Author Topic: Mednafen for GCW0  (Read 27084 times)

care16la20

Re: Mednafen for GCW0
« Reply #30 on: September 28, 2015, 01:32:06 pm »


Hi, also in the new ver.+config , the start button to give the run command is a little bit scrambled because it brings an remap, so due to this it's impossible to press run...

pcercuei

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Re: Mednafen for GCW0
« Reply #31 on: September 28, 2015, 02:37:54 pm »
EDIT: NOO.
It's bad code produced by GCC and this time, it doesn't even work with -O 0, crap.
I will look at this further but this will probably be fixed only until the next toolchain comes out.
(spoiler: IT'S NEVER GOING TO HAPPEN)
I highly doubt that GCC is the problem here.

gameblabla (OP)

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Re: Mednafen for GCW0
« Reply #32 on: September 28, 2015, 05:04:25 pm »
Things like this makes me wish i had a GCW0, which will happen soon
but not right now.
I have updated Mednafen again and you should all upgrade to it, again.

I have fixed the controls (It's now Start+X for configuring input), i have disabled software scaling and enabled IPU scaling
and made optimisations a bit more agressive.
It's smaller too.

dreamesper

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    • Dreamesper
Re: Mednafen for GCW0
« Reply #33 on: September 28, 2015, 10:37:46 pm »
Can anyone with a GCW ZERO confirm that the psx core works properly? I am attempting to run a few psx games through mednafen on QEMU but cannot get it to run properly...

 >:(

care16la20

Re: Mednafen for GCW0
« Reply #34 on: September 28, 2015, 11:18:12 pm »
Hi,

Well, no changes on PSX ; Still very slow even while on bios animation.....

PC Engine superb ... PC Engine CD sometimes the framerate seems to go over 100% ... Observed that behavior on AkumaJou

VirtualBoy is working unscalled and slow as well, but faster than PSX

GameAdvance is also a little bit slow

Wonderswan is having framerate very unstable, but some games gfx work better than on the other emulator...
« Last Edit: September 28, 2015, 11:22:05 pm by care16la20 »

gameblabla (OP)

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Re: Mednafen for GCW0
« Reply #35 on: September 29, 2015, 06:35:52 am »
Hi,

Well, no changes on PSX ; Still very slow even while on bios animation.....

PC Engine superb ... PC Engine CD sometimes the framerate seems to go over 100% ... Observed that behavior on AkumaJou

VirtualBoy is working unscalled and slow as well, but faster than PSX

GameAdvance is also a little bit slow
For PC-Engine, i guess i could switch to Triple Buffering to avoid the emulator from going faster than it should
but that would mean making all the other cores slower. (except NES and GB cores, which reportely requires only around 300Mhz)
What should i do ?

Wonderswan is having framerate very unstable, but some games gfx work better than on the other emulator...
Yeah, my emulator (and all Oswan's derivatives) currently has issues with some black & white games
and Mednafen fixed those.
I still don't know how to fix this... (i'm working on a better hack for those games without affecting the other games)

dreamesper

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    • Dreamesper
Re: Mednafen for GCW0
« Reply #36 on: September 29, 2015, 06:48:39 am »
Gameblabla... do you think that the mednafen-psx core .opk has any chance of potentially working fullspeed instead of at 1-2 frames per second??

I've heard from others that a completely new dynarec may be needed in order for a proper psx emu to work on the Zero...

Thanks!

 :P

yoshi41

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Re: Mednafen for GCW0
« Reply #37 on: September 29, 2015, 08:15:24 am »
For PC-Engine, i guess i could switch to Triple Buffering to avoid the emulator from going faster than it should
but that would mean making all the other cores slower. (except NES and GB cores, which reportely requires only around 300Mhz)
What should i do ?

