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Okay look I see you posting a bunch about clocks speeds, threads, cores, etc. What processor do you have. AMD or Intel. What video card do you have. AMD, Nvidia, or integrated. Typically emulation relies on the single thread performance of a CPU (that GHz label) and performs ... lackluster to say the least on AMD CPUs. Sometimes you can pass shit off onto the GPU (video card) to improve performance but if (big if) this emulator is legit I'm expecting it to be bare bones and poorly optimized for now. There is no "magic conversion rate" to emulators, some are very well optimized (dolphin) and can run on low specs and some are not which require a higher amount of resources.also whats the difference between thread and core? my cpu is tetracore and octothread
Thank you for the video. Between that and the artifacting in the previous images I'm starting suspect this is actually happening. Which would be absolutely amazing. Now make the gamepad work on PCI recorded some footage early September. I uploaded it here. 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.
Dolphin has GCN and Wii support because their architecture is so similar they are basically the same console from an operating standpoint. The Wii to Wii U is such a difference in how they operate (night and day) that there's no chance of it being bundled into Dolphin unless someone is starting over from scratch. And at that point it might as well be a new thing.Dolphin is the only good Gcn emulator. It's the only goodnWii emulator. Why not continue this and make it the only good Wii U emulator?
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 here. 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.
That's not hard to fake, just need gimp, basic photo editing skills, and a basic knowledge of how images are displaying and effects rendered.It is legit, you can see that he has some image problems maybe in alpha channel, when you look at the trees in SMBU : https://imgur.com/a/t53lB
So I definitely believe him, and I hope his goal for a release late this month will workout well.
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.
That's not hard to fake, just need gimp, basic photo editing skills, and a basic knowledge of how images are displaying and effects rendered.
He could directly edit the rendered image, he wouldn't have to edit the layers beforehand. Just a screenshot and editing that screenshot. It's not uncommon for people to go that far for a bit of internet fame, assuming it's that innocent. There have been worse cases where someone has led people on with convincing screenshots (even sometimes some really well done video, but that's rare) then finally release the "emulator" later, which just turns out to be malware or something else malicious.I no think someone would bother that much to actually separate each layer just to make them look as if he had a problem with the alpha channel... Just at the end to make a couple people believe him
I am a vfx artist, and no, it doesn't require JUST basic knowledge with GIMP to be able to separate layers very well and clean that way.
He could directly edit the rendered image, he wouldn't have to edit the layers beforehand. Just a screenshot and editing that screenshot. It's not uncommon for people to go that far for a bit of internet fame, assuming it's that innocent. There have been worse cases where someone has led people on with convincing screenshots (even sometimes some really well done video, but that's rare) then finally release the "emulator" later, which just turns out to be malware or something else malicious.
I'm just saying remain skeptical until it's out and working.
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 here. 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.
Given that it's a full 3D rendered game and not 2.5D like the others shown, probably like sh*t lolReveal more pictures please ! I would like to see how sm 3d world looks like1
To be honest, I've seen much more elaborated hoaxes than this.
I'm also surprised that no one mentioned that he/she could very well be running the games on a real Wii U and making random changes in RAM to cause glitches and graphical bugs. Especially taking into account the author's alleged involvement in WarCraft and StarCraft hacks: https://web.archive.org/web/20101127205306/http://skillhackers.com/forums/f25/[warcraft-iii]-wutil-maphack-365.html
Anyway, this is something extremely easy to prove and no source or proof of this "emulator" is even necessary. Considering that @Exzap is, currently, the sole developer of this project, it's logical to deduce that he/she must know the CafeOS kernel inside out, right? It's impossible to take the HLE approach without knowing every detail of what we are trying to emulate.
Well, what better piece of evidence could be provided than a nice write-up or even just a few reverse-engineered functions from the kernel? It's all public knowledge and no piece of said "emulator" would have to be shared.
At the same time, the author would be verifying his/hers claims without the need of posting more pictures or footage.
to him being the only developer.....why would you hear something if your the only dev working on it unless you talk to yourself about your planned release dateHeard it will be released later this month...
SMW3D doesn't run yet, it crashes on boot.Reveal more pictures please ! I would like to see how sm 3d world looks like1
Yeah that would be the logical conclusion, but in practice thats not the case. I'll give you an example:Hykem said:Anyway, this is something extremely easy to prove and no source or proof of this "emulator" is even necessary. Considering that @Exzap is, currently, the sole developer of this project, it's logical to deduce that he/she must know the CafeOS kernel inside out, right? It's impossible to take the HLE approach without knowing every detail of what we are trying to emulate.
Have some random code instead:Hykem said:Well, what better piece of evidence could be provided than a nice write-up or even just a few reverse-engineered functions from the kernel? It's all public knowledge and no piece of said "emulator" would have to be shared.
At the same time, the author would be verifying his/hers claims without the need of posting more pictures or footage.
I was trying to be nebulous for the fun of it. It backfired so I decided to stick to the facts.plus its very odd he went from to him being the only developer.....why would you hear something if your the only dev working on it unless you talk to yourself about your planned release date
SMW3D doesn't run yet, it crashes on boot.
coreinit.FSOpenFile(Async) can be implemented without even looking at the assembly. You can guess the relevant parameters and ignore the not-so-important ones (like FSClient* and FSCmdBlock*). Needless to say, implementing it this way is inaccurate, but almost all games don't care about that. How should they even be able to tell whats going on internally? That being said, I prefer reimplementing stuff 1:1 in HLE if the advantages outweigh the additional time cost.
There are dozens of other such cases, I have a rough understanding of the whole system, but no particular in-depth knowledge on any of the components. It's simply not necessary at this point.
Have some random code instead:
GX2 color control and related code (API side only)
Some hacky Mii stuff. Games crash if Mii data is invalid.