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Videos of PSMonkey's N64 Emulator in action |
Listed in: Homebrew Emulators, News, Previews, Videos, Emulators Tags: psp homebrew emulators
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The hype for PSMonkey's N64 Emulator is increasing everyday. And I personally love it! Getting news about the emulator keeps up my hopes.And today, Psycho77 has just uploaded multiple videos of the emulator in action. Quest 64, Doom, Tetris and Mario Kart 64 are shown in the videos.
Although not playable, the videos definitely show that the emulator is progressing nicely. I personally can't wait for the emulator to come out.
The first download contains the Quest64 Video. The second file contains Doom, Tetris and MK64 videos. Have a look.
Download: [Quest 64 Video]
Download: [Doom, Tetris, MK64 Videos]
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(by which i mean its goin in the right direction pretty fast :|)
cant wait to hear more about it
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PSmonkey and his testing team - who, by the way, DO HAVE TECHNICAL KNOWLEDGE, unlike "psdonkey" - have said that a build will be released either when he gets Mario 64 working, or when he sorts out a few more texture problems on games such as Doom and Quest.
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by Toou (Unregistered), at Apr 30, 2006 at 11:02AM
imagine you're painting a masterpiece, and someone asks you to see it when you're only a little bit in.
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The comment section is gonna fill up with 40 freaking post of the same looser *****ing the same damn thing.
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I love him! I don't want him to release it in a stage like this.
I will wait for him to work the bugs out.
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If he released it in such a state, you'd only whine about how you couldnt play games.
Stop flaming. It will be released when it will be done. Stop asking for it. He doesn't owe you anything
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Snes Specs:
CPU: 16-bit 65816 (3.58MHz)
RAM: 128KB (1Mb), 64KB (0.5Mb) Video RAM
Graphics: Dedicated graphics processor
Colors: 32768 (256 on screen)
Sprites: 128
Sprite Size: 64x64 pixels
Resolution: 512x448 pixels
Sound: 8-channel 8-bit Sony SPC700 digitized sound
N64 Specs:
CPU: 64-bit R4300i RISC (93.75MHz) / 64-bit data paths, registers with 5-stage pipelining
Co-processor: 64-bit RISC (62.5MHz)
RAM: 4MB (36Mb) upgradeable
Graphics: Pixel Drawing Processor (RDP) built into co-processor
Colors: 16.7 million (32,000 on screen)
Polygons: 150,000 per second
Resolution: 640x480 pixels
Sound: 16 to 24-channel 16-bit stereo (up to 100 PCM channels possible)
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N64 Specs vs PSP Specs
CPU: 64-bit R4300i RISC (93.75MHz) / 64-bit data paths, registers with 5-stage pipelining PSP 64bit Mips Processor at 366MHz.
Co-processor: 64-bit RISC (62.5MHz) Unknown
RAM: 4MB (36Mb) upgradeable 24MB for PSP
Graphics: Pixel Drawing Processor (RDP) built into co-processor Equivalent or better on the PSP
Colors: 16.7 million (32,000 on screen) same
Polygons: 150,000 per second Unknown
Resolution: 640x480 pixels 480x270
Sound: 16 to 24-channel 16-bit stereo (up to 100 PCM channels possible) Similar
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You make some good points, but you have to realize that:
1) PSMonkey is coding this from the GROUND UP--no porting an existing emulator, or basing his code off an existing emulator. At the beginning he tried basign it off an existing PC emulator, but he realized there was no way it would work unless he coded an N64 emulator JUST FOR THE PSP. The GBA and SNES emulators were not written from the ground up just for the PSP.
2)PSMonkey is a very skilled coder and a very determined and dedicated worker. He could probably code much better GBA and SNES emulators if that was the project he was working on. PSMonkey is probably one of the most skilled coders out there, more skilled than the coders of the GBA and SNES emulators.
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1) I am not some psp n00b. I have already released Iris & ngPsp for the psp.
2) I posted 2 builds so far to date (first being test concept, second being one that ran a large amount of n64 homebrew demos, as well as mortal kombat trillogy with no texturing).
3) I did not give my build to one random person claiming to be 10 years old. Recheck the forums, only 1 person actualy has it. No admin or moderators do.
I mean hell you don't have to look far to see how real this is. An actual PSP-hack mod has a build (he posted up his own video's many times from the build). Even Evab3vA of this site has a recent build and has been doing an up to date compatibility list *see link below*.
I've given my build to respectable people and as well have been keeping people in the loop since day one on this emulator. Donkey has done none of this nor has he even gone out of his way to prove his emulator to someone respectable. Like I mention many times, Clay or any other pspupdates admin is more then wellcome to pm me on the forums for a recent build. I would gladly send.
I plan to release a public build as soon as my transformation & texture bugs are fixed. I think that there are enough games running decent enough to justify a build as soon as thoes two issues are cleared up.
Evab3vA's compatibility list.
http://forums.qj.net/showthread.php?t=42234
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Keep up the great work!
