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ElSemi's CPS3 emu on xbox


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CPX3 update:

 

Icons for interface finished

Able to return to interface from in-game

Currently settings are adjusted through EMULATOR.INI file

Optimizations made to virtual memory usage, now runs smoother than ever

Option to main aspect ratio

 

ElSemi has also commented that the slowdowns caused by the sprite-zooming can be fixed causing the emulator to run at a constant 60FPS!

 

How you may ask? He plans to handle the zooming via Direct3D (D3D). Simply genius if you ask me. He has planned to take a short break from coding though which he really does deserve.

 

Source: Speksnk

:huh:

Edited by Mystikos
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CPX3 update:

 

Icons for interface finished

Able to return to interface from in-game

Currently settings are adjusted through EMULATOR.INI file

Optimizations made to virtual memory usage, now runs smoother than ever

Option to main aspect ratio

 

ElSemi has also commented that the slowdowns caused by the sprite-zooming can be fixed causing the emulator to run at a constant 60FPS!

 

How you may ask? He plans to handle the zooming via Direct3D (D3D). Simply genius if you ask me. He has planned to take a short break from coding though which he really does deserve.

 

Source: Speksnk

:huh:

Thanks for the update Mystikos. We appreciate it. :lol:

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And here something to easy as waiting - CPX3 in action with Street Fighter III New Generation

 

Runs really great :lol:

 

 

videos from Speksnk - joined together and putted on youtube

 

:D:D:D:D

Awesome video ... I can't wait until it's released. :D

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Some recent bits

Although ElSemi does not have the SDK of xbox in its power if that has followed improving the rival, although compiling it for Windows... total, comes to be the same thing Already they function the 'savestates', each play has a capacity of 10 departures kept. Al to save a departure the date indicates you and hour of creation, so that they can be identified but comodamente. It is possible that a small one be included imágen (capture of screen) also.

# Already the controls in the two players they can configure themselves.

# Backup for play in format has been added CHD.

# It Given that the metodo of load of the Street Fighter III 2nd Impact was a little abrasive" for the hard disk (tapeworm that to be reading and writing constantly) a way of emulation has been created that goes desencriptando the play al I fly. At first not deberia to affect too much al performance of play...

# The use of the virtual memory has been optimized in JoJo' s Venture and JoJo' s Bizarre Adventure and now they function but fluids. - An effect has been added "fade" to enter and to leave the interface while is being played.

# A screen of title has been added.

# They have been added some small images that appear al to charge a play, together al text "Loading Game. Please Wait. ..”. Basically they are some CDs that go rotating at the same time that win velocity with the time Each play has his own.

# The load of the play has been optimized, and now the rival does him but quickly.

cpx3004ui7.th.jpg cpx3005wr0.th.jpg cpx3006vj1.th.jpg cpx3007di0.th.jpg

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Count down to release have just begin :)

 

 

Good, updating and summary of as has evolved the rival.

 

The rival permits to charge as much ROMs as CHDs of CPS3 and to execute them to 60 fps constant without frameskip putting the hardware of xbox al limit, so much the velocity of the CPU as the size of the read-only memory. It given the complexity of the emulation in some occasions the velocity is reduced in punctual moments, generally when they are visualized zooms with many sprites in screen... although at no time the jugabilidad is lost.

 

In comparison, for example, with the U64Emu XXX with the Killer Instinct 2 functioning the CPX3 obtains better results as for velocity in the moments in which is seen reduced.

 

It is not necessary (neither compatible) the use of 128 Mb of RAM in the xbox, therefore is writing to make use of a by memory virtual system based on caches that is sufficient with the 64 Mb of RAM of a console xbox without modify. Besides the rival includes backup for progressive ways 480p and 720p or panoramic, being adapted to the configuration automatically.

 

In the last version compiled Street Fighter III 2nd Impact was not playable for lack of read-only memory (insufficient even with the by memory virtual system), although the emulation has been modified so that be carried out a desencriptacion real-time that though not deberia to affect practicamente al rendiemiento is something that has not come test even in a xbox real (the advances of this last week itself They have carried out in versions compiled for Windows).

 

In turn the interface is enough personalizable by means of a file. xml that can be published with the simple one notepad. It has itself placed special attention in which the interface have a very smooth movement and have an elegant design at the same time that minimalist (each byte by memory saved is crucial) ... For the time being there is not backup for skins, although is not determined if the possibility will be incorporated. Although really all the images are simple. png.

 

To these heights the unique thing that lacks is incoporar samples sonorous to the interface, to resolve some small bugs and to try to win all the possible velocity before publishing the first version. You recall that the nucleo of the rival is that of the version "Preview 3" of Windows, and therefore the transparencies of sprites are not rivaled, although will make use of a small trick to try that not the difference be noted.

 

Date at the outset? When be ready... probably the next week if all goes well.

 

Link to the new screens:

 

 

Eng description of screens:

 

1.This it is the screen of title, is shown during some seconds and later passes automatically al main menu...

