Homebrew Official Retroarch WiiU (wip.)

DaniPoo

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http://www.eurogamer.net/articles/investigating-the-psps-psone-emulator-article

"The coding is pretty much a work of genius - there's strong evidence that the PSP's MIPS R4000-based CPU is running most of the PS1's R3000 code natively"
so yeah while they emulate controller interface, exi for memory card and so on, most of the ps1 coding is runned natively, nintendont is basicaly the same principle and was even inspired by how psp runned ps1 games.

That article sais exactly what I already said.
because of the MIPS it can probably run the CPU instructions close to natively but the rest is being emulated.

Do not asume me to be stupid..
 

pedro702

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That article sais exactly what I already said.
because of the MIPS it can probably run the CPU instructions close to natively but the rest is being emulated.

Do not asume me to be stupid..
thats what i said they run all cpu instructions natively so they arent emulatin them at all thats why the n64 emulator almost worked becuase n64 also used mips processor, obviously the just emulate controls, graphic calls an such but the major part of all emulators wich is the architeture wich eats your cpu is not being emulated since mips understand themselves perfectly so you dont need to emulate the most demanding thing ever, the only reason n64 didnt went fullspeed on psp is becuase the n64 major problem was never the cpu but the damn graphic processor, that to this day most people still havent figured out at all and its a bunch of hacks stitched together to display anything.

you cant compare the way psp runs ps1 with how the new 3ds runs snes games, snes games are fully emulated architeture,cpu,gpu,everything there isnt an once of native codding,so you cant just say psp has a ps1 emulator becuase it isnt a full emulator and more of a brige between the same cpu architeture and afew components emulated.

heck if the psp had the 500-600 cpu power it would emulate n64 perfectly do to the magic of same architeture, thats why the switch can be a great machine being arm it has the same architeture of ds and 3ds making emulating systems that use arm much easier.


My point all alone is you cant say the psp has an emulator and compare it to an emulator like a snes emulator or a ps1 emulator on a diferent architeture becuase they are on totaly diferent level since they just use native codding for all cpu operations.
 

ShadowOne333

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Well crap. It looks like I spoke too soon actually, now I'm getting the vorbis error again.
Get this: I figured out what one possible reason for the crashing happening.

I can't play Sega CD games unless the Genesis Plus GX core isn't already loaded.
I.E. If I load RetroArch into the Genesis Plus GX core from HBL or RA Launcher (if it was the last used core), and try to launch a Sega CD game, it gives that vorbis error.

However, if I go to "Load Core" and pick another core, and then go load my content in the other core, and switch when prompted to pick a core, it switches to the Genesis Plus GX core and loads the game no problem.

What the actual fuck is up with that? :wtf:

Edit: Looking the Github Trackers, it looks like the vorbis error fix might not be in the nightlies yet, which would explain why I'm still getting it at all.

The last commit to the libretro fork of Genesis Plus GX was not the vorbis fix, but another change to sega CD core.
Someone at libretro needs to pull the changes from ekeeke's repo to the libretro one, so that the change will end up on the nightly builds.

Either that or someone with the env for compiling libretro Wii U cores needs to compile ekeeke's current repository and post an rpx. :V
Get this:
Are you actually updating BOTH the core inside /retroarch/cores and the ones inside /wiiu/apps/?
The cores for the autoloading feature are stored inside /retroarch/cores, while the individual cores are stored in /wiiu/apps, note that the individual cores do NOT get updated with the internal updater from RA, so you have to download the latest nightly RPX core and put it in the correct directory.
 

CheatFreak47

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Get this:
Are you actually updating BOTH the core inside /retroarch/cores and the ones inside /wiiu/apps/?
The cores for the autoloading feature are stored inside /retroarch/cores, while the individual cores are stored in /wiiu/apps, note that the individual cores do NOT get updated with the internal updater from RA, so you have to download the latest nightly RPX core and put it in the correct directory.
Yes, all my updates are done manually by downloading the latest full nightly archive and overwriting the old cores with the new ones. Genesis Plus GX i've been double checking this whole time.

I've been bug testing homebrew for years, I know what I'm doing for the most part. :P

Ironically, I used to help bug test Genesis Plus GX back when Sega CD was added to the emulator actually- back when Google Code was still a thing.
 

ShadowOne333

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Yes, all my updates are done manually by downloading the latest full nightly archive and overwriting the old cores with the new ones. Genesis Plus GX i've been double checking this whole time.

I've been bug testing homebrew for years, I know what I'm doing for the most part. :P

Ironically, I used to help bug test Genesis Plus GX back when Sega CD was added to the emulator actually- back when Google Code was still a thing.
Oh I noticed you mentioned that the Vorbis fix was not in the nightlies yet.
Have you tried going to the Github Issue at hand and mentioning the update there?
Perhaps by letting them know that ekeeke did fix it in his repo might prompt them to update the core itself with the fixes.
 

CheatFreak47

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Oh I noticed you mentioned that the Vorbis fix was not in the nightlies yet.
Have you tried going to the Github Issue at hand and mentioning the update there?
Perhaps by letting them know that ekeeke did fix it in his repo might prompt them to update the core itself with the fixes.
Ekeeke himself did on the libretro / Genesis-Plus-GX tracker, it just hasn't been done yet I guess.
 
