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PSPUAEv2 (WIP4) Progress Update 12

Started by FOL, 13 Oct, 2026, 12:54 PM

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FOL

Right after a lot of thought and pulling out hair.

E-UAE wip4 is dead end on PSP. Fact is the old 2014 was last release with the fastest speed possible with E-UAE wip3. So forget every version after that (based on old 2014 source), they are early experiments (using ME old way). I will rework old 2014 source with newer features, updated gfx and sound, also fix remaining bugs. I will do that at a later date. Its not all bad, learnt so much over the last 10 months.

I have archived DYNARec and JIT work, as although they work, they have added so much overhead, they are slower.

I have now switched to a different source, that shows a lot of promise from alpha got working yesterday. I will be basing new PSPUAEv2 on that. So uae4all2-HD-Vita is what we will be using from now on.

Only got it booting with basic gfx, sound and input. All my tests stick to 0 Frameskip and basic A500 config (PSP clock at 333MHz). I will also be keeping source clean, so it can still be compiled for other platforms in source, i.e. switch / vita.

Will now, start adding more advanced sound first using ME, then GFX and then fix inputs, as it appears both ports act as joysticks. After that, will start optimising for Allegrex MIPS. All code will be gated under _PSP_, if it effects main core emulation code.
QuoteResolute and Industrious
Grand ruler of the yellow people and the Ultimate Amiga Empire

afrances74

Not sure I've understood :-\  ... So the new version of PSPUAE will be based on uae4all2-HD-Vita? ( does it work on a PHAT PSP?)

Is the repository you're working on public? I'd love to have at look ( I did some C programming back in my days ... maybe I can help somehow?)

Anyway let me just thank you again for the dedication you're putting in this project, it is really awesome.

Regards,

Andrea

P.S. If you still need beta tester I'm available :)

FOL

#2
Currect.

I physically can not get more speed out of it. Everything I tried just did not work.
Moving Paula, left the bus thrashing. Removed that by DMA'ing it to ME's internal 2/4 MB scratchpad.
Yet, no speed increase.
Removed vsync and altered buffering to avoid line tearing, again no speed increase.
Removed input overhead, gave a tiny speed increase.

Even Async'ing as much as I could made no difference. Was really hoping multi-core would have worked.

JIT and DYNARec. As I said, they fully work, however, because I was adapting code, I never thought about the code assumptions. Which are x86 for JIT, so ended up adding so much code to emulate flags etc etc etc. Overhead made JIT 4x slower than normal UAE core. Simular with DYNARec, it may be targeting MIP's but thats because N64 was MIP.s also. So its a MIP's to MIP's DYNARec. Trying to make it MIP's to 68k, added to much overhead and made it 2x slower.

Yes, it will work on Phat, I will make sure of that. From the first alpha I could see even at 333MHz, it was fast. I fixed imputs last night and that gave a 2% speed increase. I'm also hoping to get more speed out of it, as its using SDL2 instead of PSP native stuff for GFX and Sound. As I just said, dumped SDL2 for inputs and gained 2% speed increase. Also want to look into the weird control setup, as playing something like bubble bobble, always makes you play as Player2 and it should not be that way.

So basically, in its current state, there is no gui, no real gfx or sound setup. Just all basic to get it running. Will work on it some more tonight.

Before any one starts, all credits will be kept as they are in code base.

This is source I started from; https://github.com/theheroGAC/UAE4ALL2-HD-VITA
QuoteResolute and Industrious
Grand ruler of the yellow people and the Ultimate Amiga Empire

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