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  • 1 Post By JOshISPoser

Thread: slight n64 update from emulatemii
  

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  1. #1 slight n64 update from emulatemii 
    JOshISPoser's Avatar
    JOshISPoser is offline Did he fire six shots or only five?
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    In case you missed it a few days ago:

    Posted Here

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    Life and Wii64 in 2012
    Posted on September 18, 2012 by emukidid	
    
    Wow, 2012, who would’ve thought we’d still be updating Wii64 nearly 5 years after its inception. I won’t be the first to admit that we have been putting off updating this blog – but sadly there hasn’t been all too much to talk about. When Wii64 started, as a team, we were all just university students messing about with our new understanding on how hardware works. Fast forward 5 years, we have mortgages to pay, relationships, etc… and real life doesn’t have a time slot in the day labelled “Wii64 development” on most days/weeks/months. Don’t get me wrong, there’s still the drive to get Wii64 to a nice and polished version, but it is taking its time now due to real life really hampering down on everything.
    
    Now that the excuses/truth are out of the way, it’s time to actually divulge the progress (or lack thereof) we’ve made.
    
    Dynamic recompiler re-write “rec2″
    
    Tehpola has been working out the finer/final details surrounding the design and implementation of the new recompiler core which we’ve simply labelled “rec2″. In the interim, we’ve removed the non pure interpreter out of Wii64 as it was never working nor going to be useful for us. Rec2 is actually at the point of being coded now but not in a working state obviously as there is still the current recompiler to rip out. Once coding is complete, there’s bug fixes, potential minor re-writes if the design doesn’t cover a specific use case, etc.
    
    Rice / glN64
    
    There have been some minor improvements to glN64, but the big addition in the next release will be Rice, which is substantially faster than glN64 and supports more ucodes. Rice still has some combiner issues that need to be ironed out. Also, Rice doesn’t currently support framebuffer textures. We’d at least like to fix the combining issues before the next release.
    
    Miscellaneous / Optimizations
    
    I have been keeping Wii64 up to date behind the scenes with all the various libOGC changes/advancements. I’ve also been making minor optimizations such as saving 512KB of RAM by consolidating some memory structs, adding more previously interpreted instructions to the recompiler and other small adjustments. There are also other things we’ve picked up from other emulators that should help us gain further compatibility such as Blast Corps and DK64 intro fixes.
    
    Before you all ask, why haven’t you released partial builds with the above features? It’s simply because, due to the recompiler changes, major parts of the emulator are unstable or totally broken when compared to the last publicly released version.
    
    Not64
    
    In case you haven’t seen it already, Not64 is a “Experimental Modification” of Wii64 v1.1 by Extrems over at GC-Forever. It attempts to gain performance by doing some GC/Wii specific hardware optimizations as well as integrating patches from various mupen64plus sources. It is also compiled with the latest libOGC/etc so you will have better device (USB amongst other things) support compared to the last public release of Wii64. I personally recommend it if you’re looking for something newer than Wii64 1.1 to hold you over until the next official release.
    It's mostly, actually all of it, is about wii64.

    I just wish there was a constant topic about n64 on ps3 cause it's a nice thought at least. Makes me happy to think about it, but not many people talk about it all.

    I hope someone else can pick up this project as they just don't seem to be as reliable as they once were.

    Hopefully it's not too hard to read with code tags, but i think that's the recommended format for posting stuff like this.

    anyways, enjoy and hopefully we can keep the talk alive and some dude will see it and pick it up and release at least something
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  2. #2  
    JOshISPoser's Avatar
    JOshISPoser is offline Did he fire six shots or only five?
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    over at ps3news some guy is trying to get the psp emu worked on so then maybe we can get daedalus to work through there. i think i remember there was kinda something like this being discussed a while back, but i don't remember it getting too far.

    i think someone also said somewhere that daedalus could probably just be compiled for ps3, but idk. i just really hope this goes somewhere.

    included are the files from Foo on ps3news. i figure the more people, the better. i believe we can really get this thing going. i remember at one point, mednafen was gonna include mupen, but idk what happened.

    anyways, hopefully we can be rocking mario tennis, kart and paper soon
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