when I was still using the Cacko rom, there was a "special" libsdl that had w100 support and dramatically improved the performance of the Super Nintendo emu I was playing at the time. Anything like that for pdaXrom?
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anunakin: Were you using HLE when running those three games? This build of ZPSX has a bug that doesn't let games with HLE load. I'm working on fixing it.
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anunakin: Were you using HLE when running those three games? This build of ZPSX has a bug that doesn't let games with HLE load. I'm working on fixing it.
[div align=\"right\"][a href=\"index.php?act=findpost&pid=112382\"][{POST_SNAPBACK}][/a][/div]
I try with and without HLE, run zpsx and select the .bin file then ENTER button, its right?
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ZPSX 0.04
PSX Emu on the GP2X
Grab this release at:
http://www.friggingames.com/zpsx004.zip (http://www.friggingames.com/zpsx004.zip)
----------------------
UPDATED January 25th, 2006
Grab ZPSX v0.04 at:
http://www.friggingames.com/zpsx004.zip (http://www.friggingames.com/zpsx004.zip)
New in this release:
- HLE now works. Remember though, HLE will just not work with some games yet. Try it out though, as it may give a speed boost.
- The file menu now traverses directorys properly
- Minor changes to code such as the removal of debug statements.
- Also, the PSX bootscreen no longer is displayed on loading of a game.
-----------------------
Yup, I think I fixed the bug that caused HLE to not work. It might also allow games previously not working with or without HLE to now work. The bug came from my testing of a ripped ISO that wasn't properly ripped. The ISO was Tactics Ogre, so if someone has the time to rip Tactics Ogre to a full BIN file and test it out on this version, please do! I'm hoping I didn't break other games with this release.
I removed the PSX boot splash from loading, as it was tedious to watch. I also removed some debug text about CDROM labels and such.
The file menu now works again. HLE works as it should. And I also have been contacted by a GP2X user who knows ARM assembly who would like to help improve performance of my ports. So all in all, good stuff.
Oh yeah, I didn't test compressed ISO's in this release, so if someone tests a .Z/.bz/.ZNX compressed game, let me know if it works.
Thanks,
ZodTTD
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foward this guy to me also,maybe he can help me with the dyna-rec.
Uriel
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Just a quick update to ZPSX...
Get ZPSX v0.05 at:
http://www.friggingames.com/zpsx005.zip (http://www.friggingames.com/zpsx005.zip)
Fixed in this version:
- Compressed ISOs now work.
- Button input now only goes to player 1's controller instead of all controller ports. This means no more joining of a second player when pressing start in the middle of a game.
Sorry about not testing v0.04 for these issues.
ZodTTD
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On versions 2 and 3 dont load the bin/iso files
With 4 and 5, crash with SDL parachute Deployed/Segmentation Fault!
Any other Zaurus Cxx00 ? works? I think working only Cx00
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That's very strange. It seems to run fine on my C1000 under X11. Though if I try running it from the console, I get the error. It seems SDL returns a NULL pointer from SetVideoMode instead of the pointer to the framebuffer. I'm using the Katherin SDK from pdaxrom's site. Is there a different SDK that I should be using? Or perhaps an updated SDL?
Help with this is greatly appreciated. Hopefully I can get this running within the console. What's strange is, it supposedly ran there early on in the development of ZPSX, but I never tried it. Now it won't set the video mode.
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Ahhh, I figured it out. The default installation of pdaXrom comes with SDL 1.2.6. That version of SDL does not work from the console. What works, at least for me on my C1000, is SDL 1.2.9.
SDL 1.2.9 is at the feed link in your signature, so you might already have it. If you do already have SDL 1.2.9 installed then your getting a bug I haven't encountered yet.
For those who need it, SDL 1.2.9 is at:
http://zaurus.vivaphp.net/pdaxrom/1.1.0bet...1000-C3100/feed (http://zaurus.vivaphp.net/pdaxrom/1.1.0beta1/Zaurus-C1000-C3100/feed)
Also, this SDL seems to run much better than 1.2.6 and since it's run without X11 in the background, it runs faster as well. Even better, as reported, it runs full screen in 320x240 lo-res build.
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omg you are working really hard for this one... i would like to thank you, even i had no time to test it because i am a bit stressed now, but as soon as i have time i will... looking forward.
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Ahhh, I figured it out. The default installation of pdaXrom comes with SDL 1.2.6. That version of SDL does not work from the console. What works, at least for me on my C1000, is SDL 1.2.9.
SDL 1.2.9 is at the feed link in your signature, so you might already have it. If you do already have SDL 1.2.9 installed then your getting a bug I haven't encountered yet.
For those who need it, SDL 1.2.9 is at:
http://zaurus.vivaphp.net/pdaxrom/1.1.0bet...1000-C3100/feed (http://zaurus.vivaphp.net/pdaxrom/1.1.0beta1/Zaurus-C1000-C3100/feed)
Also, this SDL seems to run much better than 1.2.6 and since it's run without X11 in the background, it runs faster as well. Even better, as reported, it runs full screen in 320x240 lo-res build.
[div align=\"right\"][a href=\"index.php?act=findpost&pid=112438\"][{POST_SNAPBACK}][/a][/div]
I using SDL 1.29... copy .bin or .iso to internal HDD, and try loads... this opens but dont pass from loads screen.
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The low version gives me SDL parachute Deployed/Segmentation Fault! under X11 and outside of X.
The high version "loading game using hle emulation" and then ....nothing but a black screen under X11 and outside of X.
I'm using C1000 and sdl 1.2.9 from the official feed.
I just tried with one game(dinocrisis2.bin)
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2 bugs:
1) Low version - if you try to enter folder where are many files (for example lib) - Segmentation Fault
2) Generic: gta1 (the only playstsation game I have) isn't playable (only 1/2 of screen displayd in menu. 1/4 in game. On left part - color inverted version of current loading graphics)
http://img472.imageshack.us/my.php?image=bugzarpsx7fn.jpg (http://img472.imageshack.us/my.php?image=bugzarpsx7fn.jpg)
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zodttd, made You tests in a SL-C1000?
What is your SDL version?
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man you need to remove sdl and use something else like bvdd which have less bugs
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UPD: Sorry, fellows, my fault. I've missed READTRACK() macro.
Just dropped a sight to the code.
Misc.c:299
unsigned char time[4],*buf;
Misc.c:308
strncpy(CdromLabel, buf+52, 11);
hey, what we are reading from uninitalized buf by offset 52? Some programming magic?
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rmrfchik: Good catch! I'll look into that, it's code from PCSX, they must of never caught it.
Civil: You beat me to it! Heh. Yeah that seemed to have been the problem, the menu system has been fixed now.
Uriel: I thought SDL uses bvdd?
SDL Parachute error has nothing to do with SDL itself, it just means SDL caught a segmentation fault error so it can exit properly. At least from what Im aware of.
Another day, another update...
ZPSX has been updated to v0.06.
Grab it at:
http://www.friggingames.com/zpsx006.zip (http://www.friggingames.com/zpsx006.zip)
Even though the version number only went up slightly, it's still a fairly good release. Performance hasn't gone up much. BUT! Compatibility is WAY up now!
I fixed a bug that made some previously working games not work. This bug made a lot of games not respond to key input as well. So now many more new games are able to work. Every game I threw at it, worked! Street Fighter Alpha 3 worked, Tactics Ogre worked, R Types worked...and so on.
From the readme:
UPDATED January 26th, 2006
Grab ZPSX v0.06 at:
http://www.friggingames.com/zpsx006.zip (http://www.friggingames.com/zpsx006.zip)
New in this version:
- Fixed a bug that caused ZPSX to crash when the game menu's current directory had more than about 15 items. The menu system now scrolls.
- Fixed a very irritating bug that caused a bunch of games not to work. If you had a game hang at the loading screen with a previous release, try it again now.
- Added recommendation for using SDL 1.2.9 since it runs a bit better and works with ZPSX when run from a console.
- Changed the "low-res" version of ZPSX to the filename zpsx_xscale since it will become the standard ZPSX. The hi-res ZPSX is only useful with a few 640x480 games, but even then, zpsx_xscale will scale it down to 320x240, so there's little use for the hi-res version now.
- Fixed a bug that stopped input from being processed in the middle of games.
A good amount of games are becoming fast enough to be playable! Be sure to read the readme!
ZodTTD
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I was wondering if at there would be anyway to get (laugh if you want) monster rancher working using the iso's of cd's... I am not extremely talented in coding by any means, so this may sound crazy. Just wondering.
--Fish
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Heh, I like Monster Rancher too.
I doubt it will work anytime soon, but if I pick up the game I can try to get it working. I just doubt it will be feasible to get working. Maybe someone patched the game to work on emu's though?
Btw, I'm not sure how PCSX handles multiple disc games. From what I'm aware of, cdriso doesn't support them. It's definitely something I'd like to get working.
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man you need to remove sdl and use something else like bvdd which have less bugs
[div align=\"right\"][a href=\"index.php?act=findpost&pid=112535\"][{POST_SNAPBACK}][/a][/div]
I have to admit that all along I've assumed that bvdd is some sort of low-level driver for the PXA270 video hardware, but I actually don't know how it's used or where it fits into SDL and X11 or QT. Googling for it didn't help much.
