Search found 72 matches

by krom
Thu Sep 17, 2015 10:58 am
Forum: Other
Topic: New N64 Assembler by ARM9 & krom
Replies: 3
Views: 4535

Re: New N64 Assembler by ARM9 & krom

What bass is exactly? bass is a SNES assembler originally written by byuu (author of bsnes/higan): http://byuu.org/tool/bass/ Me & ARM9 have added lots more CPU's to the official bass, culminating in this version which supports all the N64 CPU's. A converter of assembly code to bin? An assembler co...
by krom
Thu Sep 10, 2015 5:44 am
Forum: Other
Topic: New N64 Assembler by ARM9 & krom
Replies: 3
Views: 4535

New N64 Assembler by ARM9 & krom

Hi, Just to let you guys know, me & ARM9 have forked byuu's bass assembler & have added all N64 instructions (CPU, RSP, RDP) You can grab it from here: https://github.com/ARM9/bass Features: 100% Main CPU MIPS instructions & Floating Point Unit (COP1) 100% RSP Integer Vector (COP2) & MIPS instructio...
by krom
Thu Nov 06, 2014 12:29 pm
Forum: RCP
Topic: A place for a HLE RDP backend in Cen64?
Replies: 18
Views: 10377

Re: A place for a HLE RDP backend in Cen64?

Is this still being worked on? I think an accurate HLE RDP would be amazing! Hi AIO, the RDP OpenGL backend is not being worked on at the mo, I got side tracked with HW RSP tests :( I am waiting for the latest cen64 to become more complete before I get back to work on this, my earlier attempt was j...
by krom
Wed Oct 22, 2014 10:59 am
Forum: Other
Topic: 64drive tools and library.
Replies: 4
Views: 3207

Re: 64drive tools and library.

I just tried out these free 64drive Tools by MarathonMan & I thought I would write a quick Tutorial on how I got them to work: P.C HW Used : An old Compaq Laptop with Intel Celeron 2GHz CPU, 2GB of RAM These Tools need Root Permisions to run, the examples here use the command su to get Root Permisio...
by krom
Sun Sep 14, 2014 3:18 pm
Forum: Frontends
Topic: Pinging all frontend devs
Replies: 5
Views: 3560

Re: Pinging all frontend devs

The pipe will be opened by passing a command line argument like -debug to CEN64. I'll be implementing an example frontend that will be text-based and documenting the protocol, and it'd be nice if we could get a UI going. This is really great news, I will convert my translation tutorials to use cen6...
by krom
Mon Sep 08, 2014 11:49 pm
Forum: Other
Topic: N64 Japanese To English Translation Tutorial
Replies: 5
Views: 2752

Re: N64 Japanese To English Translation Tutorial

N64 Japanese To English Translation Tutorial: Part 2 In this tutorial I will explain howto find Japanese Language GFX Data used in N64 games, I will then show howto create New English Language GFX & Inject the New GFX Data back into the ROM. You can find the updated translation here: https://github....
by krom
Mon Sep 08, 2014 3:50 pm
Forum: Other
Topic: N64 Japanese To English Translation Tutorial
Replies: 5
Views: 2752

Re: N64 Japanese To English Translation Tutorial

This is really cool! But I have two questions: 1) All the software needed seems be available for linux, except for nemu64. Is there an viable alternative for linux? Otherwise...someone should write something similar to nemu64's dumping and analysis tools...yes, I'm looking at you, MarathonMan! 2) H...
by krom
Fri Sep 05, 2014 8:47 pm
Forum: Other
Topic: N64 Japanese To English Translation Tutorial
Replies: 5
Views: 2752

Re: N64 Japanese To English Translation Tutorial

Cheers MarathonMan this is a very exciting time for the N64 scene =D
by krom
Fri Sep 05, 2014 7:20 pm
Forum: Other
Topic: N64 Japanese To English Translation Tutorial
Replies: 5
Views: 2752

N64 Japanese To English Translation Tutorial

Firstly I would like to say thanks to Zoinkity who we are lucky enough to have on this forum, for inspiring me to look at N64 translation with the great Sin and Punishment - Successor of the Earth translation. Also Zoinkity has given loads of useful info regarding N64 translation on the http://romha...
by krom
Fri Sep 05, 2014 1:33 pm
Forum: Compatibility
Topic: TLB support complete.
Replies: 8
Views: 4619

Re: TLB support complete.

GoldenEye is looking really great, I just tried it out!
Well done MarathonMan, cen64 is getting more accurate & it is exciting to see this progression =D
by krom
Thu Aug 28, 2014 2:02 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

I have added my fill triangle rotation demos: https://github.com/PeterLemon/N64/tree/master/RDP/16BPP/Triangle/Rotate/FillTriangle/LeftMajorTriangle320x240 https://github.com/PeterLemon/N64/tree/master/RDP/16BPP/Triangle/Rotate/FillTriangle/RightMajorTriangle320x240 On real N64 hardware, the triangl...
by krom
Thu Aug 28, 2014 10:37 am
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

It now spits out the following errors while compiling. Those are all warnings, I get the same warnings when I compile, you should have a cen64.exe file in the root of your source directory after only getting these warnings. If you do not have a cen64.exe, there must have been an error, try to look ...
by krom
Wed Aug 27, 2014 7:39 am
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

Firstly, the makefile code didn't seem to work when pasted. (I think the forum converted TAB to spaces for some reason. Yep you are right the forum did convert the second line tab to spaces, sorry about that :( Is it possible I messed up with 64 vs 32 bit MinGW? This could be the case sometimes min...
by krom
Tue Aug 26, 2014 12:41 am
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

Yep, sorry I never responded to that, got a lot going on. No probs, I just wanted to see if you had read it... I propose that the best approach to this is to open a new thread to discuss the fields within a database that is distributed with the CEN64 binary. Yep sounds good to me, great idea =D **E...
by krom
Tue Aug 26, 2014 12:11 am
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

Tweaked RAC timings for DK64, got this: https://www.youtube.com/watch?v=NxHFFEWVO18 Looks really great, amazing work MarathonMan =D Also I saw you mention a while back, that you were thinking of maybe using the keyboard to start implementing the N64 joystick input without having to worry about whic...
by krom
Mon Aug 25, 2014 10:20 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

I cannot for the life of me figure out how to compile this build. Can someone advise me, or at least link to a guide? I'm using Github\Git Shell with Mingw-w64, and managed to clone to my HDD from the git repository. But I hit a brick wall when trying to compile. Hi Ambient_Malice try following my ...
by krom
Mon Aug 25, 2014 3:06 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

Hmmm... very interesting observation about the SRAM emulation. Do you have any particular carts that demonstrate this behavior that I can debug with? Yeah sure: Doraemon 3 - Nobita no Machi SOS! (J) - Gives a black screen on real hardware if the save type is not set to exactly EEPROM 16Kbit in size...
by krom
Mon Aug 25, 2014 4:32 am
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

Did some tests, loads of games are showing stuff now =D I think I should mention that Fire Demo by Lac (PD) seems to be showing a small refresh bug in the top part of the screen, compared to the perfect screen updates in previous builds... EDIT: Interesting, seems to be (possibly?) audio-related. Wo...
by krom
Sun Aug 24, 2014 9:38 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

Goemon's Great Adventure booting for the 1st time, looks really great!

Amazing work MarathonMan =D
by krom
Thu Aug 21, 2014 9:49 am
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

Just a question: Why do you need to Sync_Pipe between each triangle? What will happen if you don't do that? Hi Narann, good question I'll try to explain... The RDP fills triangles from top to bottom on the screen, & from left to right on each scanline... If I remove every Sync_Pipe from that exact ...
by krom
Thu Aug 21, 2014 4:01 am
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

I have added partial support for ARM (some ROMs run). FPU intrinsics are needed before the ARM support is on par with x86_64. The ARM port will have use NEON in the same way that SSS3 is used provide a means of "hardware acceleration" for the RSP functionality. In fact, I have already written some ...
by krom
Fri Aug 15, 2014 11:22 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

I have completed my N64 RDP textured triangle tests: https://github.com/PeterLemon/N64/tree/master/RDP/16BPP/Triangle/TextureTriangle https://github.com/PeterLemon/N64/tree/master/RDP/32BPP/Triangle/TextureTriangle They are visually identical to my textured rectangle demos, but are built up instead ...
by krom
Thu Aug 14, 2014 1:23 am
Forum: Bugs/Issues
Topic: MI_INIT_MODE bug ?
Replies: 8
Views: 3310

Re: MI_INIT_MODE bug ?

beannaich wrote:@krom: test ROM time?
I think I'll wait to see what MarathonMan thinks before I jump into making a test ROM for this, but it should not be too hard to cook up something to check out the correct behavior =D
by krom
Thu Aug 14, 2014 1:11 am
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

Wouldn't these tests give different results on an overclocked N64? Yes they would give different results on an overclocked N64 (The number of executed instructions in each loop would rise as the clock rate increases) Also you would see different results on a stock PAL N64 which has a slightly under...
by krom
Thu Aug 07, 2014 2:38 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

Not sure what you mean by interrupt timing (?) unless you mean on each VI interrupt. For the cycle counts and other latencies I usually unroll a loop with the instruction and sample from CP1 $9 (count) around the loop Yep I meant the VI interrupt as this would enable me to cut out the VI accesses f...
by krom
Thu Aug 07, 2014 2:02 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

Ah cool, cheers for the great explanation of the actual flow of the N64 state machine & bus =D Your figures for the very tight cached loop make lots more sense. Also thanks for sharing the actual ~cycle counts as I now have a much better idea of the speeds of the float & double instructions now! I'l...
by krom
Wed Aug 06, 2014 11:42 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

Heh no probs, I wanted to make tests like this for ages so I have got them out the way now so I can work on more interesting stuff =D It will be amazing when cen64 gets to the level of accuracy to start passing these tests. P.S I was surprised by some of the results e.g the square roots on the CP1 t...
by krom
Wed Aug 06, 2014 6:41 am
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

I have made 2 CPU & CP1 instruction timing demos: https://github.com/PeterLemon/N64/tree/master/CPUTest/CPU/TIMINGNTSC https://github.com/PeterLemon/N64/tree/master/CPUTest/CP1/TIMINGNTSC Here are some notes about the demos: All the tests were timed on NTSC N64 hardware, & I am sure the figures woul...
by krom
Tue Aug 05, 2014 5:47 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

I already did something that just fills and invalidates instruction cache and data cache lines on the VR4300... Heh cool, cheers for showing me a link to your findings, I will try to check it all out =D I was thinking of doing a lame test that just counts how many CPU ADD operations a real N64 can ...
by krom
Tue Aug 05, 2014 5:16 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

Evetually I'd like to have CEN64 model everything -- the interfaces and CPUs to their fullest -- including the RAC. Once the RAC and RDRAM ICs are simulated properly, those constant/fixed delays can be removed. Sounds great to me, cheers for the good explanation of things to come =D Until then, yea...
by krom
Tue Aug 05, 2014 2:13 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

It's all timing differences: cen64-backport: 18 // Currently used a fixed value... 19 #define MEMORY_CODE_CYCLE_DELAY 50 20 #define MEMORY_DATA_CYCLE_DELAY 0 21 #define ICACHE_ACCESS_DELAY 50 This reminds me of the bus timing differences in SNES emulation, that is needed to get lots of cycle timing...
by krom
Tue Aug 05, 2014 1:32 pm
Forum: Other
Topic: 64drive tools and library.
Replies: 4
Views: 3207

Re: 64drive tools and library.

Wow this tool will be very useful for the N64 development community, who also are lucky enough to own a 64drive N64 flash cart... It is a real shame the original authors used closed source FTDI drivers, Well done MarathonMan for making an open source version of these tools =D I will love to try to g...
by krom
Sun Aug 03, 2014 5:57 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

krom, do you think a rom with all CP1/CPU tests would be feasible? Like this. Or it would need too much work to do? Yes it is indeed feasible with not too much work, however I want to complete all the CPU tests before I make super tests for each component =D I originally intended the super tests to...
by krom
Sun Aug 03, 2014 5:11 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

MarathonMan wrote:I would have lost my head looking for that typo... thanks!
No probs, it's precisely why I coded the tests... to make it easy for us to check & fix bugs =D
by krom
Sun Aug 03, 2014 4:01 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

Hi MarathonMan,
Your latest commit broke the LWR instruction (Check my CPUTest/CPU/LOADSTORE/CPULW.N64 rom), which in turn has broken Fushigi no Dungeon - Fuurai no Shiren 2 - Oni Shuurai! Shiren Jou! (J) intro which was working perfectly before...
Hope this helps =D
by krom
Sun Aug 03, 2014 12:43 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

Just tried out my LLE GL Driver & everything is performing very fast, some stuff is 30-40% faster!! Great! If you want to get push access to either cen64-backports (or your own git repo), just PM me and we'll get things set up. Or not... your choice! Heh, there are a few things I would like todo bef...
by krom
Sun Aug 03, 2014 11:31 am
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

Hi MarathonMan, Great work on the new backport cen64, which is really impressive with the RSP & RDP inside! Loads of stuff now boots that did not in the old version of cen64, like Blastcorps =D I am gonna now convert my LLE RDP GPU driver to the new style, to test out how much of a speed improvement...
by krom
Fri Aug 01, 2014 5:35 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

