PlayStation Core for Analogue Pocket Receives Major Performance and QoL Update

Analogue Pocket

pgate1 has released a significant update for the PlayStation (PSX) core on the Analogue Pocket FPGA handheld, focusing on performance enhancements, improved loading times, and key quality-of-life features. The update brings the core to a state the developer considers “finished” for now, allowing them to shift focus to new projects. Even though a fully functional core for the PlayStation is likely impossible, it’s great seeing the effort that has gone in so far, and how far it has come along.

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Key Improvements to the PlayStation Core

The latest updates aim to boost the Analogue Pocket’s ability to run classic PlayStation software more reliably and quickly. The developer, pgate1, outlined the following three major enhancements:

  1. Improved Performance (FPS): A color palette cache has been implemented, which helps the core handle graphics processing more efficiently. This technical optimization is reported to provide a slight improvement in frames per second (FPS), enhancing the smoothness of gameplay.
  2. Reduced Loading Times: Updates were made to the core’s internal timing mechanisms. Specifically, interrupt timing adjustments were made to the DMA (Direct Memory Access) wait handling. These changes slightly reduce loading times, minimizing the wait between levels and game sections.
  3. Skippable Movies: A crucial quality-of-life feature has been added: non-interactive movie sequences can now be skipped. This allows users to bypass long, unskippable cutscenes, improving the overall experience, especially for replaying games.

The recent commits to the GitHub repository confirm active development on the Pocket target, with code changes referencing DMA wait fixes and texture caching in the weeks leading up to this release.

Developer Focus Shifts to NES Core

Following the release of this latest PlayStation core update, developer pgate1 has announced a pivot in focus toward developing an NES core for FPGA systems, including the Analogue Pocket.

The forthcoming NES core is expected to include advanced features such as:

  • Support for physical cartridge MMC5 (Memory Management Controller 5), which is used in complex NES games like Castlevania III: Dracula’s Curse and Kirby’s Adventure.
  • Support for rendering 15 sprites, a feature that surpasses the stock NES hardware limits in certain respects, potentially enhancing compatibility and fidelity.

We always look forward to whatever pgate1 works on, as they are a very talented developer that looks to push the boundaries, even if the goal is one that’s very far away.

Working game list (taken from pgate1’s GitHub)

Here’s a list of games that work a little. There may be other games that work as well.

  • Einhander
  • Ridge Racer
  • Tobal No.1
  • Tobal 2
  • iS internal section
  • Saga Frontier 2
  • Dewprism
  • Vagrant Story
  • RayStorm
  • Raycrisis
  • Rockman X4
  • Rockman X5
  • Rockman X6
  • Ace Combat 2
  • XI
  • Love & Destroy
  • Metal Gear Solid Integral VR disc
  • Valkyrie Profile
  • Omega Boost
  • Final Fantasy Tactics
  • Brave Fencer Musashiden
  • Chocobo Racing
  • Racing Lagoon
  • Seiken Densetsu Legend of Mana
  • G Darius
  • Silent Bomber
  • Xenogears

User reports.

  • GUNPEY
  • Speed Power Gunbike
  • Rakugaki Showtime
  • Mr. Driller
  • Harmful Park
  • Runabout
  • Kaette Kita Cyborg Kurochan
  • Bloody Roar
  • Minna no Golf 2

Future implementation plans.

  • GPU: Transparent drawing, texture blending.
  • SIO: Handling save data.
  • Pocket: Change resolution.
  • Pocket: Sound is simulated using a square wave.
  • GPU: Draw lines.
  • SPU: Pipelined.
  • GTE: Processing optimization.

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