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Thread: More N64 Emulators!

                  
   
  1. #11
    PSP Flash Coder Shilo's Avatar
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  2. #12
    DCEmu Old Pro Wally's Avatar
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    I STAND CORRECTED.. Daedalus has gone great!!

  3. #13
    DCEmu Old Pro V3N0M's Avatar
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    Quote Originally Posted by wally
    First up Porting an N64 emulator is not a good idea.
    a) you will probably never achieve full speed without a hell of a lot of optimisation.
    b) its not built specificially for the PSP

    You should just wait for Monkey 64 people, its probably the most playable any emulator will get.
    daedelus is good but needs a lot of work.
    I agree but at the same time a port can be made to work very well just look at yoyofr's snes tyl that was a port and now one of the best emu's but now were dealing with N64 much more powerful and to have best results it should be made specificaly for the psp and from scrach (what psmonkey is doing) what i like to think of it as is something to tide us over until monkey is done. Not to say Deadalus is not going to be good and his effort is very appriciated because eveyone goal is to have a N64 emu on their psp.

  4. #14
    DCEmu Old Pro Wally's Avatar
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    Well already it has PWNT so many people who still are in shock So then thats a good oppotunity for PSmonkey

  5. #15
    DCEmu Pro jman420's Avatar
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    It should be possible to port PJ64, the only thing is, it will take much more programming due to Project 64 using processer, GPU, Audio, and controller plugin DLL's

    obviously that would allow for a plugin for each system of the PSP, it would just take the work to do it...

    I understand that PJ64 does require quite a bit of processor speed and ram, but it should still be possible..

    and I still think that PJ64 1.6 is the best n64 emulator, for compatibility and speed..

  6. #16
    DCEmu Legend acn010's Avatar
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    is it powerful enough to do those stuff on the psp?
    this so call psp is a mini computer, 333 mhz, c'mon, thats a pentium 2 processer speed on a computer.
    i know how hard is creating codes and/modify them, but with right, compatible codes and compression everything is possible, you see that umd games graphics for the psp are great and run full speed, it is possible to create a N64 emulator, as said: everything is possible. but it will take time though

  7. #17
    Now with Blast Processing! Kaiser's Avatar
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    Quote Originally Posted by acn010
    is it powerful enough to do those stuff on the psp?
    this so call psp is a mini computer, 333 mhz, c'mon, thats a pentium 2 processer speed on a computer.
    I've said it before and I'll say it again, you cannot compare the specs of the PSP to the specs of a computer. The PSP is much more powerful then a 333mHz PC. Its like comparing apples and oranges.

  8. #18
    DCEmu Newbie lunasicc's Avatar
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    Zion, you stated that maybe PSmonkey and Daedelus should use the memory card for memory. Although this is a good idea, it is not something new. In PC, it is called virtual memory when you used the hard drive for memory when you run out of RAM. This idea was already mentioned to PSmonkey and he told everyone that the write speed on memory cards are way too slow to incorporate virtual memory. But we shouldn't worry too much about memory, because the only big problem with the memory is not being able to load large rom sizes.

    I would hold back on the ideas no working around the memory issue until PSmonkey gets textures up and running and a dynamic recompiler. It just isnt a top priority issue that we should concentrate on.

  9. #19

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    What about the read speeds? I think dynamic loading would help. Looking at some of the commercial games for the PSP there are WAY more textures than in homebrew. There's only 2 ways to do it too;

    1. Dynamic loading, take what you can when you can.

    2. Texture compression/optimization.

    I know the PSP uses S3TC (stated in the back of the user manual for licensing agreements) and that combined with smaller textures would work for most games. But some have environments with many more textures and would still run out of memory. So dynamic loading has to be used (it's used in most consoles anyway). The only question is, can it be done from the MS? I know from watching video that it streams from the MS, reads approx every 2-3 secs. If we had something like that it may improve the loading of larger ROMS, and/or free up memory for the emu itself (ex. Doom64/Quake64/Golden Eye/etc. first level would load from the ROM, at the end the 2nd level would load, etc). This may increase load times between stages, but if it makes the games run better I'd sacrifice some load time.

    Just 2 cents, dunno if it's even possible but it was worth throwing out there.

  10. #20
    DCEmu Legend Cap'n 1time's Avatar
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    heh.. if you look at the rules I requested that n64 emulators not be brought up for discussion... I guess we can make a few changes eh?

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