Wait a minute... Why using LISP as the code to be compiled is a good idea?
I guess the next CEN64 will take a compiled ROM, decompile it into some LISP madness ball of code, and then JIT the hell out of it. Nice. But, why LISP?
Search found 66 matches
- Sat Jun 10, 2017 6:51 pm
- Forum: Development
- Topic: Notes on development of the next CEN64 core.
- Replies: 34
- Views: 15792
- Thu May 04, 2017 7:48 am
- Forum: Bugs/Issues
- Topic: Are the recent 2017 Windows builds broken? Or is AVX now required or something?
- Replies: 7
- Views: 1931
Re: Are the recent 2017 Windows builds broken? Or is AVX now required or something?
As I understand, CEN64 has been completely rewrite, taking an entirely different approach: It will take a source file, compile it an execute it.
With this aproach, a .z64 file has to be decompiled and compiled again for CEN64.
As far as I understand...
With this aproach, a .z64 file has to be decompiled and compiled again for CEN64.
As far as I understand...
- Mon May 01, 2017 2:41 pm
- Forum: Open Discussion
- Topic: Using cen64
- Replies: 1
- Views: 773
Re: Using cen64
Oh... I see...
- Mon May 01, 2017 2:34 pm
- Forum: Open Discussion
- Topic: Using cen64
- Replies: 1
- Views: 773
Using cen64
So... after a few months/years of not using cen64, I tried to run some z64 files yesterday and... well... I'm basically clueless!
How does cen4 work now?
How does cen4 work now?
- Mon Jan 30, 2017 10:35 am
- Forum: Open Discussion
- Topic: First ever Arbitraty Code Execution on N64
- Replies: 0
- Views: 902
First ever Arbitraty Code Execution on N64
This guy managed to execute arbitrary code on N64, effectively messing with Pokemon Stadium via the inbuilt GB emulator.
https://github.com/MrCheeze/pokestadium-ace
Video here: https://www.youtube.com/watch?v=Bb0v-VDsBkQ
I though you might like this, guys
https://github.com/MrCheeze/pokestadium-ace
Video here: https://www.youtube.com/watch?v=Bb0v-VDsBkQ
I though you might like this, guys

- Sun Jul 03, 2016 4:58 pm
- Forum: Development
- Topic: Notes on development of the next CEN64 core.
- Replies: 34
- Views: 15792
Re: Notes on development of the next CEN64 core.
So, if I understood well, are you creating the ultimate emulator? :O Basically, a cycle accurate JIT?
- Wed Oct 28, 2015 7:04 pm
- Forum: Development
- Topic: Linux: The ultimate VR4300 stress test.
- Replies: 6
- Views: 5750
Re: Linux: The ultimate VR4300 stress test.
That's amazing! 

- Thu Jul 09, 2015 11:15 am
- Forum: Open Discussion
- Topic: Contributing to CEN64 + Emulator architecture expanation
- Replies: 7
- Views: 5057
Re: Contributing to CEN64 + Emulator architecture expanation
That's really a good starting point :P Regarding what I want to do, I think the question is more like "What I'm able to do?", since I want to take a deeper look at the insides of the beast and seeing what can be improved/implemented. By example: some crazy assembler stuff discussed on the previous d...
- Wed Jul 08, 2015 2:08 pm
- Forum: Open Discussion
- Topic: Contributing to CEN64 + Emulator architecture expanation
- Replies: 7
- Views: 5057
Contributing to CEN64 + Emulator architecture expanation
Hi! You may remember me from some post at the forums, but I'd like to introduce myself: I'm Nacho, from Spain, former physicist, computer enthusiast and N64 gamer. I'm somewhat proficient in C and I would like to contribute to CEN64 in a more deep way than a mere ROM testing. That being said, I find...
- Sun May 24, 2015 7:14 am
- Forum: Site News
- Topic: Audio (somewhat) implemented
- Replies: 44
- Views: 46299
Re: Audio (somewhat) implemented
:O I'm going to try it NOW!
EDIT: I had to install libopenal-dev in order to compile. But... Awesome!
EDIT: I had to install libopenal-dev in order to compile. But... Awesome!
- Thu May 21, 2015 4:47 pm
- Forum: Compatibility
- Topic: Paper Mario doesn't boot
- Replies: 32
- Views: 13950
Re: Paper Mario doesn't boot
Was audio an issue?
- Thu Mar 12, 2015 8:48 am
- Forum: Open Discussion
- Topic: I was OCD and optimized cen64.com's "Dead Link" image
- Replies: 10
- Views: 5990
Re: I was OCD and optimized cen64.com's "Dead Link" image
I see no point into trying to reduce so much a file that is not really often downloaded.
Anyway, this post was somewhat usefull for me. I learned a couple of new things
Anyway, this post was somewhat usefull for me. I learned a couple of new things

