Author Topic: Mupen64plus technical preview  (Read 17007 times)

Quickman

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Re: Mupen64plus technical preview
« Reply #30 on: November 13, 2015, 05:06:19 pm »
Yeah, it'd make sense for Star Fox 64, but then other games that need L and R wouldn't get them, and so on. It's why a good frontend with per-game mappings would be better due to the GCW Zero not having enough buttons.

Most games don't use the L button so you are best off mapping it to Z. The only struggle you will have is with games that use the C buttons for aiming or camera controls.
Curious...
 If/when the analog control stick becomes active/usable, could the D pad be key-mapped as C- buttons? When playing nintendo 64, I remember rarely using the D pad because of the analog.  Not sure if this is possible nor how comfortable it would be, but just an idea.

thefifthgiant

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Re: Mupen64plus technical preview
« Reply #31 on: November 13, 2015, 06:06:25 pm »
Yeah, it'd make sense for Star Fox 64, but then other games that need L and R wouldn't get them, and so on. It's why a good frontend with per-game mappings would be better due to the GCW Zero not having enough buttons.

Most games don't use the L button so you are best off mapping it to Z. The only struggle you will have is with games that use the C buttons for aiming or camera controls.
Curious...
 If/when the analog control stick becomes active/usable, could the D pad be key-mapped as C- buttons? When playing nintendo 64, I remember rarely using the D pad because of the analog.  Not sure if this is possible nor how comfortable it would be, but just an idea.

There are a few great games that need the d-pad. As suggested before, per-game bindings is the solution. You can map them however you want then  ;)

Quickman

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Re: Mupen64plus technical preview
« Reply #32 on: November 13, 2015, 06:41:28 pm »



((---There are a few great games that need the d-pad. As suggested before, per-game bindings is the solution. You can map them however you want then  ;) ---))


Ah, gotcha. Thanks.
 I guess I was just more curious if it were possible. But, definitely what you said sounds way better :D

Nebuleon (OP)

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Re: Mupen64plus technical preview
« Reply #33 on: November 13, 2015, 07:26:14 pm »
For the record, this alpha is the result of two years of almost uninterrupted work by Nebuleon - the fruit of many endless nights. The JIT has been rewritten from scratch six or seven times, everytime with new ideas.
It was a pleasure to follow its development, dirty-talk jit internals until the morning, discuss optimizations, laugh at the n64 games' very unoptimized code, debug funky bugs, etc.
So a well deserved round of applause for him.
Yep. I didn't forget about you, pcercuei! I just didn't want people to jump on you too about this JIT.

But I do remember the first 4 attempts, and how you would help by implementing opcodes (both a few on the N64, as well as the native instruction emitters) for the first two of them, even though the design of the JIT itself was crap and not allowing the generated code to be much faster than the interpreter. And then, for the next attempts, you were there to give feedback on ideas, and yet more ideas to implement. The "daily Conker breakage", the really bad code in N64 games. That was really fun!

Thank you for your support during all this time :)
The Cloud is nice, but not if it decides to rain on your parade.

ruffnutts

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Re: Mupen64plus technical preview
« Reply #34 on: November 13, 2015, 07:47:39 pm »
Wow truly amazing... Thanks Nebuleon nice to see you back on the boards :D

P.S I need to try goldeneye at some point :)
« Last Edit: November 13, 2015, 08:49:20 pm by ruffnutts »

toto

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Re: Mupen64plus technical preview
« Reply #35 on: November 13, 2015, 09:31:30 pm »
Couldn't believe it when I saw it  :o . Thanks nebuleon! I tried Zelda ocarina of time with not so much hope but guess what, runs slow but it's not that bad. I just ran a little bit in kokiri village and It's pretty good. Guys your are genuis! Thanks!

Quickman

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Re: Mupen64plus technical preview
« Reply #36 on: November 13, 2015, 10:16:35 pm »
Wow truly amazing... Thanks Nebuleon nice to see you back on the boards :D

P.S I need to try goldeneye at some point :)

 Goldeneye!  Need to see this in action :D
capture & share if you can!

superfenix2020

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Re: Mupen64plus technical preview
« Reply #37 on: November 13, 2015, 10:37:34 pm »
Nebuleon, great job.
thank you very much for giving us a new emulator for our Zeros.  :)


edit:
I have a question for you:
is it possible ports emulators of Sharp X6800 and Sega Saturn in GCW-Zero?
« Last Edit: November 13, 2015, 10:41:09 pm by superfenix2020 »

gameblabla

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Re: Mupen64plus technical preview
« Reply #38 on: November 13, 2015, 11:18:52 pm »
I'm speechless, congrats Nebuleon !
I honestly didn't know you worked that hard on it, i thought you just gave up working on it.

Anyway, now i can sleep easy tonight without worrying about gcw0's owners asking for a n64 emulator.
Might give it a try on my zero too.

