D Pspemu r301


File Name pspemu_r301.rar
File Type RAR
Developer Unknown
Operating System PSP
File Size 1.33 MB
Created 07/27/2011
Updated 07/27/2011
Downloads 1322 times
Download time  
Modem: 3 min
ISDN: 1 min
DSL: 0 min 7 sec
CABLE: 0 min 5 sec
T1: 0 min 2 sec

D Pspemu r301
Rating: 3.60/5.00
Rated by: 10 users
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File Description

From homebrew developer soywiz comes a new version of D Pspemu, a "multithreaded PSP emulator developed with a TDD approach for PC made in D programming language."

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.



 

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