Post by coolmatty on May 15, 2006 13:52:47 GMT 1
Topic 1 - Real sleep mode:
The pseudo sleep mode is something I am testing right now (it crashed after I put it in sleep mode while ingame, but I'll do more tests on that later).
As I understand it now, sleep mode doesn't work because of the ME usage. Now, just as a suggestion, wouldn't it be possible to turn off sleep mode ingame (when you're actually playing), but when you go back to the menu, you have the ability to sleep? When the user hits the sleep function, could SNES9XTYL just disable the ME processor since its not needed at the time, in order to allow the sleep mode to continue normally? Then once the user powers back on the PSP, a box is waiting, asking the user to press a button to return to the game/menu. Once pressing this button, all the data would be offloaded from ram back to the ME processor, and ME functionality would be re-enabled.
I don't claim to know much about C/C++, especially not with the PSP, but from a logistics standpoint, it seems to make sense to me. What I am asking you is if this is actually possible within the restrictions of programming for the PSP (I know that the ME is a pain in the ass to work with in the first place, and I congratulate you on doing some awesome work on it), and if it is possible, would it be too much work to add it?
Topic 2: Additional SNES chipsets
Thanks to ME emulation, games such as Mario Kart are now running wonderfully even in Mode7. However, there is a beast that has yet to be tackled, the chipset found inside games such as Super Mario RPG. As I understand it, those chips are much faster than the SNES itself, which is why they are slow to run.
My question is, do you believe that in any point in time in the future that this chipset could be properly handled at playable framerates? Do you have any ideas on how you could get a speed boost for those chipsets? Or has SNES9XTYL already hit the limit for them, and what we have is what we will need to take? I'm just curious on if we'll ever get such games working, and if not, oh well.
Topic 3 - This is where I'll be doing my battery tests for SNES9XTYL, for everyone. These will be completed over the course of the next week, so expect some actual information here soon.
The pseudo sleep mode is something I am testing right now (it crashed after I put it in sleep mode while ingame, but I'll do more tests on that later).
As I understand it now, sleep mode doesn't work because of the ME usage. Now, just as a suggestion, wouldn't it be possible to turn off sleep mode ingame (when you're actually playing), but when you go back to the menu, you have the ability to sleep? When the user hits the sleep function, could SNES9XTYL just disable the ME processor since its not needed at the time, in order to allow the sleep mode to continue normally? Then once the user powers back on the PSP, a box is waiting, asking the user to press a button to return to the game/menu. Once pressing this button, all the data would be offloaded from ram back to the ME processor, and ME functionality would be re-enabled.
I don't claim to know much about C/C++, especially not with the PSP, but from a logistics standpoint, it seems to make sense to me. What I am asking you is if this is actually possible within the restrictions of programming for the PSP (I know that the ME is a pain in the ass to work with in the first place, and I congratulate you on doing some awesome work on it), and if it is possible, would it be too much work to add it?
Topic 2: Additional SNES chipsets
Thanks to ME emulation, games such as Mario Kart are now running wonderfully even in Mode7. However, there is a beast that has yet to be tackled, the chipset found inside games such as Super Mario RPG. As I understand it, those chips are much faster than the SNES itself, which is why they are slow to run.
My question is, do you believe that in any point in time in the future that this chipset could be properly handled at playable framerates? Do you have any ideas on how you could get a speed boost for those chipsets? Or has SNES9XTYL already hit the limit for them, and what we have is what we will need to take? I'm just curious on if we'll ever get such games working, and if not, oh well.
Topic 3 - This is where I'll be doing my battery tests for SNES9XTYL, for everyone. These will be completed over the course of the next week, so expect some actual information here soon.