ahh similiar to the sh2/sh4 processor thing on dreamcast ie same family
Well something people forget is ps1 & n64 are both mips processors which are easier and faster to interpret on another mips processor. So writen from the ground up for psp would allow for a pretty solid ps1 emulator and decent n64.
I also work (at work) with someone well known in the n64 development scene and he sees it as a posibility in the future.
ahh similiar to the sh2/sh4 processor thing on dreamcast ie same family
look how slow the gba and neogeo pocket emu are they cant get those right what chance is there for n64 one id like to see a atari jaguar emu here are the specs on it. it should be do able
750,000 transistors, 208 pins
- Graphics Processing Unit (processor #1)
- 32-bit RISC architecture (32/64 processor)
- 64 registers of 32 bits wide
- Has access to all 64 bits of the system bus
- Can read 64 bits of data in one instruction
- Rated at 26.591 MIPS (million instructions per second)
- Runs at 26.591 MHz
- 4K bytes of zero wait-state internal SRAM
- Performs a wide range of high-speed graphic effects
- Programmable
- Object processor (processor #2)
- 64-bit RISC architecture
- 64-bit wide registers
- Programmable processor that can act as a variety of different video architectures, such as a sprite engine, a pixel-mapped display, a character-mapped system, and others.
- Blitter (processor #3)
- 64-bit RISC architecture
- 64-bit wide registers
- Performs high-speed logical operations
- Hardware support for Z-buffering and Gouraud shading
- DRAM memory controller
- 64 bits
- Accesses the DRAM directly
- "Jerry" - 600,000 transistors, 144 pins
- Digital Signal Processor (processor #4)
- 32 bits (32-bit registers)
- Rated at 26.6 MIPS (million instructions per second)
- Runs at 26.6 MHz
- Same RISC core as the Graphics Processing Unit
- Not limited to sound generation
- 8K bytes of zero wait-state internal SRAM
- CD-quality sound (16-bit stereo)
- Number of sound channels limited by software
- Two DACs (stereo) convert digital data to analog sound signals
- Full stereo capabilities
- Wavetable synthesis, FM synthesis, FM Sample synthesis, and AM synthesis
- A clock control block, incorporating timers, and a UART
- Joystick control
- Motorola 68000 (processor #5)
- Runs at 13.295MHz
- General purpose control processor
Bus bandwith:
106.4 Megabyte per second
Display:
- Programmable screen resolution. Horizontal resolution is dependent on the amount of scanline buffer space given to the "Tom" graphics processor. Maximum vertical resolution varies according to the refresh rate (NTSC or PAL). Reportedly, a stock Jaguar (without additional memory) running NTSC can display up to 576 rows of pixels.
- 24-bit "True Color" display with 16,777,216 colors simultaneously (additional 8 bits of supplimental graphics data support possible).
- Multiple-resolution, multiple-color depth objects (monochrome, 2-bit, 4-bit, 8-bit, 16-bit, 24-bit) can be used simultaneously.
Colors available:
16.8 million
Sound:
16-bit
Ports:
Cartridge slot/expansion port (32 bits)
RF video output
Video edge connector: (video/audio output) (supports NTSC and PAL; provides S-Video, Composite, RGB outputs, accessible by optional add-on connector)
Two controller ports
Digital Signal Processor port (includes high-speed synchronous serial input/output)
Dimensions:
9.5" x 10" x 2.5"
Controllers:
Eight-directional joypad
Size 6.25" x 5" x 1.6", cord 7 feet
Three fire buttons (A, B, C)
Pause and Option buttons
12-key keypad (accepts game-specific overlays)
Input/Output:
Cartridge and expansion port, an edge connector
User port, also an edge connector
2 x Joystick ports for digital Atari-style joysticks
TV output (RF modulator, also transmits audio to the TV)
RGB output, including audio and composite video
Serial port for connecting printers and floppy drives
Tape recorder port, yet another edge connector. This is for Commodore's specialised tape recorder running at 300 bps.
First of all, if an SNES can be emulated at moderate speed (SNES9x) at such an early stage, and the Genesis emulator to be flawless pretty much, the Neo Geo may just have hardware conflicts. Its true that since the emulators eat up 10x as much power as it would using hardware, and since it is said that N64 and such share some of the same hardware specs, then who's to say that you cant take advantage of that to make up for the power eating emulation?
slayer2psp,
Your wasting your time posting up specs. All emulators right now on PSP are ports of PC code not fully optimised for the psp. Neo-Pop (the core I used for ngPsp) is just ungodly slow. The NEC processor is rathre complex and Neo-Pop went for accuracy vs speed.
I know people who know n64 better then others. If you need a great example lets look shal we.
Take the dreamcast. Bleem (ps1 emu) was writen from ground up for the Dreamcast. It's speed was really damn good. Neo-Pop (the ngpc emu) was ported to the dreamcast, It's speed is far from perfect. Neo Geo Pocket (color) is only a 16bit NEC processor where Ps1 is a 32bit mips processor.
Another comparison. A Saturn emulator at full speed is a huge reality on the dreamcast then other systems. Why? Because both use simular cpus. So its much easier to emulate instructions faster (hell you really dont have to emulate the cpu. you just have to translate and let the cpu do the instruction).
The processor speed may be 33.5 mhz on a PS1, but how many games do you think max out that processor?
The only thing I want is Wipeout XL on my PSP and I will never download another thing again.
yeah, people need to understand that aside from DOOM, everything else is simply a port (doom is taking the source and writing it for PSP functions, a little different).
Everyone knows how slow a port of an emulator is vs. one built for the machine.
Just hold out a bit... in a few months there'll be more "directly" built emulators.
R-E-S-P-E-C-T : the proper places and people deserve it
heres a thought ... if we did have a 64 emulator which i highly doubt given the fact that nintendo is porting 64 games onto a next gen home console and were talking about a handheld..
if we HAD it... how would we play? a 64 controller has 10 buttons a d-pad and analogue and start...
while psp has only 6 and start / select and d-pad and a different type of analogue
this means wed have to configure multiple simultanious buttons to account for one button (aka hold L hit triangle for c-up) this would take a bit of haking into a ported emulator .. slowing or ruining the experiance even further as now the controls suck and speed is down... not worth it in my eyes.. hopefully in the coders also as id rather see gba and other less complicater emus being sped up over getting to try to play starfox or zelda corectly in 10% speed
actually since the endian-ness is different you almost have to write a dynamic recompiler as opposed to the alternative which would be letting the mmu remap memory areas as saturn ram and running the code natively.Originally Posted by nexis2600
When people were saying N64 this, and PSX that, I was like "Yeah right, whatever"...But, I can't believe whats been happening with this little machine...I wouldnt be a bit suprised if we did get a N64 or PSX emu...
As far as the N64 controller goes...Look at the way it was designed. You never used every button on any 1 game...It was either anolog or digital pad, each had a trigger...The PSP has 16 inputs?(I think) and N64 has...18? We could be ok there.
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