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the_randomizer

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Sure it's like running N64 via dolphin, it works... But it sucks compared to the alternatives.
But I did notice that playing the Zelda colection and starting Ocarina of Time on dolphin using higher resolution does actually render the game in higher res.
But you get the same similar issues as you would in any other emulator at higher resolution. The menu is screwed up.

--------------------- MERGED ---------------------------



Yeah thats the one

Due to the emulation missing framebuffer emulation, yes, it's better if we get a core for PSX and a core for PSP, no need to run PSX via PSP, it's not the best way.
 

pedro702

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Due to the emulation missing framebuffer emulation, yes, it's better if we get a core for PSX and a core for PSP, no need to run PSX via PSP, it's not the best way.
no one is running ps1 via psp you totaly misunderstood what they are doing, psp has a dynarec writen for it on x86 and since the architeture is the same they are adapting that dynarec to the mednafen psx(by removing psp specific stuff) and rewriten the dynarec in C so it can be ported to driferent architetures instead of hard writen in x86 like the original dynarec for psp emu.
 
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the_randomizer

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no one is running ps1 via psp you totaly misunderstood what they are doing, psp has a dynarec writen for it on x86 and since the architeture is the same they are adapting that dynarec to the mednafen psx(by removing psp specific stuff) and rewriten the dynarec in C so it can be ported to driferent architetures instead of hard writen in x86 like the original dynarec for psp emu.

But they're not going to go that route, they're writing a framework for Beetle PSX, then a dev will pick up from there and move on to writing the dynarec (or rather porting it), to the Wii U. Twinaphex wants this done a certain way, so we should just let it be done the way he wants to have it done. Did people miss something?

I'd rather they do this systematically and in the order they wish to achieve it.
 
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pedro702

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But they're not going to go that route, they're writing a framework for Beetle PSX, then a dev will pick up from there and move on to writing the dynarec (or rather porting it), to the Wii U. Twinaphex wants this done a certain way, so we should just let it be done the way he wants to have it done. Did people miss something?
you maybe missed the rest of the talk the guy said the issues of psp dynarec were fixed and twinpex said it was alright to port that dynarec as long its writen in C
see the last 5 messages
https://www.bountysource.com/issues/48048939-dynamic-recompiler-305-bounty

twinpex said anyone is free to take wichever aproach they want now that the psp dynarec doesnt break retroarch as long as the end result is a functional dynarec that is wirten in C and is portable.
 
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the_randomizer

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you maybe missed the rest of the talk the guy said the issues of psp dynarec were fixed and twinpex said it was alright to port that dynarec as long its writen in C
see the last 5 messages
https://www.bountysource.com/issues/48048939-dynamic-recompiler-305-bounty

twinpex said anyone is free to take wichever aproach they want now that the psp dynarec doesnt break retroarch as long as the end result is a functional dynarec that is wirten in C and is portable.

So then are the bounties that he placed and donated $100 to in vain? I don't see the messages at all on there.

Edit: This will make this moot
https://www.bountysource.com/issues/48048939-dynamic-recompiler-305-bounty

And Twinaphex out $100. That doesn't sound good.

Edit 2: Okay, I see his comment on that, not the blog.
 
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pedro702

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So then are the bounties that he placed and donated $100 to in vain? I don't see the messages at all on there.
i changed the link just see it here

https://www.bountysource.com/issues/48048939-dynamic-recompiler-305-bounty

see the last messages, why would you care if they adapt the psp dynarec or make one from scratch either way? isnt the end goal the same if in the end we get a working dynarec for all architetures ppc included is it what we want? why are you making this more trouble than its worth?
 

the_randomizer

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i changed the link just see it here

https://www.bountysource.com/issues/48048939-dynamic-recompiler-305-bounty

see the last messages, why would you care if they adapt the psp dynarec or make one from scratch either way? isnt the end goal the same if in the end we get a working dynarec for all architetures ppc included is it what we want? why are you making this more trouble than its worth?

Because I'm an idiot who can't read links worth shiz. I can only hope someone picks up either method.
 

pedro702

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Because I'm an idiot who can't read links worth shiz. I can only hope someone picks up either method.
also like he said after someone does this bounty they can port it to the wiiu in ppc and claim the bounty we did here so one person can claima his bounty for general dynarec(305$) and then the wiiu one(250) so its 555$ total and the hard part is porting the psp dynarec to C porting it to the wiiu will be easier then.
 
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the_randomizer

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Why are we still talking about that when we still need a mame 2000 core on there? We need a core that plays tapper! Lol

We also need Picodrive for 32X emulation :P

also like he said after someone does this bounty they can port it to the wiiu in ppc and claim the bounty we did here so one person can claima his bounty for general dynarec(305$) and then the wiiu one(250) so its 555$ total and the hard part is porting the psp dynarec to C porting it to the wiiu will be easier then.

IDFK, I've been up since 4 AM and I've had a stressful morning, I admit I'm not thinking right, I'm sorry :(
 
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