03-06-2014, 01:31 PM -
Oh of course guys don't get me wrong I know that most of the documention PPSSPP used was basically from JPCSP devs. I actually followed JPCSP for some time, but it was very annoying to use and compile and anything made in Java always ran terrible/unstable for me so I was waiting for PCSP(now pspe4all) the C++ port, but it never came so it was nice to see PPSSPP achieve that plus porting to so many platforms even Android.
Yeah thats what I was thinking, but I don't know as much as you do hehe. This is really going to get interesting once the emulator matures.
I assume the ffmpeg decoding they're using for AT3+ is going to be useful as well, because I'm quite sure PS3 uses AT3/AT3+ as well.
Found this on PPSSPP website. This is new to me
(03-05-2014, 11:21 PM)Hykem Wrote: Anyway, back on topic, RPCS3 is also a high level emulator like JPCSP and PPSSPP, so their emulation process is identical.
It attempts to translate the functioning of several portions of the PS3 system without depending on any pre-compiled code parts (like a low level emulator).
This way, the reason behind the small speed hit in such emulators is directly linked to how they are coded and the only limitations are imposed by the user's computer.
A low level emulator on the other hand doesn't depend as much on specific computational resources, mainly because it already has pre-compiled code portions incorporated (e.g.: BIOS files).
Yeah thats what I was thinking, but I don't know as much as you do hehe. This is really going to get interesting once the emulator matures.
I assume the ffmpeg decoding they're using for AT3+ is going to be useful as well, because I'm quite sure PS3 uses AT3/AT3+ as well.
Found this on PPSSPP website. This is new to me
Quote:PPSSPP is a HLE ("high level emulation" emulator, it simulates the PSP OS as seen by the game rather than the full hardware. A program running on the PSP OS can send raw display lists to the graphics chips, but can't access the flash controller or the Media Engine directly, instead it has to go through libraries and the PSP OS kernel. We simply simulate these. This is a lot of work though, the PSP OS is large and has plenty of functionality so achieving 100% compatibility is difficult bordering on the impossible. We can get close though.