I think it's a good idea that PSmonkey is keeping M64 in user mode![]()
WOOHOO!!! I`m stealing cousin's wifi on my PSP!!! Not realy, he is right beside meLOL this took me forever
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1) He's already explained his reasoning for his decision.Originally Posted by psphack
2) How the HELL would it be easier to START in kernel?
2) Dude, judging from that single post, I doubt you have much if any coding experience at all.
I think it's a good idea that PSmonkey is keeping M64 in user mode![]()
WOOHOO!!! I`m stealing cousin's wifi on my PSP!!! Not realy, he is right beside meLOL this took me forever
![]()
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Now write a simple app that constantly reads in 1 32bit value. You'll find it very slow.Originally Posted by Lumir
There is a huge difference between burst & stream reads. The first build of nincest actualy read in 2 bytes, swaped them and then repeat till the rom was finished. A 2MB rom would take about a min. to load. Yet If I stream the whole thing into ram first then process, its mear seconds.
People need to remember. N64 & practicaly all cart systems read the game code or instructions directly from the cart. This is extreamly different then disc systems like ps1/ps2/dreamcast/xbox/psp/.... which actualy copy the entire program into ram and execute it there.
I've though of many methods to try holding the rom but what is the use? I still can not even play mario64 yet. So that is why I don't really give a damn still. Once I can run a large part of 16MB or less roms, then I will take the time to develope something. Yet till then, whats it gonna do? Slow down everything else just so we can say zelda loads and does nothing?
very informal i had a similar question
Oh and for the thing about booting PJ64 through Bochs:
From my understanding this is how it would work, although don't quote me on this. To emulate a system sufficiently, it would have to be roughly ten times as powerful as what it's trying to emulate. Now, when you run an emulator inside THAT emulator, you multiply the two tens, therefore the system doing the emulation would have to be 100 times as powerful to execute the emulator within an emulator at decent speed. But take into account the fact that N64 and PSP have very similar architecture, and I'd GUESS it would have to be around 50-70 times as powerful. And besides, does PJ64 work on a Windows 95 anyway? =P
Again though, none of that is for sure on my part, I kinda just peiced together stuff I have heard while participating in the PSP scene.
Yah, I said that on the other day, let Monkey develop important things first. Graphics, speed and compatibility with 16 roms
heres something that laxera said
For a N64 emu, the biggest issue is not the rendering (most likely the calls can be converted easily to PSP calls I bet). For me the biggest issue is to emulate a 80 Mhz + audio + other stuff on a 333Mhz cpu.
Dont forget that the Snes cpu is roughly 2 to 3 Mhz. Technics like JIT can probably improve the emulation speed from x5 to x10. I bet it is going to be THE core improvment for a N64 emu.
I was thinking since a long time about a JIT for the Snes, but there is a lot of "dirty" stuff that do not allow such technique to be easy in our case (and I am not talking about the necessary time for dev).
Just a thought, I have no experience in terms of coding or any of the internal stuff that goes on inside the PSP, but as you can run Windows 95 on the PSP, couldn't you run a windows based N64 emulator through windows?
No. Windows 95 is being emulated on the PSP, and to be fair its not very good. To even attempt to run an N64 emu inside that would be ridiculous.Originally Posted by Boris4PM
Pretty true, but you have to remember that you are emulating the x86 processor. So any hope you had of the PSP/N64 processor relationship you had is now destroyed.Originally Posted by ZFB8
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