- Sat Jan 31, 2015 8:51 pm
- Forum: Compatibility
- Topic: Namco Museum 64 is now broken
- Replies: 1
- Views: 2173
Namco Museum 64 is now broken
Well, now Namco Museum doesn't boot anymore U^_^ Neither SSE2 nor SSSE3 builds.
Filled a Mantis bug report, but I'm not sure if you're still looking at it.
Filled a Mantis bug report, but I'm not sure if you're still looking at it.
- Sat Jan 31, 2015 5:16 pm
- Forum: Open Discussion
- Topic: Thinking about multi-threading...
- Replies: 41
- Views: 42049
Re: Thinking about multi-threading...
Well, I don't believe that the number of threads/cores would be hardcoded on CEN64. So to "loosen" the coherency, you can basically have individual devices predict whether or not they will be interrupted or not in the future. So, CEN would launch so many devices as possible, launching it in a progra...
- Sat Jan 31, 2015 1:43 pm
- Forum: Open Discussion
- Topic: Thinking about multi-threading...
- Replies: 41
- Views: 42049
Re: Thinking about multi-threading...
Then, with that approach, the more cores the host proccessor has, the higher is the speed of the simulation?
I mean, a 8 cores processor would perform faster than a 4 cores, asuming the same clock speed. Right?
I mean, a 8 cores processor would perform faster than a 4 cores, asuming the same clock speed. Right?
- Wed Jan 28, 2015 1:04 pm
- Forum: Compatibility
- Topic: Textures no longer displaying on Wave Race and Goldeneye
- Replies: 12
- Views: 5802
Re: Textures no longer displaying on Wave Race and Goldeneye
Well, from my testing:
SSE2 -> Affected
SSE3 -> Affected
SSE4.1 -> Not affected
SSSE3 -> Not affected
SSE2 -> Affected
SSE3 -> Affected
SSE4.1 -> Not affected
SSSE3 -> Not affected
- Wed Jan 28, 2015 12:33 pm
- Forum: Compatibility
- Topic: Textures no longer displaying on Wave Race and Goldeneye
- Replies: 12
- Views: 5802
Re: Textures no longer displaying on Wave Race and Goldeneye
Freshly downloaded and compiled. Release build and SSE2. Same happens with Native builds. Wave Race and Split's Nacho64 demo are also affected. Doom64's intro is also somewhat affected (darker textures, and some of then are not showing at all). Looking closer, it might be that some textures are dark...
- Wed Jan 28, 2015 11:23 am
- Forum: Compatibility
- Topic: Textures no longer displaying on Wave Race and Goldeneye
- Replies: 12
- Views: 5802
Re: Textures no longer displaying on Wave Race and Goldeneye
try to compile it with the latest commits from ~15h ago. (Regarding that, they made me gain 1 or 2 VI/s in Ocarina Of Time)
- Wed Jan 28, 2015 7:39 am
- Forum: Compatibility
- Topic: Textures no longer displaying on Wave Race and Goldeneye
- Replies: 12
- Views: 5802
Textures no longer displaying on Wave Race and Goldeneye
When I first tested Wave Race on CEN rewrite, textures were working fine.
Now, the 3D models are rended transparent. No textures. Not sure what commit caused that.
Now, the 3D models are rended transparent. No textures. Not sure what commit caused that.
- Tue Jan 20, 2015 7:15 pm
- Forum: Open Discussion
- Topic: Performance results after testing CEN64
- Replies: 4
- Views: 3174
Re: Performance results after testing CEN64
- GPU is not relevant at all, since the simulation is done enterely by the CPU. (well, is not relevant unless you have a very old one)
- The same applies to the RAM.
- The same applies to the RAM.
- Thu Jan 15, 2015 8:32 pm
- Forum: Site News
- Topic: New core starting to come together!
- Replies: 162
- Views: 80262
Re: New core starting to come together!
./cen64 -nointerface ../pifdata.bin ../cart.z64 throws a segmentation fault.
- Thu Jan 15, 2015 8:19 pm
- Forum: Development
- Topic: Debugger incoming!
- Replies: 27
- Views: 11871
Re: Debugger incoming!
Is there a way to build it from the GIT (since I've already seen the uploaded files there
)?
EDIT: Figured it out. qmake && make.
EDIT2: I was a bit overenthusiastic.... there's nothing functional... yet...
coming soon.

