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Perfect Emulation possible?
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Dragonsbrethren
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 PostPosted: Sun Feb 24, 2013 2:51 pm    Post subject: Reply with quote Back to top

Now that would be cool, but given how poor some system on a chips of older consoles are, I'm not sure I'd trust anyone to do it justice for the N64.
 
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Kerr Avon
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 PostPosted: Sun Feb 24, 2013 3:52 pm    Post subject: Reply with quote Back to top

Dragonsbrethren wrote:
That's...a terrible idea. Just buy an EverDrive. Razz


I have. And I do prefer real consoles to emulators, but it would be nice to have fully compatible N64 emulation, as you get things like save states, higher resolutions (look how much better Perfect Dark, for example, looks on PC emulators), online multiplayer etc.



SubDrag wrote:
Not sure if same thing, but I'd like to see an "N64 on a chip", but they enhance it, such as bigger texture cache, 16 meg memory, can set speed up, etc. Of course, not sure games can take advantage of it, but at least new ones could


That'd be great, but I doubt anyone would write new N64 games, since they could put the same effort into, say, a game for Windows and find literally a million times more potential users. Actually, it would be less effort to write the same Windows game, since the N64 was apparently difficult to program well, whereas with the *massively* increased RAM and speed of a modern PC, plus the PC's dozens of different program languages, and free program libraries, it would be much less stressful to write.


Dragonsbrethren wrote:
Now that would be cool, but given how poor some system on a chips of older consoles are, I'm not sure I'd trust anyone to do it justice for the N64.


Are you serious? I was joking - do emulators exist that work with chips on real PCI/PCI-E cards, like the SNES, Playstation etc? I don't remember reading about them, just software emulators. Are they made by the console's manufacturer, or third parties who buy the chips (or old consoles, and take the chips from the console's motherboard) and write emulators to utilise the chips on the card?

I can maybe understand it for the PS2/XBox1/Gamecube, where you'd need a lot of power, but for the SNES/Megadrive/NES, etc, surely any half decent PC is fast enough (my modded XBox emulates these three just fine)? Or, since you say "older consoles" do you mean the SNES/Megadrive/etc years ago, or even earlier consoles, such as the Atari 2600 and Colecovision? I wouldn't have though that it would be cost effective to make plug in emulator cards, as surely the market would be too small to cover the initial design, the cost of the parts, and the manufacture, then the shipping? Then again, they do make counterfeit consoles, which must make a profit or they wouldn't exist, so what do I know? Do you have any URLs for these emulator cards, I'd be curious to see what they are like?

Maybe someone could make a counterfeit N64, with all of the advantages of an emulator, but in console form?
 
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Dragonsbrethren
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 PostPosted: Sun Feb 24, 2013 4:03 pm    Post subject: Reply with quote Back to top

Not cards, no, but full system clones on a chip do exist for many of the consoles you listed. Here's a popular NES/Famicom clone I own, for example:

http://www.playerschoicevideogames.com/pd_neo_fami.cfm

This doesn't have a separate CPU/PPU/APU like a real NES, it's all done on one chip. Compatibility is high, but some games with more complicated MMCs just won't run.
 
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 PostPosted: Sun Feb 24, 2013 5:24 pm    Post subject: Reply with quote Back to top

Kerr Avon wrote:
Look how much better Perfect Dark, for example, looks on PC emulators, online multiplayer etc.


Word ? I always emulate N64 in Glide Napalm, but always cherished the authentic. Low framerate.. but the best framerate via console, I thinks..
 
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 PostPosted: Mon Feb 25, 2013 7:01 am    Post subject: Reply with quote Back to top

There's the iQue, which is effectively an N64 inside a controller. It does run a bit better than the original thanks to lower latency with modern components. Some hefty anti-piracy built into it too; even reflashing has caveats.


You do realize that people program games for a lot of older systems, right? There are people who code games for N64, but far more who code for older systems than that. As a general rule, the oldest systems have the most coders. They're even doing very limitted systems like the Atari 2600.
The problem with the N64 is that the info is sketchy and to build anything requires either the official libraries or limitting yourself to the virtually non-existant free libraries. Short games have been made for it though, a couple emulators, and people have ported engines to it.
Also, there isn't really a solid community. You have to search all over for this stuff.


