Where to get jpcsp games




















Like this: Like Loading Older Comments. Fill in your details below or click an icon to log in:. Email required Address never made public. Name required. Next Next post: Next Post. Published by Sakimichi. Follow Following. Sign me up. Already have a WordPress. Log in now. Loading Comments Email Required Name Required Website. Unfortunately, some shader implementations are somewhat buggy, depending on the graphic card used e. But again, some graphic card drivers have sometimes buggy implementations.

This is why this option is enabled by default, and only a "Disable" option is available. This is just available as an option as most PSP programmers do not following this approach. Available only as an option as it might break the compatibility for other applications This option enables the generation of a separate shader for each combination.

Each of these shaders will then execute faster because it can avoid the condition test. Due to the large number of possible combinations, this could result in the generation of several hundred different shaders.

As this might overload the graphic card driver, this feature is only available as an option. As a side effect, some graphic card drivers e. This function cannot be implemented correctly using the standard OpenGL functions. When enabling this option, an implementation matching the PSP features is activated through the shaders.

The option is only relevant when using the shaders and is only available as an option because it has a negative impact on the performance lower FPS. It might increase the quality of the rendered graphics, but is only relevant when using shaders. It is only available as an option because it has a negative impact on the performance lower FPS. This option has a negative impact on the performance lower FPS , but provides higher compatibility. It produces more reliable FPS values reflecting the real number of different frames displayed by the PSP during the last second.

Don't worry if you see reports or videos from previous releases showing a higher FPS number. It doesn't mean that Jpcsp's performance is getting worse: the frames are displayed at the same speed as before assuming same hardware and same compatibility options , the FPS counter is just showing a more accurate value. In the Options menu, under Video, a frame skipping feature is available. It allows to define a desired FPS value. Jpcsp will then skip as many frames as required to try to reach this FPS value.

The desired FPS value can only be reached if the application is able to produce frames at this rate. Profiler Profiling in Jpcsp is a dynamic analysis of the PSP application being run that measures the time spent by the PSP application in different parts of its code and that collects different statistics in order to help the development of further Jpcsp optimizations.

It has to be enabled before running the application i. The profiler information is then collected when starting the application during the whole application run until leaving Jpcsp. When Jpcsp is closed, the complete profiler information is written into a file "profiler. Also, when enabling the profiler, keep the other compiler option "Maximum method size" to its default value of When profiling, it is important to understand that these phases usually involve different part of the application code or are using different graphics rendering.

For example, a loading phase is typically involving the application code doing the reading of files, the parsing or decoding of data and preparing the data structures in PSP memory. The graphics during a Loading phase are very simple, usually only a "Loading The display of a video is involving a completely different part of the application code i. The in-game play is usually the most CPU and GPU intensive part of the application, where game logic has to be applied, complex graphics have to be rendered and background music or sound effects have to be output.

As the in-game play is usually the phase having the lowest performance i. The generated profiler file will then only contain information since the last reset of the profiler. The profiler file and the associated log file at INFO level have then to be posted on the official forum under the related game thread.

Also explain for which part you collected the profiler information e. This profile file is then analysed by the Jpcsp development team and the collection information might help improving the Jpcsp performance. Note that it doesn't necessarily mean that the performance will be improved, but at least it gives some chances to have it improved The profiler. We want to optimize only those parts that have the most impact! The number of times this CodeBlock was called is also given: a high number of instructions and a low number of calls means this is a CodeBlock performing a lot of loops internally.

A lot of loops is good for optimizations: this is usually where the most benefit can be gained. When the number of calls is very high, it means that the CodeBlock is executing "straight" without loops and an optimization will probably not be very effective. It is probably better to look at the caller: why is this CodeBlock called so often? The position in memory of the CodeBlock lowest address - highest address and the static number of MIPS instructions is also listed.

After this first line, the complete disassembled code of the CodeBlock is listed, but only if it is not too large the limit is based on the number of MIPS instructions and can be configured at jpcsp.

After complete disassembled code, the back branches executed the most are separately listed. For example: Back Branch C2C 2. A few context instructions are also listed before and after the back branch so that it can be read more easily. In the above example, a typical memory copy can be recognized copying 16 bytes at each loop.

The best optimization result is when the functionality of the CodeBlock can be recognized as a whole, for example, if the CodeBlock is implementing a typical libc function like memcpy or strlen. In that case, the CodeBlock can be added to the Compiler. The effort is worth optimizing such cases as such functions are usually reused in several applications and are coming from common base libraries. Other optimization possibilities are in the loops based on the Back Branch analysis : only the loops having the most impact i.

Here, the potential of re-usability in other applications is quite low as there are good chances that the C compiler will compile part of the source code with a different pattern each time different registers used or different instructions sequence. Most of these optimizations concern the recognition of partial memcpy operations those that were inlined by the C compiler as an optimization. This indicates that Kai cannot make a P2P connection to the user, and that either your port or the user's is closed.

If both users have port forwarding set up correctly, try restart kaiengine. If that fails, restart your router. UPnP as a protocol can be rather unreliable so if this happens a lot for you, try switching to manual port forwarding. If you have two or more routers on your network you are double NATted , you should set one of them to bridge mode so only one router is performing NAT.

If you only have one router, double check that port forwarding has been done correctly: the rule needs to be applied to the IP address of your computer running Kai, UDP selected as the protocol, and the port then manually set in Kai's configuration menu. Get any other user in your arena to search for matches while you have the metrics tab open, then check if broadcast traffic inbound flashes a 1 or some other value.

If it remains 0, double check there are no firewalls on your network that Kai has not been set as an exception in. If you can detect other users' consoles, read on. From Team XLink Wiki. Navigation menu Personal tools Log in. Namespaces Page Discussion.



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