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Whatever happened to Neo Geo Pocket emulator?

This is a discussion on Whatever happened to Neo Geo Pocket emulator? within the PSP Homebrew and Hacks Discussion forums, part of the PSP Development, Hacks, and Homebrew category; same as topic...

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Old 09-20-2006, 05:43 PM   #1
 
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Default Whatever happened to Neo Geo Pocket emulator?

same as topic
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Old 09-20-2006, 05:47 PM   #2
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That was one of Psmonkey's projects but he doesnt code for the homebrew scene anymore but theres probably someone taking over it for him.
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Old 09-20-2006, 06:19 PM   #3
 
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oh because i heard from him before he quit, that he was going to release it within a week by someone else...thats why
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Old 09-20-2006, 06:49 PM   #4
 
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Isnt there one already out? I know i have one on my psp dont use it much tho
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Old 09-20-2006, 06:54 PM   #5
 
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are u talking about the (e) mulator? dont like it that much, was wondering if there would be a separate single emulator
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Old 09-21-2006, 04:24 PM   #6
 
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The version I got has sound, but its a bit choppy atm....Plus no menu.
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Old 09-21-2006, 06:49 PM   #7
 
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exactly why i dont want it lol
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Old 10-04-2006, 03:48 PM   #8
 
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I just cant believe there isnt at least one coder that can take over this! Come on this is one of the best handheld ever made and some of the games were great!!!
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Old 10-04-2006, 04:27 PM   #9

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Originally Posted by Basil Zero
exactly why i dont want it lol
exactly the reason why its still not out yet. I dont have much time and it's hard to find the coder online to check his progress (he too is busy).

Last I got is what sniper has where he added quick sound suport. Hopefuly he will hack out a gui soon.
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Old 10-04-2006, 04:48 PM   #10
 
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Why dont you want to work on it anymore? I mean, you already know how to code, you have already made some good progress and you know this is a great project, The neo geo pocket color was and is still great. Why dont you just work on it even if you have very little time, I mean work on it only when you can.

I just dont get why you just drop the emu alone
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Old 10-04-2006, 06:56 PM   #11

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Originally Posted by SENTINEL5000
Why dont you want to work on it anymore? I mean, you already know how to code, you have already made some good progress and you know this is a great project, The neo geo pocket color was and is still great. Why dont you just work on it even if you have very little time, I mean work on it only when you can.

I just dont get why you just drop the emu alone
My open letter to quiting the scene due to legal reasons. I now work for a very big publisher/development studio and my contract bars this stuff. One could say how would they find out? Well sadly it was iris that got me the job in the first place. So they already know of my work as psmonkey.

Anyways a friend is finishing it up but I ment I dont have time to keep up with him and barely am online anymore (sniper can vouch for that).
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Old 10-04-2006, 07:00 PM   #12
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too bad you had to go nexis but it was for the best, I cant wait for everyone to finish your projects
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Old 10-04-2006, 07:25 PM   #13
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Why dont you just change your name and dont tell anyone that it's you, or maybe you have allready done that.
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Old 10-04-2006, 07:33 PM   #14
 
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no wonder u suck melons.....i mean lemons.....

just joking

anyways...wonder what other coders who say they "Given Up" are working as others....hmmm...
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Old 10-04-2006, 07:47 PM   #15
 
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Quote:
Originally Posted by nexis2600
My open letter to quiting the scene due to legal reasons. I now work for a very big publisher/development studio and my contract bars this stuff. One could say how would they find out? Well sadly it was iris that got me the job in the first place. So they already know of my work as psmonkey.

