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Thread: M68K for DC

                  
   
  1. #391
    DCEmu Coder fox68k's Avatar
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    Default Re: M68K for DC

    [quote author=Ian_micheal link=board=dcemu;num=1083323639;start=375#388 date=09/19/04 at 07:49:46]

    What i need is 5 to 10% more speed from this core c68k gave me fullspeed with out sfx with sfx running it's taking 15%. If the m68k was 5 to 10% better i would be geting near fullspeed with sfx meaning totaly finshed neogeo cd port for dc same speed *and sound. Im not fussed how it's done im going to have to learn the function naming maybe it might be a good idea to show a FAQ chart on how each function is compared to m68k in mame or c68k from stef.

    I was thinking about Making neogeo cd work on the pc with your core sounds like a good idea.

    I dont want to use any frameskip at all refuse to for this project. We need full frame anmation like 9.3 fighting games need to be smooth and fluid.[/quote]

    I understand your goal perfectly.

    Last days i was on holidays so i will try to release my core before next weekend. This way you can take a look at this and how it will perform some operations.

    I take note about adding the FAQ chart to my documentation to get my core up easily.

    About the PC version i will make some changes in order to support customized BIOS calls in NeoGeo CD emulator.

    Cheers.
    - fox68k -

  2. #392
    DCEmu Dreamcast ron's Avatar
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    Default Re: M68K for DC

    [quote author=Stef link=board=dcemu;num=1083323639;start=375#389 date=09/20/04 at 02:45:31]

    Mine is always available at http://gens.consolemul.com/download/c68k_src.zip

    You'll probably need some help to use it, don't hesitate to ask here
    [/quote]

    THX very Much. Let's take a look. I'll tell you whatever. At the moment we're using the last CVS version of OpenM68K with some modifications, and now the speed is amazing.
    SH4 Risc LittleEndian

  3. #393

    Default Re: M68K for DC

    [quote author=ron link=board=dcemu;num=1083323639;start=390#391 date=09/20/04 at 16:37:41]

    THX very Much. Let's take a look. I'll tell you whatever. At the moment we're using the last CVS version of OpenM68K with some modifications, and now the speed is amazing. [/quote]

    So - could this same 68k core (your modified OpenM68K) be used in the Genesis EMU too?

  4. #394
    Won Hung Lo wraggster's Avatar
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    Default Re: M68K for DC

    makes you wonder if the OpenM68k can be used in other emus that use that core

  5. #395
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    Default Re: M68K for DC

    The ST does not need that fast a core to gain fullspeed. With the c68k core in ST the SDL emu it be a lot faster again.

    Run fullspeed and sound on a gp32 for example. I doubt the core is as fast as stefs.

  6. #396
    DCEmu Coder GPF's Avatar
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    Default Re: M68K for DC

    [quote author=Stef link=board=dcemu;num=1083323639;start=240#249 date=06/30/04 at 11:59:44]I uploaded a new version *of the C68K sources here :
    http://gens.consolemul.com/download/c68k_src.zip

    I also updated the precompiled version for NeoCD :
    http://gens.consolemul.com/download/c68k_bin_neocd.zip

    Here's what is new in this version :
    - RTE instruction fixed (change user mode)
    - xBCD instructions fixed.

    I made the fix really quickly so i hope it's ok... i'm really busy with my personnal life these last days... sorry for being so long for the update.
    [/quote]

    I just tried it out with the latest 9.3 source. But I am upporting it to use kos 1.3 and gcc 3.4.2 with newlib. I got Puzzle Bobble working, with the above c68k source but Metal Slug 1 doesn't work, it crashes after starting to display the first menu screen.
    its crashing at c68k/c68k_op2.inc:1052

    Wow that did take a long time to compile the c68k

    I tried it again with the c68k precompiled and Metal Slug 1 works. Is this a problem with the way I compiled the c68k or is the precompiled version a different codebase?

    thanks,
    Troy

  7. #397
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    Default Re: M68K for DC

    [quote author=GPF link=board=dcemu;num=1083323639;start=390#395 date=11/06/04 at 10:42:47]

    I just tried it out with the latest 9.3 source. But I am upporting it to use kos 1.3 and gcc 3.4.2 with newlib. I got Puzzle Bobble working, with the above c68k source but Metal Slug 1 doesn't work, it crashes after starting to display the first menu screen.
    its crashing at c68k/c68k_op2.inc:1052

    Wow that did take a long time to compile the c68k

    I tried it again with the c68k precompiled and Metal Slug 1 works. Is this a problem with the way I compiled the c68k or is the precompiled version a different codebase?

    thanks,
    Troy[/quote]

    Well, there is not anything special at line 1052 of c68k_op2... a read in memory.
    The precompiled version just has some defines uncommented to enable HLE stuff for NeoGeo CD.

  8. #398
    DCEmu Oldbie Eric's Avatar
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    Default Re: M68K for DC

    do we see some interesting changes since the last version

  9. #399
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    Default Re: M68K for DC

    Who said there's a new version? GPF was talking about his using C68k with the last NeoCD sources.

  10. #400
    DCEmu Oldbie Eric's Avatar
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    Default Re: M68K for DC

    i meant a the new C68k edited! use appropiate language!

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