Quote
is it possible ports emulators of Sharp X6800 and Sega Saturn in GCW-Zero?
Damnit,
this has already been answered :
There's Px86 but it's a buggy piece of shit and yabause do not officially have a SDL port. (though one could port it to gcw0 using ptitseb's fork)
If Yabause ever gets ported to zero, it will be too slow anyway.

thefifthgiant

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Re: Mupen64plus technical preview
« Reply #39 on: November 14, 2015, 03:16:44 am »
Ok, a few more games tested:

Bangaioh
Interpreter: black screen
JIT: black screen

Beetle Adventure Racing
Interpreter: very slow
JIT: slightly faster but not playable, graphic ok too

Doom 64
Interpreter: Super slow, crazy graphics
JIT: little faster, graphics still bad (can't play)

Pokemon snap
Interpreter: slow but ok
JIT: faster, almost playable

Rayman 2
Interpreter: super slow, missing some missing effects in menus and cinematics
JIT: same issues, slightly faster, but still unplayable

Tetrispere
Interpreter: slow, graphics ok
JIT: much faster/smoother, quite playable

Turok
Interpreter: not bad overall, still sluggish
JIT: looks good, plays good so far! (controls are lacking, cant get far into the level to test further)

It's interesting because some of the games I expect to run well don't, and some ran better than expected. So far I haven't found any cases where the JIT performed worse than the interpreter, so good news I guess. I'll keep testing!

xXFrostXx

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Re: Mupen64plus technical preview
« Reply #40 on: November 14, 2015, 05:11:40 am »
When I first saw this, I didn't think it was really you, Nebuleon. I remember you looking at N64 on the Zero on your github, but never thought it would come this far. This is incredible!

Welcome back to the forums, and excellent progress on this so far! :D

As far as C buttons go, you could try combinations, like SELECT+A = Right C. The C buttons in many games are used for the camera, or to select an item (Ocarina of Time), so that's a possibility.


P.S. Tested games on the JIT build so far.

For Banjo Kazooie, the opening cutscene runs full speed except for very rare frameskips as the camera goes up the stairs into Grunty's Lair. Game itself runs at... mostly full speed. I'd have to say around 40, maybe even 50 FPS by the looks of it. Slight sound skipping. Haven't tried the interpreter build yet. Graphics look perfect, I haven't found any graphical issues other than the sky flashed green for a second in the opening cutscene.

Kirby 64 runs fullspeed, but I can't get past the tutorial video because of the lack of mapped C buttons and/or the analog stick. There's a lot of screwed up graphics though. The text is bundled up in the corner of the screen.

Super Mario 64 runs the same as Banjo Kazooie. Slight slow down, no graphical issues so far.

Bomberman Hero seems to be full speed, but the screen is black. No video.

Ocarina of Time is maybe 20 FPS at the moment. No graphical issues so far.
« Last Edit: November 14, 2015, 05:43:16 am by xXFrostXx »
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fosamax

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Re: Mupen64plus technical preview
« Reply #41 on: November 14, 2015, 08:49:45 am »
Welcome back Nebuleon !

Nebuleon (OP)

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Re: Mupen64plus technical preview
« Reply #42 on: November 14, 2015, 09:09:29 am »
4. [Super Smash Bros.] Oh, maybe a softlock caused by the JIT. Do you happen to know if it also happens in the interpreter?

Luckily the issue is quite reproducible on the JIT, usually under a minute of play. I gave the interpreter a 5min run and didn't see the issue. I wish I could offer some better debugging info here but GDB isn't showing that the program has stopped anywhere (and the music continues playing, so I guess not)
Congratulations. You've found a bug that exposes a problem that the Intel JIT, which only recompiles the arithmetic and bitwise operations and leaves the rest of the work to the interpreter, also has. My PC doesn't handle a fight with Kirby as Player 1 using the inhaling attack either; it freezes in the exact same way at the exact same place.

If I generate code, for Intel or MIPS, that consists solely of calls to the interpreter, the freeze occurs too.

Because the interpreter's functions are known to be good, this indicates a fundamental fault in the JIT, which means I have to reverify the basic code supporting the MIPS and Intel JITs before reverifying the emitters for N64 memory stores, branches, exceptions and interrupts on MIPS.
« Last Edit: November 15, 2015, 11:15:39 pm by Nebuleon »
The Cloud is nice, but not if it decides to rain on your parade.

lemmywinks

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Re: Mupen64plus technical preview
« Reply #43 on: November 14, 2015, 11:10:32 am »
Ocarina of Time is maybe 20 FPS at the moment. No graphical issues so far.

It runs at 20fps natively, the PAL version is around 17fps.
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thefifthgiant

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Re: Mupen64plus technical preview
« Reply #44 on: November 14, 2015, 02:32:07 pm »
shoulder buttons weren't working for me.

Neglected to mention this as well, L and R don't seem to be doing anything for me

 

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