Anyways a friend is finishing it up but I ment I dont have time to keep up with him and barely am online anymore (sniper can vouch for that).
Really?? And who is this new coder guy? I mean what is he doing? Is he improving speed and making sound possible? You know its a real shame a handheld with 333MHz cant emulate one that only needs about 12 MHz. But im looking forward to the next release
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Old 10-04-2006, 09:00 PM   #16

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Really?? And who is this new coder guy? I mean what is he doing? Is he improving speed and making sound possible? You know its a real shame a handheld with 333MHz cant emulate one that only needs about 12 MHz. But im looking forward to the next release
Its a friend I use to work with in the past at my previous employer. He is pretty talented and also a comercial coder (does mostly ds stuff still).

Regarding speed I already did that to an extent. SvC:MOTM runs at 40-45fps with frameskip of 2 and audio, About 45-50 with no audio and frameskip of 2. Simple games like Puzzle Loop run at above 60fps with frameskip of 1 with audio.

The guy is trying to clean it up some more to get motm to 50-60fps.

If you're very interested in ngPsp, you're welcome to the current build. Again it lacks a gui & rom selection but it is better then the previous build. It's even now rendered by the GU (previously was blit pixel by pixel) so the display can be resized any way you see fit with very minimul slowdowns (i think on some games if you streach full screen it tend to go at 1fps slower then at normal size).

Anywas just PM me an email or msn messanger address.
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Old 10-04-2006, 09:01 PM   #17
 
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Quote:
Originally Posted by SENTINEL5000
Why dont you want to work on it anymore? I mean, you already know how to code, you have already made some good progress and you know this is a great project, The neo geo pocket color was and is still great. Why dont you just work on it even if you have very little time, I mean work on it only when you can.

I just dont get why you just drop the emu alone
Yeah, *sniff* I miss you PSMonkey. M64 was cool as sh*t when we were always seeing you progress on it. Much love man...much love. Good luck with what ever company you're working for now, and if ya can, maybe leave us a little hole for 3.0 like GTA Lol J/K...but seriously.
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Old 10-04-2006, 09:04 PM   #18

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Oh also small notes. It's slow because the CPU is pretty heavy on emulation (just to do a simple addition it has to do alot) and the graphics code is slow how it handles things (the emu also tends to process scanline by scanline, which is more accurate, but slower then doing it at the end.

I might have to help the guy look into giving the option to process at the end vs per scanline to speed things up. For alot of games I dont think it will make a difference.
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Old 10-04-2006, 09:17 PM   #19
 
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Originally Posted by nexis2600
Its a friend I use to work with in the past at my previous employer. He is pretty talented and also a comercial coder (does mostly ds stuff still).

Regarding speed I already did that to an extent. SvC:MOTM runs at 40-45fps with frameskip of 2 and audio, About 45-50 with no audio and frameskip of 2. Simple games like Puzzle Loop run at above 60fps with frameskip of 1 with audio.

The guy is trying to clean it up some more to get motm to 50-60fps.

If you're very interested in ngPsp, you're welcome to the current build. Again it lacks a gui & rom selection but it is better then the previous build. It's even now rendered by the GU (previously was blit pixel by pixel) so the display can be resized any way you see fit with very minimul slowdowns (i think on some games if you streach full screen it tend to go at 1fps slower then at normal size).

Anywas just PM me an email or msn messanger address.
I am really very interested, as long as I can play svc motm at a good speed and you tell me how the emu works, sure I would love to have it , My mail is goth_lover2007@hotmail.co m. I can also help on adding pics and even music if you would like that


Sorry I sent my mail here but for some reason I cant send pms here

Last edited by SENTINEL5000; 10-04-2006 at 09:18 PM.. Reason: Automerged Doublepost
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Old 10-05-2006, 01:14 AM   #20
 
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did you ever release past iris v0.1?
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Old 10-05-2006, 01:54 PM   #21

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Quote:
Originally Posted by nexis2600
Its a friend I use to work with in the past at my previous employer. He is pretty talented and also a comercial coder (does mostly ds stuff still).

Regarding speed I already did that to an extent. SvC:MOTM runs at 40-45fps with frameskip of 2 and audio, About 45-50 with no audio and frameskip of 2. Simple games like Puzzle Loop run at above 60fps with frameskip of 1 with audio.

