Search found 691 matches

by MarathonMan
Sat Jul 01, 2017 9:59 am
Forum: Development
Topic: Notes on development of the next CEN64 core.
Replies: 34
Views: 14152

Re: Notes on development of the next CEN64 core.

The language looks LISP-y, it's not actually LISP. The reason why the language looks like that is because it's trivial to lex and parse: https://git.cen64.com/?p=cen64.git;a=blob;f=compiler/parser.c;h=2e79665d0e164be886f3bea3517188a8df37d7fd;hb=HEAD The entirety of the language is currently parsed b...
by MarathonMan
Sun May 07, 2017 10:20 am
Forum: Bugs/Issues
Topic: Are the recent 2017 Windows builds broken? Or is AVX now required or something?
Replies: 7
Views: 1232

Re: Are the recent 2017 Windows builds broken? Or is AVX now required or something?

The Windows builds were broken in 8d0e7bb627b91f4d592ebd2a7e3d87cf580cdb32 pi: add support for IS Viewer 64 When -is-viewer is passed on the command line, create an IS Viewer object that intercepts writes at 0x13FF0000. This is used by Ocarina of Time Master Quest Debug to log debug messages. The me...
by MarathonMan
Wed Apr 26, 2017 10:48 pm
Forum: Development
Topic: Notes on development of the next CEN64 core.
Replies: 34
Views: 14152

Re: Notes on development of the next CEN64 core.

It is pretty similar in many respects, yes.

But instead of making the execution slower in favor of a dynamic language, it will (hopefully) make the execution faster using some horribly designed syntax. :lol: :D
by MarathonMan
Sat Apr 22, 2017 8:57 pm
Forum: Development
Topic: Notes on development of the next CEN64 core.
Replies: 34
Views: 14152

Re: Notes on development of the next CEN64 core.

(defun none start() devar foo as i32 if (1) ( assign 1 to foo ) elseif (2) ( assign 2 to foo ) else ( assign 3 to foo ) ) assign (foo + 1) to foo --- Running pass: List build (Builds the compiler's internal block/function/object lists) Running pass: Insert nodes into ::start (Inserts entry/exit nod...
by MarathonMan
Thu Jan 12, 2017 11:04 pm
Forum: Open Discussion
Topic: Is someone still alive here?
Replies: 18
Views: 2828

Re: Is someone still alive here?

Snowstorm64 wrote:Congratulations on the job! But that means the CEN64's development will be put on hold, sorta of....I guess it's time to get a 64drive, for the time being.
Thanks! The new core won't be ready for a considerable amount of time... definitely get a 64drive. :D
by MarathonMan
Sat Jan 07, 2017 11:03 am
Forum: Open Discussion
Topic: Is someone still alive here?
Replies: 18
Views: 2828

Re: Is someone still alive here?

Sorry, I'm still very much alive and well. I started a full-time job while trying to finish school, so needless to say... things have been pretty crazy. :) There won't be any changes to the current release unless they come from contributors. I have only been working on the code which I've discussed ...
by MarathonMan
Fri Oct 21, 2016 9:13 am
Forum: Development
Topic: Notes on development of the next CEN64 core.
Replies: 34
Views: 14152

Re: Notes on development of the next CEN64 core.

Whenever I pick this up, I always end up doing something other than what I planned. Ugh. Most recently, I have bolstered the semantic analysis, which is quite boring if I don't say so myself. There is now type checking (TODO: implicit casting), improved variable parsing and handling, and more. Of co...
by MarathonMan
Mon Oct 17, 2016 8:50 am
Forum: Compatibility
Topic: Compatibility on new 2016 builds
Replies: 58
Views: 14699

Re: Compatibility on new 2016 builds

EDIT: There's a strange bug that affects Mario Party 2...First screenshot is mupen64plus, last screenshot is CEN64. I know M64+ is HLE, but I can tell the M64+ version is correct because I own this game for the N64. Thanks. Just to be clear, it's the position of Toad that's wrong, right? Nothing el...
by MarathonMan
Wed Oct 12, 2016 7:38 pm
Forum: Compatibility
Topic: Compatibility on new 2016 builds
Replies: 58
Views: 14699

Re: Compatibility on new 2016 builds

Huh...It seems that you're right. When did F-Zero X start to boot and work well? That started working when I implemented open bus reads a few months ago. The cart basically attempts to 'look' for the 64DD (using an address that isn't mapped, if the 64DD isn't installed). I wasn't emulating that dev...
by MarathonMan
Tue Sep 20, 2016 11:02 am
Forum: Open Discussion
Topic: Recommended rig for CEN64
Replies: 7
Views: 2394

Re: Recommended rig for CEN64

Wait for Kaby Lake to hit the shelves. The boost clocks are a lot higher, which will help CEN64.

