psp64
New Member
Posts: 1
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Post by psp64 on Apr 6, 2006 20:38:25 GMT 1
hey wats up ppl, i was just writing too let ppl know the psmonkey is currently working on a N64 emulator for the psp. i know this aint the place to write but i thought it be really interesting too some ppl, i also think this would be very intereting to LAXER3A and YOYOFR, just to see how he is progressing, and maybe u can give him a couple tips bcuz i know u guys are highly experienced in this stuff. so hopefully it interests u guy so here is the link to his forums www.dcemu.co.uk/vbulletin/showthread.php?s=&threadid=21994 oh YA he has been workin all by himself since he started this project a few months ago. tell me wat u think Laxer3a.
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Post by corona on Apr 6, 2006 23:04:47 GMT 1
You're correct about this being the wrong place to post.
We all know PSmonkey has been working on this for a while now. It was announced more than 3 months ago. Old stuff.
As for you wanting Laxer and Yoyo to give advice, so far PSmonkey seems to know what he's doing, and he hasn't hit any brick walls yet. Until he does, I doubt he'll need any help from our team of devs here at TYL. Your setiment is nice, but your methods are improper. An email would have sufficed. You did not have to post a pointless thread on the TYL board.
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Post by laxer3a on Apr 7, 2006 1:36:36 GMT 1
Cool, I didnt need to call my lawyer I already have one that takes my defense. More seriously, yes we do know. Now for the N64, I personnally judge it pointless, because there is unlikely playable games that will popup. While emulate the N64 graphics seems not too much difficult, emulating a 80 Mhz CPU over a 333Mhz CPU seems another story to me. Thats why I would personnally consider it a waste of time to devellop such emu. 1/ Game that are playable are going to be a few. 2/ Game list on n64 is VERY short. 3/ Pushing such emu to a usable level (tuning) is a lot of work. You add these 3 and you find that I will never join such project and yoyo will probably agree with me.
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nobody
Junior Member
Posts: 58
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Post by nobody on Apr 7, 2006 5:58:46 GMT 1
I don't think the CPU speed would be too much of an issue, Project 64 runs decently on a 333 MHz Pentium II machine and the PSP's CPU is more powerful than a Pentium II and also comes from the same line of processors as the N64. I think lack of RAM would be a bigger issue.
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Post by laxer3a on Apr 7, 2006 8:09:40 GMT 1
Well... I went to Project64 site and they are saying that minimum config is 700 Mhz P3. 1.5 Ghz recommended.
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nobody
Junior Member
Posts: 58
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Post by nobody on Apr 7, 2006 14:00:13 GMT 1
You can still run Project64 even if you are below minimum specs, I think it displays a warning message when you install it but doesn't prevent you from using it. I used Project 64 a bit back when I was still using my Pentium II machine, most games I tried ran at 10-15 fps but I remember Tony Hawk running at 30 fps.
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Post by wantan on Apr 7, 2006 23:15:18 GMT 1
Anyway... it gonna doesn't be fun if you play anything with lack of framerate... so, why to waste time developing this... I'm happy enough just to play n64 on my Xbox...
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thoto
New Member
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Post by thoto on Apr 8, 2006 2:13:38 GMT 1
well that just trashed some of my dreams, but i guess theres no point if the zeldas are too big eh?
as long as the gba emu has a chance at running great im ok.
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Post by betatester on Apr 8, 2006 14:54:09 GMT 1
well i would desprately hope for a n64 emu, and im curius to know what/how sony is gunna get there official psone emulator on the psp... if there gunna be completely rebuilt games or actual archives with a few edits. while i think seeing a homebew psone emulator is much more a possibility since the pc emu can run at full speed with near perfect emulation the n64 emu for pc still requires tons of tweaking. and playing n64 on my xbox is about the same as playing it on a pc but more work invovled, im always on the go so playing n64 on a handheld would be a blessing.
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Post by pinbi7 on Apr 8, 2006 22:09:16 GMT 1
Well... I went to Project64 site and they are saying that minimum config is 700 Mhz P3. 1.5 Ghz recommended. i remember,(i think it was the magazine tips & trick) who did an article on N64 emulation at the time the UltraHLE just came out and their test machine was a PII 450MHz + Voodoo II and they where able to run Ocarina of time flawlessly(even better then on N64) maybe i have the scans somewhere,i'll look into it and i have a PII 350Mhz + GeForce II and i was able to run a couple of N64 games sadly i switched from windows 98 to XP and XP is a ram muncher * shakes fist @ XP * Edit:sorry couldn't find the scans but i found the requirements too run UltraHle,@ the time you had too use a glide wraper if you didin't have a 3DFX card(voodoo) MINIMUM SPECIFICATION PII 233Mhz Processor 32MB System RAM Voodoo1 Based 3DFX Card (Glide Drivers Required) RECOMMENDED SPECIFICATION PII 300Mhz Processor 64MB System RAM Voodoo2/Banshee Based 3DFX Card (Glide Drivers Required) IDEAL SPECIFICATION PII 400Mhz Processor 64MB System RAM Voodoo2/Banshee Based 3DFX Card (Glide Drivers Required)
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Post by pinbi7 on Apr 8, 2006 22:17:31 GMT 1
well that just trashed some of my dreams, but i guess theres no point if the zeldas are too big eh? as long as the gba emu has a chance at running great im ok. Zelda was the first 256Mbit game(roughly 32Mbyte) my MS inside my PSP is 1GigaByte that would be 8192Mbit in "N64 size" and if i'm not mistaking the largest N64 game was Resident Evil 2 @ 512MBit
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Post by laxer3a on Apr 9, 2006 6:22:04 GMT 1
I definitely agree to the point that emulation of the graphic chipset of the Snes IS VERY costly compare to the N64. The amount of CPU time spent to "prepare" the data to be able to give the job to the GPU is a good amount.(because support a lot of weird stuff like setup of register per scanline, clipping window, palette changes etc... These are killing the perfs actually)
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).
