Page 96 of 96 FirstFirst ... 4686949596
Results 951 to 960 of 960
  1. #951
    Emulator Developer MarathonMan's Avatar
    Join Date
    Sep 2012
    Posts
    313
    Mentioned
    1 Post(s)
    Quote Originally Posted by _Zack_ View Post
    Awesome! Thanks for the updates :>
    No problem. Bump:

    As of this weekend, CP1 support is starting to make it's way in the revised core. LaC's fire demo now works. It also fixes the old "flicker" bug that was always present in the old core, and runs at a very comparable speed to what hackturax's demo on youtube shows... looks like the rewrite was worth it!

  2. #952
    Texture pack invader NES_player4LIFE's Avatar
    Join Date
    Nov 2005
    Location
    Earth
    Posts
    1,556
    Mentioned
    2 Post(s)
    Sooo, whats going on? Do you have any new developments?
    -NES
    We are in the process of archiving all qualifying texture packs!
    Contact me via PM to have your N64 texture pack hosted on Emulation64.com!
    Having a hard time loading Large packs? Be sure to patch your emulator.
    Can't load .DAT files? Look no further then this shiny Tutorial.
      Spoiler:

  3. #953
    Emulator Developer MarathonMan's Avatar
    Join Date
    Sep 2012
    Posts
    313
    Mentioned
    1 Post(s)
    Quote Originally Posted by NES_player4LIFE View Post
    Sooo, whats going on? Do you have any new developments?
    The new core/rewriter is mostly complete.

    - SSE2 is now the "minimum requirement", giving CEN64 the ability to run on ALL x86_64 machines.
    - At the same time, CEN64 has been optimized all the way up to machines supporting the AVX instruction set.

    - The rewrite has significant performance gains on Haswell. On i5 45xx and i7 47xx, most public domain ROMs run at full speed, which was not possible with the old core. There are also performance gains to be had on older architectures, as well... just not as great in size.

    I have been carrying the approaches I used for optimization over to the RSP, which is also showing massive performance gains. Unfortunately, it is still missing a few instructions at the current time so most commercial ROMs still do not run. Hopefully in a few weeks, I'll have that taken care of.

  4. #954
    EmuTalk Member
    Join Date
    Dec 2014
    Posts
    1
    Mentioned
    0 Post(s)
    Finally registered here just to say that I've been following this since the beginning and I'm greatly looking forward to this project's realization.

    Thank you!

  5. #955
    EmuTalk Member
    Join Date
    Jan 2013
    Posts
    16
    Mentioned
    0 Post(s)
    I've looked around for a bit and I can't seem to find an answer to the question I have. I'd like to know if CEN64 will work with plugins outside the set being developed specifically for CEN64, more specifically, if it'll work with NRage's Controller Plugin(for Gameboy Pack emulation) and GLideN64, which should soon become to de-facto video plugin.

    I'm mostly interested because of the extra features both plugins allow, such as better internal resolution, HD texture packs, widescreen hack, etc., and I'd assume that letting GLideN64 handle the graphics would greatly accelerate the emulation.

    The issue is that at this point almost none of the emulators have perfect core emulation, and that would be the big difference between CEN64 and simply using Angrylion's pixel-perfect video plugin with any other emulator, because the core wouldn't have errors.

    So yeah, any way plugins will be supported for CEN64, or are they already?

  6. #956
    Emulator Developer MarathonMan's Avatar
    Join Date
    Sep 2012
    Posts
    313
    Mentioned
    1 Post(s)
    Quote Originally Posted by Falkoner View Post
    I've looked around for a bit and I can't seem to find an answer to the question I have. I'd like to know if CEN64 will work with plugins outside the set being developed specifically for CEN64, more specifically, if it'll work with NRage's Controller Plugin(for Gameboy Pack emulation) and GLideN64, which should soon become to de-facto video plugin.

    I'm mostly interested because of the extra features both plugins allow, such as better internal resolution, HD texture packs, widescreen hack, etc., and I'd assume that letting GLideN64 handle the graphics would greatly accelerate the emulation.

