Man, this thread is just chock full of misinformation and plain not-knowing...
Why is emulation for the N64 unlikely? Because it would be really difficult to set up a hypervisor or any sort of high-level emulation like the kind that was implemented for the first N64 emulators....
If you compare the hardware in the 64 and the DS, you'll see that they come from similar architectures. Sure, they're not the same family, but say I wanted to chock up a very quick program to run on the 64... that same code could be run on either of the DSs processors with very little change....
However, to implement emulation for the 64, you'd have to implement emulation for ALL of its parts. That's not all that crazy of a feat, just I don't really know how you'd get it running all in tandem, and at a decent speed...
It has absolutely NOTHING to do with that stupid, "you need 7 times the power" rule. That's just a plain dumb statement. I mean, not only is power defined by the people who say this only in terms of processing speed, but they obviously don't look at history.
The 64 ran at about 93Mhz and within its viable life was "emulated" (it was a high-level thing, which is weird because it didn't really emuate, as it did hack and hotspot its way through) on machines that were running at 250Mhz or so...
About 90% of all emulation is done because developers have two things : knowledge of the systems they're working to develop for, and documentation for the thing they're trying to emulate...
However, the big problem with emulation ISN'T necessarily with what functions in the system are supported on a hardware level, but how those systems communicate with each other.....
For instance, when it comes to Saturn emulation, their DSP uses chips which have no documentation out on them. So, we may never see perfect Saturn sound emulation......
As for "an 8-bit processor running at 16Mhz isn't faster than a 16-bit processor running at 12Mhz" why? Do you specifically know what the CPI is for the processors? Or what applications are going to be run on it? If the byte/word size is the same for both processors and they're running the same code, then yeah, the 8-bit processor's going to be faster.. A 75Mhz FPGA made to encode MPEG-2 video will do it faster than a 3300Mhz Pentium 4 that's encoding on top of an operating system.
The straight truth is that the reason you won't see N64 emulation isn't necessarily because of power, but because hypervising, or HLE can't be directly(easily) be translated to the DS. Part of that is because there still isn't full documentation for all of the parts of the 64 or the DS, and the other reason is because the two systems have different hardware configurations which makes a direct translation difficult, if not impossible.
But who knows. If you have enough documentation generally these things are done.....
For instance, if I had an intimate knowledge of the DS' hardware (which, about 80 percent of all homebrew for the DS relies on knowing the system well) there's no reason why I couldn't whip up a direct ARM translation for MAME... considering MAME source code is fairly easy to read, and documented to the best of their abilities.....
I know that part of the reason why you can't run MAME straight as an ARM port has something to do with instruction memory, or immediate data memory available to the DS..... something to do with 32Mbits... and MAME is well over that size...
But just look at MarcaDS. He basically did exactly what I just mentioned : he whipped up some ARM code, probably churned it through DevKitARM, and just "saw how it went." He pared down the size of the supported drivers, and ONLY implemented the drivers for the games he wanted to emulate, namely Pac-Man...
There's no reason why that same exact process couldn't be done for other MAME games on a game-to-game basis. Especially when you consider other developers have already found a way to use a slot-2 card as an extra RAM system. If you email the guy who came up with a way to use slot-2 as extra program data, and the developer for MarcaDS for their code, there's no reason why they wouldn't give it to you...
Especially for MAME. Since he's already done the translation for a few games, chances are he's already developed the MAME core. From thereon, all you'd have to is individually translate individual drivers... It becomes a task in busy-work....
But I mean, this is stuff that's obvious to anyone that actually develops, and actually gets into the hardware. It also becomes apparent to those who are new to the hobby, and pick up devkitpro and a few assembly lessons......
But where in the crap do these magic numbers come from? All this instant benchmarking and machine comparisons with absolutely no benchmarking standards? It's almost like listening to old wives' tales. You know, like how you shouldn't eat a bowl of cherries with milk? Yeah, exactly like that is why you need 7 times the power to "emulate" anything on anything....:rolleyes: