11/5/2023 0 Comments Pcsx reloaded bios pack![]() screen, Raystorm locks the emu in the intro. Einhander doesn't work, it freezes on the WAIT. ![]() I tried a "practice mode" as I figured you can start without formatting but when I do it crashes the emu. I almost can but there are a few minor "bugs".įirst I found in Disruptor to start a new game I need to "format memory card" If you try that it fails and you can't start a game. I wanted to wipe The "other" PSX emu from my card. Wow great Notaz, thanks for the great work! The menu is great and I like the ability to set scaling, parameters, etc on a per game basis. Thanks Notaz, you just made my day! :lol: I didn't really get anything for Christmas until now. I was just getting ready for bed after a very long day, and I see this. Now, was this the PSX emu that ED hinted at a few weeks back? I was hoping it was the one that Zod had been working on, and that we all might hear something on, or around Christmas as a suprise for the community. I'm sorry to hear you and Zod are on the outs, as I would love to see you guys pull your brain power and make a super swell emu that everone could enjoy! Oh well, you are one of the reasons I fell in love with open source community(Pico drive is just about my all time portable fav), so please keep em coming, as I don't care who brings the best choices to the Pandora, just as long as someone brings them to the table! Please keep working on this one, as the community really needs to see some improvements in this area. I can see how this will be a superb emu once you do your normal tweaks and improvements. Your version is already looking top shelf, and several games run a lot better already(I dont need to overclock as much). I will send you another donation once I get my funds straight, as my money is tight due to the end of the year family duties and what not. We'll see how this turns out, meanwhile I hope you enjoy this release Right now I'm looking forward to squeezing some more performance from GPU and SPU code, then maybe doing some NEON on GTE (doing it's flags with NEON might be an issue). Code duplication (usually 3-4 times), most variables given 1 to 3 letter long names, globals all over the place, magic constants and some hardcoded N64 logic made it a really tough job (no offense Ari64, I'm really pleased on how it works now, at least until new major bug pops up B) ). No matter how good it is for recompiling, it's *very* difficult and frustrating to work with due to code quality issues. Something like 95% of the time was spent on integrating the recompiler and fixing various related issues that arose from this work. So I decided to go for combining Ari64's recompiler with PCSX and ended up with this build of PCSX-ReARMed that you can try now. However after thinking about it a bit it became obvious that I don't have enough time to finish such project in reasonable amount of time, and doing a recompiler that could reach or surpass Ari64's level would need a lot of effort that could be considered wasted as we already have such a thing (although it's under rather restrictive GPL license). First I thought about doing ARM oriented emulator from scratch I used to play some games back in the day and am quite interested in the hardware. I was rather unhappy with the state of PSX (PSOne if you like) emulation on pandora and wanted to play some games, so I've started planning on doing psx emulator around 2 months ago. * even though I have no physical or legal means to enforce it, I'd like to state that Zodttd is not welcome to use any of my code from this project (including Ari64's dynarec modifications) due to personal reasons. It uses HLE emulation and does not need BIOS (does not even support it yet but will do in future for compatibility reasons).Įdit: BIOS is supported from r4 and pcsx4all GPU code is now available as optional plugin. The frontend should also be much more pleasant to use than psx4all one though. GPU and SPU code (slower than psx4all), but uses much superior Ari64's dynarec. Performance is close to psx4all and heavily depends on game in question, as it uses P.E.Op.S. The compatibility should be close to the PC version. There is a bit of NEON for color space conversion too. The main feature it has is Ari64's dynarec, modified to suit PCSX. It has no relation to psx4all/psx4pandora or pcsx4all (other than being PCSX derived), is (almost) drama free* and has the source available now. PCSX-ReARMed is yet another PCSX fork, based on PCSX-Reloaded. In either case latest version should be available in the repo: EDIT: starting from r10 new releases are announced at, see "software news" section.
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