View Full Version : N64 emulator for PSP

June 25th, 2005, 14:06
Are there any great N64 emulators for the PSP, i really want to play perfect dark and of course Goldeneye

June 25th, 2005, 14:14
no, but i hope it is in the works

June 25th, 2005, 15:06
you know, i find it really annoying how people post misleading titles. I generally try to avoid this guys posts because i normally just end up flaming him for not knowing what he is on about it. Use your common sense meight, if there was an n64 emulator then you'd know about it, you've been here long enough.

June 25th, 2005, 20:06
Your title: N64 emulator for PSP
A modified title: N64 emulator for PSP?

A question mark makes a big difference. If you don't put in a question mark, people will get confused.

But, yes, I hope there will soon be an N64 emulator for PSP... (then I can play a portable Super Smash Bros. :cool: )

June 25th, 2005, 21:27
I strongly doubt anyone will be able to pull this off... the N64 has a clock speed of 93MHz, while the PSP has a maximum clock speed of 333MHz. Generally, the host system has to be ten times more powerful than the system that's being emulated in order to get good emulation. If someone were to release an N64 emulator on the PSP, you can pretty much count on it being as slow as dirt. Not that speedy dirt they put in race car stadiums and demolition derbys, either.


June 25th, 2005, 22:16
time will tell

June 25th, 2005, 23:45
I strongly doubt anyone will be able to pull this off... the N64 has a clock speed of 93MHz, while the PSP has a maximum clock speed of 333MHz. Generally, the host system has to be ten times more powerful than the system that's being emulated in order to get good emulation. If someone were to release an N64 emulator on the PSP, you can pretty much count on it being as slow as dirt. Not that speedy dirt they put in race car stadiums and demolition derbys, either.


UltraHLE changed that assumption

June 25th, 2005, 23:48
That's only because UltraHLE barely emulates the hardware. All it does is interprets the software, similarly (yet more complexly) to how ScummVM works.

Also, I helped out the title a bit.

June 26th, 2005, 00:01
Never gonna happen :D

I know squat about emulation and I know that, just like I know there's never gonna be a Playstation emulator for PSP either. As stated I agree someone may attempt it (doubtfull) but it won't be worth the bandwidth.

June 26th, 2005, 00:17
Well, the Playstation has a slower clock speed and was more open to outside development (remember the Yarouze?), so that's not ENTIRELY out of the realm of possibility. After all, the Dreamcast with its 200MHz processor could handle Playstation games, or at least a few of them. It probably could have run a lot more, had Bleem released the Bleemcast! packs instead of emulators for single games.

However, emulating the Playstation on the PSP would be exceptionally difficult, and I doubt that it could run at full speed unless the designer could find a way to take advantage of the system's 3D graphics hardware.


June 26th, 2005, 01:45
Well something people forget is ps1 & n64 are both mips processors which are easier and faster to interpret on another mips processor. So writen from the ground up for psp would allow for a pretty solid ps1 emulator and decent n64.

I also work (at work) with someone well known in the n64 development scene and he sees it as a posibility in the future.

June 26th, 2005, 01:55
ahh similiar to the sh2/sh4 processor thing on dreamcast ie same family

June 26th, 2005, 01:58
look how slow the gba and neogeo pocket emu are they cant get those right what chance is there for n64 one id like to see a atari jaguar emu here are the specs on it. it should be do able
750,000 transistors, 208 pins
- Graphics Processing Unit (processor #1)
- 32-bit RISC architecture (32/64 processor)
- 64 registers of 32 bits wide
- Has access to all 64 bits of the system bus
- Can read 64 bits of data in one instruction
- Rated at 26.591 MIPS (million instructions per second)
- Runs at 26.591 MHz
- 4K bytes of zero wait-state internal SRAM
- Performs a wide range of high-speed graphic effects
- Programmable
- Object processor (processor #2)
- 64-bit RISC architecture
- 64-bit wide registers
- Programmable processor that can act as a variety of different video architectures, such as a sprite engine, a pixel-mapped display, a character-mapped system, and others.
- Blitter (processor #3)
- 64-bit RISC architecture
- 64-bit wide registers
- Performs high-speed logical operations
- Hardware support for Z-buffering and Gouraud shading
- DRAM memory controller
- 64 bits
- Accesses the DRAM directly