    The issue is that at this point almost none of the emulators have perfect core emulation, and that would be the big difference between CEN64 and simply using Angrylion's pixel-perfect video plugin with any other emulator, because the core wouldn't have errors.

    So yeah, any way plugins will be supported for CEN64, or are they already?
    CEN64 is currently using angrylion's mylittle-nocomment plugin (with VI filters stripped and altered to work with CEN64). While CEN64 doesn't support the zilmar-plugin spec out of the box, it's usually a very minimal amount of code games to get things into gears. That being said, I don't have any plans to support GLideN64 or any of those plugins; I'm not personally interested in the HLE approach.

    Most other plugins, for example NRage, don't really make sense in the context of CEN64 as CEN64 is platform and architecture agonstic. As PJ64 is 32-bit and Windows x86 only, a large portion of of plugins are strictly tied to that environment, which is a no-go for CEN64 (which currently supports Windows/Linux/Mac). No worries though -- there are plans for all kinds of controller support to come.

    Also, 64DD support on the way. RTC clock quasi-works and the IPL attempts to load 64DD ROMs once I flag a disk present bit. Thanks to OzOnE and LuigiBlood for all their reverse-engineering support. Without them, this feat would not be possible.
    Attached Images Attached Images  

  7. #957
    Surreal64 Nut weinerschnitzel's Avatar
    Join Date
    Jan 2011
    Posts
    59
    Mentioned
    0 Post(s)
    Nice! I'm excited to see this emulated!

    I wonder which emulator LuigiBlood will use...

  8. #958
    Emulator Developer MarathonMan's Avatar
    Join Date
    Sep 2012
    Posts
    313
    Mentioned
    1 Post(s)
    Quote Originally Posted by weinerschnitzel View Post
    I wonder which emulator LuigiBlood will use...
    He's helping with the CEN64 -- and might even be doing the bulk of the implementation for 64DD.

  9. #959
    EmuTalk Member
    Join Date
    Jan 2013
    Posts
    16
    Mentioned
    0 Post(s)
    Quote Originally Posted by MarathonMan View Post
    CEN64 is currently using angrylion's mylittle-nocomment plugin (with VI filters stripped and altered to work with CEN64). While CEN64 doesn't support the zilmar-plugin spec out of the box, it's usually a very minimal amount of code games to get things into gears. That being said, I don't have any plans to support GLideN64 or any of those plugins; I'm not personally interested in the HLE approach.

    Most other plugins, for example NRage, don't really make sense in the context of CEN64 as CEN64 is platform and architecture agonstic. As PJ64 is 32-bit and Windows x86 only, a large portion of of plugins are strictly tied to that environment, which is a no-go for CEN64 (which currently supports Windows/Linux/Mac). No worries though -- there are plans for all kinds of controller support to come.
    Ah, yes, of course zilmar spec won't be supported, Windows-only is lame, I suppose I was more interested in knowing whether the plugins that work with Mupen64Plus will also work with CEN64.

    Just as an interesting side-question, if you were to estimate in a percentage, what percent of the current CPU usage do you think is being generated by the software-based video rendering?

  10. #960
    Emulator Developer MarathonMan's Avatar
    Join Date
    Sep 2012
    Posts
    313
    Mentioned
    1 Post(s)
    Quote Originally Posted by Falkoner View Post
    What percent of the current CPU usage do you think is being generated by the software-based video rendering?
    I profiled the other day; very little. Probably around the order of 10%, or less. angrylion's plugin is ridiculously optimized it seems. I might be able to take it a bit further with some SSE-fu, but I won't even bother with it until I get the RSP/VR4300 down to something reasonable.

    The main deadweights are the interpreted, cycle-accurate RSP and VR4300 cores. They're coming in at a hefty 30+% utilization each.

    Last edited by MarathonMan; January 9th, 2015 at 15:15.

Page 96 of 96 FirstFirst ... 4686949596

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •