Page 2 of 5 FirstFirst 12345 LastLast
Results 11 to 20 of 45

Thread: Nincest 64 Ported To PSP (Nintendo 64 Emulator)

                  
   
  1. #11
    PSP Coder
    Join Date
    Sep 2005
    Posts
    1,407
    Rep Power
    86

    Default

    Yo guy. Please go out and suport all coders of the scene. Specialy even the little guys who make strange but fun games in lua. Everybody is a contributer.

    Also my protest is this. When you see sites going "Oh our .... who posted on our ... for us has ....", voice your opinion in their comments. Tell them your tired of them taking ownership for the release. They don't nead all the crap regarding a release. We need to tell sites were tired of this crap.

    urherenow,
    Heh. Well lets take a few things into consideration.
    1) The emulator I ported is a very simple & basic n64 emulator writen in pure c. even a p4 can barly get above 30-45fps. There is much to optimise.
    2) What you are looking at is a total of no more then 7 hours of work. Thats pretty much nothing.
    3) Size does not matter. A 2MB rom is not going to run faster/slower then a 8MB rom. It all comes down to how complex the game in that rom is.
    4) Psp has hardware 3d, floating point unit and wicked VFPU (vector units). If heavly optimised around the psp hardware. There is no problem with this running at much faster speeds.


  2. #12
    Now with Blast Processing! Kaiser's Avatar
    Join Date
    Jun 2005
    Location
    CANADA
    Age
    35
    Posts
    3,079
    Blog Entries
    3
    Rep Power
    50

    Default

    I'd like to ask you something PSmonkey. Have you figured out the GPU of the PSP? I think most of the current emulators simply use the processing power and not the GPU it self. i remember hearing you say that your mystery project used a lot of new stuff and would open up a lot of doors for the PSP. Something like that.

  3. #13
    DCemu Contributor NeoXCS's Avatar
    Join Date
    Jul 2005
    Age
    36
    Posts
    247
    Rep Power
    73

    Default

    Yeah, I had an old 350 mhz computer running Mario 64 at almost perfect speeds so I think it's quite possible. Good work PSmonkey. Oh and yeah I wish the scene was back to how it used to be. I've been around for the whole life of the psp homebrew scene but didn't used to post on the forums. So yeah I've seen the unfortunate decline. Thank you for helping bring some new hope PSmonkey!

  4. #14
    DCEmu Rookie
    Join Date
    Jul 2005
    Posts
    119
    Rep Power
    73

    Default

    I have no idea why that guy said the snes is not playable on psp...its very playable..you MUST not be doing something right.

  5. #15
    PSP Coder
    Join Date
    Sep 2005
    Posts
    1,407
    Rep Power
    86

    Default

    Quote Originally Posted by Kaiser
    I'd like to ask you something PSmonkey. Have you figured out the GPU of the PSP? I think most of the current emulators simply use the processing power and not the GPU it self. i remember hearing you say that your mystery project used a lot of new stuff and would open up a lot of doors for the PSP. Something like that.
    Umm.. I have to check my comments but I think i ment something else by that. Actualy most emus use the gpu/gu but for simple things. Iris actualy fully uses the Gu/Gpu (much like the quake 2 port does). There is little to figure out about the gpu anymore. I think the mistery is more in the VFPU or vector units (which are indeed very powerful).

  6. #16
    Now with Blast Processing! Kaiser's Avatar
    Join Date
    Jun 2005
    Location
    CANADA
    Age
    35
    Posts
    3,079
    Blog Entries
    3
    Rep Power
    50

    Default

    Quote Originally Posted by PSmonkey
    Umm.. I have to check my comments but I think i ment something else by that. Actualy most emus use the gpu/gu but for simple things. Iris actualy fully uses the Gu/Gpu (much like the quake 2 port does). There is little to figure out about the gpu anymore. I think the mistery is more in the VFPU or vector units (which are indeed very powerful).
    Well I'm pretty noobish when it comes to PSP developing . I must have gotten the wrong information. From what I've been told the GPU was not being fully utilized and the emulators were relying more on processing power.

