Ps1/ps2 Emulator For Mac
The SEGA Saturn was long said to be impossible to emulate, because of its unusual (ridiculous) architecture that incorporated eight processors (two Hitachi SH-2 processors, one Hitachi SH-1 processor just for streaming and decompressing from the disc in realtime, two “video display processors” from SEGA, a for sound, another custom SEGA DSP chip for sound built by Yamaha, and finally something called the System Control Unit). Before the days of multi-core processors, parallelism meant having multiple chips. It was expensive, hard to program for, and its graphical abilities were best suited to 2D. There were a string of Windows-only closed-source emulators, including SSF, Giri Giri, Satourne, etc.
They have all been abandoned (or in the case of Giri Giri, sold to SEGA). The carries the torch now. It builds on Mac OS X and even ships an OS X binary, in an app bundle too!
You won’t need much help getting it to work. With a game ISO (original disc in your system, or disc image – see my earlier post on imaging your original discs), and a Sega Saturn BIOS file, you are good to go.
The first thing to do is to open Preferences, and point it to the location of your Sega Saturn BIOS file. Also uncheck the box for “Enable BIOS emulation” unless you were unable to find a copy of this BIOS file anywhere. Next, go to the Audio/Video tab. Audio just works, and there’s nothing to change. Graphics are another story. With the current version (0.9.13) the OpenGL graphics renderer shows no graphics at all (just a black screen with audio).
Then if you go to fullscreen, it crashes the emulator. The software graphics renderer is not fast enough to be playable; with frameskip turned on, the game is playable, but you wouldn’t want to. The third option is the “Grand Central Dispatch” graphics driver, and this actually works well. Not 100% speed but close. But the real fix is, which had a working OpenGL mode on OS X. They appear to be aware of this bug and it might get fixed in the next version. Also, if your system is fast enough, it will actually cause issues with emulation speed unless you check the option in the menu bar: Emulation - Enable Frameskip. The emulation speed is not perfect all the time, but this keeps it on target as much as possible. There is no support for controllers at the moment, so you have to play with the keyboard.
That may be okay for some games, but I hope that controller support comes quickly in a future version. The work-around for now is to run a tool that maps keyboard keys to a controller’s inputs. On Mac OS X, your choices are ($25) or (free, open source). Download and run Enjoy2.app, and then get your PS3 controller to Bluetooth pair with your Mac. Now it should automatically show up in Enjoy2.
Ps1 Ps2 Emulator For Mac
If you press a button on the controller, it will jump to a place in the list with an auto-generated button name (up on the d-pad will be “Button 5 (null)” but don’t worry about that). For each key you want to assign to a controller input, just set it to “Press a key” and then in the field next to it, hit a key on the keyboard. When done configuring, hit the “Start” in Enjoy2. You can test your mapping using a text editor; you should be able to type with the PS3 controller. Now, over in Yabause, configure the emulator with keyboard keys matching the ones you set in Enjoy2. This should work great unless you need analog, which few Saturn games supported anyway (and none required, to my knowledge). Also, at some future point it would be great if mouse input could emulate the light gun, or two sticks could be used for Virtual On.
But now I’m just dreaming. In order to save games (Yabause doesn’t support the emulator concept of “save states”) you have to go to Preferences, Memory, and then under “Internal Memory”, enter a pathname to somewhere on your system where you want the Saturn’s internal battery-backed RAM to be stored.
It can be anywhere and named whatever, as long as you have write permissions to that location. You can do the same thing to create a file-backed emulation of a Saturn expansion cartridge. Yabause will write the files when it quits. Getting in and out of full screen is janky; you can get into full screen mode using the menu bar, but to get out, the usual keys like ESC don’t work. You have to hit Cmd-F to toggle out of full screen.
Or Cmd-Q to quit, that also works. Lastly, if you are looking for where Yabause stores its program preferences: /Library/Preferences/org.yabause.yabause.cocoa /Library/Saved Application State/org.yabause.yabause.cocoa.savedState. Hi, thanks for visiting.
I’m not familiar with wheel controllers; the one you linked is USB so maybe it just shows up as an analog controller. Some emulators might recognize it and allow it to be used. There are also Sega Saturn racing wheels. I have never tried using original Sega Saturn controllers with emulators, but, anything is possible. If you are really motivated, there are schematics to build USB controller adapters: otherwise some shops offer them ready-made as well: If you do try one of them, I’d be interested how it worked out!
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Join us at Android Emulator accuracy tests:. Are you an emulator developer? If you'd like a user flair reflecting that. I mean technically speaking on paper the PSP (2000+) had 64mb of RAM vs PS2's 32, and the PSP had a CPU clock of 333mHz, while the PS2 had 294mHz. However, the PSP under clocked it's CPU, the PS2 technically had more eDRAM and VRAM, and the PS2 had a GPU where the PSP didn't have one.
So technically the PSP was better on paper, but was severely limited in almost every respect. Not to mention 'on paper' means nothing. 333mHz could be the equivalent of 100mHz on the same CPU the PS2 uses. No it wasnt, even 'on paper' like you're describing. The emotion engine was super scalar, so it was effectively executing at a much higher rate than 300mhz. It was also 64 bit with tons of extensions for 128 bit. It also had two incredibly sophisticated vector units which are much more powerful than what the PSP had.
Ps1 Ps2 Emulator For Mac 2017
The graphics synthesizer also had incredible specs for the time thanks to the huge bandwidth, which helped lessen the need for large amounts of main RAM. Then there was the IOP which allowed the emotion engine to offload a fair amount of processing.
Also, the extra 32mb of RAM on the PSP 2000+ is a red herring in this case: games were still required to be backward compatible with 32mb so the extra couldn't be used for much past speeding up loading times. If people pretend to know what they're talking about, they'll look at 'specs' and claim to make sense of it. I won a science fair in high school (and proceeded to get stomped at the college fair they brought the winners to) by making a bunch of bullshit graphs comparing prices and performance numbers (completely made up statistics I threw on the poster board) of GPU and CPU's of the time, I had forgotten to do it and did it the night before, I was actually completely astonished that everyone bought it.
It was a vocational school and half the judges were from the programming and electronic shops. But hey, I brought my computer to the district one and spent a school day playing unreal tournament under the guise of 'benchmarking' and no one batted an eye. You usually need a more powerful machine to emulate a weaker machine, in order to accurately emulate a machine completely accurately it needs to be several thousand times stronger. Of course, Most emulators can't afford to be this accurate due to the hardware being fairly complicated and our hardware not being powerful enough.
The solution are medium accuracy emulators that can run on modern machines while providing a fairly good experience and a high (but not perfect) compatibility rate. But you still need a machine that's several times more powerful than the original hardware to run, and here is where your problem lies. The PSP is weaker than the PS2, there's really nothing you can do, the PSP will never be able to emulate the PS2 under any situation, ever.