Some parts of anything may be useful for anything. Chances are even something stupid like Libreoffice would be more suitable than Dolphin as a base for a WiiU emulator.well at least some parts of dolphín may be uséful for wii u emulation.
Some parts of anything may be useful for anything. Chances are even something stupid like Libreoffice would be more suitable than Dolphin as a base for a WiiU emulator.well at least some parts of dolphín may be uséful for wii u emulation.
it plays wii and gamecube games
It does it on a separate chip, though, doesn't it?
I just think it'd be cool to have an emulator that plays all of Nintendo's 2K release consoles.
it's not like the wii u is similar to the wii, gamecube
it plays wii and gamecube games
álsó, ít hás ppc
No, the Wii U has 0 similarity with GameCube and Wii at a low level. It's more similar to an Xbox 360 than a Wii.
Reusing Dolphin's PPC JIT would make no sense since it's very rooted in kernel-land emulation with its constraints around exception handling. It's also built for single threading, and doing multithreaded recompilation and multithreaded execution in the current Dolphin JIT framework would require a rewrite of the whole thing. You'd either need a per-core JIT cache (which would blow up RAM usage and JIT compilation time) or a thread local ppcState object (which would require replacing some immediated with computed offsets, and make things slow too). Not to mention that none of this could be shared with the standard Dolphin JIT, requiring duplicating the whole codebase and never merging changes ever again (it's basically a hard fork).
No, the Wii U has 0 similarity with GameCube and Wii at a low level. It's more similar to an Xbox 360 than a Wii.
Reusing Dolphin's PPC JIT would make no sense since it's very rooted in kernel-land emulation with its constraints around exception handling. It's also built for single threading, and doing multithreaded recompilation and multithreaded execution in the current Dolphin JIT framework would require a rewrite of the whole thing. You'd either need a per-core JIT cache (which would blow up RAM usage and JIT compilation time) or a thread local ppcState object (which would require replacing some immediated with computed offsets, and make things slow too). Not to mention that none of this could be shared with the standard Dolphin JIT, requiring duplicating the whole codebase and never merging changes ever again (it's basically a hard fork).
I hope your being sarcastic otherwise your extremely retarded. Did you even read the post?
Couldn't be farther from the truth - the CPU belongs to the exact same family, it's an extension of the Gamecube and Wii's fork of PPC7xx and it contains all of the legacy elements from the Wii and the Gamecube, including MEM0 and MEM1, which is why it's capable of running Wii (and Gamecube, after some tinkering) software natively. If I remember correctly, marcan went as far as to say that it's "three Wii cores stuck together and clocked higher plus a new GPU". I am absolutely certain that you could appropriate Dolphin to run Wii U software.No, the Wii U has 0 similarity with GameCube and Wii at a low level. It's more similar to an Xbox 360 than a Wii.
Couldn't be farther from the truth - the CPU belongs to the exact same family, it's an extension of the Gamecube and Wii's fork of PPC7xx and it contains all of the legacy elements from the Wii and the Gamecube, including MEM0, which is why it's capable of running Wii (and Gamecube, after some tinkering) software natively. If I remember correctly, marcan went as far as to say that it's "three Wii cores stuck together and clocked higher plus a new GPU". I am absolutely certain that you could appropriate Dolphin to run Wii U software.
Not really, no. It's two separate pieces of silicon on the same chip.So I was right and it is a separate chip?
Tee hee. Fake boobs.As you can (blatantly) see, the differences here are in the lithography and the fact that the Espresso packs the GPU on the same piece of silicone rather than a separate chip - other than that, the technology used and the chips themselves are similar.
Hue - well-spotted! Y'know what they say - they didn't call the chips "Hollywood" and "Broadway" for nothin', they gotta be "presentable".Tee hee. Fake boobs.
Hue - well-spotted! Y'know what they say - they didn't call the chips "Hollywood" and "Broadway" for nothin', they gotta be "presentable".
And here I was expecting Gahars to say that
*Insert pun about how fake boobs artificially improve breasts that are otherwise lacking in oomph, much like Nintendo's PPC7xx has an ARM component to deal with all the SIMD instructions the aged PPC design can't handle properly... which is a half-baked idea, but it works so who's complaining?* ;O;
I know that's the case on the Wii, but I was pretty sure it could also be used for some SIMD since the PPC isn't doing a terribly good job at it, however I can't quite recall where I've read that so I may be entirely off-base here.Uh, the ARM isn't used for games at all, it's used for security and I/O.
I know that's the case on the Wii, but I was pretty sure it could also be used for some SIMD since the PPC isn't doing a terribly good job at it, however I can't quite recall where I've read that so I may be entirely off-base here.
I see. Well then that settles it - the two setups are as similar as humanly possible. Thanks for the facts check - I stand corrected!The ARM has the same purpose on the Wii U. It even runs a rewritten IOS called IOSU.