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<blockquote data-quote="Exzap" data-source="post: 5712397" data-attributes="member: 372171"><p>I initiated the project about 2 years ago, but counting away all the weeks inbetween where nothing happend the effective development time is about 6 months. Right now, I am the only developer on the project, although I had help in the past from two friends. There are plans to recruit more long-term members in the future.</p><p></p><p></p><p>HLE for all the Wii U libraries and the PPC Cafe OS kernel. As a result, IOSU emulation is not necessary. We decided for this approach because it's easier and more visible when progress is made. Somewhere down the line we may move away from HLE where possible.</p><p></p><p></p><p>In short, I believe the project does not profit from being open-sourced. Not at this stage at least. We are trying to take a different approach which will hopefully lead to more speedy development. I'll share more details in the future. At present, getting the emulator ready for the release is the top priority.</p><p></p><p></p><p>Started from scratch since there isn't really anything that could have been reused. The only reusable component would be the PPC interpreter, but for this I used my own PPC interpreter from a different unreleased emulator project (this interpreter is based on PearPC, but was completely rewritten. iirc Dolphins interpreter has a similar history?)</p><p></p><p></p><p>It's there but has not really had any noticeable implications so far. At this stage we use 1 thread to emulate all three cores. Changing it to one thread per core shouldn't be too difficult. The shared core clock timer might be annoying to emulate, but thats about it. Everything else is abstracted away inside API functions. I have yet to encounter any game which relies on accurate cache behavior.</p><p></p><p></p><p>I recorded some footage early September. I uploaded it <a href="https://imgrush.com/W5-NSoXo2EQs" target="_blank">here</a>. There are a lot more graphical glitches compared to the current build. Also, speed was increased to 30 FPS. The original capture ran at 5-8 FPS.</p></blockquote><p></p>
[QUOTE="Exzap, post: 5712397, member: 372171"] I initiated the project about 2 years ago, but counting away all the weeks inbetween where nothing happend the effective development time is about 6 months. Right now, I am the only developer on the project, although I had help in the past from two friends. There are plans to recruit more long-term members in the future. HLE for all the Wii U libraries and the PPC Cafe OS kernel. As a result, IOSU emulation is not necessary. We decided for this approach because it's easier and more visible when progress is made. Somewhere down the line we may move away from HLE where possible. In short, I believe the project does not profit from being open-sourced. Not at this stage at least. We are trying to take a different approach which will hopefully lead to more speedy development. I'll share more details in the future. At present, getting the emulator ready for the release is the top priority. Started from scratch since there isn't really anything that could have been reused. The only reusable component would be the PPC interpreter, but for this I used my own PPC interpreter from a different unreleased emulator project (this interpreter is based on PearPC, but was completely rewritten. iirc Dolphins interpreter has a similar history?) It's there but has not really had any noticeable implications so far. At this stage we use 1 thread to emulate all three cores. Changing it to one thread per core shouldn't be too difficult. The shared core clock timer might be annoying to emulate, but thats about it. Everything else is abstracted away inside API functions. I have yet to encounter any game which relies on accurate cache behavior. I recorded some footage early September. I uploaded it [URL='https://imgrush.com/W5-NSoXo2EQs']here[/URL]. There are a lot more graphical glitches compared to the current build. Also, speed was increased to 30 FPS. The original capture ran at 5-8 FPS. [/QUOTE]
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