Hello! I have been working with PCSX code for awhile now. I have added an ARM dynarec to it, modified some of the CDR code, and others hae chipped in with a completely custom software GPU rasterizer. The SPU has also been tweaked. It's no longer "plugin" based as everything is linked in as I had felt that was better for handhelds long ago when I started things.
Of interest, I have it running on the OMAP3 EVM as well as the Pandora handheld which is OMAP3 based. It runs great but could use improvement and polish.
It runs Ridge Racer 1 (notoriously slow) at 60 FPS with sound on the Pandora clocked at 800MHz when scaled to ~800x400. When outputting to 320x240 and letting the hardware scaler be used we can get down to the 600-700MHz mark.
Many other games are just fine at 600MHz.
A good friend of mine, Tinnus is writing an OpenGL ES 2.0 GPU for this as well.
The code is very ugly at this point and the GTE suffers. It could use some NEON instruction treatment it seems. If you are interested in helping, I would be glad to return the favor.
So this revival has already started in some aspects with my lil psx4all project here. I've been keeping quiet about going back to PCSX code for portions of the Pandora release, though plan to open source it as expected once it is made public.
Thanks for the heads up on this thread Exophase.
If I could gather some greater minds to make this code faster, cleaned up, and more compatible (very interested in that subchannel issue for instance), I'm up for it.
Thanks,
ZodTTD
http://www.zodttd.com