Hello guys,
I'm pretty new here, and always wanted to have a look on a real emulator's source code. I saw that this one dosen't have any frame skipping option, so I decided to try implementing a simple code that omits the rendering process of the PaintGL() method in sceDisplay (from package HLE.modules150) every X frames for X frames. It was really hard at first to have a look on the source code globally because there was many files and I had troubles locating where the roots of the opengl/lwjgl calls were made, but I have finally find my way. I also had to find a work around a weird freeze bug, but that was simply because the emulator pauses if something is not called in the redering loop (and I don't understand this, but at least, it dosen't freeze now)
The code is still trash, and there are probably many ways to improve and optimize it, but the idea is there. It mght be very usefull for low end PCs. Well it is for me. Here is the link:
http://www.copypastecode.com/75893/
based on rev2255
I'm pretty new here, and always wanted to have a look on a real emulator's source code. I saw that this one dosen't have any frame skipping option, so I decided to try implementing a simple code that omits the rendering process of the PaintGL() method in sceDisplay (from package HLE.modules150) every X frames for X frames. It was really hard at first to have a look on the source code globally because there was many files and I had troubles locating where the roots of the opengl/lwjgl calls were made, but I have finally find my way. I also had to find a work around a weird freeze bug, but that was simply because the emulator pauses if something is not called in the redering loop (and I don't understand this, but at least, it dosen't freeze now)
The code is still trash, and there are probably many ways to improve and optimize it, but the idea is there. It mght be very usefull for low end PCs. Well it is for me. Here is the link:
http://www.copypastecode.com/75893/
based on rev2255