Homebrew CTRX - PS1 Emulator

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Sorry for bringing up the Saturn after you all were done, but thinking about it doing quads and how the 3DS uses purely triangles, perhaps I'm not seeing how it would be impossible, considering we have access to geometry shaders. As it is, blargSNES handles tile rendering in hardware by taking 4 vertex inputs, and translating them into 2 polygons to form a quad, and not having to emit 6 vertices, but just 4 as it can retain previous-emitted vertices.
You technically could do that but the games still wouldn't be playable.
 
You technically could do that but the games still wouldn't be playable.
Hehe, I was simply looking at the GPU side. Of course the chances of having a stable-enough Saturn emulator on the 3DS is slim to none.
 
Hold the button down for a couple seconds.
Also note that the mapping is A = O, B = X, Y = [], X = /\. It's rather strange at first but it physically matches the layout of the PlayStation controller.
Ok, Thanks !

EDIT : Finally, what is the button the press ???? ;D
 
Last edited by nooby89,
v0.5-alpha now available. This release is mostly speed improvements. The puzzle should be able to be played reasonably on N3DS and somewhat on O3DS (comparable to v0.4's speed on N3DS). There's nothing cosmetic or shiny about this release other than a few load/store bugs being fixed.
Cool! This is a very interesting project indeed :)
 
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@machinamentum Retroarch released a psx core, you should take a look of it (at least for their rom loading method).
I plan to look elsewhere for CUE documentation as libretro's PSX core is licensed under the GPL, which, in my opinion, is not a "free" license so I refuse to use the code, even if for informational purposes.
Retroarch ps1 emulator is near fullspeed on n3ds with dynarec. Fantastic! But I still think that this emulator is interesting to follow!
This emulator is useful for people without dynarec. Even on n3DS. :)
Should I assume that dynrec still hasn't been solved on ninjhax2? If it hasn't, I'm still continuing the project to see how fast I can actually push the 3DS' hardware before it hits the theoretically limit. Despite how much faster v0.5, there's still more optimizations to be done to the interpreter and I have a lot of plans for cleaning up Caelina's codebase as well.
 
I plan to look elsewhere for CUE documentation as libretro's PSX core is licensed under the GPL, which, in my opinion, is not a "free" license so I refuse to use the code, even if for informational purposes.


Should I assume that dynrec still hasn't been solved on ninjhax2? If it hasn't, I'm still continuing the project to see how fast I can actually push the 3DS' hardware before it hits the theoretically limit. Despite how much faster v0.5, there's still more optimizations to be done to the interpreter and I have a lot of plans for cleaning up Caelina's codebase as well.
I don't know a single PS1 emulator that doesn't use the GPL or LGPL license.
 
I plan to look elsewhere for CUE documentation as libretro's PSX core is licensed under the GPL, which, in my opinion, is not a "free" license so I refuse to use the code, even if for informational purposes.


Should I assume that dynrec still hasn't been solved on ninjhax2? If it hasn't, I'm still continuing the project to see how fast I can actually push the 3DS' hardware before it hits the theoretically limit. Despite how much faster v0.5, there's still more optimizations to be done to the interpreter and I have a lot of plans for cleaning up Caelina's codebase as well.
Nope, it hasn't. The psx core is only able to run on 9.2 in .cia so keep going with your work man!
 

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