Took like 15 minutes and shoehorned the RDP from the old CEN64 core into the new one. Enjoy Great Work MarathonMan, in only 15 mins is amazing!! Hopefully, I'll get another short break tonight and do the same for the RSP. Will be amazing if you can get this done tonight too, very exciting moment fo...
by krom
Thu Jul 31, 2014 10:50 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

MarathonMan wrote:What CPU do you have?
I have an old 1st gen I7 940 2.9 GHz =D

No probs, I just thought I would mention it in case it could help you get more VI's!
by krom
Thu Jul 31, 2014 10:11 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

Hi MarathonMan, the new cen64 is running faster than ever with your latest optimizations well done =D I have noticed however that on windows -O3 is much faster than the -O2 optimization flag, maybe the changes you have made, makes it perform better now with -O3 in Linux? I get about a 10% speed incr...
by krom
Thu Jul 31, 2014 4:07 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

MarathonMan wrote:Excellent points. I'm totally convinced, especially with the 91KiB figure.
Sweet I am glad you saw my point of view =D
BTW the binary is only 90kb (I edited my post)!
P.S did you check out my edit above about the GCC compile option "-fuse-linker-plugin"? I think it makes sense to not use it...
by krom
Thu Jul 31, 2014 1:53 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

Firstly I would like to say how impressed I am, I just compiled the newest cen64 with the new busy wait detection for windows, and lots of demos are running full speed now (60 VI's)!! I was using mingw64-gcc for the "old" CEN64 builds. While it does produce fast binaries, the binaries get statically...
by krom
Wed Jul 30, 2014 9:48 am
Forum: RCP
Topic: A place for a HLE RDP backend in Cen64?
Replies: 18
Views: 10377

Re: A place for a HLE RDP backend in Cen64?

Seriously? How a LLE plugin can render other thing than native resolution? Hi Narann, it took me a while to code up some hardware triangle demos to help explain, so sorry for the late reply... If you check out my filled triangle demo here: https://github.com/PeterLemon/N64/tree/master/RDP/32BPP/Tri...
by krom
Wed Jul 30, 2014 8:56 am
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

I have released my 1st RDP/Triangle demos / tests on my github: 16-Bit: https://github.com/PeterLemon/N64/tree/master/RDP/16BPP/Triangle/FillTriangle320x240 32-Bit: https://github.com/PeterLemon/N64/tree/master/RDP/32BPP/Triangle/FillTriangle320x240 This is a culmination of 10 years work!! I wanted ...
by krom
Tue Jul 29, 2014 12:23 am
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

Hi MarathonMan, I just tried out the latest commit & it works really fast in windows too, massive speedups =D I needed to change 1 line of source to get it to compile in my Mingw64 setup: In /os/windows/gl_window.c near the end, change the line: void os_poll_events(struct gl_window *gl_window) { To:...
by krom
Mon Jul 28, 2014 12:40 am
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

MarathonMan wrote:I think it's safe to say that the new core wallops the old one in terms of efficiency.
Great news MarathonMan, can't wait to see how it performs on my setup!!
Your hard work is really paying off =D
by krom
Sun Jul 27, 2014 1:28 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

MarathonMan wrote:However, do these check unaligned accesses? That's the interesting part...
You are right, I have not checked different unaligned accesses... I'll update the demos with different unaligned access tests, straight after I check out the new build of cen64 =D
by krom
Sun Jul 27, 2014 9:40 am
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

Well done MarathonMan, great to see such progress in a short space of time =D

I have completed the word Load/Store CPU tests you requested, you can find them here:
https://github.com/PeterLemon/N64/tree/ ... /LOADSTORE
cen64 passes all the tests =D
by krom
Sun Jul 27, 2014 4:54 am
Forum: RCP
Topic: A place for a HLE RDP backend in Cen64?
Replies: 18
Views: 10377

Re: A place for a HLE RDP backend in Cen64?

I think Z64 had a similar approach. Ah cheers for this sintendo , I'll read that whole forum topic as it is right up my street, it looks really nice =D I must check out their source... The only thing I can fault them on is that I saw that they use the extra lib glew to implement their cross platfor...
by krom
Sun Jul 27, 2014 3:13 am
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 83763

Re: New core/version 0.3

People going to these lengths for accuracy is what I love to see! Heh it's nothing really, I love doing tests like this to work out stuff =D I even helped in a similar way with the SNES emulator bsnes & made a Mode7 test to check which out of 2 known algorithms was the correct bit perfect represent...