DC Nincest 64
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- Link2k4
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Well I own a N64, I can see that people may enjoy the project but I don't think it will reach a playable speed and I am pretty dure most people would like to play games at a playable speed. I hope this works for every one who is for it, but i am just adding my two cents saying that making a N64 emulator is kinda pointless where it would be better to have a full speed SNES and GENESIS emulator FIRST before atttack the bigger guns, but no one senses my form of wisdom. well Good luck with the project buddy.
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here are some new screenshots, now I am using the PVR to render the screen instead of SDL.
and here is the link to the sourcecode and compiled 1st_read.bin and a windows executable and the N64 stars demo.
http://s101533388.onlinehome.us/GPF/dcnin64.zip
Troy
and here is the link to the sourcecode and compiled 1st_read.bin and a windows executable and the N64 stars demo.
http://s101533388.onlinehome.us/GPF/dcnin64.zip
Troy
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No kidding... I never thought I'd see this.WRAGGSTER wrote:this emulator doesnt support any commercial games as far as i know
but yes its amazing just to see it working
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Regarding RAM limitations
dynamic loading of Roms too large to fit in RAM has been done succesfully in GPADV, the GBA emulator for GP32.
I believe source can be found here...
http://cvs.sourceforge.net/viewcvs.py/gpadvance/gpadv/
dynamic loading of Roms too large to fit in RAM has been done succesfully in GPADV, the GBA emulator for GP32.
I believe source can be found here...
http://cvs.sourceforge.net/viewcvs.py/gpadvance/gpadv/
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I'm sure that the transfer rate from SMC card to GP32 main memory is much faster than CD to DC main memory would be.Rigor Mortis wrote:Regarding RAM limitations
dynamic loading of Roms too large to fit in RAM has been done succesfully in GPADV, the GBA emulator for GP32.
I believe source can be found here...
http://cvs.sourceforge.net/viewcvs.py/gpadvance/gpadv/
- Vchat20
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iirc, the cd rate of the DC s 11x. also, iirc 1x = 1411kbps roughly.
11x X 1411kbps = 15,521kbps = 15.1Mbit.
while that doesnt prove much, it may allow you more experienced devs (scherzo) to compare. also, how fast is the transfer on the n64 cart anyhow?
edit: nvm. while i dont know how credible the site is, but this site here says the transfer rate of the n64 carts is 1Mbyte/sec. the DC CD transfer rate (15.1 / 8 = 1.87) is slightly faster @ 1.8MB/sec.
11x X 1411kbps = 15,521kbps = 15.1Mbit.
while that doesnt prove much, it may allow you more experienced devs (scherzo) to compare. also, how fast is the transfer on the n64 cart anyhow?
edit: nvm. while i dont know how credible the site is, but this site here says the transfer rate of the n64 carts is 1Mbyte/sec. the DC CD transfer rate (15.1 / 8 = 1.87) is slightly faster @ 1.8MB/sec.
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the cpu pause idea may end up acting like the auto SRAM save in superfamicast and dsnes. anytime the sram changes, the game pauses momentarily, saves the sram to the vmu and continues. some games do this often and in the middle of play, others only do it during loading screens and such where gameplay wont be affected. while a rom is not the same as the sram, the cpu pause idea partially came from that.
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i would think, however, the ROM can be accessed (read-only, tho) like any other random accessed memory - so at any point in time, any part of the RAM can be accessed for data. so unless all of the ROM was loaded into memory (impossible for many games), the chances are for large ROMs for a requested piece of memory not available in the DC's memory is higher also.
i mean the CPU pause is one idea, however i think a cache of most accessed parts of the ROM should be in memory. when ROM data is requested it sees if that chunk is in memory first, if not then load a chunk of ROM data into memory (possibly replacing other ROM data in memory that has been accessed the least out of the chunks currently in the DC's memory)
i mean the CPU pause is one idea, however i think a cache of most accessed parts of the ROM should be in memory. when ROM data is requested it sees if that chunk is in memory first, if not then load a chunk of ROM data into memory (possibly replacing other ROM data in memory that has been accessed the least out of the chunks currently in the DC's memory)