Accurate--brutally accurate--emulation of the SNES requires a higher-spec PC than you'd expect. Try BSNES sometime. In general, as in before you get into special case scenarios, you need a system with at least 10 times the specification of the system you're emulating.

The N64 falls into that special-case catagory. The RCP is difficult to accurately emulate, much less doing it in real-time. Plenty of things are skipped and ignored, plus there's more per-game hacks than you'd think. Basically, if you want to make something that runs on the system, you absolutely need a backup device.
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Kerr Avon
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 PostPosted: Mon Feb 25, 2013 10:10 am    Post subject: Reply with quote Back to top

zoinkity wrote:
There's the iQue, which is effectively an N64 inside a controller. It does run a bit better than the original thanks to lower latency with modern components. Some hefty anti-piracy built into it too; even reflashing has caveats.


Oh, yes, I'd forgotten about that. It might have been on these forums that I read about it.


Quote:

You do realize that people program games for a lot of older systems, right? There are people who code games for N64, but far more who code for older systems than that. As a general rule, the oldest systems have the most coders. They're even doing very limitted systems like the Atari 2600.


Oh yes, I do know, and I've played quite a few post-commercial homebrew games for machines (well, emulators really, in my case) like the ZX Spectrum, C64, etc. But my point is that if you write a game for a PC then you potentially have x million people willing to try it, as opposed to x people willing to try it if it's N64 only.




Quote:

Accurate--brutally accurate--emulation of the SNES requires a higher-spec PC than you'd expect. Try BSNES sometime. In general, as in before you get into special case scenarios, you need a system with at least 10 times the specification of the system you're emulating.


Yes, I have tried it. It's great, but I've never come across one instance where a SNES game I wanted to play wouldn't work well enough in ZSNES or SNES9X. The problems these emulators have with some games are either negligable to me (to be fair most of the SNES games I emulated I'd neve played on a real machine so I wouldn't notice cosmetic inaccuracies), or if they were serious then I either never played those games or just didn't get far enough in to come across the problem. Nonetheless, BSNES does have a real reason for existing, and will no doubt take over from the other SNES emulators in time (or another totally accurate SNES emulator will).



Quote:

The N64 falls into that special-case catagory. The RCP is difficult to accurately emulate, much less doing it in real-time. Plenty of things are skipped and ignored, plus there's more per-game hacks than you'd think.


I imagine so. Is the N64 more difficult to emulate than the PS2, Gamecube and/or XBox 1? I've heard that the Sega Saturn is more difficult to emulate than the PS2/Gamecube/XBox generation, but that seems a bit suspect to me (though I know nothing of hardware, so I might well be wrong).

Quote:
Basically, if you want to make something that runs on the system, you absolutely need a backup device.


That's a large part of why there's so little XBox homebrew software, I imagine; the expense and difficulty (until the last year or so) of getting an N64 backup device.
 
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MultiplayerX
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 PostPosted: Sun Mar 17, 2013 6:48 am    Post subject: Re: Perfect Emulation possible? Reply with quote Back to top

nadbohr wrote:
Hi @ all,


I followed the tutorial on the (great!) goldeneyeforever fansite. But unfortunately I get missing textures. First texture missing is the background on the title screen of Goldeneye N64.

Can someone please zip up his/her emulation folder (without the roms of course)?
That would be amazing since all the plugins and settings are already installed.

Thanks in advance! Can't wait to hook up my PC to the big screen to play N64 with my brothers and sisters as in the good old times!

Best wishes from Germany!



IT'S NOT SETTINGS BRO. Sad Believe me I've tried. Different video plugins, etc. Jabos default stuff that comes with PJ64 is probably going to be your closest bet. Click my PJ64 banner below this if you like. It's patched all the way to the END of PJ64 development. There were sky fixes in the patch but STILL no coding corrections for Frigates water OR missing textures due to memory compression. Unless they take Project64 1.7 BETA out of limbo it's not happening and MUPEN is still waaaay behind in my opinion
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SilverEye
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 PostPosted: Sun Mar 17, 2013 8:16 am    Post subject: Reply with quote Back to top

Yeah MultiPlayerX, I tried your project64 and it worked great Smile
only frigate water, it looked like water,but it was green Very Happy
I haven't played GE with skies for a long time so I was happy to see them again. thanks a lot! Smile
 
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