The guy is trying to clean it up some more to get motm to 50-60fps.

If you're very interested in ngPsp, you're welcome to the current build. Again it lacks a gui & rom selection but it is better then the previous build. It's even now rendered by the GU (previously was blit pixel by pixel) so the display can be resized any way you see fit with very minimul slowdowns (i think on some games if you streach full screen it tend to go at 1fps slower then at normal size).

Anywas just PM me an email or msn messanger address.
Do you have any good documentation on the CPU? I wouldn't mind seeing it, and if it looks straightforward enough it'd be nice if I could see the source.. not so I can release my own forks, just to see if I have any ideas. I doubt it'll need a dynarec or anything like that, although from what I've seen it (the CPU) at least looks more powerful than SNES's.. but that'd depend a lot on the cycle timings. Course, the z80 emulation probably adds a bit of overhead too, although at ~3MHz that isn't a lot to worry about.

Blitting scanline at a time should be OK, gpSP does this and it manages okay. Some other optimizations for the rendering might be useful, depending on how it is currently written. All in all NGPC's video hardware doesn't look like anything too difficult to get rendering w/o frameskip all of the time. The resolution is only 160x152, some 40% of the pixels SNES renders (63% of what GBA does), internal rendering is strictly 8bit (might have to make the final rendering 16bit to handle midline palette changing), there are only two layers simple tile layers and the tiles are strictly 2bpp so that strongly aids spatial locality of reference. This is all much simpler than GBA or SNES. Sound is also pretty simple..

Actually it looks like the extra Z80 is what makes this thing kinda annoying, other than that it'd probably be at the same level as the original GB which is a pretty simple platform to emulate. Maybe someone wants to take a stab at writing a new NGPC emulator?

Is this doc any good? http://neopocott.emuunlim.com/docs/tech-11.txt

And I guess CPU information from here.. http://www.semicon.toshiba.co.jp/eng.../e_95cs66.html
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Old 10-05-2006, 02:52 PM   #22
 
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Hey ********, I tried to post a reply on the gpsp thread but it got closed so since I see you here too I wanted to tell you about a small problem, You see on Mario vs Donkey Kong, world 2 just before the battle with donkey, at the part you need to guide the minis, well at that part the minis are supposed to jump onto a spring and go up the next floor but instead they just keep jumping and wont go on top the spring. On the PC it works great!.

Maybe you can look at that too see if you can fix it for the next release!
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Old 10-05-2006, 03:56 PM   #23
 
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man, thats the reason why i deleted the rom....
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Old 10-05-2006, 04:15 PM   #24

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Hey ********, I tried to post a reply on the gpsp thread but it got closed so since I see you here too I wanted to tell you about a small problem, You see on Mario vs Donkey Kong, world 2 just before the battle with donkey, at the part you need to guide the minis, well at that part the minis are supposed to jump onto a spring and go up the next floor but instead they just keep jumping and wont go on top the spring. On the PC it works great!.

Maybe you can look at that too see if you can fix it for the next release!
I already got your PM about it, you don't have to post here where it's extremely off topic.. and I didn't respond to it because it has been reported many times already on these forums, it should be obvious that I already know about it. And generally I don't directly try to fix problems like this because they're almost impossible to debug. If it gets fixed it gets indirectly when I fix something else then it gets fixed.
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Old 10-05-2006, 04:25 PM   #25
 
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I already got your PM about it, you don't have to post here where it's extremely off topic.. and I didn't respond to it because it has been reported many times already on these forums, it should be obvious that I already know about it. And generally I don't directly try to fix problems like this because they're almost impossible to debug. If it gets fixed it gets indirectly when I fix something else then it gets fixed.
Oh... Excuse me for trying to contribute to the emu. Cuz thats what I tried to do. First of all, I know I sent a pm to you, just one thing, im not a noob here, its not my fault I send pms and I dont get any information to confirm that it did got sent, like perhaps after sending the counters stays at 0 messages either recieved or sent. I just though the pm system wasnt working right. That is why I post it here where, like you said, is EXTREMELY OFF TOPIC. Bottom line is that to me it wasnt important where I asked, I chose here cuz I saw you here.