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With so much good work being done on emulation, I started a web page for the
https://www.oesf.org/index.php?title=Emulation (https://www.oesf.org/index.php?title=Emulation)
with a page off there specifically for zpsx.. I basically copied the README file from the zpsx.zip, perhaps as time goes by it can be fixed up to be more useful, e.g. with a list of compatible games, and how well they work on different zauruses!
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Wow thanks!
I really appreciate it!
As for bvdd, it is kinda weird how little info there is on it out there. I was thinking it's a custom driver someone made. From looking at the code in mplayer I was able to use bvdd in zpsx, but it went the same speed as SDL, and flickered a bit since it's not buffered. Plus I had to do screen rotation for it since the framebuffer is rotated, which sucks since it slows things down.
I'm getting a lot of help coming in for my PSX ports, and soon the GPU code will be sped up. I also had a guy from the GP2X community who knows ARM assembly contact Urielka to help him out with the dynamic recompiler.
Btw, it seems in the ZPSX v0.06 codebase there's an issue with HLE. It seems I can either get HLE working or cut the amount of games that load in half. Heh. Well I'll try getting HLE working again, though it seems HLE doesn't help enough to make it worth it.
Btw, Wipeout XL runs now. I love that game.
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Hmm... seems to be borked for me- nothing happens past the loading screen (HLE or not). Backspace doesn't quit, but for some reason the power button still works. Any other Cxxx users having similar issues?
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Hmm, strange. Just to help debug, are you using ZPSX from within X11 or not?
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Hmm, strange. Just to help debug, are you using ZPSX from within X11 or not?
[div align=\"right\"][a href=\"index.php?act=findpost&pid=112598\"][{POST_SNAPBACK}][/a][/div]
Nope, straight from the command prompt. Within X11 is way too slow, but I'll try running it there just to see what happens. All three ROMs I have still work under .05 (Final Fantasy Tactics, R-Type Delta [though the menus don't show up so I can't play it], and Chrono Trigger [keeps resetting when I try to start a new game]). I'll have time this weekend to rip some more titles and give them a shot, and perhaps take a look at the source code (though I don't think I can do anything better than what's been done already). Thanks again for your persistance!
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bvdd is a low-level driver for PXA270 framebuffer.
i mean use only bvdd so you willn`t depend on SDL coz it always causes problems.
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I hope these links are helpful to you in writing the dynamic recompiler:
http://cvs.mess.org:6502/cgi-bin/viewcvs.c...rmdrc.c?rev=1.3 (http://cvs.mess.org:6502/cgi-bin/viewcvs.cgi/src/wince/armdrc.c?rev=1.3)
http://cvs.mess.org:6502/cgi-bin/viewcvs.c...rmdrc.h?rev=1.3 (http://cvs.mess.org:6502/cgi-bin/viewcvs.cgi/src/wince/armdrc.h?rev=1.3)
http://forums.ngemu.com/pcsx-discussion/43...ment-print.html (http://forums.ngemu.com/pcsx-discussion/43632-pcsx-development-print.html)
http://armphetamine.sourceforge.net/oldinfo.html (http://armphetamine.sourceforge.net/oldinfo.html)
Good luck, this project is awesome!
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Hmm... seems to be borked for me- nothing happens past the loading screen (HLE or not). Backspace doesn't quit, but for some reason the power button still works. Any other Cxxx users having similar issues?
[div align=\"right\"][a href=\"index.php?act=findpost&pid=112593\"][{POST_SNAPBACK}][/a][/div]
Hmm, strange. Just to help debug, are you using ZPSX from within X11 or not?
[div align=\"right\"][a href=\"index.php?act=findpost&pid=112598\"][{POST_SNAPBACK}][/a][/div]
Same issue for me, with or without X11... using SDL 1.2.9
And "top" reports this still using 97% of CPU
I wait for 1 hour and nothing!
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By any chance are you using compressed ISO's? If so, the .bz compression seems to be borked. Also remember to install the bz2 shared object. Other than that, very odd. I'll have to figure this one out!
Hopefully I can get it fixed today, I'll try my best.
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By any chance are you using compressed ISO's? If so, the .bz compression seems to be borked. Also remember to install the bz2 shared object. Other than that, very odd. I'll have to figure this one out!
Hopefully I can get it fixed today, I'll try my best.
[div align=\"right\"][a href=\"index.php?act=findpost&pid=112668\"][{POST_SNAPBACK}][/a][/div]
OK! I using this command to generate .bin files from my PSOne CDs:
$ cdrdao read-cd --read-raw --datafile gta2.bin --device ATA:0,0,0
-- driver generic-mmc-raw gta2.toc
This not have compression? right?
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I'm just using straight .bin files that I ripped a while back. They worked in previous versions and other emus, but no luck in .06. I'll see what I can figure out when I have the time.
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Hmmm, strange. I think GTA2 might have a problem with v0.06 as someone on the GP2X boards said they couldn't get it working with the latest codebase. I'll have to test that game out.
stuffman: what game are you testing btw? This error usually comes up when a game's bin file isn't recognized/loaded properly. I'll have to fix this bug but it will help if I already have the game to test with.
Btw, I got sound working! For those who can use ZPSX currently, try it out:
http://www.friggingames.com/zpsx006wsnd.zip (http://www.friggingames.com/zpsx006wsnd.zip)
Thanks,
ZodTTD
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Right now I'm trying R-Type Delta, Final Fantasy Tactics, and Chrono Trigger. All 3 will at least load under the older versions, although the menu in R-Type doesn't show up, so it's unplayable, and Chrono Trigger resets itself every time I try to start a new game (it spits out some garbled graphics really quickly and goes right back to the title screen). All are straight .bin rips that I'm running from my microdrive. Still haven't had much time to mess around, though.
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Hmm, only thing I can think of so far is that since HLE isn't working in this latest release, that the bios isn't being loaded correctly.
Do you have scph1001.bin located in the same directory as zpsx? It's required for this release, since HLE isn't working.
I know Final Fantasy Tactics works with this release, as it's one of the games I test every release with.
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Hmm... well, how about that? On a whim, I renamed my SCPH1001.bin to scph1001.bin, and it worked. The last version didn't seem to mind the caps in the name (or it dropped back to HLE without notifying me), but v.06 is now working for me. One more thing, the file browser doesn't seem to want to drop back past /home, so I have to make symlinks to all my games or run it from a directory on my microdrive. Anyone else have a similar problem? As always, keep up the great work!
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Menus show up in R-Type Delta now! Woohoo!
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Yay!
Glad to hear it's working now. Yeah, the BIOS has to be all lowercase. I should of made note of that. If ZPSX doesn't find the BIOS it falls back to HLE, and since HLE is broken right now, it just crashed.
How's R-Type Delta? I just got R-Types a bit ago, and its pretty awesome playing R Type 1 and 2.
I'm trying to find someone selling International Karate Plus. I use to love that game on my C64.
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Tekken 3 do not even start it just fall to :"Fatal signal :Segmantaion Fault (SDL Parachute Deployed)"
in 0.01 i made it run once and then it crashed.
it is compresed using pocketiso as bin.Z.
what is the problem.
by the way can you add to the source your make file or the command you execute to compile the game maybe something is wrong.
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with the version that have sound i manage to see "namco present" and then it crash with the normal "SDL Parachute" stuff,but with 0.06 it just crash.
by the way: PocketISO 2.0 run on wine just fine
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One more thing, the file browser doesn't seem to want to drop back past /home, so I have to make symlinks to all my games or run it from a directory on my microdrive. Anyone else have a similar problem? As always, keep up the great work!
I have this problem too. Now I put zpsx in /usr/bin and I can access all my directories(although when I am in / directory, the file browser still tells me that I am in /usr which is wrong).
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Success !
I tried zpsx_0.06_wsnd using scph1001.bin (to find it just type scph1001.bin in google and the first link is the right one) with the game DinoCrisis2.bin on my SD card and it worked (outside of X). I passed the Capcom screen then get the Menu, I started a new game. Sound is choppy of course.
However I got stuck randomly inside the game with the sound continuing, I could only change the frameskip key L but the screen remained the same whereas the sound skipped more rapidly, I tried P but nothing changed. So I exited with Backspace, of course no error were found.
HLE didn't work at all(stuck on loading)
I tried also the version without sound and still the same problem, I still get stuck randomly after the Capcom screen.
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has anyone got gran turismo 2 running? it is working well here, that means the menus are here and the game itself is also working.... but the speed is very low... it is not really playable.
Edit: i used a non compressed .iso file with the latest zpsx with sound and sdl 1.29
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please, can you post some screenshots and some info on games performances?
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The "wsnd" sound enabled version was made really quickly. I have since been working on it and fixed a bunch of bugs that made it crash some games.
Sorry about the bug in the file menu system. I'll fix it asap.
Urielka: With PocketISO 2.0, did you rip anything out (by checkmarking boxes)? For testing it's best to use a .bin or a compressed ISO with nothing ripped out. Since you said .Z, you most likely chose FF8 Search Method and didn't have to checkmark/rip anything out. That's a good thing if that's so.
Both .Z and .Z.table *must* be included together in order for the game to run.
Also, make sure you have scph1001.bin (all lowercase) in the same directory as ZPSX.
HLE currently does not work, as it sucks.
As for performance, I'm able to play games like One Piece Mansion, Buster Bros Collection, Final Fantasy Tactics, and others just fine. I'm almost able to play Street Fighter 3 Alpha and Wipeout XL at full speed, it's just shy of playable.
