well running a dreamcast emu on a 200mhz computer would be pointless seeing that a 200mhz can only run nes,genesis and snes emulators anything else is kinda pointless.i have tried it cuz i used to have one back in 96 when emulation was kicking off.
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well running a dreamcast emu on a 200mhz computer would be pointless seeing that a 200mhz can only run nes,genesis and snes emulators anything else is kinda pointless.i have tried it cuz i used to have one back in 96 when emulation was kicking off.
sigh. that is exactly what im saying. it is impossible to emulate the target machine on any machine that is inferior in any specific capacity. In this instance, an Xbox does not have the floating point operation capabilities of a Dreamcast, or almost the same. Processor wise, based on Floating point operations, the dreamcast and xbox processors are almost identical.
[quote author=quzar link=board=DCPCEmu;num=1090323867;start=0#11 date=07/20/04 at 12:34:33]sigh. that is exactly what im saying. it is impossible to emulate the target machine on any machine that is inferior in any specific capacity. In this instance, an Xbox does not have the floating point operation capabilities of a Dreamcast, or almost the same. Processor wise, based on Floating point operations, the dreamcast and xbox processors are almost identical.[/quote]
You could probably emulate an underclocked, gimped DC, that may run some games OK. Anyway, Chankast would probably run great on an Xbox 2. So maybe that's what they meant :P
Also: DC doesn't just use a DirectX-derived API. Only a handful of games did. No KOS stuff did, no Katana stuff, etc. Also, the way the PVR2 works is very very different from an IMR like the geforce 3.5 in the xbox.
1) You weren't supposed to post about it wragg
2) Just wait and see, you'll be pleasantly surprised. If garoffi can get Chankast running on a 700mhz PC running Windows (using new dynrec, or dynamic recompiler), I'm sure he can get it working on a embedded device.
EEk for that i apologise
/me kicks himself
Graphics Processor: 250MHz custom-designed chip
Graphics Performance: Over 1 trillion operations per second; 467 floats per clock @ 300 MHz = 140.1 gigaflops
Polygon Performance: 125 M/sec
Memory: 64MB RAM
Audio Processor: Special 16-bit DSP (64 3D channels)
Hard Drive: 10GB
Disc Drive: 2-5x DVD
Controller Input: Four game controller ports
Memory Card Memory: 8MB
Additional Inputs: USB
Online Connectivity: Broadband adaptor built in
Release Date: November 15, 2001 (U.S.)
CPU: 733MHz
Maximum Resolution: 1920x1080
Memory Bandwidth: 6.4 GB/sec
i was wondering if anybody knew this a 733 mhz maching i think there could be away to decrease somethings to make it run on the XBOX but someone said it was done in C++ also XBOX is a little different then dreamcast i could C++ stuff on dc very slow depends what your going for but i have seen lots of the stuff on the xbox and somethings created there is no way of seeing that on the dc until coders have knowledge or the coding software that has the programs needed? to work with some software and i am sorry i havent edited this i dont have enough time to set edit this i am on my way to work bye for now
i am dumb so dont make me look more dumb i dont know your stuff
Your silly if you dont think xbox can do it.
Sure it will take some cheap ass tricks such as underclocking the DC but its surly possable.
It is not possible to emulate a DC fully on an Xbox. The SH-4's Floating point speed is equivilant to that of a p3 733. The Xbox uses a chip that is inferior to even the Celeron 733.
Oh yea, not only that, but since the Xbox has not the capability to read GD-Roms, we end up again with just a warez factory, even if it gets working to some degree. (quite certainly not fullspeed).
I'll agree and disagree with Quzar.. He's 100%
right that you can't fully emulate a Dreamcast on
an XBOX.. especially if you're making a thunk layers
to API's, there's way too much overhead..
to emulate the cpu you need to fetch, decode, and
execute.. so for every SH4 inst. you'll need at least 4
cycles so you're 800Mhz(if it were posisble to
sustain that kind of xfer) = 200Mhz.. dynamic recompliation will work better,
but it still takes the same
amount of time to analyze, convert the code. if there's
a loop, and you keep a stale comp. buffer on the side
then you'll have a gain.. but in reality you're gonna see
hiccups every time it has to fetch/analyze new data
the arm will have to be a cycle eater.. PVR BM lists will
have to be converted to NVida lists.. or actually
DX8 calls.. etc.. etc.. serious corners will have to be
cut, alot of "Hacks" done to gain speed.. in the
end it will emulate about 50% of the titles at speed..
with all sorts of poly errors, sound problems, sync
issues etc..
I think the idea is cool, and would be a fun project to
see what could actually be done.. but I'd rather see
this much effort going into a portable DC emulator,
or a PSX emulator for the DC..