Second, I never meant to cause so much trouble, all I want and have always wanted is to make this emu the best it could be since its one of the most requested ones. But since you are not in the mood of aprecciating it, then, no problem my friend, forget I just do a bug report, that for your information, I dont live here. So I had no idea my problem was posted before, again im no noob.

Well with nothing else to say, sorry for posting it off topic, and sorry for just trying to help.





On another note, Nexis, could you please send me or make available the version of ngpsp you told me? Thanks in advance!
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Old 10-05-2006, 05:36 PM   #26

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Do you have any good documentation on the CPU? I wouldn't mind seeing it, and if it looks straightforward enough it'd be nice if I could see the source.. not so I can release my own forks, just to see if I have any ideas. I doubt it'll need a dynarec or anything like that, although from what I've seen it (the CPU) at least looks more powerful than SNES's.. but that'd depend a lot on the cycle timings. Course, the z80 emulation probably adds a bit of overhead too, although at ~3MHz that isn't a lot to worry about.

Blitting scanline at a time should be OK, gpSP does this and it manages okay. Some other optimizations for the rendering might be useful, depending on how it is currently written. All in all NGPC's video hardware doesn't look like anything too difficult to get rendering w/o frameskip all of the time. The resolution is only 160x152, some 40% of the pixels SNES renders (63% of what GBA does), internal rendering is strictly 8bit (might have to make the final rendering 16bit to handle midline palette changing), there are only two layers simple tile layers and the tiles are strictly 2bpp so that strongly aids spatial locality of reference. This is all much simpler than GBA or SNES. Sound is also pretty simple..

Actually it looks like the extra Z80 is what makes this thing kinda annoying, other than that it'd probably be at the same level as the original GB which is a pretty simple platform to emulate. Maybe someone wants to take a stab at writing a new NGPC emulator?

Is this doc any good? http://neopocott.emuunlim.com/docs/tech-11.txt

And I guess CPU information from here.. http://www.semicon.toshiba.co.jp/eng.../e_95cs66.html
Sadly I dont have a good doc on the cpu. I had one once but lost it. Anyways the emulator is a straight up port of NeoPop with a few optimisations and fixes (the NEC cpu did not have the same memory allignment issue that mips processors do. So you must force allign all memory reads). It was never made opensource but I think Neocotte was able to get much faster speeds. So the emulation can definantly be much more optimised.

If you want the source i'd be glad to send it over (pm me your email). Unlike my previous versions which were a messy port, I redid the port and wrote it more like the Win32 build (so someone can easly fix issues or add things).
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Quote:
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On another note, Nexis, could you please send me or make available the version of ngpsp you told me? Thanks in advance!
Yep i'm getting to it. I just got home.

--edit--
give me a few hours. Gf needs pc to study for an exam tomorrow so I have to get off right now.

Last edited by nexis2600; 10-05-2006 at 05:41 PM.. Reason: Automerged Doublepost
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Old 02-22-2007, 01:30 AM   #27
 
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I hope someone releases a decent NGP emu soon. I appreciate the work that everyone's done so far. So near and yet so seemingly far...
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Ok I see that there is a new emu for this, neopop port but the dev (uberjack) is not interested in making it better ( same thing that always happens to this emu). Maybe it is this emus destiny not to be fullspeed on the PSP or maybe people just dont care about it.

For me I can say that I only want it for one game and one game only and that is Snk vs Capcom: Match of the Millenium, thats all. So sad that the emulation is so close to fullspeed right now but even sadder that NO one with skills gets interested in this

Maybe its very difficult to do who knows!
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