The i7-7700(k) will have a boost clock of 4.5GHz out of the box. You'll probably want at least a i5-7600(k) for CEN64.
by MarathonMan
Fri Aug 12, 2016 8:52 am
Forum: Compatibility
Topic: Compatibility on new 2016 builds
Replies: 58
Views: 14699

Re: Compatibility on new 2016 builds

World Driver Championship needs RSP synchronization, same with Gauntlet Legends. If Gauntlet doesn't work, then there's a good chance you need to change some RSP code. I doubt the current FPU bugs would cause it to not work, considering most emulators likely have some FPU bugs. I don't get how it c...
by MarathonMan
Thu Aug 11, 2016 4:34 pm
Forum: Compatibility
Topic: Compatibility on new 2016 builds
Replies: 58
Views: 14699

Re: Compatibility on new 2016 builds

I'm fairly certain it's either not booting due to FPU bugs (which I'm aware of) or RSP synchronization issues (which I have not confirmed).

-multithread will probably break this ROM - last I checked, single threaded builds at least showed a title screen before freezing.
by MarathonMan
Thu Aug 11, 2016 4:32 pm
Forum: Downloads
Topic: Recommended source release for compiling?
Replies: 2
Views: 3449

Re: Recommended source release for compiling?

Yes -- master is intended to be as a stable, "if you see bugs in here, you should report them", type of branch. Anything else is a toss up. angrylion-rdp-sse2 is an experimental branch that contains a lot of RDP threading and optimizations that you might also want to look at. Does CEN64 build fine t...
by MarathonMan
Tue Jul 26, 2016 4:00 pm
Forum: Development
Topic: Anyone looking to contribute?
Replies: 9
Views: 2547

Re: Anyone looking to contribute?

It is possible that the performance drops down more in later releases. I have always thought that sync overhead is just going to be too much. If you had asked me if they were ever going to get this far, I would have completely disagreed. The speed issue is less due to Vulkan, and more due to the RS...
by MarathonMan
Mon Jul 25, 2016 7:49 pm
Forum: Development
Topic: Anyone looking to contribute?
Replies: 9
Views: 2547

Re: Anyone looking to contribute?

Is Angrylion not supposed to be C code? And why not rely on the retro arch port using Vulkan? I'm just wondering. angrylion uses C, I think. But for a codebase this small, it's easy to flip it to C++. TBH, I don't have any graphics drivers that support Vulkan. :) If it's at all possible to do RDP o...
by MarathonMan
Mon Jul 25, 2016 3:12 pm
Forum: Development
Topic: Anyone looking to contribute?
Replies: 9
Views: 2547

Re: Anyone looking to contribute?

Mostly just putting out a feeler to see if anyone is interested in doing angrylion RDP optimizations.

Though, when I tried to compile CEN64 with a C++ compiler, I was having issues... :(
by MarathonMan
Mon Jul 25, 2016 3:10 pm
Forum: Open Discussion
Topic: angrylion RDP plugin almost threaded
Replies: 53
Views: 13623

Re: angrylion RDP plugin almost threaded

That sounds right. master branch can still only effectively use 2 cores with multithreading. angrylion-rdp-sse branch changed it so that, effectively, 3 cores can be used. Haswell/Broadwell/Skylake also run CEN64 a lot faster (clock for clock) than their predecessors. Dolphin observed something simi...
by MarathonMan
Mon Jul 25, 2016 7:16 am
Forum: Open Discussion
Topic: angrylion RDP plugin almost threaded
Replies: 53
Views: 13623

Re: angrylion RDP plugin almost threaded

Can someone break this down for me? I'm not super tech savvy. Does this mean CEN64 will take advantage of system with multiple cores now, and before it was only using one? I've got an 18 core machine, which each clocked around 2.3ghz. Should I expect very good performance moving forward with this u...
by MarathonMan
Fri Jul 22, 2016 2:46 am
Forum: Development
Topic: Anyone looking to contribute?
Replies: 9
Views: 2547

Anyone looking to contribute?