I unfortunately don't have Dino Crisis 2 or Tekken 3 to test with, but I will try picking them up.
I'll get a working version of sound-enabled ZPSX (with an option to turn off music and/or sound effects) out asap.
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I dont know what was wrong, but after reinstall all my pdaXrom, zpsx works:
Tested:
Castlevania, SoN
FFtatics
Sonic Wings RIPPED crash... with sdl paraerror!
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I started a compatibility table in the wiki
https://www.oesf.org/index.php?title=ZPSX (https://www.oesf.org/index.php?title=ZPSX)
NB! The login to use the wiki is different from the forums.
Paul
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I added the project to ELSIX and the new handheld-linux.de software repository.
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New games tested(added to the wiki)
DewPrism OK, though I tested the jap version so didn't understand Too slow
Oddworld: Abe's Exodus Strange colours, 2 CDs Too slow
Resident Evil 2 OK, but 2 CDs Too slow
Silent Hill graphical artifacts(*.img ?) Too slow
Wild Arms 2 (2CDs) OK but 1\10th of the top of the screen is copied at the bottom Too slow
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CPU at 624MHz and in text mode, no HLE (crash bug)
Game/Speed
Castlevania SoN/Slow
FFTatics/Slow
R-Type Delta/Slow
SonicWings/OK (but crash if you try play as Japanese pilot)
GTA ONE / OK (Half Screen in text and X11 mode!)
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I was doing some reading around and found about about an older, failed attempt at a psx emu for the Zaurus here (http://pdai.org/forum/printthread.php?t=1066&pp=40). He mentions "Pete's Soft GPU," a plugin for psx emulators that uses fixed-point math, which would be ideal for our application. I don't know anything about what gpu we're using currently, and if the code can be hacked into zpsx, but the source is GPL and I even found an SDL build (I think it's x86 though) and maybe it could be beneficial to us. Keep up the great work!
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EDIT: Fixed the link. Thanks for the heads up.
Hi everyone,
Sorry for being late with this release...
Here's a full speed PSX emulator for the Zaurus with sound. Be sure to read the readme.html and changes.txt that are included.
Grab ZPSX v0.10 here:
http://www.friggingames.com/zpsx010.zip (http://www.friggingames.com/zpsx010.zip)
A lot more work will be done with this codebase and I'll continue work on it, I've just been slow lately since I've been getting a group of people working on this project together. Unai from Chankast fame is working on a custom GPU for GP2PSX/ZPSX and AntiPasta is dedicated to working on converting crappy code of mine to beautiful ARM assembly, and maybe even a dynamic recompiler.
Right now just about every game I throw at ZPSX runs, and they average 24 FPS with frameskip set at 0, on my Sharp Zaurus C1000 @ 624MHz.
Be sure you are using SDL 1.2.9 as thats what I Use to test with. And be sure to install BZ2 lib to /usr/lib/ as well.
Let me know how this one works for you...
Thanks,
ZodTTD
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broken link?
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Should be http://www.friggingames.com/zpsx010.zip (http://www.friggingames.com/zpsx010.zip).
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Wowie Wow Wow! Huge speedup on my 860! FFVII was running at about 1/3rd realtime, now it's about 75% or so (according to the game clock), but it runs much, much smoother than before! Keep up the great work!
By the way, I hope that dynarec comes along nicely- I busted out my dad's old iPaq (with a 206MHz StrongARM) and put fpsece on it... it was by no means quick, but it was about the same speed as zpsx .06 was on my Zaurus. You rock!
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zod t'god!
No way did i expect to hear about a FULL SPEED WITH SOUND zpsx release so soon, especially before any dynarec or asm cpu cores have been implemented. If this is the case I suppose we can realistically expect to see good psx emulation speeds on the gp2x and non-overclocked Zaurii when that code is working well.
Did you get yourself a USB psx-style pad? The other option would be one of those USB adaptors that allows you to plug in a real psx pad, of course! Has Ulrieka dropped out of this now then? Has anyone tried compiling zpsx for the sharp rom/cacko or openzaurus? Does it work?
Thanks for all your hard work zodttd- can't wait to get pdaxrom running again as this will be the first thing I try.
dan
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dabboid:i didn`t understood what you said
good work zottd!!!
i`m starting the dynamic recompiler today.
zottd can you send my your makefile/commands to compile ZPSX or should i use the hacked makefile?
Uriel
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zod t'god!
No way did i expect to hear about a FULL SPEED WITH SOUND zpsx release so soon, especially before any dynarec or asm cpu cores have been implemented. If this is the case I suppose we can realistically expect to see good psx emulation speeds on the gp2x and non-overclocked Zaurii when that code is working well.
Did you get yourself a USB psx-style pad? The other option would be one of those USB adaptors that allows you to plug in a real psx pad, of course! Has Ulrieka dropped out of this now then? Has anyone tried compiling zpsx for the sharp rom/cacko or openzaurus? Does it work?
Thanks for all your hard work zodttd- can't wait to get pdaxrom running again as this will be the first thing I try.
dan
[div align=\"right\"][a href=\"index.php?act=findpost&pid=113214\"][{POST_SNAPBACK}][/a][/div]
I think a CDROM and JOYSTICK support is a good ideia for zPSX....
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Hello guys,
I couldn´t believe how fast you are working on it.
but, on version 0.6 Diablo I works too slow, but it was working.
Now I only get a loading screen and the display is flickering very strong
and on einhander I could not start the Game
think, next version will fix it
I love you men
Bye Denis
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Odd, Einhander works for me. I'll double check it in a sec.
To help speed up the tech support process...What compression, if any, is being used for the ISO? Did you rip it using my guide in the readme.html?
If you're using ZNX compression, I suggest re-ripping the game to .Z using the guide.
Not sure why it would work in 0.6 and not this version. If it has to do with the emulator and not human error, it has to do with the timings. I optimized the PSX timings heavily to run on the GP2X. This made compatibility go somewhat down. For the GP2X, it was worth the performance increase to lower the compatibility of a handful of the huge PSX library. I have Einhander, so I'll retest it and make sure it gets working. Diablo might be trickier to get working since I don't own the game.
I'll look into getting ZPSX working on other Zaurus distro's. Good suggestions dan.
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EDIT: Fixed the link. Thanks for the heads up.
Hi everyone,
Sorry for being late with this release...
Here's a full speed PSX emulator for the Zaurus with sound. Be sure to read the readme.html and changes.txt that are included.
Grab ZPSX v0.10 here:
http://www.friggingames.com/zpsx010.zip (http://www.friggingames.com/zpsx010.zip)
A lot more work will be done with this codebase and I'll continue work on it, I've just been slow lately since I've been getting a group of people working on this project together. Unai from Chankast fame is working on a custom GPU for GP2PSX/ZPSX and AntiPasta is dedicated to working on converting crappy code of mine to beautiful ARM assembly, and maybe even a dynamic recompiler.
Right now just about every game I throw at ZPSX runs, and they average 24 FPS with frameskip set at 0, on my Sharp Zaurus C1000 @ 624MHz.
Be sure you are using SDL 1.2.9 as thats what I Use to test with. And be sure to install BZ2 lib to /usr/lib/ as well.
Let me know how this one works for you...
Thanks,
ZodTTD
[div align=\"right\"][a href=\"index.php?act=findpost&pid=113197\"][{POST_SNAPBACK}][/a][/div]
0.6 works for me playing daikoukai gaiden but 0.10 hangs where 0.5 did. Having a blast playing the fullscreen version. Thanks
Edit: Found the select key, which is used to save, doesnt work while in the game. Not sure why though..... Would be nice if there is a way to save the state instead......
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hmmm
diablo I on this?!
really?
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Hello,
I used an uncompressed .iso file. Now I´m on work,
will try einhander once again, Bubble Bobble 2 runs fine @624 Speed
But Diablo (or C&C?) on my Zaurus would be the best...
Thanks Denis
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Hi,
I'd firstly want to thank you for your work ... I tryed once to compile fpcse for zaurus and only that was a real pain so I can imagine you're into a very hard work
I'd also want to tell all c3000 users out there that it works perfectly using my pdaXrom beta on c3000
I've tryed bloody roar 2 (only game I had with me .. will try other @home this weekend) and it works ... very slowly but it works ... btw I've been unable to try with HLE as it don't seems to work (I tryed pressing h, shift-h, capslock before launching then pressing h while selecting game ...) ... is it disabled in latest build ?
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zPSX v0.010 / BIOS scph1001.bin / X11 and Terminal modes @ 624Mhz/416MHz
1- R-Type Delta, no MENUs Again!
2- Sonic Wings, works fine about 50% speed and with better sound and efects
3- Rockman X4 dont works, crash on Loading Screen
Hey, thanks Zodttd, but this is so strange some old bugs back on this version...
But speed, graphics and sound goes nice
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Are these mostly PAL games being tested? GP2PSX was having a problem with PAL games earlier, maybe it carried over to ZPSX as well?
I only have NTSC games to test with...
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zpsx 0.10:
GTA 1:
Work almost well. No screen corruption. Inverted keys (left = right, right = left). A bit slow.
Hogs of War:
Runs a bit slow (becouse it is 3D Game I think). But GTA isn't a lot faster.
Klona:
Slow, as Hogs of War... But playable. Maybe without X it'll run fine...
