This is very exciting!
Last edited by Jayro,
http://www.racketboy.com/retro/mister-fpga-the-future-of-retro-game-emulation-and-preservationwhat the hell is FPGA (google useless also) why is this so important. it just looks like his made his own n64. in that case big deal?
https://en.wikipedia.org/wiki/Field-programmable_gate_arraywhat the hell is FPGA (google useless also) why is this so important. it just looks like his made his own n64. in that case big deal?
N64s are finite and can failing and new ones can't be made anymore. You could make infinite N64 FPGAs cuz its off-the-shelf components. And N64 emulation isn't perfect yet.What advantages does this FPGA have over say a HDMI modded N64 and EverDrive. Which I could also afford.
For one it would be possible to disable the blur filter. The UltraHDMI does a pretty good at cancelling it out but still leaves behind some undesirable artifacting. Rendering natively at a higher resolution, or hi res texture packs on hardware would also be a possibility. Basically anything that can be done in an emulator can be done on a FPGA, if the FPGA is powerful enough. But better, as the basis would be a 1:1 accurate recreation which is just not possible in an emulator on even a high end PC. Just look at how demanding bsnes is.What advantages does this FPGA have over say a HDMI modded N64 and EverDrive. Which I could also afford.
It's 100% emulation. You can argue it's hardware emulation instead of software emulation, but at the end of the day the FPGA must be programmed based on our understanding of the chips it's trying to emulate. You can't magically tell the FPGA to emulate a certain chip, you need to literally understand everything it does, program that in VHDL and then put that on the FPGA, having this chunk of code talk to the other chips you programmed in the same way as you understand the N64 to do.https://en.wikipedia.org/wiki/Field-programmable_gate_array
I guess the easy way to explain it is that it's a programmable integrated circuit so making the N64 on an FPGA will let you easily make changes to the N64 hardware so you can do things like high quality video mods and other things that wouldn't be possible on a normal N64 (and it's not emulation)
While you're correct on the terms... I'd still say FPGA isn't emulation. Sure you have to program the core but once you load it the FPGA gates realign and basically become the chip you programmed. Assuming you programmed it right the electrons move through the chip exactly how they do on real hardware. It's 1:1. Also if you do make a mistake you can just update the core.It's 100% emulation. You can argue it's hardware emulation instead of software emulation, but at the end of the day the FPGA must be programmed based on our understanding of the chips it's trying to emulate. You can't magically tell the FPGA to emulate a certain chip, you need to literally understand everything it does, program that in VHDL and then put that on the FPGA, having this chunk of code talk to the other chips you programmed in the same way as you understand the N64 to do.
If a chip isn't programmed correctly, isn't timed correctly or uses a "as good as I can" approach to to do whatever task then you're gonna face differences between the real system VS the FPGA.
If you have a cycle accurate emulator on an FPGA and on PC, there will be no difference in the emulation. The only differences will come from the input lag added by the OS or the display lag added by the OS or by the upscaling code on the FPGA. And in the spec required. Cycle accurate N64 emulation might not be realistic at the moment on PC while on a powerful enough FGPA it is.
We should also keep in mind that the board this is developed on is worth $480 USD.
The problem is, you don't start from the schematic for the chips, you start from your understanding of the chip. If every FPGA cores were not emulation, then there would literally be no glitches not present in the original console.While you're correct on the terms... I'd still say FPGA isn't emulation. Sure you have to program the core but once you load it the FPGA gates realign and basically become the chip you programmed. Assuming you programmed it right the electrons move through the chip exactly how they do on real hardware. It's 1:1. Also if you do make a mistake you can just update the core.
Sometimes FPGA solutions are not even as good as software emulation (BlastEm for example).https://en.wikipedia.org/wiki/Field-programmable_gate_array
I guess the easy way to explain it is that it's a programmable integrated circuit so making the N64 on an FPGA will let you easily make changes to the N64 hardware so you can do things like high quality video mods and other things that wouldn't be possible on a normal N64 (and it's not emulation)