February 1st, 1998. Psyke becomes a work in progress. September, 1998.
Only seven months in development, a very young Psyke, by one of the youngest
emulator authors out there, is playing Tekken 3. Along with mOoNsHaDo, RaskY
has devoted a lot of time to developing one great Playstation emulator
that emphasizes on speed and compatibility. A new release date has been
mentioned for the next version which will offer virtually 100% CD-ROM
compatibility, Tekken 3 and one surprise not yet mentioned. Read on as
RaskY psykes EmuViews.
|RaskY Psykes EmuViews! - September 13, '98 by JoseQ
1. Can you introduce yourself and tell us a little about how
you got into emulation first? Then how did you get into PSX
My name's Giovanni Bajo, I'm 19, I work as a professional game programmer,
and I'm also studying computer science at university. I've casually found
out emulation about 4 years ago (if I remember well) when a friend of mines
showed me C64S, the C64 emulator. I loved that emulator so much, and then
I started going to the good old Node99 every day, and so on. And, about
1 year after, I discovered PSEmu. I only tool a look to it (I didn't have any PSX
games in those days), but the only idea of a PSX emulator was exciting for
me. Actually, I didn't even think about writing one of them myself...
2. Were there any previous attempts that inspired you into beginning?
When did you start by the way?
Well, some months before starting thinking about PSyKe, I had started an SNES
emulator with some other guys. I was working on the SPC core, and it was quite
cool. But when ZSNES came out, we decided to give up. And of course, after
having seen the PSEmu (as cool as slow), I've started thinking about PSX
emulation, and dynamic recompilation. I must really thank Duddie for having
coded such a nice emulator: without it, probably PSyKe would not exist
today. PSyKe project started on February 1st (this year, of course). I'
asked Moonshado to start the project with me (He is an old friend of
mine); he liked the idea and joined the project.
3. What have been the major accomplishments in developing the emulator?
Well, the most important ones: when the first pixel appeared on the screen
:), when the first intro worked, when the T-Rex demo worked, when the
dynamic recompilation engine worked, when the first image loaded from the
CDROM appeared, when I played Metal Slug on PSyKe, and when Tekken3 worked
(just yesterday) :)
4. In your opinion, what features are unique to Psyke that separate
them from other PSX emulators?
Well, PSyKe is getting faster every day (mainly due to the new GTE core
that is really impressive, Moonshado is optimizing it a lot), so I bet that
speed is/will be one of our unique features. Our lowlevel CDROM routines
are also very good (many thanks to Peter Barret for having coded them),
they work on pratically all CDROM/DVD readers, and under both 95/98 and NT;
moreover, they are FAST.
I also have a little secret about a new feature in PSyKe, but I don't want
to reveal it before the release...
5. What is currently being worked on Psyke?
Moonshado is deadly optimizing the GTE core (deadly means that he should
take a break, or he could die...), while I'm working on too much things,
basically MDEC skipping and SPU emulation (just started). I'd like also to
add joystick and mouse support (via DirectInput) before the release.
6. How do you determine fixes to make? Do you still know of things that
are unfinished, or do you play games to see what things are not working?
Of course, I know that we still miss things like SPU emulation, so I know
what I've to add. About fixes, I usually test all the demos and games that
I have or rent, and then try to fix all the bugs I see in them. The testing
team helps me a lot, by testing every new build I release on a lot of
games, and telling me what happens. Of course, it's very difficult to
fix a bug without having the CD with the game, but sometimes only the
report is enough to understand where is a problem.
7. How has the response been to the previous Psyke release?
Good, very good, I think. People liked PSyKe very much, and loved its
speed. Actually, in the last days we've losen some fellows due to PSEmuPro
(really nice emulator, by the way), but I think that competition is the
ONLY way to develop cool stuff, so I'm glad to compete with PSEmuPro (and
to chat with its authors, who are nice guys). They agree my opinion about
competition, so wait for exciting new releases in the PSX scene in next
8. When do you feel will the best games (Grand Turismo, Final Fantasy
and the likes) be playable on Psyke?
Tekken3 works, and this is one of the most asked game. About Final Fantasy
and Gran Turismo, they both use MDEC (the JPEG/MPEG real time decompressor
chip) during the game (for example, Final Fantasy uses it to mantain the
background screens compressed in memory), so MDEC emulation is necessary
for them. MDEC has been scheduled in our plans, just wait for another month
9. Will the protection from pirated discs be included in the next
Actually we had some problems with it. Although I've stated that my will is
to include it, it seems that it fails on some CDROMs. And, since I don't
have too much time and I prefer using it to code other stuff, it will not
present in next release(s).
10. How about a next release? When is your target?
I want to have the new GTE core ready before releasing anything. Moreover,
we need also to add a palette caching algorithm to the Glide driver, that
will give an heavy boost up to it. Meanwhile, since both these features
are/will be coded by Moonshado, I'll work on other stuff I've already
talked about (MDEC skipping, SPU emulation and joypad support). PSyKe 0.20
has been scheduled for the end of September.
11. Have many people reached you about helping with Psyke? How could people
A few, but only 2 people are now helping us. There are 2 ways to help us:
the first one is DO NOT send us any mails, the second is send us donations.
We need basically PSX games to fix them (I can try to fix the games I have,
but it's a bit difficult fixing a game that I don't own), and money to pay
our high phone bills. Hardware is also well accepted.
12. Are there any other projects aside Psyke that you guys are working
on? (Most authors have a share of MAME contributions, etc.)
No, PSyKe is using all our spare time, so we don't have time to dedicate
ourselves to other projects. Actually, I could also be interested in
writing some simple arcade emulators (or MAME drivers), but all the games I
love have already been emulated...
Thanks to RaskY (and all the previous interviewees) for their
precious time taken into answering these questions. I hope
they and of course you, the reader, have enjoyed these
comments direct from the people that let you play those
awesome games. I need to repeat RaskY and ask people to
please don't bother authors with unneeded e-mail. Please
think twice before sending e-mail to the authors, and ask
yourself if you can live without sending that note. Thanks
for reading! There are yet more InterViews to come...
One Article Up: The Countdown to Launch
One Article Down: Bookmark & Misc.