Tomorow I'll have more games to test (but most of them Will be Z compressed)
P.S. At last normal PS One Emulator... PCSX had some bugs with most of this games... For example in gta in car it teleports you to random coordinats... Usualy under another car or into the water...
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Maybe I was a bit over-enthusiastic with my last post- the battle sequences in FFVII are still quite slow, but everything else is blazingly fast. However, there is one critical problem: when I go to save a game, it freezes. Before, when I'd go to the save menu, it would take a few seconds for the "memory cards" to be recognized (they would be greyed out for a bit, and if I tried clicking on them it would say "no memory card found" or something like that). Now, it just totally crashes. A bummer considering how much more playable the game is now, but it's great to see how rapidly everything's progressing.
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Before I forget for the 20th time, how hard would it be to implement a "state save," like in snes9x and the like? It would be nice if I could save my game anytime, because hoping I get to a save point before my bus gets to where it's going doesn't always work. If I'm using a flash-based memory card, it's no problem just to turn the Zaurus off and I can resume later, but with my microdrive it crashes (it's a pdaXrom thing, I'm sure) when I resume. Not to mention that sometimes I like to use it as a PDA (that's what it is, after all), and not being able to use it as such because I'm in the middle of a long battle in FFVII is somewhat annoying (but I can accept it for now- I am so happy I can play the greatest game of all time with me at any time!).
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stuffman: You're right about save states. I *really* want to implement them. Especially since SIO (serial IO, e.g. memory cards) is holding back the emulator from going faster due to root counter timings. What I was thinking about doing for GP2X's version was only using save states, and not using SIO since it will make the emulator go much faster. Would there be reason do to this for ZPSX as well?
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if in the GP2X it will be faster,in the Zaurus it will have some kind of speed up.
save state is basicly a RAM dump+Reg dump right?(just like in VMWARE)?
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Would there be reason do to this for ZPSX as well?
[div align=\"right\"][a href=\"index.php?act=findpost&pid=113373\"][{POST_SNAPBACK}][/a][/div]
Seeing as how normal memory card saves got broke in the 0.10 release (at least for me in FFVII), I'd say it's a good thing
Like Urielka said, it shouldn't be too hard as it's just a RAM and register dump, right?
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Save states are basically saving all the game structures in memory, pretty much like you said.
I just released a new version for the GP2X, I'll release the Zaurus version once I get a little more feedback about it.
The GP2X version got a speedup. As well as a new frameskip that skips the rendering of frames as well, which gives a speedup in some parts of games. It has room for improvement as well. There's also a fix for memory card reading and writing, which fixes the FF7 save problem as well. I also fixed some loading of game issues, so the next Zaurus release should be more compatible as well.
I'll start updating it now, and keep everyone updated.
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Any chance of getting this working with a stock Sharp ROM ?
(also from the gp32x forum, but with a c3000 )
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it could be just compatible.
it uses SDL in console so basicly you can use it in SharpROM/OpenZaurus.
the only problem that i can think of is that the glibc version is diffrent or the SDL lib is too old
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re: running zpsx under Cacko/Sharp rom
Yes please! This is what I'm hoping to be able to do to!
The problem is that none of the SDL programs that I've tried under cacko would run under text mode, they all needed to be run from a QT console. I've been told that people have done it but nobody was able to point me to any instructions or packages so I could see it working. It could well be because I was running libsdl 1.2.5 and from reading this thread it seems we might need 1.2.9 for cacko first. I'd like to hear from someone whose got any emulators (dgen, snes9x, mame and uae especially) running under text mode/sdl cacko.
Seeing as the sharp roms use GCC 2.95 instead of 3.x like pdaxrom, how is this going to impact the speed of zpsx? How much faster are GCC 3 ARM binaries?
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re: running zpsx under Cacko/Sharp rom
Yes please! This is what I'm hoping to be able to do to!
The problem is that none of the SDL programs that I've tried under cacko would run under text mode, they all needed to be run from a QT console. I've been told that people have done it but nobody was able to point me to any instructions or packages so I could see it working. It could well be because I was running libsdl 1.2.5 and from reading this thread it seems we might need 1.2.9 for cacko first. I'd like to hear from someone whose got any emulators (dgen, snes9x, mame and uae especially) running under text mode/sdl cacko.
Seeing as the sharp roms use GCC 2.95 instead of 3.x like pdaxrom, how is this going to impact the speed of zpsx? How much faster are GCC 3 ARM binaries?
[div align=\"right\"][a href=\"index.php?act=findpost&pid=113491\"][{POST_SNAPBACK}][/a][/div]
Im running it in Sharp. You can simply drop down to text mode by terminating qtopia and run the emulator with a LD_LIBRARY_PATH pointing to the sdl 1.2.9 libs.
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Great!
Could you please post a link to an SDL 1.2.9 package for cacko, or can I install the pdaxrom SDL? Again, a link would be very helpful- thanks!
That was probably the fastest reply I've ever had outside of an irc channel!
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If you're running Cacko, you might want to try Piro's special kernel and libSDL, as it is heavily optimized for Cxxx series devices (assuming you are using one). It may be faster that way, then again, it might not. Just something to consider. Good luck!
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Great!
Could you please post a link to an SDL 1.2.9 package for cacko, or can I install the pdaxrom SDL? Again, a link would be very helpful- thanks!
That was probably the fastest reply I've ever had outside of an irc channel!
[div align=\"right\"][{POST_SNAPBACK}][/a][/div] (http://index.php?act=findpost&pid=113497\")
I think I remember seeing libsdl 1.2.9 being posted earlier in this thread.
[a href=\"http://zaurus.vivaphp.net/pdaxrom/1.1.0beta1/Zaurus-C1000-C3100/feed]http://zaurus.vivaphp.net/pdaxrom/1.1.0bet...1000-C3100/feed[/url] i think
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New release!
Grab ZPSX v0.20 at:
http://www.friggingames.com/zpsx020.zip (http://www.friggingames.com/zpsx020.zip)
New in the release includes a much more compatible ZPSX, with a better frameskip option, and a slight overall speed boost.
Let me know how this release fairs.
Any suggestions on button configs?
Btw, what's the best setup for a C1000 in terms of performance? I'm currently using the Kathrin release of pdaxrom, and SDL 1.2.9 found at the feed in the post above.
Hello Drantin! Nice to see a Zaurus and GP2X user all rolled up into one.
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Heh...
It's official, I need sleep.
I left out the actual frameskipping process.
So...
*** FRAMESKIP IS NOT WORKING IN V0.20 ***
...hopefully I'll have frameskip working tommorow. Sorry about this.
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Hmm... the speed seemed to drop back to that of version 0.06, at least in FFVII Version 0.10 scrolled very smoothly where there were pre-rendered backgrounds and ran choppy during battles (I expect that though, due to the complexity). Also, the "Sony Computer Entertainment of America Presents" screen (or whatever it says) flashes as the text fades in and out. Regardless, I still appreciate your hard effort and fast progress- keep it up!
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Heh...
It's official, I need sleep.
I left out the actual frameskipping process.
So...
*** FRAMESKIP IS NOT WORKING IN V0.20 ***
...hopefully I'll have frameskip working tommorow. Sorry about this.
[div align=\"right\"][a href=\"index.php?act=findpost&pid=113598\"][{POST_SNAPBACK}][/a][/div]
Nice work, games run properly again. Is it possible to map select to another key (preferably another letter) or store the key configs in a file cos I still cant get the select key to work for me for some unknown reason .
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In GTA: Screen Corrution again. But now it disapears and apears (10 times a second)
Other games - same as in 0.10 but slower.
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heh.... i'm looking forward for frameskipping.
btw. thx for that hard work zodttd!
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re: running zpsx under Cacko/Sharp rom
Yes please! This is what I'm hoping to be able to do to!
The problem is that none of the SDL programs that I've tried under cacko would run under text mode, they all needed to be run from a QT console. I've been told that people have done it but nobody was able to point me to any instructions or packages so I could see it working. It could well be because I was running libsdl 1.2.5 and from reading this thread it seems we might need 1.2.9 for cacko first. I'd like to hear from someone whose got any emulators (dgen, snes9x, mame and uae especially) running under text mode/sdl cacko.
Seeing as the sharp roms use GCC 2.95 instead of 3.x like pdaxrom, how is this going to impact the speed of zpsx? How much faster are GCC 3 ARM binaries?
[div align=\"right\"][a href=\"index.php?act=findpost&pid=113491\"][{POST_SNAPBACK}][/a][/div]
Im running it in Sharp. You can simply drop down to text mode by terminating qtopia and run the emulator with a LD_LIBRARY_PATH pointing to the sdl 1.2.9 libs.
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For some reason, on my c3000 when I terminate qpe.sh with a kill -9 PID it just restarts the thing...
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I want to try zpsx under cacko this weekend but before I even attempt it I want to know how I overclock my C3000 to 624Mhz under cacko's text mode? I'm running the tetsu kernel if that helps?
I could use my dads or brothers PC to rip one of my PSX games under windows but I'm a Linux purist and try to avoid windows at all costs I presume I can use cdrdao and bzip2 to make I compressed image? What cdrdao command gives the best results? bzip2 -9 compression? I don't suppose these .Z compressed disc images you mention are the same as UNIX .z compressed files?