I have a couple RDP optimizations that can be done for anyone that's familiar with policy-based design (C++). Your contributions aren't exclusive to CEN64 and will possibly get swept up into Retroarch and maybe other HLE plugins. If you're not familiar with policy-based design, that's OK... I'm will...
by MarathonMan
Wed Jul 20, 2016 3:45 pm
Forum: Development
Topic: VR4300_BUSY_WAIT_DETECTION (Can't notice any difference)
Replies: 12
Views: 1718

Re: VR4300_BUSY_WAIT_DETECTION (Can't notice any difference

Negligible. Most of them are hardly ever executed.
by MarathonMan
Wed Jul 20, 2016 12:18 am
Forum: Development
Topic: VR4300_BUSY_WAIT_DETECTION (Can't notice any difference)
Replies: 12
Views: 1718

Re: VR4300_BUSY_WAIT_DETECTION (Can't notice any difference

I had some regressions I was tackling that are preventing it from being 60VI/s all the time on a quad core system, so the latest builds have majorly regressed since I took the YouTube video. I'll try to fix it, but probably can't get around to it for a week or so.
by MarathonMan
Mon Jul 18, 2016 3:34 pm
Forum: Development
Topic: VR4300_BUSY_WAIT_DETECTION (Can't notice any difference)
Replies: 12
Views: 1718

Re: VR4300_BUSY_WAIT_DETECTION (Can't notice any difference

As topic says. I just saw the update and wanted to try it out on Ocarina of Time, but i don't see any difference at all. As it's On by default i expect it to be working, so is the speed up only in some cases? (Maybe wrong forum to write this?) Thanks:) You are using release builds, right? I don't e...
by MarathonMan
Sat Jul 16, 2016 2:32 pm
Forum: Development
Topic: Optimizing the RDP
Replies: 28
Views: 7392

Re: Optimizing the RDP

Have you noticed any problem with frameskipping? It looks like sometimes, games are cutting frames (i.e., SPLiT's Nacho demo). I have to compare to the console and verify.
by MarathonMan
Sat Jul 16, 2016 12:04 pm
Forum: RCP
Topic: How To Triangle
Replies: 4
Views: 3245

Re: How To Triangle

This is probably the most through, detailed, and open documentation on how to render triangles with the RDP. Cheers. :D
by MarathonMan
Wed Jul 13, 2016 10:41 am
Forum: Open Discussion
Topic: New Vulkan LLE graphics plugin for libretro Mupen64Plus
Replies: 13
Views: 3519

Re: New Vulkan LLE graphics plugin for libretro Mupen64Plus

OK, tried to test it in Windows 10 with a GTX 770 and recent drivers... RetroArch crashes. Maybe it is not finished or there are other problems. Thats why I like Software-Only Emulators. Less problems with drivers... It's not finished yet... the clickbait blog entry by squarepusher is just to hype ...
by MarathonMan
Wed Jul 13, 2016 8:48 am
Forum: Open Discussion
Topic: New Vulkan LLE graphics plugin for libretro Mupen64Plus
Replies: 13
Views: 3519

Re: New Vulkan LLE graphics plugin for libretro Mupen64Plus

Matti wrote:Would like to test it but the Linux Intel Vulkan Drivers for Haswell are not functional. Even the vkcube Demo only renders a gray window... and RetroArch just crashes. Maybe Kernel 4.7 is needed.
Thanks, nice to know. I thought I had heard that they were ready for use... :?
by MarathonMan
Wed Jul 13, 2016 7:20 am
Forum: Compatibility
Topic: Compatibility on new 2016 builds
Replies: 58
Views: 14699

Re: Compatibility on new 2016 builds

Yes, LTV and STV are still causing lighting issues in a handful of games.
by MarathonMan
Wed Jul 13, 2016 7:18 am
Forum: Open Discussion
Topic: New Vulkan LLE graphics plugin for libretro Mupen64Plus
Replies: 13
Views: 3519

Re: New Vulkan LLE graphics plugin for libretro Mupen64Plus

Yes, [he who does not wish to be named] is an unimaginably talented developer. One correction, though: are not implementing the full pixel-accurate rendering pipeline in Vulkan; rather, just one which renders triangles the same way the RDP did. It's basically does what Glide and all these graphics p...
by MarathonMan
Tue Jul 12, 2016 12:20 pm
Forum: Open Discussion
Topic: angrylion RDP plugin almost threaded
Replies: 53
Views: 13623

Re: angrylion RDP plugin almost threaded

Narann wrote:I'm surprise SSMB lag so much, it was supposed to be a graphic-cheap game to actually be fast.
I think I was only recording at 30FPS :oops:

It's definitely running 1:1 FPS to VI/s.
by MarathonMan
Tue Jul 12, 2016 12:47 am
Forum: Open Discussion
Topic: angrylion RDP plugin almost threaded
Replies: 53
Views: 13623

Re: angrylion RDP plugin almost threaded

I nearly stabilized this commit. There is the occasional total freeze after a few minutes of play with some games, but I'm confident that I'll be able to figure it out. I'll toss up a YouTube video in a bit. Getting 60VI/s on these titles: Goldeneye 007 Vigilante 8 Mario Tennis (on court, not in men...
by MarathonMan
Mon Jul 11, 2016 10:17 am
Forum: Compatibility
Topic: Compatibility on new 2016 builds
Replies: 58
Views: 14699

Re: Compatibility on new 2016 builds

It's not accurate, even up to the point where the AI ("audio interface") reads the data. In HW, the CPU or RSP writes the samples to RDRAM and then tickles the AI to start periodically DMA-ing samples from RDRAM to the DAC. Here's where it gets messy: The AI is supposed to send a interrupt back to t...
by MarathonMan
Mon Jul 11, 2016 12:31 am
Forum: Development
Topic: Optimizing the RDP
Replies: 28
Views: 7392

Re: Optimizing the RDP

07/10/2016 This is going to seem incredibly off-topic...MarathonMan, maybe I'm thinking of a completely different guy, but I thought you were a native of South America? I say this because only someone native to the US and/or it territories (and maybe Canada or Mexico) would use the M/D/Y format (AF...
by MarathonMan
Sun Jul 10, 2016 9:15 pm
Forum: Development
Topic: Optimizing the RDP
Replies: 28
Views: 7392

Re: Optimizing the RDP

Update 07/10/2016

Thought of some more ideas today. Now 7-8% faster over master.
by MarathonMan
Sat Jul 09, 2016 10:18 pm
Forum: Compatibility
Topic: Compatibility on new 2016 builds
Replies: 58
Views: 14699

Re: Compatibility on new 2016 builds

The sound is mostly fixed now as well.

Found more bugs today then I have in quite some time... it was quite satisfying.
by MarathonMan
Mon Jul 04, 2016 7:03 pm
Forum: Development
Topic: Optimizing the RDP
Replies: 28
Views: 7392

Re: Optimizing the RDP

AIO wrote:Interestingly, some parts of DK64 may also have frameskip (like the part where he misses the vine on most emulators).
This one instance is not frameskip - it s related to memory and DMA timings. If I fiddle with the memory latency in CEN64, I can get DK to grab the vine.
by MarathonMan
Mon Jul 04, 2016 12:02 pm
Forum: Development
Topic: Notes on development of the next CEN64 core.
Replies: 34
Views: 14152

Re: Notes on development of the next CEN64 core.

Snowstorm64 wrote:before all the N64 consoles begin to die. ;)
N64s were made with Grade A Nintendium though...

http://orig06.deviantart.net/927c/f/201 ... 6879v5.png
by MarathonMan
Mon Jul 04, 2016 8:45 am
Forum: Development
Topic: Notes on development of the next CEN64 core.
Replies: 34
Views: 14152

Re: Notes on development of the next CEN64 core.

Narann wrote:It's an permissions limitation or an OS limitation? I mean, if you root it, can you do it? And if so, would you break something?
If you root it, you can get around it I believe. That was just an example, though :)
by MarathonMan
Sun Jul 03, 2016 5:36 pm
Forum: Development
Topic: Notes on development of the next CEN64 core.
Replies: 34
Views: 14152

Re: Notes on development of the next CEN64 core.

Thank you for the kind words everyone! Basically, a cycle accurate JIT? One that could change the face of CAE (Cycle Accurate Emulation, let's create a new acronym). Yes, cycle-accuracy for all! :mrgreen: I'm not certain that it will have enough oomph for embedded use cases (at least N64 - I could s...
by MarathonMan
Sun Jul 03, 2016 10:35 am
Forum: Development
Topic: Notes on development of the next CEN64 core.
Replies: 34
Views: 14152

Re: Notes on development of the next CEN64 core.

This sounds promising! But I wonder... what about the actual core? Can it be recycled or at least are some parts of it? It would be sad to see all this work on the actual core wasted... I'll be able reuse most of it... I just have to transcribe it into the new language. I think the idea of what I h...
by MarathonMan
Mon Jun 27, 2016 9:41 am
Forum: Development
Topic: Notes on development of the next CEN64 core.
Replies: 34
Views: 14152

Re: Notes on development of the next CEN64 core.

