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D Pspemu r301 released

Posted Jul 27, 2011 at 3:38AM EST by Ryan F.

Listed in: Homebrew Emulators, News Tags: d pspemu, emulator, psp homebrew, soywiz
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From homebrew developer soywiz comes a new version of his D Psp Emulator, a "multithreaded PSP emulator developed with a TDD approach for PC made in D programming language."

 

toe_spanish4

 

Developer's note:

This emulator born as a proof of concept of an emulator made in D.

Now it's getting more and more compatible with homebrew, and gaining in features and speed.

The emulator was based in it's first version on great Noxa's C# pspplayer emulator.


Reduced Changelog:

  • Some commercial games are running! Check our compatibility list, and feel free to add missing games.
  • New entirely remade multithreaded cpu core!! It will use a native thread per psp cpu thread. So it will get faster on newer cpus with multiple cores. Lots of games have several psp threads, one for the game, other for decoding audio... before this release cpu was executed on a single thread, now it will use one windows' thread per psp thread and executed parallely on multicore cpus withouth any penaly of switching psp threads because it won't switch anything.
  • Gpu morphing and skinning!
  • Synchronized components throgh mutex and events instead of polling. (Still not perfect). A better and faster design that eliminates some bottlenecks.
  • More homebrew compatibility!
  • Now using eclipse as IDE, using DDT to get autocompletion! Much more productivity.
  • Cleanups
  • More APIs implemented
  • hq2x and output scaling...
  • Cheats (enabled by command line)
  • Command line tools for advanced users. "pspemu.exe --help" to see a list of commands.
  • Lots and lots of work
  • Background music (Atrac3+ support) with SonicStage (and WaveOut Codec) installed.
  • And more...

Notes and expectations:

  • At this moment it has been a single person work.
  • Still uses a cpu interpreter. Even with multithreading, it will be slower than jpcsp and pcsp on most scenarios where the cpu usage is critical. It will get much faster when implementing the cpu dynarec and one of the fastests out there. I'll do that after getting some more compatibility and after some cleanups.
  • Still not using shaders. It uses plain OpenGL 1.1 so it has to rebuild every texture whenever clut changes. I will implement shaders later. Also I'm going to check if it's feasible to decode some things like vertex information or color information using OpenCL.
  • Do not expect getting videos, or getting complex games working at this stage.


Download: D Pspemu r301


And while your at it, don't forget to explore our DL page to grab hold of the latest homebrews from all around the scene. If you want to help the dev to make this emulator even better, you can get in touch with him at the source link below.

 

 

Via [D PSP Emulator]



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Comments 


 
# RE: D Pspemu r301 releasedCM 2011-07-28 10:46
Stop. Making. Proof of concept emulators for PSP. Will somebody not make a REGULAR, FULLY FUNCTIONAL emulator in C++? People can keep doing their experimental crap but christ we'd much rather have a working one which we could have by now. Experiment on the old stuff that's already got solid emulators like N64 or SNES.

Reply
 

 
# yesJohn_Rowles 2011-07-31 04:30
yes

Reply
 

 
# CM needs to read!Herp Derp 2011-08-13 18:26
Had you read the post you would have noticed that this is not an emulator "for PSP", but rather a PSP emulator that runs in Windows. Because of this, you look like an idiot in your post. That is all.

Reply
 

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