Zodttd- could you please update the zpsx readme with instructions on how to make a disc image under Linux too? I thought you said you'd updated it to say you need SDL 1.2.9 but I couldn't see any mention of that- no showstopper I suppose. Maybe also add the instructions on how to overclock under sharp/cacko text mode, but I can understand you having reservations about that
I'm surprised at how many Z users use windows actually- come on guys! Suppose I'm lucky in that I can do everything I need to do with a computer under Linux?
Gonna try Strider 2 first- best PSX game ever for me!
Thanks
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echo 2000218 >> /proc/zaurus/CCCR
to overclock to 624Mhz
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On my 0.020
R-Type - No menus, graphic issues no ship, no builds in game screen
Sonic Windgs works fine (sometimes crash if choose japanese pilot, I think it is because this is a RIPed ISO)
Rockman X4 - freezes, not working
Rockman X6 - long time on loading screen and nothing
Samurai Shodown 3 - very slow
Because not have frameskip, it slow...
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For some reason, on my c3000 when I terminate qpe.sh with a kill -9 PID it just restarts the thing...
[div align=\"right\"][a href=\"index.php?act=findpost&pid=113635\"][{POST_SNAPBACK}][/a][/div]
echo "a" > /home/sharp/etc/launch.default to stop qtopia from restarting.
echo "q" > /home/sharp/etc/launch.default to start qtopia upon exit
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New release v0.30:
http://www.friggingames.com/zpsx030.zip (http://www.friggingames.com/zpsx030.zip)
Well I fixed a bunch of stuff, made the overall speed of ZPSX faster, and got a working frameskip. This is definitely a release to try. I screwed up the last release, so hopefully this one will make up for things.
The documentation for ZPSX is all out of sync, and has stuff from GP2PSX (GP2X PSX emulator of mine) left in there. I'll fix the documentation soon.
Anyone have suggestions for documention and for ripping games under Linux? Unfortunately the compression utility is for Windows.
Let me know how this release works for you...Sorry for the quick post but I'm flooded with work to do.
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PocketISO runs fine under Wine; just rip the cd with your ripper of choice and run it through there. It seems to support a large number of image formats, so that shouldn't be a problem.
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I have one quick question. Does it make any speed difference in running a compressed file as opposed to an uncompressed. I don't mind the space taken up by an uncompressed BIN file.
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in tekken 3,keys not working in 010,020 and 030 ,but working in 06
speed of movie in 030 with 1 frameskip is almost perfect .in 010 it working almost perfect in 0 frameskip.
in-game seems realy slow(when no touching nothing for a while it start a demo which is realy slow).
thx man.
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zPSX 0.30/@624MHz/X11
Sonic Wings, working nice
Samurai Shodown 3, very slow open, and paraError on Game Menu/Start screen
Rockman X6, dont crash now but it so slow, more then 10 min. and nothing
Thanx Zot.... for u work....
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I'll go and buy Tekken 3 and see if I can get it working well in the coming releases.
Anunakin: There's a good performance boost by dropping out of X11 and running from the console, if you're able to get it working.
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does anybody tried Ridge Racer Type 4?
which 3D games run good?
by the way:the oesf ZPSX wiki is not updated,lastest version there is 06.
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The command to create a .bin image file from a PSX disc under Linux is:
cdrdao read-cd --read-raw --datafile gamename.bin --device /dev/hdc gamename.toc
Please include this in the readme zodttd! I don't think the .toc file is needed is it but the command won't run without- .toc file is only a few bytes anyway.
If /dev/hdc doesn't work it will most likely be hdd or hdb instead. I tried this command with a psx disc in my CDRW drive first and it was taking forever so I put the disc into my DVD-RW drive instead and the disc was ripped in just over a minute! I don't think cdrdao likes my Lite-On drive.
xdivider said he got zpsx running under Sharp so I thought I'd try to get zpsx 0.30 running under cacko on my C3000 but I'm not having much luck. Here's where I'm up to:
First I copied zpsx on my microdrive with scph1001.bin and my disc image (strider2.bin) in the same directory.
Copied the included libbz2 to /usr/lib and installed libsdl 1.2.9 and sdl-mixer 1.2.5 from
http://zaurus.vivaphp.net/pdaxrom/1.1.0bet...000-C3100/feed/ (http://zaurus.vivaphp.net/pdaxrom/1.1.0beta1/Zaurus-C1000-C3100/feed/)
all was fine up to here. I rebooted into text mode and tried running zpsx but it complained about a missing libstdc++ so I installed the one from the above feed no problem. Next it was asking for libX11.so.6. Unfortunately the xfree package from that same feed didn't want to install under cacko so I extracted libX11.so and libXext.so from it and copied them to /usr/lib.
zpsx is now asking for libts-0.0.so.0 but I'm not sure which package from pdaxrom to install for this. I found some libts ipkg files on google but they were for OZ and familiar so I was uncertain about installing them.
xdivider- did you not have to install lots of extra libs to get zpsx running under Sharp? Gotta say I'd be stunned if I got this to work without a recompile.
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Urielka: Final Fantasy 7 runs good. I don't have many 3D games besides that.
danboid: I wonder why it's asking for X11's lib. Is Cacko available for the C1000? If so I can try it out and see if I can get things working for you. Not sure what libts is.
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The command to create a .bin image file from a PSX disc under Linux is:
cdrdao read-cd --read-raw --datafile gamename.bin --device /dev/hdc gamename.toc
Please include this in the readme zodttd! I don't think the .toc file is needed is it but the command won't run without- .toc file is only a few bytes anyway.
If /dev/hdc doesn't work it will most likely be hdd or hdb instead. I tried this command with a psx disc in my CDRW drive first and it was taking forever so I put the disc into my DVD-RW drive instead and the disc was ripped in just over a minute! I don't think cdrdao likes my Lite-On drive.
xdivider said he got zpsx running under Sharp so I thought I'd try to get zpsx 0.30 running under cacko on my C3000 but I'm not having much luck. Here's where I'm up to:
First I copied zpsx on my microdrive with scph1001.bin and my disc image (strider2.bin) in the same directory.
Copied the included libbz2 to /usr/lib and installed libsdl 1.2.9 and sdl-mixer 1.2.5 from
http://zaurus.vivaphp.net/pdaxrom/1.1.0bet...000-C3100/feed/ (http://zaurus.vivaphp.net/pdaxrom/1.1.0beta1/Zaurus-C1000-C3100/feed/)
all was fine up to here. I rebooted into text mode and tried running zpsx but it complained about a missing libstdc++ so I installed the one from the above feed no problem. Next it was asking for libX11.so.6. Unfortunately the xfree package from that same feed didn't want to install under cacko so I extracted libX11.so and libXext.so from it and copied them to /usr/lib.
zpsx is now asking for libts-0.0.so.0 but I'm not sure which package from pdaxrom to install for this. I found some libts ipkg files on google but they were for OZ and familiar so I was uncertain about installing them.
xdivider- did you not have to install lots of extra libs to get zpsx running under Sharp? Gotta say I'd be stunned if I got this to work without a recompile.
[div align=\"right\"][a href=\"index.php?act=findpost&pid=113693\"][{POST_SNAPBACK}][/a][/div]
I have Xqt and most of the X libs installed via Meanie's jumbo package. Libsdl, libstdc++, libts and libz2 for zpsx are installed in a preload dir. I usually test the emulator under xqt before dropping to console to run it. Another possibility you can do is to install a chroot pdaxrom dir using the root-akita tarball and drop down to console to startx in it.
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Urielka: Final Fantasy 7 runs good. I don't have many 3D games besides that.
danboid: I wonder why it's asking for X11's lib. Is Cacko available for the C1000? If so I can try it out and see if I can get things working for you. Not sure what libts is.
[div align=\"right\"][a href=\"index.php?act=findpost&pid=113697\"][{POST_SNAPBACK}][/a][/div]
i think its the library for touch screens. I got it from the pdaxrom feed.
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Following xdividers tip, I uninstalled/ deleted everything I mentioned in the last post except the pdaxrom sdl and sdl-mixer packages. I then installed
xqt-gtk-jumbopack_0.4.3-0.7.1_arm.ipk
dropped down to the console and tried zpsx again. It complained abou not finding libstdc++ again so I re-installed the pdaxrom libstdcxx package again but then it was asking for libts which I found in the pdaxrom 1.1.0 rc12 feed mirror at
http://zaurus.spy.org/feeds/cacko/pdaXrom/1.1.0/rc12/feed/ (http://zaurus.spy.org/feeds/cacko/pdaXrom/1.1.0/rc12/feed/)
(Got it from here as there was no libts in the beta1 feed there and the pdaxrom site is down as I write)
libts installed OK too but now when I try to run zpsx I get the error:
/home/QtPalmtop/lib/libgcc_s.so.1: version 'GCC_3.3' not found (required by /usr/lib/libstdc++.so.6)
So I downloaded libgcc_1_armv5tel.ipk and glibc_2.2.5_armv5tel.ipk from the feed link xdivider gave earlier (for the SDL libs) but both didn't want to install. They complained about a read-only file system and a bad tar headers.