You could create a separate OPK just for PCE. I also noticed games running too fast sometimes and I assume scrolling would benefit from triple buffering. PCE really needs a decent emu. The other systems are mostly covered by other emus.
Emulator packs and fact sheets for Wiz, Caanoo, Dingoo and Pandora.

pcercuei

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Re: Mednafen for GCW0
« Reply #38 on: September 29, 2015, 09:14:00 am »
For PC-Engine, i guess i could switch to Triple Buffering to avoid the emulator from going faster than it should
but that would mean making all the other cores slower. (except NES and GB cores, which reportely requires only around 300Mhz)
What should i do ?
How would enabling triple buffering make other cores slower? They would be slower only if they render at more than 60fps (so in the case where you emulate too fast).

gameblabla (OP)

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Re: Mednafen for GCW0
« Reply #39 on: September 29, 2015, 11:37:08 am »
How would enabling triple buffering make other cores slower? They would be slower only if they render at more than 60fps (so in the case where you emulate too fast).
I thought using triple buffering added some overhead as opposed to "render as many frames as possible"...
The cores i was talking about are not even running fullspeed by the way.

Anyways, i switched the bpp from 32 to 16 (Apparently, 32bpp is slow on this device) and enabled triple buffering.
I will test this new build on QEMU and then i will release it if nothing wrong happens.

Quote
Gameblabla... do you think that the mednafen-psx core .opk has any chance of potentially working fullspeed instead of at 1-2 frames per second??

I've heard from others that a completely new dynarec may be needed in order for a proper psx emu to work on the Zero...
Gee, you sure love the psx...
I don't think even a MIPS dynarec will help the GCW0 much : the problem is that it is too accurate.
If Ryphecha could release a faster version of the PSX core like she did with pce_fast, then we can get decent PSX emulation on GCW0.
Otherwise, enjoy your 1fps PSX emulator lol
« Last Edit: September 29, 2015, 11:42:53 am by gameblabla »

care16la20

Re: Mednafen for GCW0
« Reply #40 on: September 29, 2015, 01:50:09 pm »
Hi,

Well my opinion:

- Clean the code to leave only PC Engine / CD core with triple buffering and whatever else necessary.
- Maybe try to make Virtual Boy playable as well with an different opk
- Maybe try to make PSX playable as well with an different opk


And thats it; Dont see reasons to make the rest fully optimized and playable since there are other emulators already for that (Maybe GBA could be worth since ReGBA doesnt run everything)

dreamesper

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    • Dreamesper
Re: Mednafen for GCW0
« Reply #41 on: September 29, 2015, 02:19:46 pm »
Agreed.

care16la20

Re: Mednafen for GCW0
« Reply #42 on: September 29, 2015, 02:27:30 pm »
Btw

PC Engine / CD has great remakes (ninja gaiden from NES, etc) and some others 16bit are much better than on Genesis / Snes
Its easy to find comparisons around the web

pcercuei

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Re: Mednafen for GCW0
« Reply #43 on: September 29, 2015, 05:13:14 pm »
How would enabling triple buffering make other cores slower? They would be slower only if they render at more than 60fps (so in the case where you emulate too fast).
I thought using triple buffering added some overhead as opposed to "render as many frames as possible"...
The cores i was talking about are not even running fullspeed by the way.
SDL_SWSURFACE is the slowest,
SDL_HWSURFACE is fast but has tearing issues and no VSYNC,
SDL_HWSURFACE | SDL_DOUBLEBUF is fast, gets rid of the tearing issues and provides VSYNC, but the games are limited to 60/X fps (so 60fps, 30fps if it can't reach 60fps, 15fps if it can't reach 30fps etc.)
SDL_HWSURFACE | SDL_TRIPLEBUF is fast, has no tearing issues, has VSYNC, and without this problem.

So the general idea is:
- never use SDL_SWSURFACE,
- never use just SDL_HWSURFACE,
- if the game/emu will always run at 60fps, use double buffering (it has a slightly smaller latency),
- if the FPS of the game/emu will fluctuate, use triple buffering.

care16la20

Re: Mednafen for GCW0
« Reply #44 on: September 30, 2015, 01:52:29 am »

One more thing noticed:

PC Engine CD - Games in single Iso/Cue format only works when on external card; On internal memory they crash... On internal they work only if they are on iso/cue/ogg format...

 

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