 

2.This is the main menu. The aspect of the interface recalls al XMB of PSP / PS3, but is not equal... although if is based on the. Behind the logo of the rival with green tones in homage is appreciated to xbox. Since the option "you Praise read-only" we can see the complete list of play borne (read-only and CHD). Besides a screenshot is included (or screenshots, because we can visualize various in the shape of slideshow)

 

 

3.Al to charge a play a CD appears rotating in the screen. Each play possesses its own CD and this each time revolves but quickly

 

4.At any moment of the departure we can agree to the interface with alone to pressure a button of the pairs. The fund is overshadowed for greater comfort... of course we can resume the play or to discharge it of the memory to play another if asi we desire it.

 

5.Also we have a menu of adjustments for each play, being able to select the region and the use of the sonorous interpolation of the hardware of CPS3. Tambien we can make use of savestates (with capture ingame included) and to configure the controls. The rival permits to configure the frameskip among 0 (automatic) or 10 as maximum value... Although it given the great work of optimization almost always we will reach the 60 fps without frameskip. Besides we can see the rate of stills by second in screen.

 

6.CPX3 permits to vary the size of the screen and to move the imágen, to be able to adjust it to the screen of the television without problems. Besides we can force to that maintain the aspect or that utilize the panoramic way. Also we have the opcion to use or not antialiasing and to adapt the flicker filter to win clarity of images in televisions CRT.

 

:o

Edited by Bonus JZ
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"although at no time the jugabilidad is lost. "

 

I wonder what is "jugabilidad"?

 

Anyway, counting days to the release :punk:

 

yarus

 

 

 

 

Count down to release have just begin :huh:

 

 

Good, updating and summary of as has evolved the rival.

 

The rival permits to charge as much ROMs as CHDs of CPS3 and to execute them to 60 fps constant without frameskip putting the hardware of xbox al limit, so much the velocity of the CPU as the size of the read-only memory. It given the complexity of the emulation in some occasions the velocity is reduced in punctual moments, generally when they are visualized zooms with many sprites in screen... although at no time the jugabilidad is lost.

 

In comparison, for example, with the U64Emu XXX with the Killer Instinct 2 functioning the CPX3 obtains better results as for velocity in the moments in which is seen reduced.

 

It is not necessary (neither compatible) the use of 128 Mb of RAM in the xbox, therefore is writing to make use of a by memory virtual system based on caches that is sufficient with the 64 Mb of RAM of a console xbox without modify. Besides the rival includes backup for progressive ways 480p and 720p or panoramic, being adapted to the configuration automatically.

 

In the last version compiled Street Fighter III 2nd Impact was not playable for lack of read-only memory (insufficient even with the by memory virtual system), although the emulation has been modified so that be carried out a desencriptacion real-time that though not deberia to affect practicamente al rendiemiento is something that has not come test even in a xbox real (the advances of this last week itself They have carried out in versions compiled for Windows).

 

In turn the interface is enough personalizable by means of a file. xml that can be published with the simple one notepad. It has itself placed special attention in which the interface have a very smooth movement and have an elegant design at the same time that minimalist (each byte by memory saved is crucial) ... For the time being there is not backup for skins, although is not determined if the possibility will be incorporated. Although really all the images are simple. png.

 

To these heights the unique thing that lacks is incoporar samples sonorous to the interface, to resolve some small bugs and to try to win all the possible velocity before publishing the first version. You recall that the nucleo of the rival is that of the version "Preview 3" of Windows, and therefore the transparencies of sprites are not rivaled, although will make use of a small trick to try that not the difference be noted.

 

Date at the outset? When be ready... probably the next week if all goes well.

 

Link to the new screens:

 

 

Eng description of screens:

 

1.This it is the screen of title, is shown during some seconds and later passes automatically al main menu...

 

2.This is the main menu. The aspect of the interface recalls al XMB of PSP / PS3, but is not equal... although if is based on the. Behind the logo of the rival with green tones in homage is appreciated to xbox. Since the option "you Praise read-only" we can see the complete list of play borne (read-only and CHD). Besides a screenshot is included (or screenshots, because we can visualize various in the shape of slideshow)

 

 

3.Al to charge a play a CD appears rotating in the screen. Each play possesses its own CD and this each time revolves but quickly

 

4.At any moment of the departure we can agree to the interface with alone to pressure a button of the pairs. The fund is overshadowed for greater comfort... of course we can resume the play or to discharge it of the memory to play another if asi we desire it.

 

5.Also we have a menu of adjustments for each play, being able to select the region and the use of the sonorous interpolation of the hardware of CPS3. Tambien we can make use of savestates (with capture ingame included) and to configure the controls. The rival permits to configure the frameskip among 0 (automatic) or 10 as maximum value... Although it given the great work of optimization almost always we will reach the 60 fps without frameskip. Besides we can see the rate of stills by second in screen.

 

6.CPX3 permits to vary the size of the screen and to move the imágen, to be able to adjust it to the screen of the television without problems. Besides we can force to that maintain the aspect or that utilize the panoramic way. Also we have the opcion to use or not antialiasing and to adapt the flicker filter to win clarity of images in televisions CRT.

 

:punk:

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