EDIT: Figured it out. qmake && make.
EDIT2: I was a bit overenthusiastic.... there's nothing functional... yet...

- Sun Jan 11, 2015 5:28 pm
- Forum: Site News
- Topic: New core starting to come together!
- Replies: 162
- Views: 80262
Re: New core starting to come together!
Linux sse4.1 build (dowloaded from the same site as yours) works fine for me. Seems like a windows specific issue...
Maybe we should move to another thread? This one is kinda getting out of control...
Maybe we should move to another thread? This one is kinda getting out of control...
- Sun Jan 11, 2015 12:37 pm
- Forum: Site News
- Topic: New core starting to come together!
- Replies: 162
- Views: 80262
Re: New core starting to come together!
I'll remember that, teres! thanks! I tried that again. Freshly cloned from git. Compiled with "Native" support and busy wait detection. My CPU is SSE2, SSE3, SSE4.1 capable, but no AVX. Also, I'm running linux (Ubuntu). Same results: Majora's Mask and Pokemon Stadium 2 are running OK for me. (I'll e...
- Sun Jan 11, 2015 11:37 am
- Forum: Site News
- Topic: New core starting to come together!
- Replies: 162
- Views: 80262
Re: New core starting to come together!
Majora's Mask and Pokemon Stadium 2 are booting for me. PS2 does not hang and is fully playable. CEN64 up-to-date.
md5sum:
1561c75d11cedf356a8ddb1a4a5f9d5d *../Pokemon Stadium 2 (U) [!].z64
2a0a8acb61538235bc1094d297fb6556 *../Legend of Zelda, The - Majora's Mask (U) [!].z64
EDIT: md5sums corrected
md5sum:
1561c75d11cedf356a8ddb1a4a5f9d5d *../Pokemon Stadium 2 (U) [!].z64
2a0a8acb61538235bc1094d297fb6556 *../Legend of Zelda, The - Majora's Mask (U) [!].z64
EDIT: md5sums corrected
- Mon Jan 05, 2015 10:46 pm
- Forum: Open Discussion
- Topic: ROM designed to run exclusively on real hardware
- Replies: 6
- Views: 3465
Re: ROM designed to run exclusively on real hardware
picture of what? of the MGC 2011 demo? There's already a link of a youtube video.
If you mean a picture of the 64drive menu, there you have another video: https://www.youtube.com/watch?v=PYnJmnKtTsI
If you mean a picture of the 64drive menu, there you have another video: https://www.youtube.com/watch?v=PYnJmnKtTsI
- Mon Jan 05, 2015 5:07 pm
- Forum: Open Discussion
- Topic: ROM designed to run exclusively on real hardware
- Replies: 6
- Views: 3465
Re: ROM designed to run exclusively on real hardware
Yes! I remember the rooster at the roof 
I wonder what kind of checks it does to tell the emulators and the real hardware apart.

I wonder what kind of checks it does to tell the emulators and the real hardware apart.
- Mon Jan 05, 2015 2:42 pm
- Forum: Open Discussion
- Topic: ROM designed to run exclusively on real hardware
- Replies: 6
- Views: 3465
ROM designed to run exclusively on real hardware
Hello! I remember reading somewhere (perhaps in Hacktarux's thread on emutalk?) something about a rom that would only boot on real hardware. When running on emulator, it will display a "pwned" message. Does anybody too remember this? Would CEN64 be able to run something like that? Also, can somebody...
- Sat Jan 03, 2015 6:00 pm
- Forum: Development
- Topic: Question regarding SSE2, SSE4.1, AVX, etc
- Replies: 3
- Views: 2862
Re: Question regarding SSE2, SSE4.1, AVX, etc
Great explanation!
I was curious about how those fine pitch optimizations and tricks were implemented.