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Post by Cheeezy on Apr 9, 2006 16:12:21 GMT 1
whats a JIT?
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Post by wantan on Apr 10, 2006 16:27:00 GMT 1
Just in Time...
BTW, I own a Voodoo II... I have also test UltraHLE years ago... I remember I have a pentium II @ 333Mhz...
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nobody
Junior Member
Posts: 58
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Post by nobody on May 2, 2006 1:50:05 GMT 1
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Post by manias on May 2, 2006 13:11:16 GMT 1
playable but 5fps
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nobody
Junior Member
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Post by nobody on May 2, 2006 17:15:43 GMT 1
Well this is just a quick port with no optimization whatsoever... when Snes9x was first ported to the PSP it didn't run much faster, and look at it now.
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Post by manias on May 2, 2006 21:07:45 GMT 1
Well this is just a quick port with no optimization whatsoever... when Snes9x was first ported to the PSP it didn't run much faster, and look at it now. the author has already said tho that the n64 optimizations won't be possible without kernel as much so probably fullspeed n64 will be 1.0/1.5/2.0 only
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Post by evab3va on May 2, 2006 21:08:33 GMT 1
playable but 5fps Actually more like 15-20FPS
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Post by manias on May 2, 2006 21:36:33 GMT 1
press select during gameplay n it says frame 5.5 or so usually during mario..
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Post by wantan on May 3, 2006 18:12:07 GMT 1
Well... for me it's very impressive... I've tested it and I'm happy enough to see mario smiling on my psp screen... even without sound...
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Post by manias on May 3, 2006 18:27:11 GMT 1
who says it wasn't impressive! it sure is
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Post by betatester on May 3, 2006 22:00:06 GMT 1
yea the n64 emu is amazing, along with snes9xtyl of course ;-p the emu has been updated to R3, it can boot all rom sizes now i think. the emu is opensource so im hoping to see you miracle workers to throw some tips @ the n64 developers
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Post by skeldwar on May 6, 2006 1:36:37 GMT 1
The more quality emu's like this the better. I'd love to see a surge of development on new or updated emulators.
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Post by laxer3a on May 6, 2006 4:42:21 GMT 1
Hi guys, I was out for a week (vacation), and back...
I heard the source is available for the PSP version is it true ? I would like to check if the JIT has been implemented...
It seems too good that the emu run at 20 fps for emulating a CPU that normally run at 80 Mhz. While I believe not emulating the sound saves a lot of PSP CPU time...
I agree also that when the texture memory is fixed (ie no change in VRAM texture of the N64), it is just translation of graphic call from N64 to PSP, the 3d architecture is probably close enough to work smoothly (like 1~3% of the PSP time to translate from GPU to another)
It is most likely that from what we have seen for the moment, the PSP CPU is taking most of its time to emulate the N64... Which is ALSO a MIPS.
333 Mhz to emulate roughly 1/3 (20 fps of 60) of 80 Mhz (=27 Mhz) seems quite impressive if he is running pure emulation.
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Post by manias on May 6, 2006 11:01:50 GMT 1
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Post by laxer3a on May 6, 2006 19:48:30 GMT 1
People were saying like 10~15 fps in mario.
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siso
Junior Member
Posts: 56
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Post by siso on May 6, 2006 20:44:14 GMT 1
Uhmm.. Quest64 on Monkey64 run at 12 fps and Mario64 on Daedalus is a bit more fast... Is possible that frame counter is wrong?
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Post by manias on May 6, 2006 23:44:09 GMT 1
Uhmm.. Quest64 on Monkey64 run at 12 fps and Mario64 on Daedalus is a bit more fast... Is possible that frame counter is wrong? yeah that could be.. or maybe it's faster on non-GTA eloaders etc. besides it does say 5 fps but it seems to be like 20.. who knows!
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Post by alcahest on May 7, 2006 4:46:27 GMT 1
In your opinion Laxer, is it possible to emulate the GBA hardware well enough on PSP to be able to run FFIV for exemple? Later,
Alcahest
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