What are the requirements to run PS2 FMV's on the emu?
#11
(01-14-2009, 10:17 PM)rama Wrote:
(01-14-2009, 09:59 PM)montecrudo Wrote: Say, what about you guys implementing some speed boost instruction option to perhaps double the speed of the emu (well, of course if it's not hard work)? It may be helpful for those games which not only FMV's but the ingame stutter and seem unplayable.

That's a great idea!
Why didn't we think of that earlier... Just add a option that makes the emu twice as fast!

Made my day Laugh

Well, it is true, the Dolphin emulator staff did something like that.

- jo.enableBlocklink = true; // Speed boost, but not 100% safe
+ jo.enableBlocklink = false; // Speed boost, but not 100% safe

- = removed
+ = changed

Just with this part of code enabled:
jo.enableBlocklink = true; // Speed boost, but not 100% safe

I get a huge speed boost in games, matching a Gamecube's speed. Obviously I don't know how your work is done with the PCSX2 emu but I wasn't joking. Really. It seems it can be done.
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#12
... only because someone probably worked for weeks to implement a dynarec block linking algorithym that was both efficient, effective, and not entirely buggy. The fact that it was disabled by default, in that case, is pretty comical.

And unfortunately Pcsx2 already does block linking. And it's always enabled.

Any other magic booleans in the Dolphin source code? I'm open to ideas.
Jake Stine (Air) - Programmer - PCSX2 Dev Team
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#13
@Air
Quote:I'm open to ideas.
well here's the code I suggest:

Quote:bool magical_boost;
magical_boost=true;

if(magical_boost) {
//just do nothing
}
else {
sleep(100);
}

I'm sure lot of people would be happy to notice a performance boost,
when setting magical_boost to true Laugh
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#14
(01-15-2009, 02:17 AM)Air Wrote: ... only because someone probably worked for weeks to implement a dynarec block linking algorithym that was both efficient, effective, and not entirely buggy. The fact that it was disabled by default, in that case, is pretty comical.

Yeah, I spent weeks pleading for the Dolphin staff to enable it again, 'cause my games had a huge dropdown. Someone enabled it at last, and gave me his/her compile. But it's still not enabled on the source code. One of the coders is asking the others to implement this function in their emulator for a choose if the player wants it or not.
The code is in their JIT.cpp file.

This is the change they've made, disabling the block linking algorithm
http://code.google.com/p/dolphin-emu/sou...ail?r=1596

And this is the entire JIT.cpp file
http://code.google.com/p/dolphin-emu/sou...64/Jit.cpp

Check line 180. It's still NOT enabled. Just effing great...
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#15
(01-15-2009, 02:35 AM)bigmehdi Wrote: @Air
Quote:I'm open to ideas.
well here's the code I suggest:

Quote:bool magical_boost;
magical_boost=true;

if(magical_boost) {
//just do nothing
}
else {
sleep(100);
}

I'm sure lot of people would be happy to notice a performance boost,
when setting magical_boost to true Laugh

I wonder if God Himself would have such programming capabilities Tongue Smile
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#16
ok ty very much Rama Tongue
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