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the power of the n64 in the palm of my hand! awsome. truly. what's the point in releasing a build which you can't play? all psmonkey needs is some informed critique which he certainly won't get from the gaming public. but then again it's nice to know it's coming along and rather than just taking his word for it he's taken time to video it for us.
be patient, for now just enjoy the fact that it's being made and that you can see how it's going from time to time.
i also think it's nice that mr psmonkey actually drops into the qj blogs, not many of the devs seem to do that. i hope he can see that most people are genuinely 100% behind him. i also know that the moment a working emulator is released (ie i can play games proper) i will be searching for a donate page.
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Haha, just joking xD.
Great work Pspmonkey, i'm impressed how fast it's going!
don't listen to all these idiots pressuring like: "release it" or "this is fake" they don't have an idea on how complicated it is to put it all together.
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If you could offload all the graphical calls of any N64 game into the PSP's GPU (which is considerably faster than any built-in pixel processors, GPU technology has moved on in a huge way since the N64). You could write a load balancing part to the emulator so it uses the media core as well as the standard core. It's ridiculous to make assumptions unless you've actually tried it, unless it's quite obviously beyond the system (i.e. ps2 or xbox emulation), but the N64 is considerably lighter hardware wise and if it's just slow while this early in development and considering the short time in which PSmonkey has done this, you can expect atleast near-100%, if not 100%. The real problem with n64 emulation is that there's a crapload of compatibility issues with other games, that's where the main problems will arise from.
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You are forgetting it is HIS piece of software that HE is writing, when it is ready he will release it. So stop begging for it. Homebrew and emulators aren't a right, these programmers don't owe anyone anything, they are a privilage. Stop acting like spoiled brats about it.
Some people... you know who you are.
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For people who say it's fake, go die. It's not fake so stop being an ass. He's doing great work on this.
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Full Speed SNES Emulator
Full Speed GBA Emulator
80%-100% Speed PS1 Emulator
50%-75% Speed N64 Emulator
Sweet! Keep going slave!
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The psp specs can handle N64, it's just that the devs aren't able to use the psp to its full potential. Please correct me if i'm wrong cause people are starting to get annoying who keep saying that N64 will never work on a sub ps2 handheld.
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controls i figure would be like so
the D-pad will become the C buttons
L + R = same
Analog = analog in 64
Square and X will be . A + B
Triangle can become the Z button
this setup will work properly.. and its not that hard to get used to because i use it while im on the N64 pc emulator and I use my ps2 controller for it
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Keep up the good work Monkey
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People are saying "but this emu will be coded from scratch to run on the psp" I dont argue that it will most likely run better being coded just for the psp. However keep this in mind. I have a Laptop here which Has been named "Frankentop" (Dont ask) Frankentop has a 1ghz pentium3 processor, and 192mb of ram. I have tried every N64 emu that I could get my hands on(Lets use project64 for this example since it was CODED FOR WINDOWS). I have yet to get PJ64 to run decently on Frankentop. I used this laptop as my test bed for everything. So I frequently format it, and change the OS. I have tried running PJ64 on, windows 95,98,2000, and XP. I was always able to get PJ64 to run games but never with a playable frame rate. All these attempts were on clean installs (with no extra software, firewall, antivirus, or spyware etc etc...installed)
Now it is obvious that to run an emulator of say an N64 you need a system faster than a N64(this is due to the overhead needed to run the emulator & the system the emu is running on) Most N64 games were designed to run within the limits of 93.75MHz CPU and 4mb of ram. So logic would say running PJ64 on a system with a 1ghz cpu, and 192mb of ram would work. Let me tell you NOPE that isn’t the case. Lets for the sake of argument say that a N64 game needs a 100mhz cpu, 4mb ram. Now lets move on to what win98 requires, a 66mhz processor and 16mb ram. So lets add that up. 93.75mhz + 66mhz = 159.75mhz, 4mb ram + 16mb ram = 20mb ram. So the minimum combined processing power and ram needed to run an N64 game and win98 is 159.75mhz cpu + 20mb ram. So running by these figures My laptop (1ghz cpu, 192mb ram)has 840.25mhz of extra processing power over what theoretically is needed by an N64 game and win98. As well as 172mb more ram than needed. This leaves a whole lot of processing power and ram for PJ64 to use. So you would think it would run smooth as butter…….ha ha nope….not at all. Pj64 as well as every other N64 emu I have tried still runs like Sh*t. Even on my home pc(2ghz pentium4, 1gig ram, and a geforce fx 5600 w/256mb ram) the frame rate is to low to enjoy playing anything. This is the reason I in my opinion feel this N64 emu for the psp will never reach a speed fast enough to be playable. However I do hope that I am wrong. Cause I would love having a N64 and all its games in the palm of my hand.
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After he gets all or most of the ROMs working, Monkey is going to code a dynamic recompiler (not used in any of the PC emulators) and possibly move some of the emulation to the media engine.