zodttd- Cacko 1.23 supports the C1000. You can download it from
http://my-zaurus.narod.ru/cacko.html (http://my-zaurus.narod.ru/cacko.html)
People have got Cacko and pdaxrom dual-booting on the C3000 but I don't know if anyones worked out dual-booting on the C1000 yet. I'm waiting for a stable pdaxrom for the C3000 first, but I might get impatient if we don't get zpsx running under Cacko
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Following xdividers tip, I uninstalled/ deleted everything I mentioned in the last post except the pdaxrom sdl and sdl-mixer packages. I then installed
xqt-gtk-jumbopack_0.4.3-0.7.1_arm.ipk
dropped down to the console and tried zpsx again. It complained abou not finding libstdc++ again so I re-installed the pdaxrom libstdcxx package again but then it was asking for libts which I found in the pdaxrom 1.1.0 rc12 feed mirror at
http://zaurus.spy.org/feeds/cacko/pdaXrom/1.1.0/rc12/feed/ (http://zaurus.spy.org/feeds/cacko/pdaXrom/1.1.0/rc12/feed/)
(Got it from here as there was no libts in the beta1 feed there and the pdaxrom site is down as I write)
libts installed OK too but now when I try to run zpsx I get the error:
/home/QtPalmtop/lib/libgcc_s.so.1: version 'GCC_3.3' not found (required by /usr/lib/libstdc++.so.6)
So I downloaded libgcc_1_armv5tel.ipk and glibc_2.2.5_armv5tel.ipk from the feed link xdivider gave earlier (for the SDL libs) but both didn't want to install. They complained about a read-only file system and a bad tar headers.
zodttd- Cacko 1.23 supports the C1000. You can download it from
http://my-zaurus.narod.ru/cacko.html (http://my-zaurus.narod.ru/cacko.html)
People have got Cacko and pdaxrom dual-booting on the C3000 but I don't know if anyones worked out dual-booting on the C1000 yet. I'm waiting for a stable pdaxrom for the C3000 first, but I might get impatient if we don't get zpsx running under Cacko
[div align=\"right\"][a href=\"index.php?act=findpost&pid=113726\"][{POST_SNAPBACK}][/a][/div]
I used this particular ipk, libstdc++2.10-glibc2.2_2.95.4-15_arm.ipk, not sure where I downloaded it from cos its a long time back. U will need to do a ar x on the ipk to extract the data.tar.gz. Note that the fullscreen version will run in console mode but the 320x240 version gives me a white screen. I had to chroot to a pdaxrom dir, startx, and to run the lo-res version in a xterm. If u prefer to run it inside the sharprom, u can use xqt but its pretty slow. Im currently running the 0.6 hires version at frameskip 4 for my gaming. Not too bad if u are running rpgs.
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by the way:the oesf ZPSX wiki is not updated,lastest version there is 06.
[div align=\"right\"][a href=\"index.php?act=findpost&pid=113687\"][{POST_SNAPBACK}][/a][/div]
it's a wiki - a *collobarative* effort. register to use the wiki and then you can *help* keep it up to date.
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How are people getting FF7 to work? With the latest version, when I try to run FF7, I see the Sony Computer Entertainment America Presents text flicker, then flicker again, then it just freezes. I'm using an uncompressed BIN I created in Linux. Epsxe runs the BIN fine.
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How are people getting FF7 to work? With the latest version, when I try to run FF7, I see the Sony Computer Entertainment America Presents text flicker, then flicker again, then it just freezes. I'm using an uncompressed BIN I created in Linux. Epsxe runs the BIN fine.
[div align=\"right\"][a href=\"index.php?act=findpost&pid=113803\"][{POST_SNAPBACK}][/a][/div]
After flashing, mine just continues as usual.
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Ridge Racer 4 also doesn`t work on 030(i mean the buttons)
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Resident Evil Directors cut working on 030 with buttons but it give my Parachute error in the start of the game when they open the Door in the start of the game.(the problem occours in 624Mhz only so i guess it is a timing error).
looks realy good.
but when the emulator will work fast we should add a AntiAliasing filter like in the snes emulators.
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Seems to be a very good release! Still quite slow on my C860, but then again, I'm about 150MHz slower even when I'm overclocked (BTW, can anyone confirm that 471MHz is the max that the Cxxx devices can go? I'm a bit scared to try anything higher). The framerate counter is a bit messed up; it reports 24fps when it's clearly more like 4
Things run really great when there are few polys on the screen, but it slows down dramatically as the complexity increases. How floating point-heavy is the code? I didn't see any float declarations in the source (v0.06 was the last release with source included), but there were a few odd structures I noticed dealing with vectors and matrices. I don't know a whole lot about C++ (at least anything this complicated, I had 3 college courses and that's about it) and I really don't have the time to go through everything and see how it works, so I could possibly be worried about a whole lot of nothing. I'm not saying anything we don't already know, but floating point stuff is the bane of our Zaurii and care should be taken to avoid it at all costs.
I'd like to see about a 2-4x improvement in speed, which is a lot, but considering this project is but a few weeks along, I don't think it's unreasonable at all. If we can get that magic dynamic recompiler working, it would be quite sweet...
As always, keep up the fantastic work.
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if i only didn`t have school and work
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if i only didn`t have school and work
[div align=\"right\"][a href=\"index.php?act=findpost&pid=113895\"][{POST_SNAPBACK}][/a][/div]
I hear you... I'm going through my first round of midterms this semester... arg!
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is installation simple enough in pdaxrom beta1? I'm asking because I'd like to help you in testing but I have not that much time to setup a dev setup or to complete difficult installations. I cannot find a complete even if brief list of installation steps
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is installation simple enough in pdaxrom beta1? I'm asking because I'd like to help you in testing but I have not that much time to setup a dev setup or to complete difficult installations. I cannot find a complete even if brief list of installation steps
[div align=\"right\"][{POST_SNAPBACK}][/a][/div] (http://index.php?act=findpost&pid=113925\")
- Open aterm with launcher in lower left hand corner (usually).
- Make a new directory in location you would like to install (e.g., 'mkdir /directory/zpsx', optional).
- Goto the installation directory (e.g., 'cd /directory/zpsx').
- Download file (e.g., 'wget [a href=\"http://www.friggingames.com/zpsx030.zip')]http://www.friggingames.com/zpsx030.zip')[/url].
- Extract to folder (e.g., 'unzip ./zpsx030.zip').
- Add execution permissions to program if you extracted it to a supporting filesytem such as ext2 or ReiserFS. (e.g. 'chmod +x ./zpsx_xscale_snd').
- Run program (e.g. './zpsx_xscale_snd').
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Just wondering what the status of the dynarec/ asm code is?
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not good.
i have no time right now for this.
i will have more time on next weeks.
basicly i got 3 months of school(and work at a startup company) and then i am free
so i guess it will be done when i and AntiPasta will have time.
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Hi everyone.
New release out:
http://www.friggingames.com/zpsx035.zip (http://www.friggingames.com/zpsx035.zip)
This release should have a large speed increase. It uses assembly for the gpu blitting routines.
There's quite a few changes, so read the changes.txt inside the zip file.
Also, thanks to xdivider, the select key now works.
Urielka: Sorry to hear that. 3 months isn't toooo long though. ;P
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man,set up the SVN/CVS i will have some time next week and i hope i can convert a big part of the interpter to asm
Uriel
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Thanks for the new release! I was getting scarred because we went a whole day without a comment on this thread!
I do notice an increase in speed for 2D stuff and menus in FFVII, but the battle sequences are noticably slower. The framerate is only slightly lower, but the speed at which everything happens is reduced. Also, with a frameskip greater than two, there are times where it will jump back and display a frame that was displayed 2 or 3 frames ago, and do it a few times. This didn't happen in the v.0.30 release. Good call on the screen cropping, I was about to recommend something along the lines of that, but you already implemented it! Keep up the great work!
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Hi everyone.
New release out:
http://www.friggingames.com/zpsx035.zip (http://www.friggingames.com/zpsx035.zip)
This release should have a large speed increase. It uses assembly for the gpu blitting routines.
There's quite a few changes, so read the changes.txt inside the zip file.
Also, thanks to xdivider, the select key now works.
Urielka: Sorry to hear that. 3 months isn't toooo long though. ;P
[div align=\"right\"][a href=\"index.php?act=findpost&pid=114151\"][{POST_SNAPBACK}][/a][/div]
Thanks for the update. However it hangs in the same location that previous locations did. I was kinda surprised and tested the versions I have. This hanged in v0.05, 0.10, 0.30 and 0.35 but not in 0.06 and 0.20. I wonder if it is related to the frame skip as those 2 versions did not have that option.
edit: tried loading a save game but it hanged after the list of save games was displayed. I notice some sluggishment in the initial screen where you are suppose to choose a char to play. The game is daikoukai gaiden.
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tested bubble bobble 2: playable, just slightly slow.
You should add a check that desn't let you start loading wrong files, or let you exit during loading. It would help testing; it's not that good force-rebooting every time something goes wrong.
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wazzup with the emu? everything sleeping?
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Very good to hear that some arm asm has made its way in already- with the amount of enthusiasm for this program and a number of good coders interested in seeing it sped up I'm sure things will be up to a good (full!) speed quite quickly.
Thanks for all your help xdivider but as soon as you said 'zpsx doesn't work at 320x240 under Sharp' I just gave up- it was 320x240 or nothing for me! I'll just wait for the next C3000 pdaxrom release then I'll get to try this great program.
Still no mame for the Z with cyclone m68k to be seen tho. That cyclone emulator could also bring us full-speed amiga, atari st and x68000 emulation too. Does anyone here own both a Zaurus AND a x68000?
Keep those updates coming zodttd!