- Sat Jan 03, 2015 2:35 pm
- Forum: Development
- Topic: Question regarding SSE2, SSE4.1, AVX, etc
- Replies: 3
- Views: 2862
Question regarding SSE2, SSE4.1, AVX, etc
So.... As far as I know, CEN64 implements different vectorization methods depending on the different capabilities of the CPU. Right?
Then, the same opcode is written twice for, let's say, SSE2 and AVX?
When testing, should we try with different compiler options, in order to chase bugs?
Then, the same opcode is written twice for, let's say, SSE2 and AVX?
When testing, should we try with different compiler options, in order to chase bugs?
- Sat Jan 03, 2015 2:26 pm
- Forum: Site News
- Topic: New core starting to come together!
- Replies: 162
- Views: 80262
Re: New core starting to come together!
Confirmed that. DK64 now boots on Linux. Flickering issues included.
Regarding Expansion Pack, it may be a nice feature a 4/8MB switch. Some games would behave differently without expansion pack (say Perfect Dark)
Regarding Expansion Pack, it may be a nice feature a 4/8MB switch. Some games would behave differently without expansion pack (say Perfect Dark)
- Thu Jan 01, 2015 5:04 pm
- Forum: Site News
- Topic: New core starting to come together!
- Replies: 162
- Views: 80262
Re: New core starting to come together!
Well, I'm confused. If I want to compile CEN64 to take advantages of the intrinsics of my processor... which flag do I have to choose? If I write "Native" at CEN64_ARCH_SUPPORT, then build fails. If I write SSE4.1, then builld success. But I'm not sure if I'm taking all the possible advantage from m...
- Wed Dec 31, 2014 12:41 pm
- Forum: Site News
- Topic: New core starting to come together!
- Replies: 162
- Views: 80262
Re: New core starting to come together!
Testing Mario Kart I get strange behavior of the textures, specially the track textures: they rotate in a funny way.
Maybe it's supossed to happen like that, maybe not, but I drop it here
Maybe it's supossed to happen like that, maybe not, but I drop it here

- Tue Dec 30, 2014 3:00 pm
- Forum: Development
- Topic: Optimizing RSP performance
- Replies: 3
- Views: 3261
Re: Optimizing RSP performance
ohh, that's why you were so angry at the other thread. Now I get it 

- Fri Dec 26, 2014 8:38 pm
- Forum: Site News
- Topic: New core starting to come together!
- Replies: 162
- Views: 80262
Re: New core starting to come together!
That's impressive, MarathonMan!
I didn't knew that the old RSP was so unoptimized!
I didn't knew that the old RSP was so unoptimized!
- Fri Dec 19, 2014 10:17 pm
- Forum: Open Discussion
- Topic: Chip-level accuracy for the PSX
- Replies: 11
- Views: 7546
Chip-level accuracy for the PSX
http://hackaday.com/2014/12/18/counting ... aystation/
Apparently, some team is working with hi-res microscope photos of the original PSX chips in order to achieve an insane level of accuracy!!
Wouldn't be wonderful if they take the n64 as their next project?
Enjoy the NAND-porn
Apparently, some team is working with hi-res microscope photos of the original PSX chips in order to achieve an insane level of accuracy!!
Wouldn't be wonderful if they take the n64 as their next project?

Enjoy the NAND-porn
- Thu Nov 13, 2014 10:30 pm
- Forum: Site News
- Topic: Finally: SSE2-only builds
- Replies: 26
- Views: 20692
Re: Finally: SSE2-only builds
Performance boost? Does that apply to all CEN64 builds, or just the SSE2 one?
- Fri Oct 24, 2014 4:26 pm
- Forum: Site News
- Topic: Short burst of progress...
- Replies: 36
- Views: 27773
Re: Short burst of progress...
Awesome!
Did you crushed the cache bugs that were affecting the keyboard?
Aside of that, are you going to rewrite the RDP/RSP from scratch, or are you going to reuse the existing code?
Toughts about sound?
End of the interview
Did you crushed the cache bugs that were affecting the keyboard?
Aside of that, are you going to rewrite the RDP/RSP from scratch, or are you going to reuse the existing code?
Toughts about sound?
End of the interview