A JIT cache that exists between executions is something I've thought about eventually adding as an incremental thing. In the meantime, small blobs of codes that get run several times over like the RSP ucodes, main engine and libultra code, etc. will immediately benefit without a JIT cache that lives...
by MarathonMan
Sun Jun 26, 2016 11:26 am
Forum: Development
Topic: Notes on development of the next CEN64 core.
Replies: 34
Views: 14152

Re: Notes on development of the next CEN64 core.

I've told a few people about where I'm planning to go with the project, but I still get someone that asks me what's up every once in awhile. So, I'll just leave this here so I don't want to repeat myself. :D Most of my time lately has been working on a new concept (more on this later). In the meanti...
by MarathonMan
Thu Jun 23, 2016 5:51 pm
Forum: Development
Topic: Optimizing the RDP
Replies: 28
Views: 7392

Re: Optimizing the RDP

Snowstorm64 wrote:Looks like I haven't made in time to edit the message... :P However, is this commit you're referring to it as the cause?
That commit causes a segfault sometimes, yep.
by MarathonMan
Thu Jun 23, 2016 4:38 pm
Forum: Development
Topic: Optimizing the RDP
Replies: 28
Views: 7392

Re: Optimizing the RDP

Snowstorm64 wrote:But SSB64 is now broken...
Looks a-ok to me... can you please provide more info?*

EDIT: Unless it's a segfault... I know the cause of that and just caught it a bit ago myself.
by MarathonMan
Thu Jun 23, 2016 3:33 pm
Forum: Development
Topic: Optimizing the RDP
Replies: 28
Views: 7392

Re: Optimizing the RDP

Update 06/23/2016

Looks like a movdqa alignment issue happened sometime on Linux builds? There is now a 5+% VI/s gain over master now.

Overall not very much higher perf. than last posting, but better in low VI/s areas.
by MarathonMan
Sun Jun 19, 2016 9:15 pm
Forum: Development
Topic: Optimizing the RDP
Replies: 28
Views: 7392

Re: Optimizing the RDP

Super Smash Bros. also seems to have gotten a nice boost, at least for me.
by MarathonMan
Sun Jun 19, 2016 3:21 pm
Forum: Development
Topic: Optimizing the RDP
Replies: 28
Views: 7392

Re: Optimizing the RDP

This is exciting! Do you think these optimizations in the end will yield enough boost so that games can be run at 60 VI/s with the single-threaded build? I'll let you know when I'm able to use two threads to run things at 60VI/s, let alone one. ;) In all seriousness, AIO is correct. Some 2D titles ...
by MarathonMan
Sat Jun 18, 2016 12:56 pm
Forum: Development
Topic: Optimizing the RDP
Replies: 28
Views: 7392

Optimizing the RDP

AIO has made some excellent points about optimizing the RDP. I have taken some of his algorithms and my own approaches and gotten some performance boosts that are starting to become quite convincing. With a single-threaded build, the speed up over master is about 2VI/s on my desktop at the moment. Y...
by MarathonMan
Wed Jun 15, 2016 12:15 am
Forum: Open Discussion
Topic: Future state of the project
Replies: 53
Views: 89766

Re: Future state of the project

I implemented some of the easy pickings in texture_pipeline_cycle in CEN64 and saw about ~1VI/s improvement in OoT. The binary size has also shrunk quite a bit (> 7% for Linux SSE4.1). EDIT: oops, nevermind about the size part! I stand corrected - perhaps vectorizing the RDP will result in more perf...
by MarathonMan
Tue Jun 14, 2016 10:19 am
Forum: Development
Topic: eventfd-based barrier patch (untested)
Replies: 16
Views: 7998

Re: eventfd-based barrier patch (untested)

Sorry for being too late, but here are the results: $ time ./eventfd_test 1000000 Real: 1,70s User: 0,71s System: 12,86s Percent: 796% Cmd: ./eventfd_test 1000000 $ time ./pthread_cond_test 1000000 Real: 4,85s User: 4,82s System: 31,41s Percent: 747% Cmd: ./pthread_cond_test 1000000 Those results s...
by MarathonMan
Fri Jun 03, 2016 9:17 am
Forum: Compatibility
Topic: Video - [2016-04-29 multithread] Hydro Thunder runs great!
Replies: 3
Views: 2685

Re: Video - [2016-04-29 multithread] Hydro Thunder runs grea

I'm usually one for pixel-perfect preservation, but I'll admit... that does look pretty good.