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View Full Version : is a N64 emu possible on PS2???


preacher
10-24-2002, 09:44 AM
Can the PS2 handle a N64 emu............if not why not!!:oops:

Debby
10-30-2002, 08:35 AM
Well, the MIPS cpu of the N64 can be fully emulated on the PS2.
BUT the PS2 memory capacity is too small and slow to handle the N64 memory consumption.

I think most demos (you know what i mean if you used UltraHLE) can run smoothly on a PS2 - but who needs them :)

BigGanja
10-31-2002, 04:41 AM
Well what about the HDD upgrade surely the ps2 with the right programming you should be able to use it as RAM memory in its own partition and BAM who knows maybe even Saturn and NEO-GEO emulation ??

Debby
11-07-2002, 05:16 AM
Saturn and Neo-Geo emulation are very much possible on a PS2. You theoreticly right about the HD feature, but I can hardly imagine a programmer will spend so much hours on a project he won't get a penny from.
The only hope is if the UltraHLE sources will be altered to be compiled on the PS2-Linux, so the only overhead will be to modify the current sources .I don't see how the OpenGL lib used by the UltraHLE can be replaced by the PS2 version , but I'm not even an amature in emulator programming, so there might be a simple solution I don't aware of.

duderjace
11-10-2002, 01:41 PM
PS2 And N64 both used vector units, if that's any help.

Abacabb00
11-10-2002, 01:43 PM
Man, if i knew how to code, i would glady try it. Where can you learn this stuff from?

kylethesk8er123
01-16-2007, 02:19 AM
must be possible. look at the psp! almost full speed already!

Z-Saber
01-16-2007, 03:02 AM
I'm sorry, but this is freaking five years old. Why the heck did you bump three separate N64 emu for PS2 threads only to add nothing of any value?

Dangwoot
01-17-2007, 08:14 PM
okay here's the specs of both systems
N64
CPU: 64-bit R4300i RISC (93.75MHz) / 64-bit data paths, registers with 5-stage pipelining
Co-processor: 64-bit RISC (62.5MHz)
RAM: 4MB (36Mb) upgradeable
Graphics: Pixel Drawing Processor (RDP) built into co-processor
Colors: 16.7 million (32,000 on screen)
Polygons: 150,000 per second
Resolution: 640x480 pixels
Sound: 16 to 24-channel 16-bit stereo (up to 100 PCM channels possible)

Ps2
CPU: 128 Bit "Emotion Engine"
System Clock: 300 MHz
System Memory: 32 MB Direct Rambus
Memory Bus Bandwidth: 3.2 GB per second
Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1)
Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
Floating Point Performance: 6.2 GFLOPS
Compressed Image Decoder: MPEG2

Graphics

Clock Frequency: 150MHz
DRAM Bus bandwidth: 48 GB Per Second
DRAM Bus width: 2560 bits
Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32)
Maximum Polygon Rate: 75 Million Polygons Per Second
3D CG Geometric Transformation: 66 million Polygons Per Second

Audio


Number of voices: ADPCM: 48 channel on SPU2 plus definable by software
Sampling Frequency: 44.1 KHz or 48 KHz (selectable)

l/O

CPU Core: Current PlayStation CPU
Clock Frequency: 33.8 MHz or 37.5 MHz (selectable)
Sub Bus: 32 Bit
Interface Types: IEEE1394, Universal Serial Bus (USB)

if any programers out there can make any sense out of this it seems to me you'd be able to run a n64 emulator on a ps2 the only thing stopping you would be memory constraints.

Shapyi
01-18-2007, 10:17 AM
The memory issue might be solved with developing a paging system with the HDD. Sure it would not be as fast as having the entire ROM in memory but if it is done correctly it could work out.

As for getting N64 emulated, that is probably a whole different story. An emulator would need to be written from scratch for PS2, similar to gpSP for PSP. Porting one would not get good performance right away because it would not have specialized code to take advantage of PS2's vector and floating point units.