- Fri Aug 29, 2014 7:04 pm
- Forum: Site News
- Topic: New core/version 0.3
- Replies: 301
- Views: 88486
Re: New core/version 0.3
I'v checked the preliminary input support. A few toughts: - No DPAD. Ouch. Must be trivial to implement. - When you keep pressing a keyboard button (without releasing it), it seems that CEN64 interpret that as a fast series of press-release events. Like a "turbo mode". (at least on linux). os/input:...
- Sun Aug 24, 2014 6:27 pm
- Forum: Site News
- Topic: New core/version 0.3
- Replies: 301
- Views: 88486
Re: New core/version 0.3
Mario Kart 64 now boots successfully and running with CEN64-backport's last commit! ;) Hmm... never even realized it was broken before, heh. OoT has been working fine for quite some time, and that's been my primary test ROM. OoT worked for me, but after a while at the intro, it freezes with "BadVAd...
- Thu Aug 21, 2014 5:17 pm
- Forum: Site News
- Topic: New core/version 0.3
- Replies: 301
- Views: 88486
Re: New core/version 0.3
The new commits broke Namco Museum 64. It exits with a segfault. Both cen64 and cen64-backport
Anyway, two general questions.... (maybe a bit naïve, but...)
1. Is there any compatibility list with commercial ROMs? Which commercial ROMs are booting?
2. Is there support for controller?
Anyway, two general questions.... (maybe a bit naïve, but...)
1. Is there any compatibility list with commercial ROMs? Which commercial ROMs are booting?
2. Is there support for controller?
- Fri Aug 08, 2014 2:04 pm
- Forum: Other
- Topic: Kickstart campaing to support GlideN64 plugin
- Replies: 4
- Views: 2871
Kickstart campaing to support GlideN64 plugin
https://www.indiegogo.com/projects/glid ... ics-plugin
well, what do you think about this? It's a new chapter of the fragmentation of N64 scene? A new opportunity? Could CEN64 use the research behind this new plugin?
well, what do you think about this? It's a new chapter of the fragmentation of N64 scene? A new opportunity? Could CEN64 use the research behind this new plugin?
- Tue Jul 29, 2014 7:33 am
- Forum: Site News
- Topic: New core/version 0.3
- Replies: 301
- Views: 88486
Re: New core/version 0.3
Tried the .z64 file of plasma demo. Works fineSnowstorm64 wrote: Maybe you need to convert the demo to .z64 format, because CEN64 is big-endian as the N64 hardware, and all ROM must be in a big-endian format (.z64, while .v64 is little-endian) in order to run on it.

- Tue Jul 29, 2014 6:25 am
- Forum: Site News
- Topic: New core/version 0.3
- Replies: 301
- Views: 88486
Re: New core/version 0.3
Well... I feel kinda dumb asking this, but when I try Plasma Demo or Fire Demo by LaC, I get hundreds of ... bus_read_word: Failed to access: 0x00A10D78 bus_read_word: Failed to access: 0x00A10D7C bus_read_word: Failed to access: 0x00A10D80 bus_read_word: Failed to access: 0x00A10D84 bus_read_word: ...
- Fri May 09, 2014 5:10 pm
- Forum: Site News
- Topic: New core/version 0.3
- Replies: 301
- Views: 88486
Re: New core/version 0.3
Could you tell us a few working roms, so we can test?
- Mon Feb 03, 2014 1:49 pm
- Forum: Suggestions
- Topic: [LINUX] Wayland support
- Replies: 3
- Views: 2814
Re: [LINUX] Wayland support
That's likely a Wayland's problem, not a CEN64 one.
....
....
- Sat Jan 25, 2014 7:36 pm
- Forum: Development
- Topic: Stupid Question, have you heard of these? Plus GPU's.
- Replies: 10
- Views: 4958
Re: Stupid Question, have you heard of these? Plus GPU's.
Since you mentioned FPGAs... Would it be even possible (in a far far far future of course) to have a FPGA hardware implementation of CEN64? That would be truly epic! or... you know... use actual N64 hardware... (which they do sell in China) and maybe... I dunno... replace the DAC I guess. Yeah, I c...
- Sat Jan 25, 2014 2:18 pm
- Forum: Development
- Topic: Stupid Question, have you heard of these? Plus GPU's.
- Replies: 10
- Views: 4958
Re: Stupid Question, have you heard of these? Plus GPU's.
What Marathon Man was trying to say is that when you attempt to parallelize (multithread, GPU, whatever...) you have a huge penalty caused by latency between CPU cores, or between CPU-GPU. So, the benefit of "multicoring" CEN64 is ruined by the latency between cores. ...Unless... someone comes with ...
- Tue Dec 31, 2013 9:39 am
- Forum: Compatibility
- Topic: Various testing w/screenshots and video
- Replies: 23
- Views: 12663
Re: Various testing w/screenshots and video
These are real-time videos? It's amazing how close is CEN64 to full-speed simulation. And there's still margin for RCP optimizations.
- Wed Dec 25, 2013 2:02 pm
- Forum: Open Discussion
- Topic: Merry Christmas!
- Replies: 8
- Views: 3347
Merry Christmas!
Well, is this a forum or what? Merry Christmas to you all, folks! 