  7. #17
    PSP Coder
    Join Date
    Sep 2005
    Posts
    1,407
    Rep Power
    86

    Default

    Quote Originally Posted by Kaiser
    Well I'm pretty noobish when it comes to PSP developing . I must have gotten the wrong information. From what I've been told the GPU was not being fully utilized and the emulators were relying more on processing power.
    Well for the most part they are. Most are ports of pc emulators which render things to a framebuffer vs rendering a sprite as a sprite. Thus there is little the psp gu/gpu can do to help speed this. On the side of n64/ps1, its less of a problem since emulators were writen to write to an api like directx or opengl vs rendering out the 3d in software.

  8. #18
    Now with Blast Processing! Kaiser's Avatar
    Join Date
    Jun 2005
    Location
    CANADA
    Age
    35
    Posts
    3,079
    Blog Entries
    3
    Rep Power
    50

    Default

    Oh I see. Thanks for clarifying things for me.

  9. #19
    DCEmu Regular
    Join Date
    May 2005
    Location
    Japan
    Age
    49
    Posts
    452
    Rep Power
    74

    Default

    Quote Originally Posted by PSmonkey
    3) Size does not matter. A 2MB rom is not going to run faster/slower then a 8MB rom. It all comes down to how complex the game in that rom is.
    4) Psp has hardware 3d, floating point unit and wicked VFPU (vector units). If heavly optimised around the psp hardware. There is no problem with this running at much faster speeds.

    By size, I was more referring to the ammount of RAM available to the PSP (and the umulator itself, as well as the rom, needs room in RAM) keeping the memory useage clean will be a chore and that's not counting the fact that you will have to rely heavily on High level emulation, which is
    a) not accurate and thus not very compatible (but it will be ok if you're just trying to get Mario64 to run, I guess) and
    b)hard to do without having pretty thorough documentation of the PSP's hardware. I'm sure things will continue to progress but as of now you devs are still shooting from the hip and figuring stuff out.

    Now if you start actually coding professionally for the PSP... with an actual dev kit and SDK... seems like a double edge sword to me. On the one hand, you will be priveleged to a holy grail of information (and you might be able to make all of the above happen:P) . On the other hand... if you were to share any of that info to the public you'd probably get into more trouble than you can handle. If I were you I'd jump at that opportunity, but I fear the homebrew scene is gonna loose one of it's great contributors.

    Anyway, good work and good luck!

  10. #20
    PSP Coder
    Join Date
    Sep 2005
    Posts
    1,407
    Rep Power
    86

    Default

    Quote Originally Posted by urherenow
    By size, I was more referring to the ammount of RAM available to the PSP (and the umulator itself, as well as the rom, needs room in RAM) keeping the memory useage clean will be a chore and that's not counting the fact that you will have to rely heavily on High level emulation, which is
    a) not accurate and thus not very compatible (but it will be ok if you're just trying to get Mario64 to run, I guess) and
    b)hard to do without having pretty thorough documentation of the PSP's hardware. I'm sure things will continue to progress but as of now you devs are still shooting from the hip and figuring stuff out.

    Now if you start actually coding professionally for the PSP... with an actual dev kit and SDK... seems like a double edge sword to me. On the one hand, you will be priveleged to a holy grail of information (and you might be able to make all of the above happen:P) . On the other hand... if you were to share any of that info to the public you'd probably get into more trouble than you can handle. If I were you I'd jump at that opportunity, but I fear the homebrew scene is gonna loose one of it's great contributors.

    Anyway, good work and good luck!
    Actualy there is less and less guessing going on. Alot has been figured out already on the psp. Sure there is still some to be figured out. Also n64 is not very hard to manage memory wise. Providing the emulator is limited to 4MEG memory (remember the n64 had 4meg RDmem that stored evertying including framebuffer) & only accept roms up to 16MB. This should fit just fine into the psp ~24MB of usable memory.

Page 2 of 5 FirstFirst 12345 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •