Developers wanted for PCSX Revival!

Announce new emulators, discuss which games run best under each emulator, and much much more.

Moderator: General Mods

Post Reply
Squall_Leonhart
Trooper
Posts: 369
Joined: Tue Jun 10, 2008 6:19 am
Location: Australia
Contact:

Developers wanted for PCSX Revival!

Post by Squall_Leonhart »

Ok, im looking to organise a revival of PCSX, Code will be stored on a googlecode svn, and im looking for any interested developers, since im more a project manager and code tinkerer, than active developer.

Project Page is at http://code.google.com/p/pcsx-r/

Anyone interested Reply here.



PS, no "Can i beta test" posts here please, releases will likely be made when code is stable and enough noticeable changes have been made to deem it worthwhile.
[img]http://img.photobucket.com/albums/v253/squall_leonhart69r/Final_Fantasy_8/squall_sig1.gif[/img]
[url=http://vba-m.com/]VBA-M Forum[/url], [url=http://www.ngohq.com]NGOHQ[/url]
mz
Rookie
Posts: 21
Joined: Sun Aug 05, 2007 9:18 pm
Location: Argentina
Contact:

Post by mz »

Cool. I have a similar project: http://code.google.com/p/pcsxrr/ (these Rs are for "rerecording" :P).

My version already has input rerecording support, configurable hotkeys, cheats support, RAM search, RAM watch and other stuff made for the TASVideos community; but I'll probably stop working on it, since the next version of pSX will be released very soon and it'll hopefully have rerecording features.

I'm really new to programming, and I have almost 0 knowledge of emulation programming, so I can't help you here; but feel free to use any of the code of the new features from my version if you like them.

Good luck with the project, it'd be great to have a good open source PS emulator.

(Also, there's PCSX-DF, but I think they only focus on a new GUI for Linux...)
DataPath
Lurker
Posts: 128
Joined: Wed Jul 28, 2004 1:35 am
Contact:

Re: Developers wanted for PCSX Revival!

Post by DataPath »

Squall_Leonhart wrote:Ok, im looking to organise a revival of PCSX, Code will be stored on a googlecode svn, and im looking for any interested developers, since im more a project manager and code tinkerer, than active developer.
I went ahead and checked out the code, and it doesn't build on linux. So I'm just poking around seeing if I can get it to build a working linux version.

So far it's complaining about typecasts of lvalues. They appear to be all over the code - I'm not sure if these are really needed.

edit: Got it. A few changes to the makefile for the changed file layout, and killing the lvalue typecasts, and it builds and runs, at least
ArtVandelae
New Member
Posts: 5
Joined: Thu Jan 03, 2008 7:58 pm

Post by ArtVandelae »

What are your current plans for the architecture? Specifically, are you going to stick with the plug-in model or ditch them in favor of integrating the audio, video and input and add functions that would connect them with the platform specific interface ala VBA or MAME? It would lose some flexibility but would ultimately increase portability since the only thing the port specific code would need to do is output the prepared audio and video buffers and report the input.

Additionally, I really hope that someone with knowledge of the PSX SPU can contribute as correct PSX audio emulation seems to be rather elusive. Only the Eternal plug-in (and Sony's proprietary emulator) gets it mostly correct but being closed source limits it's usefulness as far as portability, reference and preservation goes.

It would be great to finally have an active open source PSX emulator so I wish you the best and I will watch it and contribute if or where I can.
Squall_Leonhart
Trooper
Posts: 369
Joined: Tue Jun 10, 2008 6:19 am
Location: Australia
Contact:

Re: Developers wanted for PCSX Revival!

Post by Squall_Leonhart »

DataPath wrote:
Squall_Leonhart wrote:Ok, im looking to organise a revival of PCSX, Code will be stored on a googlecode svn, and im looking for any interested developers, since im more a project manager and code tinkerer, than active developer.
I went ahead and checked out the code, and it doesn't build on linux. So I'm just poking around seeing if I can get it to build a working linux version.

So far it's complaining about typecasts of lvalues. They appear to be all over the code - I'm not sure if these are really needed.

edit: Got it. A few changes to the makefile for the changed file layout, and killing the lvalue typecasts, and it builds and runs, at least
Yeah, i should make a note about the changed layout, i specifically don't like make and project files being mixed in with the source, its untidy.
[img]http://img.photobucket.com/albums/v253/squall_leonhart69r/Final_Fantasy_8/squall_sig1.gif[/img]
[url=http://vba-m.com/]VBA-M Forum[/url], [url=http://www.ngohq.com]NGOHQ[/url]
Squall_Leonhart
Trooper
Posts: 369
Joined: Tue Jun 10, 2008 6:19 am
Location: Australia
Contact:

Post by Squall_Leonhart »

ArtVandelae wrote:What are your current plans for the architecture? Specifically, are you going to stick with the plug-in model or ditch them in favor of integrating the audio, video and input and add functions that would connect them with the platform specific interface ala VBA or MAME? It would lose some flexibility but would ultimately increase portability since the only thing the port specific code would need to do is output the prepared audio and video buffers and report the input.

Additionally, I really hope that someone with knowledge of the PSX SPU can contribute as correct PSX audio emulation seems to be rather elusive. Only the Eternal plug-in (and Sony's proprietary emulator) gets it mostly correct but being closed source limits it's usefulness as far as portability, reference and preservation goes.

It would be great to finally have an active open source PSX emulator so I wish you the best and I will watch it and contribute if or where I can.
PCSX is a psxemu pro type emulator, so it will remain plugin based, Regardless, there is still ways to port it to a integrated system if needs be, but the goal of a revival is just to improve further on whats already present and work out the bugs and few performance issues that remain. (not to mention fix the bugs in the 1.6 beta code)

Peops SPU isn't a bad audio plugin, and since its opensource it can be tweaked and worked on.
[img]http://img.photobucket.com/albums/v253/squall_leonhart69r/Final_Fantasy_8/squall_sig1.gif[/img]
[url=http://vba-m.com/]VBA-M Forum[/url], [url=http://www.ngohq.com]NGOHQ[/url]
DataPath
Lurker
Posts: 128
Joined: Wed Jul 28, 2004 1:35 am
Contact:

Post by DataPath »

as far as a set of default plugins that might be chosen to ship with the emulator, the peops ones are a good choice. The peops soft gpu plugin is highly compatible, and ought to be very portable.
funkyass
"God"
Posts: 1128
Joined: Tue Jul 27, 2004 11:24 pm

Post by funkyass »

I wanna omega test!
Does [Kevin] Smith masturbate with steel wool too?

- Yes, but don’t change the subject.
Post Reply