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  1. #31
    EmuTalk Member
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    Hoi!!

    I <3 this project..

    I've been "spectating" "Emulation64" for more then 5 years now and its time for positive feedback on this project.



    Because someone with this much coding knowledge must make something beautiful

    Like DETOMINE its the same magic for me.
    Not everyone is "coding" smart alike.. (dunno if this english i type is correct lol) , although those terms like RSP's, VR4300 i always see come back.

    I just hope someday (i know it takes time) "Conker bad fur day" and others will be smooth as butter with this new emu on Windows 8 and further.
    Because "Project64" with the plugin "Glide64" is the only combination that works almost flawless right now..
    And we need an alternative before this dies, but again these are my future thoughts .

    Keep it up

    Greetings

  2. #32
    Emulator Developer MarathonMan's Avatar
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    Quote Originally Posted by DETOMINE View Post
    I can't wait to see the first screen-shots .

    I was wondering, does your project use some of the mame code?
    Nope, since MAME wasn't designed to be cycle-accurate. I reference the code and use the built-in debugger as a resource, but I haven't actually used any substantial portion of the code (yet, anyways).

  3. #33
    Oversized Cranium Bighead's Avatar
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    This project sounds very promising. Good luck with it and keep us updated!
    Bighead's Emuhelp - http://bhemuhelp.co.nf/
    Home for my N64 Configuration List and other emulation stuff.

  4. #34
    EmuTalk Member talker's Avatar
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    This is interesting to read! With all the info you deliver each time it sound like you've hit a milestone every time. I neither have any experience with building and coding an emulator, but by reading what you have done and what your thoughts are makes it somehow understandable for me.
    I've seen things like R4300, rsp, and such metion before, but with no meaning behind it. I really like to follow this into the future and see what a 'cycle-accurate emulator' would be like!

  5. #35
    Emulator Developer MarathonMan's Avatar
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    Thank you all for the kind words! It is very reassuring to know that the N64 scene isn't a total graveyard!

  6. #36
    EmuTalk Member Nintendo Maniac's Avatar
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    Just an FYI, you may or may not want to consider a blog for development notes and/or any actual project releases to keep everything in one organized location. Currently this isn't an issue with only 4 pages, but it's just something you might want to keep in mind for the future.

    BTW, I too am very glad to see the N64 isn't a total graveyard - it certainly seemed like it for the last 5 or so years. I mean, when Wii emulation is more accurate than N64 emulation, then you know something new needs to be done. Heck, for some N64 games it's more accurate to run the virtual console version in Dolphin than it is to play via an N64 emulator!
    Last edited by Nintendo Maniac; November 27th, 2012 at 04:22.
    EmuTalk's resident straight-male kuutsundere
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  7. #37
    Emulator Developer MarathonMan's Avatar
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    Quote Originally Posted by Nintendo Maniac View Post
    Just an FYI, you may or may not want to consider a blog for development notes and/or any actual project releases to keep everything in one organized location. Currently this isn't an issue with only 4 pages, but it's just something you might want to keep in mind for the future.

    BTW, I too am very glad to see the N64 isn't a total graveyard - it certainly seemed like it for the last 5 or so years. I mean, when Wii emulation is more accurate than N64 emulation, then you know something new needs to be done. Heck, for some N64 games it's more accurate to run the virtual console version in Dolphin than it is to play via an N64 emulator!
    The only issue with a blog is that it's not community-centric, not as searchable, etc. Once I get something bigger, I'll hopefully get the mods to make thread group for me so I can better organize things that way.

    AFAIK, the reason why N64 emulation isn't as high-calibre is because large parts of the RCP are not fully understood (due to the fact that it was kept such a secret).

    Minor status update -- did a little overhauling of the RSP core. I probably won't get a whole lot done in the coming weeks due to a lot of work-related deadlines approaching. Just wish I had more time to work on the project!

  8. #38
    EmuTalk Member Nintendo Maniac's Avatar
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    I need to ask though, with such an accurate emulator, would this cause enhancements like rendering in high-res or N64 overclocking (for smooth framerates in various games) to not be possible? Because honestly, I think most of us don't want to view polygons and textures that look like a low-res jagged mess on any display newer than a CRT SDTV... Heck, even on my SDTV the 480i virtual console version of Majora's Mask looked much cleaner than the 240p N64 version.
    Last edited by Nintendo Maniac; November 29th, 2012 at 00:55.
    EmuTalk's resident straight-male kuutsundere
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  9. #39
    Emulator Developer MarathonMan's Avatar
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    Quote Originally Posted by Nintendo Maniac View Post
    I need to ask though, with such an accurate emulator, would this cause enhancements like rendering in high-res or N64 overclocking (for smooth framerates in various games) to not be possible? Because honestly, I think most of us don't want to view polygons and textures that look like a low-res jagged mess on any display newer than a CRT SDTV... Heck, even on my SDTV the 480i virtual console version of Majora's Mask looked much cleaner than the 240p N64 version.
    Overclocking is extremely, extremely easy to implement (I just call a cycle() function periodically; if call it more often and the system is effectively overclocked). However, running at full speed is already taxing as it is on modern computers -- try bsnes. I doubt you'll be able to push the emulator much further unless you're highly overclocked, if at all, for awhile.

    Everything will be standard resolution at first (focusing on accuracy). I'll consider visual optimizations and the like at a much later time and provide options to switch them on for those that desire to do so.

  10. #40
    EmuTalk Member Nintendo Maniac's Avatar
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    Ok, on a related note then, what about the N64's integrated "hi-res" 640x480 mode? Games like World Driver Championship and Perfect Dark have such a mode as an in-game option, so proper emulation would require this function to emulated anyway. Would it not be a stretch to suggest that such a thing could be forced to run at all times as stop-gap to polygonal resolution independence?
    Last edited by Nintendo Maniac; November 29th, 2012 at 04:26.
    EmuTalk's resident straight-male kuutsundere
    (just "tsundere" makes people think of "Shana clones" *shivers*)

    CPU+iGPU: Pentium G3258 @ 4.6GHz/1.281v
    dGPU: Diamond Radeon HD5870 1GB
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