DC Nincest 64

This forum is for discussion pertaining to homebrew and indie software for the Dreamcast, such as homebrew games, emulators/interpreters, and other homebrew software/applications. Porting requests and developmental ideas are not to be made here; you can make those here. If you need any help burning discs for homebrew software, this is the place to ask as well.
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Post by Orange_Ribbon »

I still go with :o
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Post by Link2k4 »

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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Post by GPF »

here are some new screenshots, now I am using the PVR to render the screen instead of SDL.

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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

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Post by ethoscapade »

looks like chankast.

did you know DCEmu was slashdotted the other day for this?
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Post by Strapping Scherzo »

Very cool GPF! Do you mind if I tinker with your source to see what ideas I can come up with for speed improvements?
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Post by GPF »

scherzo wrote:Very cool GPF! Do you mind if I tinker with your source to see what ideas I can come up with for speed improvements?
That would be great. Have Fun :)

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Post by vanadium »

WRAGGSTER wrote:this emulator doesnt support any commercial games as far as i know

but yes its amazing just to see it working
No kidding... I never thought I'd see this.
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Post by Rigor Mortis »

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/
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Post by Strapping Scherzo »

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/
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.
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Post by Vchat20 »

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.
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Post by Quzar »

That is the tranfer rate for the much slower N64DD carts.
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Post by Alexvrb »

Besides, CDs have comparatively horrible access time. Who knows though, you might be able to set something up for ROMs that are just a bit too big.
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Post by Orange_Ribbon »

What if you used a Dummy file to place the data better on the disk?
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Post by typoEDR »

Orange_Ribbon wrote:What if you used a Dummy file to place the data better on the disk?
It wouldn't make the transfer rate any faster (or significantly faster).
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Post by Vchat20 »

2 solutions to this issue that came to mind (dont flame ;) )

1. bba/serial transfer
2. cpu pause during access of cd
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Post by Alexvrb »

Vchat20 wrote:(dont flame ;) )

serial transfer
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Post by Hilltopper »

The cpu pause idea actually sounds kinda cool. Can anyone elaborate on the feasiblilty of doing something like this.
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Post by Vchat20 »

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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Post by uncleben »

I think the CPU Pause idea isn't that bad...
I am wondering if N64 games load gameplay data into ram, so the rom isn't accessed that often. If it was like this, this idea should be quite acceptable.
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Post by Rev. Layle »

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)
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