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poweramiga2002
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Re: FPSE - Free PlayStation Emulator Posted on 5-Feb-2008 8:06:33
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Super Member |
Joined: 29-Jul-2003 Posts: 1389
From: Flinders NSW Australia | | |
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| @Amidog
great improvement on last version many games run now that didn't before all i need is the amigainput fixing on the A1 @Rougue |
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kr1st0
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Re: FPSE - Free PlayStation Emulator Posted on 5-Feb-2008 8:56:51
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New Member |
Joined: 4-Feb-2008 Posts: 3
From: Unknown | | |
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| @amidog:
with nullplugins (no compiler, etc...) it works (OS3 version) and you can quit with the ESC key. gpupeops.dll with all features disabled results in the "app is meditating" window |
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AmiDog
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Re: FPSE - Free PlayStation Emulator Posted on 5-Feb-2008 9:03:04
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Cult Member |
Joined: 1-Jun-2004 Posts: 917
From: Kumla, Sweden | | |
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| @kr1st0
Ok, I'll try to find the time to make a debug build of gpupeops tonight. |
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Rogue
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Re: FPSE - Free PlayStation Emulator Posted on 5-Feb-2008 9:19:02
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OS4 Core Developer |
Joined: 14-Jul-2003 Posts: 3999
From: Unknown | | |
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| Quote:
The Warp3D plugin tries its best to render as many triangles as possible at once, but as soon as the texture and/or blending mode is changed by the game, the plugin has to flush its internal vertex cache. |
It just occurred to me, do you do batching? That is, do you sort triangles by texture, or do you output triangles as they come?
Quote:
the color scaling isn't working in the R200 driver |
Color scaling? What are you doing there? _________________ Seriously, if you want to contact me do not bother sending me a PM here. Write me a mail
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AmiDog
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Re: FPSE - Free PlayStation Emulator Posted on 5-Feb-2008 9:38:40
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Cult Member |
Joined: 1-Jun-2004 Posts: 917
From: Kumla, Sweden | | |
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| @Rogue
As long as the game doesn't change the texture or blending mode used, I put the triangles in a vertex cache, which I flush when the texture or blending mode is changed. The PSX has a small texture cache, meaning it's a big advantage to render many triangles using the same texture at once, so I assume that's what most games do.
About color scaling. The PSX modulate does TextureColor*PolyColor*2, meaning a textured poly with R=G=B=0.5 gives the original texture colors. (Have a look at the OS4 Bugzilla or just try to set the RGB scale to 2 or 4 in the multitext demo and you'll see what I mean. Works with the R100 driver, not with the R200 one.) Last edited by AmiDog on 05-Feb-2008 at 09:39 AM.
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rzookol
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Re: FPSE - Free PlayStation Emulator Posted on 5-Feb-2008 11:14:24
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Regular Member |
Joined: 4-Oct-2005 Posts: 318
From: Poland, Lublin | | |
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| @Amidog
Emulation is +/- working with gpunull.dll (with/without compiler, biosemu/biosfile etc). Sound is working (spuwave.dll) :) .
Initializing system... --------------------------------------------------------- (.) Allocating memory blocks... (.) Initializing hardware resources... M68060 optimizations enabled. (.) Initializing CDROM engine. -> (.) SCEE zone selected. (.) Geometry Transformation Engine... -> (!) No decoder is found. Using portable engine (.) Initializing BIOS resources... -> (.) Loading 'Morphos:Programy/FPSE-OS3/bios/scph1001.bin'... -> (.) Compiling... (.) Loading files... Opening console... Opening console... --------------------------------------------------------- Shutting down compiler...
With gpupeops.dll only (options set to off/on etc.)
Initializing system... --------------------------------------------------------- (.) Allocating memory blocks... (.) Initializing hardware resources... M68060 optimizations enabled.
appears.
With gpuw3d.dll is the same problem. There is a problem with screenmode requester also: http://brain.umcs.lublin.pl/~rzookol/logs/fpse4.log (hits after choosing mode) |
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AmiDog
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Re: FPSE - Free PlayStation Emulator Posted on 5-Feb-2008 11:58:06
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Cult Member |
Joined: 1-Jun-2004 Posts: 917
From: Kumla, Sweden | | |
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| @rzookol
Looks like I have som debugging to do.