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Good Zodttd!
zPSX 0.35 @ 624MHz / SHELL mode
-GTA 1, working nice no bugs and good speed/ I dont have GTA2 (GTA2 has better code and is faster then GTA1)
-SonicWings, runing best now, full speed
-FF Tatics, good 50% of speed
-Samurai Shodow 3 workin but very very very slooooooooooooooooooooow!
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my poor 860 stucks at 471 Mhz...
I'll try gta, but it sounds too heavy for my baby
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The latest build is just too slow for me. Any chance that the asm blitting stuff works really well on the bvdd and not so well on us Imageon w100 users? Maybe a future release can use the old blitting code with a command-line switch or something if it proves to be the case.
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Sorry if the last release was bad. I'm working hard on a new ZPSX release. Should be good.
Progress has been made. Save states are now implemented, as well as as a slightly better frameskip. That problem with it displaying a frame or two from the past is still there though, it seems to happen with some games and not in others. Working on fixing that.
Compatibility should be where 0.06 was in the next release. Sorry about the drop in working games in 0.30.
I'm trying to figure out how to set up a SVN/CVS.
I'll keep everyone updated as progress is made.
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Excellent, you da man!
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Hmm. Just thought of something that might be nice in a future release: in-game overclocking. It probably wouldn't be too hard to implement, you'd just have to write to the CCCR register (0x41300000) the new values. It's probably a good idea to treat the values different for PXA255 and PXA270 processors, us CXXXers wouldn't want to fry Zauruses with your crazy 624MHz!
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Hmm. Just thought of something that might be nice in a future release: in-game overclocking. It probably wouldn't be too hard to implement, you'd just have to write to the CCCR register (0x41300000) the new values. It's probably a good idea to treat the values different for PXA255 and PXA270 processors, us CXXXers wouldn't want to fry Zauruses with your crazy 624MHz!
[div align=\"right\"][a href=\"index.php?act=findpost&pid=114597\"][{POST_SNAPBACK}][/a][/div]
I have a problem with 624 Mhz on my C3100, so I would recommend the implementation of that intermediate setting that I forgot.
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Yeah, since there's a few possible values, maybe it could step through them, sort of like increasing/decreasing the frameskip but with clockspeed instead.
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according to me it wouldn't be a good design implementing cpu overclock directly in the emulator; batter practice would be a launcher that wraps that behaviour
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any update?
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No big updates other than that save states are working in the wip release coming up. An optimized GPU is being worked on by Unai of Chankast fame. I'm waiting on his work to get working well before releasing a new version.
It's still being worked on, just a little slow down in production.
Things will be picking up soon...
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nice we're here to test
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I'm very exited by this emu !.
I tried to run the emu with a sharp rom and xqt jumbo package from meanie following xdivider info.
It works !, well not so good but it works.
I have only tried with a FF VII iso PAL version. The emu 006 version crash when trying to show the first movie (just after i selected "new game").
NOTE : it seems that the zpsx006 is the last one with the hires binary. the last version are only lowres and does not work in console mode with the sharp rom (white screen), the latest version works with X/QT but it is very slow.
So, here is a little summary to run zpsx with sharp rom. i installed :
- xqt-gtk-jumbopack_0.4.3-0.7.1_arm.ipk and xqt-debian-scripts_0.6.1_arm.ipk to be able to run Xqt
- tslib_14042005_armv5tel.ipk from pdaxrom feed (no beta) - install with ipkg ok
- libstdc__2.10_glibc2.2_2.95.4_15_arm.ipk from xdivider (see previous post) unpack and copy to lib dir(/home/QtPalmtop/lib)
- sdl_1.2.9_armv5tel.ipk from pdaxrom (beta feed) unpack and copy lib in a separate directory than the official sdl lib (for sharp rom). you will need to update LD_LIBRARY_PATH to use this lib before running zpsx.
- and obviously zpsx. unzip zpsx somewhere, copy the included libbz2.so.1.0 the the lib directory (/home/QtPalmtop/lib)
if needed run ldconfig (as root)
then, i have created with pocketiso 2.0 a compressed image of the original bin cdrom image.
Copy the img.Z file and the img.Z.table to the same dir as the install dir.
Within X/QT : run as root.
export LD_LIBRARY_PATH=/path/to/1.2.9/SDL/LIB:$LD_LIBRARY_PATH
./zpsx_xscale_snd
Console mode
echo "a" > /home/sharp/etc/launch.default --> to stop qtopia from restarting.
kill qpe --> go to console
as root
export LD_LIBRARY_PATH=/path/to/1.2.9/SDL/LIB:$LD_LIBRARY_PATH
echo 2000218 >> /proc/zaurus/CCCR [I](if needed to overclock to 624MHz)[/I]
./zpsx_slow_hires
echo "q" > /home/sharp/etc/launch.default [I]to start qtopia upon exit[/I]
Everything is on the previous post for the details..
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hi all
I'm trying to run this on my sl-c3000 (with pdaxrom)...
I've tryed only one rom (bust a move 2...).
emu starts and let me select rom image but locks on "loading game"....
I've tryed it inside and outside X... no differences...
I've downloaded this game image from the net (for testing purposes only!!!) and I've used magiciso to convert it to *.iso....
no way
(also tryed to compress iso with pocketiso.....)
any clue?
ty in advance and bye
alessandro
p.s. go on with this project as it sounds great! (btw, what about a mame port ?)
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you must compress the iso with pocket iso using standard compression, and point to the Z file (not the table)
let me know
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The first thing I'd try is to just run the raw, unconverted image that you downloaded. Most of the time, even if it's in some other format like .bin, .mdf, .img, etc., it'll usually work because these formats are essentially the same and contain the exact data on the cd, but may have a slightly different header on the file. The emu just seems to ignore this and run it without any issue. You can always try renaming it to *.iso or *.bin, but it shouldn't make a difference really. If you want to compress the iso, just do like scoutme said, but be sure to include the *.table file along with the compressed iso. Oh, and also make sure you are using the proper BIOS image and that it's named SCPH1001.BIN (the caps are critical and caused me a lot of problems earlier). Good luck and happy gaming!
*Eagerly awaiting the next zpsx release*
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tx for your reply
tryed another game (crash bandicot) and it works!!!
graphic is fantastic!!! the only prob. is speed.... to slow to play.
and it seems frameskip doesn't help much... it seems like the code needs some optimization not in the graphic part but in the "emu" part. (I'm not a programmer so be patient I had some ASM programming skill looong time ago and for pc architecture...)
go on since it's great
bye
alessandro
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I'm still waiting on getting the new GPU in place for ZPSX. It's about 10-20% faster on the GP2X port GP2PSX.
I also am reworking the timers so interrupts are called more efficiently. This should speed up some parts of games and prevent ZPSX from "hanging".
The next version should be ready within a few days. I'll basically release the new version with or without the new GPU if it takes longer than expected.
So new things...Should be faster, should be more compatible over the most recent version, and will have save states implemented.
Sorry about the wait...
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I'm still waiting on getting the new GPU in place for ZPSX. It's about 10-20% faster on the GP2X port GP2PSX.
I also am reworking the timers so interrupts are called more efficiently. This should speed up some parts of games and prevent ZPSX from "hanging".
The next version should be ready within a few days. I'll basically release the new version with or without the new GPU if it takes longer than expected.
So new things...Should be faster, should be more compatible over the most recent version, and will have save states implemented.
Sorry about the wait...
[div align=\"right\"][a href=\"index.php?act=findpost&pid=115797\"][{POST_SNAPBACK}][/a][/div]
Hi, could you have a option to run the emu in 640x480? I found that this seem to be the only way for me to run it in a console using SDL 1.2.9.
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I'll a seperate build for 640x480. It would be slower than the 320x240 version since it would have to do a 2x scaling to be full screen. Is this an issue with SDL, the distro being used, or my emu? I'm not quite sure. :/
A new release will be out shortly (in a day or so), I'll include the build with 640x480.
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what's new here?
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I'll a seperate build for 640x480. It would be slower than the 320x240 version since it would have to do a 2x scaling to be full screen. Is this an issue with SDL, the distro being used, or my emu? I'm not quite sure. :/
A new release will be out shortly (in a day or so), I'll include the build with 640x480.
[div align=\"right\"][a href=\"index.php?act=findpost&pid=115811\"][{POST_SNAPBACK}][/a][/div]
It seem to be a SDL in console mode issue as I think I notice a few error messages in dmesg abt video modes.
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Hmmm. . . if only there was a 5600 version. . .
Hmmm. . . if only there was a decent, functional, non-crap processor in the 5600 to make it able to handle this. I REALLY need another zaurus. or maybe two? No No! Think of the TabletPC Ferret, think of the TabletPC!
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*Patiently awaiting the next release*
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....... as patiently as possible.....
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I can't belive noone there is able to produce some good asm coding to speed-up this very nice emulator.....
why spend a lot of time producing a better compiler when you can trace time consuming procs and convert them to asm?!?
(a think from an old asm programmer... please be patient....)
bye
al_do (IT)
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I can't belive noone there is able to produce some good asm coding to speed-up this very nice emulator.....
why spend a lot of time producing a better compiler when you can trace time consuming procs and convert them to asm?!?
(a think from an old asm programmer... please be patient....)
bye
al_do (IT)
[div align=\"right\"][a href=\"index.php?act=findpost&pid=116893\"][{POST_SNAPBACK}][/a][/div]
That's what optimizing compilers are for.
