borgqueenx
Well-Known Member
Collect 10 dollar of dollar from every person who would like a n64 emulator, and give it to the developer of it.
guizm said:borgqueenx said:the psp has 333mhz maximum.guizm said:I think there's no reason to DONT have the n64 emulator in pandora at some point in the future. Think about this, the psp have 266Mhz and 32 ram, pandora is at least 3 times more powerfull than the psp, and i remember playing the first dungeon of Oot (at 5fps) in my psp. The only thing we need to see nice n64 emu is a good developer, such as strmnrm was for psp.
Also there are open source n64 emu's for linux... And if dreamcast can run on pandora, im sure n64 will run smoothly.
And yeah we need strmnmrnm or whatever the name was. But the problem with building emulators is, that it EATS time.
And no one responded to our 10 dollar idea yet, so thats why i think no one will make the emulator.
Psp can be overclocked at 333 maximum , but its standar 222, like pandora has 600 but it for sure would be overclocked up to 900.
Btw , whats that of the 10 dollar idea??
yes but i think only 1/10 of the pandora owners will actually donate the money. ALL pandora users will profit.guizm said:Even if it could not be overclocked, that 600 mhz ( or 720, who knows... ) will be enough, at least to run at 30 fps ( or so i think, im not a developer )
That of the 10 dollars is a good idea, from 4000 pandora user's , im sure the 4000 want the emu, and from that, if only 1000 donate it will come 10.000 dollars, that is many money, at least for me.
well the 10 dollar donationware system is a guess something similar.MDave said:I'm interested in the situation with the dev funds people have put money towards when they bought their Pandora's. How's that going to work exactly? This probably needs it's own thread though, but Ima too lazy to make
efegea said:Just look at the beta testing subforum...there is a work in progress n64 emulator, mupen64plus
Enverex said:efegea said:Just look at the beta testing subforum...there is a work in progress n64 emulator, mupen64plus
Actually if you read it, it's not work in progress at all. It's just the source for an existing open source emulator and it doesn't work at all yet, it'll require quite a bit of modification before it works at all and then, before it'll be playable it'll need to be optimised extensively. The poster left it there for someone else to work on, he's not working on it himself.
Enverex said:efegea said:Just look at the beta testing subforum...there is a work in progress n64 emulator, mupen64plus
Actually if you read it, it's not work in progress at all. It's just the source for an existing open source emulator and it doesn't work at all yet, it'll require quite a bit of modification before it works at all and then, before it'll be playable it'll need to be optimised extensively. The poster left it there for someone else to work on, he's not working on it himself.
efegea said:Enverex said:efegea said:Just look at the beta testing subforum...there is a work in progress n64 emulator, mupen64plus
Actually if you read it, it's not work in progress at all. It's just the source for an existing open source emulator and it doesn't work at all yet, it'll require quite a bit of modification before it works at all and then, before it'll be playable it'll need to be optimised extensively. The poster left it there for someone else to work on, he's not working on it himself.
Uhm, I understood that he wrote a new dynamic recompiler...and he said it was working on software rendering, although slow, just need some work to make it to run on hardware opengl es. But yes, it still need a lot of optimization and work, but that's what I meant with work in progress. Perhaps I understood his post wrong?
EDIT: I have read the post again, and still don't see why do you say that he is not working on it and left it there for someone else :huh:
Enverex said:efegea said:Enverex said:efegea said:Just look at the beta testing subforum...there is a work in progress n64 emulator, mupen64plus
Actually if you read it, it's not work in progress at all. It's just the source for an existing open source emulator and it doesn't work at all yet, it'll require quite a bit of modification before it works at all and then, before it'll be playable it'll need to be optimised extensively. The poster left it there for someone else to work on, he's not working on it himself.
Uhm, I understood that he wrote a new dynamic recompiler...and he said it was working on software rendering, although slow, just need some work to make it to run on hardware opengl es. But yes, it still need a lot of optimization and work, but that's what I meant with work in progress. Perhaps I understood his post wrong?
EDIT: I have read the post again, and still don't see why do you say that he is not working on it and left it there for someone else :huh:
It was mainly the way the post itself was worded and also lines such as "Unfortunately OpenGL acceleration does not work. It is possible to use software rendering, but it is very slow and some of the textures display incorrectly. Since several people are working on OpenGL ES libraries, I am posting this as-is for testing purposes." (especially the last part). I'm possibly misreading it, but it's the impression I get.
midna25 said:I took a look at that. It seems more of a PoC than anything. I am wondering, however, if Mupen is the best choice for a port.
If you are worried about the OpenGL ES part, just write a Glide Wrapper for OpenGL ES or just us NanoGL.Neko said:Which emulator would you suggest? AFAIK there is no N64 emulator with native OpenGL ES support.
I noticed that Glide64 was disabled in Ari's port of mupen. Was there a reason for this?Blue Ion said:If you are worried about the OpenGL ES part, just write a Glide Wrapper for OpenGL ES or just us NanoGL.Neko said:Which emulator would you suggest? AFAIK there is no N64 emulator with native OpenGL ES support.
Honestly the big bottleneck will be the recompiler (or lack of thereof), and by the time recompiler perfomance starts to catch up and yield proper speed, there will be either a very polished NanoGL (due to the dozens of quick ports that will use it) or proper Glide64 port (since that is one of the best video plugins out there).
Yeah, it contains x86 assembly code. Since Blue Ion seems sure that this will be ported, I'll be looking forward to thatNeko said:I noticed that Glide64 was disabled in Ari's port of mupen. Was there a reason for this?Blue Ion said:If you are worried about the OpenGL ES part, just write a Glide Wrapper for OpenGL ES or just us NanoGL.Neko said:Which emulator would you suggest? AFAIK there is no N64 emulator with native OpenGL ES support.
Honestly the big bottleneck will be the recompiler (or lack of thereof), and by the time recompiler perfomance starts to catch up and yield proper speed, there will be either a very polished NanoGL (due to the dozens of quick ports that will use it) or proper Glide64 port (since that is one of the best video plugins out there).
Argh, dreaded assembly code, I've taken a look to the source, and it the assembly part doesn't seem all that big. Perhaps, even I could try to replace the asm parts with C counterparts (and maybe later, do arm asm code, or even neon for the sse parts), but considering I'm no coding guru, that may have to wait a little.Ari64 said:Yeah, it contains x86 assembly code. Since Blue Ion seems sure that this will be ported, I'll be looking forward to that
The recompiler is not the bottleneck, it's close to full speed already. The FPU code could be improved a bit though.