Interesting that the MorphOS M68k emu identifies itself as a M68060 ("M68060 optimizations enabled."). That's probably not optimal as the PPC can do 64bit multiplies unlike the M68060, not that it matters much but anyway... |
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AmiDog
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Re: FPSE - Free PlayStation Emulator Posted on 5-Feb-2008 18:48:09
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Cult Member |
Joined: 1-Jun-2004 Posts: 917
From: Kumla, Sweden | | |
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| Ok, this is what's making gpupeops crash with a divide by zero:
void InitFPS(void) { if(!fFrameRate) fFrameRate=200.0f; if(fFrameRateHz==0) fFrameRateHz=fFrameRate; // set user framerate dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz); }
_InitFPS: .stabd 68,0,889 .stabd 68,0,890 ftsts _fFrameRate fjne L138 .stabd 68,0,890 movel #0x43480000,_fFrameRate L138: .stabd 68,0,891 fsmoves _fFrameRateHz,fp0 fjne L140 movel _fFrameRate,_fFrameRateHz fsmoves _fFrameRate,fp0 L140: .stabd 68,0,892 fcmps #0r2.14748365e+9,fp0 fjge L142 fintrzx fp0,fp0 fmovel fp0,d0 jra L143 .even L142: fsadds #0r-2.14748365e+9,fp0 fintrzx fp0,fp0 fmovel fp0,d0 bchg #31,d0 L143: movel #100000,d1 divul d0,d1 movel d1,_dwFrameRateTicks rts
Not that I can understand how fFrameRateHz could ever be zero considering it's always assigned a non-zero value... |
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rzookol
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Re: FPSE - Free PlayStation Emulator Posted on 5-Feb-2008 19:05:57
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Regular Member |
Joined: 4-Oct-2005 Posts: 318
From: Poland, Lublin | | |
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| Could You release dll with const value :
{ dwFrameRateTicks=(TIMEBASE / 200); }
for testing ? |
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AmiDog
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Re: FPSE - Free PlayStation Emulator Posted on 5-Feb-2008 19:26:08
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Cult Member |
Joined: 1-Jun-2004 Posts: 917
From: Kumla, Sweden | | |
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| Sure, go to my homepage and the WIP section. Both debug and release compiled versions are included in the archive. |
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rzookol
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Re: FPSE - Free PlayStation Emulator Posted on 5-Feb-2008 20:18:10
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Regular Member |
Joined: 4-Oct-2005 Posts: 318
From: Poland, Lublin | | |
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| Thanks, with Scale and SpeedLimit set to OFF is working fullspeed. With set to ON it hits :/ |
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rzookol
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Re: FPSE - Free PlayStation Emulator Posted on 5-Feb-2008 20:44:32
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Regular Member |
Joined: 4-Oct-2005 Posts: 318
From: Poland, Lublin | | |
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| Morphos 68k fpu emulation do not set status bits. Maybe compilator generates not mos-compatible code :) |
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AmiDog
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Re: FPSE - Free PlayStation Emulator Posted on 6-Feb-2008 6:52:19
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Cult Member |
Joined: 1-Jun-2004 Posts: 917
From: Kumla, Sweden | | |
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| Quote:
Thanks, with Scale and SpeedLimit set to OFF is working fullspeed. |
Good!
Quote:
Morphos 68k fpu emulation do not set status bits. |
So the 68k fpu emulation is broken then. That explains why it worked fine on anything except MorphOS. Where do one report MorphOS bugs nowadays?Last edited by AmiDog on 06-Feb-2008 at 06:52 AM.
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AmiDog
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Re: FPSE - Free PlayStation Emulator Posted on 6-Feb-2008 7:12:21
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Cult Member |
Joined: 1-Jun-2004 Posts: 917
From: Kumla, Sweden | | |
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| Quote:
With set to ON it hits :/ |
The SpeedLimit most likely rely on correct FPU behavior too, but I don't think Scale should care? |
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Rogue
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Re: FPSE - Free PlayStation Emulator Posted on 6-Feb-2008 9:17:28
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OS4 Core Developer |
Joined: 14-Jul-2003 Posts: 3999
From: Unknown | | |
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| Quote:
(Have a look at the OS4 Bugzilla or just try to set the RGB scale to 2 or 4 in the multitext demo and you'll see what I mean. Works with the R100 driver, not with the R200 one.) |
Hmmm... sounds like a bug in the pixel shader... I'll have a look asap. Probably the output scale is messed up then... which should be easy to fix. _________________ Seriously, if you want to contact me do not bother sending me a PM here. Write me a mail
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spotUP
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Re: FPSE - Free PlayStation Emulator Posted on 6-Feb-2008 13:11:30
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| NICE constructive thread! And good work there Amidog! Try to report the MOS bug to Itix. _________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
http://www.asciiarena.com http://www.uprough.net
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guruman
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Re: FPSE - Free PlayStation Emulator Posted on 6-Feb-2008 21:52:33
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Regular Member |
Joined: 20-Jun-2007 Posts: 133
From: Padova, Italy | | |
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| @AmiDog Quote:
Where do one report MorphOS bugs nowadays? |
The best place would be the MorphOS mailing list, but that's restricted to registered users (i.e.: those who bought a Peg).
The second best is the IRC channel #morphos at FreeNode: there is always a good part of the MorphOS team connected, and sometimes they are also in a good helpy mood (as can be confirmed also by some guests of this very site )
Finally, also posts at MorphZone gets usually noticed and answered.
BTW, thank you very much for this version of FPSE. Ah, probably a WUP compile would perform even better on MorphOS (with respect with the 68k version).
Kind regards, Andrea |
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kr1st0
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Re: FPSE - Free PlayStation Emulator Posted on 7-Feb-2008 15:06:16
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New Member |
Joined: 4-Feb-2008 Posts: 3
From: Unknown | | |
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Thanks, with Scale and SpeedLimit set to OFF is working fullspeed. |
What do you mean by "fullspeed"? Here it's damn slow...
It hits also in Actual ScreenMode+Fullscreen |
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rzookol
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Re: FPSE - Free PlayStation Emulator Posted on 7-Feb-2008 17:45:15
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Regular Member |
Joined: 4-Oct-2005 Posts: 318
From: Poland, Lublin | | |
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| G4 1ghz and Trance with "pri=40" and fullspeed ~ 20 - 25 fps |
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AmiDog
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Re: FPSE - Free PlayStation Emulator Posted on 8-Feb-2008 7:42:09
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Cult Member |
Joined: 1-Jun-2004 Posts: 917
From: Kumla, Sweden | | |
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| According to this page there are several levels of FPU emulation in MorphOS where the fastest level (3) is the least compatible. Have you tried to change the FPU emulation to level 1? |
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