I doubt hand-coding individual routines will do much.
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bump. Must not forget about this.
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Nothing for a long time, now. This is all the way on page 2
Anything at all?
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Any progress? This project was moving at warp speed and seems to have hit a brick wall.
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This project is so amazing.
I can't wait to get a 1GB SD or microdrive for my Z
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i have a SVN server if you want a repo in ths, please pm to me
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This thread can't die like this
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Soooo sorry about the lack of updates!
I've been really busy with some commercial PDA work, and every chance I had went to working on my PSX emulator ports. In the midst of everything I forgot to give oesf.org a visit for an update.
I have a new team of developers for my PSX codebase.
-Unai from Chankast (DC emulator) fame is working hard on a new GPU from scratch. He's been making really good progress.
-Chui, a DC developer is now onboard.
-Me, trying to work on a dynamic recompiler
-Possibly Fox68k for assembly work
I *really* could use as much help as possible on a dynamic recompiler. Even though the higher end Zaurii can handle some games at full speed with my development version, there's still a large room for improvement for performance, at least until the new GPU is ready.
I've been writing ARM assembly for a few functions and it's improved performance slightly more as well.
I could use a fully featured SVN, that allows multiple users and 3+ projects. If you can supply one for my PSX projects, psychoman, please PM me! Thanks!
I'm also working on an in-game menu for my PSX emulators, but since the Zaurus has a keyboard, a quick keymapping is all that's truly needed. So I'll try to get everyone a WIP release tommorow.
I've also worked hard on compatibility though I haven't tested PAL games yet.
Has there been any updates in the pdaXrom/Zaurus/SDL area that would help benefit ZPSX? If so let me know and I'll pay close attention. I really would like the SDL port for the Zaurus to display full screen 320x240 when inside pdaXrom.
I'll keep everyone posted and try to get a release out tommorow.
I really believe a full speed fully features PSX emu will turn out from this project.
Thanks,
ZodTTD
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Whew! I was worried that this project just fell off of the face of the earth. Glad to know that's not the case! Keep up the great work!
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yeah me too... but you made my day now... looking forward to test the next version.
thx in advance,
MONVMENTVM
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Thanks for the status report zodttd!
What I'm REALLY interested in now is seeing zpsx running under OpenZaurus- have you tried the alpha release of 3.5.4.1 zod? If not, I'd wait a few days as alpha2 will be out shortly but I was staggered by the huge performance gains the 2.6 kernel (and newer GCC probably) made to my C3000- it really was like a new machine compared to cacko or pdaxrom. In 15+ years of computer use I'd never seen such a big performance boost purely through software.
The big problem for zpsx under OZ is that no-one has integrated the pxa27x video acceleration patches into the kernel yet and so video playback and gaming isn't much cop at the moment. I've just asked RP- the SOLE c7x0 and cxx00 kernel hacker- about it but he's got too many other things to be working on and its not a priority for him. Could none of the ARM assembly wizards on the zpsx team have a go at this? I'm sure RP wouldn't mind giving some pointers as he said it shouldn't be that hard to do. OZ will then be the platform of choice for zpsx.
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Hi danboid! I just got done taking a look at Cacko for the first time. It was quite confusing hunting down the library's needed for the BVDD enhanced SDL, so I switched back to pdaXrom. I'm currently looking for solutions to speed up ZPSX performance, which is what is delaying the release of ZPSX.
Here's a couple questions I have:
#1 Is the SDL 1.2.9 for pdaXrom "BVDD enhanced"? If so, then it would speed up my development time since I just implemented BVDD support by hand but it's a bit of a ways from complete. If BVDD support is already inside the SDL library for pdaXrom, then it would be a good thing since people would have the option of using BVDD if its supported on their Z.
#2 OpenZaurus is definitely an option. I will check it out now. I'm fairly new to ARM assembly, but maybe I can mash out a kernel that supports bvdd with a bit of help. I'd still make a pdaXrom build as well, if this option is feasible. Any help is appreciate with regards to the BVDD kernel patch.
Thanks for the kind reply's. I'll eagerly wait for a reply.
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I'm very happy to hear you're willing to give kernel hacking a go zodttd- the oe team obviously needs all the help it can get and I can confidently say that every cxx00 owner will be very grateful if you can get us smooth video under a 2.6 kernel. I will be even happier if this gets done in time for the next test release of OZ!
If I knew where these pxa270 video patches are I'd tell you but I don't so I'd just recommend that you join the openembedded mailing list
http://oe.handhelds.org/contact.php (http://oe.handhelds.org/contact.php)
And ask on there and/or ask RP (Richard Purdie) in the #oe channel. If you're new to OZ, you need to know that there are 2 main flavours of the distro- OPIE (which is much akin to Qtopia that you saw under Cacko, its a fork) and GPE-the GNOME Palmtop Environment which is probably the one you want as it runs an X server (with SDL libs available) so getting zpsx compiling under it should be a breeze.
You can download the current alpha at
http://ewi546.ewi.utwente.nl/tmp/hrw/3.5.4.1-test/alpha1/ (http://ewi546.ewi.utwente.nl/tmp/hrw/3.5.4.1-test/alpha1/)
(zodttd- I think its the akita image you want for the C1000)
and install instructions are over at
http://openzaurus.org/wordpress/installation/ (http://openzaurus.org/wordpress/installation/)
That current alpha has a few issues (like the package manager not being set up properly, some packages just didn't work or install when I tried it, some USB bugs apperently etc.) but it does give you a good idea of how powerful your Z really is and how cool it will be when all the kinks are worked out.
I gave up with SDL under Cacko because I could not find a version that would work outside of Qtopia and SDL under Qtopia would only work at 640x480 for me.
Good luck zodttd- keep me posted!
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Is there anyway of getting this to work on a SL-5500 with the sharp rom? I would really like to be able to play psx games on it. If there is a way will someone please post how?
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You've got absolutely no hope in hell I'm afraid.
Neither do I, on my 5600. (Cmon for being able to make that plural! Why haven't I been ruddy paid yet?)
The earlier Zauri than the CXXXX series use lesser processors, (On the 55/50-00 only 200mhz SA) that simply cannot handle the high-powered emulation software.
Sorry!
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Hey, just a quick feature idea. The interlace option is a good idea, but sometimes the "progressive" mode doesn't work right. I don't mean the artifacts it makes - that's expected - I mean, for instance in the battle sequences in FF8, it seems to only write on every other line (like the non-progressive mode), except sometimes they flip around. This may have something to do with the different resolution of the battle sequences as opposed to menus and other stuff. What I suggest is to add a half-vertical resolution mode along with the regular interlace and progressive modes- basically, the interlace "1" option, but duplicate the line to fill in the blank lines. This way, we can play with the added speedup of the interlace (and there are some situations where it seems to help *a lot*), but not have the weird artifacts of the progressive mode. Sure, it'd still be ugly with only have the vertical resolution, but I myself wouldn't mind the compromise in certain situations.
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Just bumpin' the thread... it's been a few weeks. Any progress? I'm well into disc two of FF8, this is amazing!
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Lot's of progress has been made to the psx4all codebase.
I'll try to find some time to get the newly named psx4zaurus updated.
I have made a dynarec for PSX R3000A MIPS -> ARMv4, but right now it only works somewhat. It can recompile the BIOS dynamically, but crashes shortly after. I could use some help from those who know ARM assembly quite intimately, and can help me debug a issue with forming the prologue and epilogue of the recompiled function. Since it's being recompiled, I currently use some handy macro magic to form the bytecode for each converted ARM instruction. For the prologue I currently use the equivelant to "stmfd sp!, {r4-r10, lr}" and for the epilogue "ldmia sp!, {r4-r10,pc}" ...If its not the recompile function, it could be the way I'm calling a function, which is basically loading a 32bit immediate to R4,...through an optimized way of going about mov, orr, orr, orr...then doing a "mov lr, pc" and "mov pc, r4" to do the long branch.
So basically the dynarec is being worked on, and I have made a lot of progress on it by myself, though help is always appreciated.
Tons of work has been done to the GPU, as well as the interface.
I've just been focusing on the GP2X version as of late...I prioritize based on donations, but I realize the Zaurus is due for an update.
ZodTTD
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Thanks Zod! Great to hear of the progress. I really wish I were in a position that I could help you out, both on the technical front and the monetary front (I still am, oh, a few thousand short on *last* semester's tuition... let alone the upcoming semester's...). As always, keep up the great work!
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Does anyone have a DL URL for this?
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I made a copy since my zaursu
http://cortexet.free.fr/zaurus/zpsx/zpsx.rar (http://cortexet.free.fr/zaurus/zpsx/zpsx.rar)
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Hi everyone,
I was away for the past week and couldn't get more work done on the dynarec. I will give another update once I see the status of psx4all (our codebase that zpsx is based on), as other members of the psx4all team have been working on it while I was away.
It's doing well, but needs some polishing, and I want to get it working on more Zaurus OS's first. If you don't hear from me tommorow, give me a PM and remind me to post.
Thanks.
ZodTTD
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Can't wait for this next zpsx release!
ZodTTD- Are you doing a Cacko version as well? I hope so but then again it wouldn't be much cop if we couldn't play it at 320x240 via console SDL and, although I'm sure it must be possible, that's something I have yet to see under Cacko. Maybe its because Cacko 1.23b for c3000 comes with an outdated SDL?