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  1. #1
    Emutalk Member
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    any 1 want to help me make a nintendo cube emulatore?

    those who want to than just email..once i get few people to help me to statr working on it...i will be using Dev C+++ 4 to code it in windows!! and am thinking bout doeing it in direct x 8.1 and openglide!! and i want to sart a n64 emulatore with based on 1964 71 source code with Daedalus 0.08 Pre-1 Source code!!



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  2. #2
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    Why don't you do it in opengl? isn't that faster?



  3. #3
    Sy sytaylor's Avatar
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    plus the gamecube uses opengl...plus why devC? it has NO help files and i find its compiler results to be VERY confusing
    Disclaimer: Any views expressed in the above post under the psuedonym "sytaylor" are entirely subjective and do not reflect the views of any business, company or entity associated with Simon Taylor. The use, copying of or editing of any materials within this post for professional purposes without written permission is stricly prohibitted under the UK Right of Privacy as provided in the Human Rights Act 1998 and the European Convention on Human Rights: Article 10 ECHR. Any attempt to use the information herin shall be subject to the Data Protection Act and Freedom of Information act, with damages being saught for defamation. This disclaimer applies to all text, images or media on this domain.

    You have been warned.

  4. #4
    Emutalk Member
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    i have been studying opengl in Dev C++ 4.0 at http://www.openrpgs.com/articles/

    i have been learning a lot of C++ there ...


    i am learning alot in there Tutorials! you should check them out...if you to help me out..

  5. #5
    What's that...? mesman00's Avatar
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    just a few questions....
    if you have been learning from tutorials
    1. how much do u know?
    2. how long have you been programming?
    3. do u konw any graphics programming, such as direct x, opengl
    4. do u know any sound programming?
    5. do u know anything about the gamecubes technical crap (processor and all that junk) there are very little docs released about it, if any

    i hope you are pretty good at c++ and have been programming for quite some time, and havent just picked it up through tutorials over the last 6 months or so. otherwise you are in a lot of trouble. maybe you ought to start out with something less complex, like the NES, especially because it has alot of Doc's on it.

    I don't mean to discourage you, but just to warn you
    <font color="blue">System Specs</font>
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  6. #6
    Moderator Cyberman's Avatar
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    Yes indeed experience helps with writting software.

    Now the manufacturer of the graphics chipset for it is ATI.. you won't find anything on ther WEBSITE other than.. they make it

    I believe they are using a PowerPC with added instructions.. little red flags should go up with that because.. those added instructions can be anoying problems.

    They have 24M of Static ram built in.. I think the processor speed is 200mhz.. a 200mhz PPC = 700mhz Athalon. That doesn't bode well. Especially since we are emulating the hardware for the graphics..


    Maybe when we get pentiums going 4ghz?

    Cyb
    Progress (n.):
    The process through which the Internet has evolved from smart people in front of dumb terminals to dumb people in front of smart terminals.
    -------------------------------------------------------------------
    Recursive (adj):
    see Recursive

  7. #7
    Emutalk Member
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    i was planing on doeing it like ultrahle, did the n64

    just start with a few opcodes in the cpu for LUIGIS-MANSION! and heres the what i found out about the system so far

    MPU("Microprocessor Unit")* Custom IBM Power PC "Gekko"

    Manufacturing Process 0.18 micron IBM Copper Wire Technology

    Clock Frequency 485 MHz

    CPU Capacity 1125 Dmips (Dhrystone 2.1)

    Internal Data Precision 32-bit Integer & 64-bit Floating-point

    External Bus 1.3GB/second peak bandwidth (32-bit address space, 64-bit data bus 162 MHz clock)

    Internal Cache L1: Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way)

    System LSI Custom ATI/Nintendo "Flipper"

    Manufacturing Process 0.18 micron NEC Embedded DRAM Process

    Clock Frequency 162 MHz

    Embedded Frame Buffer Approx. 2MB Sustainable Latency : 6.2ns (1T-SRAM)

    Embedded Texture Cache Approx. 1MB Sustainable Latency : 6.2ns (1T-SRAM)

    Texture Read Bandwidth 10.4GB/second (Peak)

    Main Memory Bandwidth 2.6GB/second (Peak)

    Pixel Depth 24-bit Color, 24-bit Z Buffer

    Image Processing Functions Fog, Subpixel Anti-aliasing, 8 Hardware Lights, Alpha Blending, Virtual Texture Design, Multi-texturing, Bump Mapping, Environment Mapping, MIP Mapping, Bilinear Filtering, Trilinear Filtering, Anisotropic Filtering, Real-time Hardware Texture Decompression (S3TC), Real-time Decompression of Display List, HW 3-line Deflickering filter



    The following sound related functions are all incorporated into the System LSI

    Sound Processor custom Macronix 16-bit DSP

    Instruction Memory 8KB RAM + 8KB ROM

    Data Memory 8KB RAM + 4KB ROM

    Clock Frequency 81 MHz

    Performance 64 simultaneous channels, ADPCM encoding

    Sampling Frequency 48KHz

    System Floating-point Arithmetic Capability 10.5 GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total)

    Real-world polygon 6 million to 12 million polygons/second (Peak) (Assuming actual game conditions with complex models, fully textured, fully lit, etc.)

    System Memory 40MB

    Main Memory 24 MB MoSys 1T-SRAM, Approximately 10ns Sustainable Latency

    A-Memory 16MB (81MHz DRAM)

    Disc Drive CAV (Constant Angular Velocity) System

    Average Access Time 128ms

    Data Transfer Speed 16Mbps to 25Mbps

    Media 3 inch NINTENDO GAMECUBE Disc based on Matsushita's
    Optical Disc Technology, Approx. 1.5GB Capacity

    Input/Output Controller Port x4
    Memory Card Slot x2
    Analog AV Output x1
    Digital AV Output x1
    High-Speed Serial Port x2
    High-speed Parallel Port x1

    Power Supply AC Adapter DC12V x 3.5A
    Main Unit Dimensions 4.3"(H) x 5.9"(W) x 6.3"(D)


  8. #8
    Moderator Cyberman's Avatar
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    Actually you start out with your basic PPC instruction set and find out what forces an exception when decoded.
    The PPC might be easier to decode than most CPU's I don't know but IBM probably has the opcode map on the WEB site somewhere. I would start with that. I expect implementing illegal opcode exception handling will find the opcodes that are NEW
    In all likely hood those are relating to 3d geometry transformations and other useful 3d primitives possibly some audio type things but if there is a DSP I suspect that will handle the bulk of the audio fun. IE MP3 decoding ET AL.

    Cyb
    Progress (n.):
    The process through which the Internet has evolved from smart people in front of dumb terminals to dumb people in front of smart terminals.
    -------------------------------------------------------------------
    Recursive (adj):
    see Recursive

  9. #9
    white trash
    whore

    dixon's Avatar
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    not to put you down or anything, lightknight, but i don't think anybody is going to take you seriously. the best thing to do, if you are going to take it seriously, is to get yourself some VERY GOOD programmers (u will need to show them ur work for them to work with you), and stay quiet for about a year. In that time, you should have had enough time to start the very basics of emulating a part of the gamecube.

    just a little word of advice

  10. #10
    Meh...
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    well i heard that the gamecube is less complicating than the N64 which i think is a little true.
    The only forum I have more than 1,000 posts on! weeeeeeee bleep.

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