- "Jerry" - 600,000 transistors, 144 pins
- Digital Signal Processor (processor #4)
- 32 bits (32-bit registers)
- Rated at 26.6 MIPS (million instructions per second)
- Runs at 26.6 MHz
- Same RISC core as the Graphics Processing Unit
- Not limited to sound generation
- 8K bytes of zero wait-state internal SRAM
- CD-quality sound (16-bit stereo)
- Number of sound channels limited by software
- Two DACs (stereo) convert digital data to analog sound signals
- Full stereo capabilities
- Wavetable synthesis, FM synthesis, FM Sample synthesis, and AM synthesis
- A clock control block, incorporating timers, and a UART
- Joystick control

- Motorola 68000 (processor #5)
- Runs at 13.295MHz
- General purpose control processor

Bus bandwith:
106.4 Megabyte per second

- Programmable screen resolution. Horizontal resolution is dependent on the amount of scanline buffer space given to the "Tom" graphics processor. Maximum vertical resolution varies according to the refresh rate (NTSC or PAL). Reportedly, a stock Jaguar (without additional memory) running NTSC can display up to 576 rows of pixels.
- 24-bit "True Color" display with 16,777,216 colors simultaneously (additional 8 bits of supplimental graphics data support possible).
- Multiple-resolution, multiple-color depth objects (monochrome, 2-bit, 4-bit, 8-bit, 16-bit, 24-bit) can be used simultaneously.

Colors available:
16.8 million


Cartridge slot/expansion port (32 bits)
RF video output
Video edge connector: (video/audio output) (supports NTSC and PAL; provides S-Video, Composite, RGB outputs, accessible by optional add-on connector)
Two controller ports
Digital Signal Processor port (includes high-speed synchronous serial input/output)

9.5" x 10" x 2.5"

Eight-directional joypad
Size 6.25" x 5" x 1.6", cord 7 feet
Three fire buttons (A, B, C)
Pause and Option buttons
12-key keypad (accepts game-specific overlays)

Cartridge and expansion port, an edge connector
User port, also an edge connector
2 x Joystick ports for digital Atari-style joysticks
TV output (RF modulator, also transmits audio to the TV)
RGB output, including audio and composite video
Serial port for connecting printers and floppy drives
Tape recorder port, yet another edge connector. This is for Commodore's specialised tape recorder running at 300 bps.

June 26th, 2005, 03:21
First of all, if an SNES can be emulated at moderate speed (SNES9x) at such an early stage, and the Genesis emulator to be flawless pretty much, the Neo Geo may just have hardware conflicts. Its true that since the emulators eat up 10x as much power as it would using hardware, and since it is said that N64 and such share some of the same hardware specs, then who's to say that you cant take advantage of that to make up for the power eating emulation?

June 26th, 2005, 03:34

Your wasting your time posting up specs. All emulators right now on PSP are ports of PC code not fully optimised for the psp. Neo-Pop (the core I used for ngPsp) is just ungodly slow. The NEC processor is rathre complex and Neo-Pop went for accuracy vs speed.

I know people who know n64 better then others. If you need a great example lets look shal we.

Take the dreamcast. Bleem (ps1 emu) was writen from ground up for the Dreamcast. It's speed was really damn good. Neo-Pop (the ngpc emu) was ported to the dreamcast, It's speed is far from perfect. Neo Geo Pocket (color) is only a 16bit NEC processor where Ps1 is a 32bit mips processor.

Another comparison. A Saturn emulator at full speed is a huge reality on the dreamcast then other systems. Why? Because both use simular cpus. So its much easier to emulate instructions faster (hell you really dont have to emulate the cpu. you just have to translate and let the cpu do the instruction).

BlingShyne2 TAA
June 26th, 2005, 04:23
The processor speed may be 33.5 mhz on a PS1, but how many games do you think max out that processor?

The only thing I want is Wipeout XL on my PSP and I will never download another thing again.

June 26th, 2005, 05:12
yeah, people need to understand that aside from DOOM, everything else is simply a port (doom is taking the source and writing it for PSP functions, a little different).
Everyone knows how slow a port of an emulator is vs. one built for the machine.

Just hold out a bit... in a few months there'll be more "directly" built emulators.

June 26th, 2005, 07:35
heres a thought ... if we did have a 64 emulator which i highly doubt given the fact that nintendo is porting 64 games onto a next gen home console and were talking about a handheld..

if we HAD it... how would we play? a 64 controller has 10 buttons a d-pad and analogue and start...
while psp has only 6 and start / select and d-pad and a different type of analogue

this means wed have to configure multiple simultanious buttons to account for one button (aka hold L hit triangle for c-up) this would take a bit of haking into a ported emulator .. slowing or ruining the experiance even further as now the controls suck and speed is down... not worth it in my eyes.. hopefully in the coders also as id rather see gba and other less complicater emus being sped up over getting to try to play starfox or zelda corectly in 10% speed

June 26th, 2005, 08:02
(hell you really dont have to emulate the cpu. you just have to translate and let the cpu do the instruction).

actually since the endian-ness is different you almost have to write a dynamic recompiler as opposed to the alternative which would be letting the mmu remap memory areas as saturn ram and running the code natively.

June 26th, 2005, 09:50
When people were saying N64 this, and PSX that, I was like "Yeah right, whatever"...But, I can't believe whats been happening with this little machine...I wouldnt be a bit suprised if we did get a N64 or PSX emu...

As far as the N64 controller goes...Look at the way it was designed. You never used every button on any 1 game...It was either anolog or digital pad, each had a trigger...The PSP has 16 inputs?(I think) and N64 has...18? We could be ok there.

June 26th, 2005, 10:02
lol, they can run ps1 on a gp32, and that has even less buttons. It will be done eventually.

June 26th, 2005, 11:59
N64 has a chance. I wouldn't hold your breath on a perfectly working one for a while. The p64 team was very damn busy but almost got 64 emulation working 99% well on PCs.

The PSP's MIPs chips are the successor to the 64's so they should be able to run 64 games pretty well if the code is done well.
64 is the highest I believe the PSP can achieve, anything else seems very unlikely (75%).

June 26th, 2005, 12:04
what, i want half life 2 on my psp :P

June 26th, 2005, 20:20
The PSP's MIPs chips are the successor to the 64's

quite the opposite. the psp's MIPS chip (yes i know two, but they are identical) is an R4000 the N64's is an R4300. From what I have looked up the only thing special about the PSP's is that it has been retooled for higher clock speeds, but not improved performance.

June 26th, 2005, 21:13
Yes, its true that most games for N64 dont use all buttons, but for games like Zelda which everyone dies over, you need all buttons working correctly without special instructions. As for the PSX, the R2 and L2 buttons along with Analog L/R not that many games use those buttons for the PSX, are still there. The 2 controllers are very similar, and almost the complete library uses the PSP's controller scheme. As for getting ISO's and such to play, I heard that PSX has a lower MHz usage, but the fact still stands that software emulation takes up alot more power than hardware emulation. Are the 2, PSX and PSP similar in some hardware profiles that you can make an EBOOT file or a seperate program to make the ISO use cirtain hardware pieces inside the PSP to relieve some of the stress to increase performance? Just a question.

December 13th, 2005, 11:22
It wouldn't work.

The controller is way too complicated for the PSP, there would be no, or very little, way of transferring this onto a handheld. Think about it.

N64: There are 2 shouders buttons, 4 C buttons, Z button, A and B, an anologue and a DPad.
PSP: 2 shoulder buttons, anologue, D pad, 4 buttons. Start, Select.

No where near good enough.

December 13th, 2005, 13:48
This is an old topic. You shouldn't bring back a post from June unless you have something really great to add to it

December 23rd, 2005, 06:42
Bill0000 you hit that right on the head! Dont bring this topic back up untill u have a working N64 Emu for the PSP k?

August 3rd, 2006, 12:02
n64 emulation has been achieved on PSP


Theres a few n64 utilities and Emulators for PSP.


August 3rd, 2006, 12:36
Heres a direct link to the latest version for psp firmware 1.5:


August 3rd, 2006, 12:40
dont worry about it dude everyone here allready knows about it

August 3rd, 2006, 12:40
daedalus r6. r7 is supposed to come out soon with improved sppen and graphics :)

August 4th, 2006, 00:02
whatever kramer you tosser

August 4th, 2006, 00:52
whatever kramer you tosser

Chill, why such aggro?

1. You bumped a 7 month old thread


2. This info has been available in the PSP news forum (where releases are posted) for quite some time now

He was just stating that fact, he didn't even insult you...

August 4th, 2006, 01:49
I agree, stop bringing up ultra dead topics.