Not only this, but the PSP (333mhz MIPS) processor is related to the N64 (90mhz MIPS) processor. Emulating the r4300i on an x86 (PC) is far more difficult and complicated.
Therefore, yes, this eventually will run most roms at 30-60fps.
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Good Luck :)
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back many years now when i did my a levels i had a top of the range amd k7, running at an impressive 500mhz, i even had a tnt2 graphics card! yes, 32 megs of onboard graphics ram... why is this relevant? well, i played n64 emulators with 3 of my friends from dawn until dusk for the entire duration of my a-level study leave. the emulator ran at full speed with no slowdown even when 4 players were on mariokart 64.
so you and your gay laptop can take a running jump. a windows emulator has to just put up with windows and directx etc. that's the whoel reason a console with 700 mhz celeron (xbox) at it's heart could run such ridiculously fancy games. things don't have to be done in a jack of all trades manner.
do you understand yet? i think you may need more, graphics cards and motherboards and all the bits in a computer run through windows, yes they all have to talk to one another through the windows language. and then someone puts in n64 emulators and that has to talk to windows, which subsequently talks to the hardware... it talks back to windows which relays the message to the n64 emulator. it takes lots of ram and all sort of other processes to do anything in windows.
for example, copy a large file from one disk to another in dos or linux, then try it in windows. i assure you it's a lot faster without windows in the way.
so if my athlon 500 could emulate n64 well, and it was running win98 do you reckon a more modern 333mhz cpu born of the same stock as the n64 cpu, with an emulator written specifically for it might be able to do the same?
i'm tired of people doubting, you've all seen gta lcs, psp is capable of that. yes it was official sony stuff, yes there were lots of people making it... etc... but it can do that much. so you must believe there's enough inside for it to run n64 games! now go away.
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Keep it up psmonkey,
(To psmonkey:)
I am curious what games company you're with, so i can look out for your releases, although i know coders often like to remain annonymous because hell hath no wrath like Sony.
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Most of us appreciate the time and hard work your putting into this emulator so dont let the ungrateful kids get to you bro...
Thanx and continue the great work pal...
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You can be proven wrong when N64 games are being played on your PSP...
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The N64 does not really have an OS at all. Its all api calls compiled in to n64 mips assembly. The cpu of the n64 has to be emulated period.
Now as for the gfx & audio. Both were processed by the RSP (2nd cpu). The thing is tho, Due to the great work of the UltraHle team, they discoverd a way to do HLE or high level emulation of the RSP. The n64 builds up display list (something consoles prior to ps1 did not do) then submits them to the rsp to be processed and dispached. The authors figured out a way in which the display list is insted captured and translate it into something the system understands. Since the rsp list are simulated rather then emulated, this causes for many inaccuracy's in many n64 emulators since some companys modified the rsp microcode or went as far as writing their own (i recomend you research this via wikipedia).
Another thing to come about from n64 emulation is called dynamic recompiling. This is where you recompile cpu instructions from one system to another vs emulating the instructions like a script. As it's easy to see, Dynamic recompiling is ungodly fast compaired to interpreteting.
Another flaw in your argument is the fact your laptop is running windows. Alot of system resources are lost to windows. The newer the version, the more it takes up (try running Windows Vista on your old laptop & see how slow it is. ;)). Another point is your laptop probably has a really crapy gfx card as most laptops are 1-2 generations behind desktop computers).
Anyways it will be a while but eventualy you will see monkey64 running at more then playable speed on the psp this or early next year. I'm not giving up till I get it right.
Also just something to mention. Monkey in it's current state (not fully optimised, specialy in the gfx department & emulating the cpu via interpreter) is already showing promiss. The nintendo logo intro on mario kart does 30fps & ingame gets 10fps, quest64 runs 10-15fps ingame & 30-50fps in menus, and few others doing pretty well.
This emu is a far cry from the poorly missinformed opinions that it would only do 1-2 fps if anybody even tried.
- PSmonkey (too lazy to login at home)
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It's strange because in some instances textures are perfect yet in most cases it's messed up or partly there. A great example is Wonder J2 where there is a huge ship sprite that comes out perfect yet everything else is garbled.
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P.S. Rploesser, i don't like you.
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i'm speechless!
psmonkey and sn!pr keep up the great work!
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A good example on this is the system specs for "The Sims 2". A computer without T&L support req a ~2ghz+ CPU while a computer with T&L support just req a 1ghz CPU.
I don't understand why you comment on something you know so little about.
http://en.wikipedia.org/wiki/RISC
Also, I know for a fact that you can run N64 with a decent fps on a Pentium II + 3dfx card.
//RedLink
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#65 most roms are 16 megs or lower, anyway the PSP memory limitation doesn't help on that part. We have to use smaller roms for now.
Can't wait myself for more bug fixes to do another video. But Mr. Monkey is a busy guy, don't hold your breath ;)
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