Search found 154 matches

by Narann
Thu Sep 17, 2015 8:53 am
Forum: Compatibility
Topic: Super Mario Star Road is a mess.
Replies: 16
Views: 8328

Re: Super Mario Star Road is a mess.

I think only Goldeneye X is. :mrgreen:
by Narann
Sat Jun 27, 2015 1:32 pm
Forum: Open Discussion
Topic: Future state of the project
Replies: 53
Views: 98041

Re: Future state of the project

Would I add: Tile rendering using multithreading?

I have no idea if it's a viable option but I have the impression, as RDP work on buffers, there should be a way to render frame buffers by "tile" and so, send each time to a separate thread.
by Narann
Thu Jun 18, 2015 4:21 pm
Forum: Open Discussion
Topic: Future state of the project
Replies: 53
Views: 98041

Re: Future state of the project

I think you're mixing OpenCL and OpenGL No I don't. :) because in OpenCL you've all C operators Why the URL I linked above state the invert? Other info here . Maybe this has changed with new versions. Any spec to point? About the precision, N64 RDP is not IEEE at all. It's all about fixed point (an...
by Narann
Thu Jun 18, 2015 10:15 am
Forum: Open Discussion
Topic: Future state of the project
Replies: 53
Views: 98041

Re: Future state of the project

The problem with RDP is not the computational part. The maths are quite basic: (a-b)*c+d The problem is in all the branching you need to reproduce the same fixed point precision result. I have no example (Battle of Naboo?) but I think some games where using rendered RDP buffer to do some faster math...
by Narann
Fri May 29, 2015 8:47 am
Forum: Open Discussion
Topic: Future state of the project
Replies: 53
Views: 98041

Re: Future state of the project

I for one would optimize the heck of the RDP and then go for multithreading (maybe just the RDP would be easier and more effective). I agree, try to multithread RDP would bring to interesting performance gain. However, keep in mind RDP is not only used to display but also to write memory data to be...
by Narann
Thu May 28, 2015 4:21 pm
Forum: Open Discussion
Topic: Future state of the project
Replies: 53
Views: 98041

Re: Future state of the project

Although even with a fast RSP & VR4300, a lot of games still don't run fast enough due to the RDP being such a huge bottleneck. From my perspective, current Cen64 RDP implementation (angrylion) have a lot of possible optimizations (first one is re factorize in order to benefit from CPU vectorizatio...
by Narann
Wed May 13, 2015 3:04 pm
Forum: Development
Topic: Where's my runtime going?
Replies: 3
Views: 4328

Re: Where's my runtime going?

I'm not such surprised actually. RDP (angrylion) code is wonderfully nice and almost a RDP documentation by itself. However, IIRC, many operations could be easily vectorized. The whole code could even be multithreaded (like a tile renderer) at the cost of loosing atomic accuracy (but I'm not even su...
by Narann
Fri Apr 03, 2015 4:44 pm
Forum: Compatibility
Topic: Compatibility Database
Replies: 28
Views: 23636

Re: Compatibility Database

Great!
by Narann
Mon Mar 02, 2015 4:39 pm
Forum: RCP
Topic: Real max RDP resolution?
Replies: 5
Views: 4897

Re: Real max RDP resolution?

I was wondering how much of graphics hardware from other SGI designs was reused in the RDP. I'm almost sure of this answer: Nothing. Project Reality (which will bring to RCP) was ordered by Nintendo (I even wonder if they have all rights on RCP IP). Only the CPU was a variant from r4200 . Under the...
by Narann
Fri Feb 20, 2015 1:44 pm
Forum: Compatibility
Topic: .v64 and .n64 compatibility
Replies: 13
Views: 10275

Re: .v64 and .n64 compatibility

This make sense. How does CEN64 handle big-endian processors? I guess they don't have to byswap other roms are they?
by Narann
Fri Feb 20, 2015 9:52 am
Forum: Compatibility
Topic: .v64 and .n64 compatibility
Replies: 13
Views: 10275

Re: .v64 and .n64 compatibility

beannaich wrote:We're talking about maybe 20 lines of code. Its not like having to duplicate a library or anything. It could take all of 5 minutes to write and test.
If so, why no handle this in the core? I'm just curious.
by Narann
Thu Feb 19, 2015 12:56 am
Forum: Compatibility
Topic: .v64 and .n64 compatibility
Replies: 13
Views: 10275

Re: .v64 and .n64 compatibility

But this would lead to the same exact code for every frontend no?
by Narann
Tue Feb 17, 2015 10:23 pm
Forum: Compatibility
Topic: .v64 and .n64 compatibility
Replies: 13
Views: 10275

Re: .v64 and .n64 compatibility

MarathonMan wrote:I'm very against byteswapping; it shouldn't have ever happened in the first place! :P
...until you get a storm of pull requests to implement it. :mrgreen:
by Narann
Mon Feb 09, 2015 4:30 pm
Forum: Open Discussion
Topic: Thank you from a m64p dev !
Replies: 4
Views: 4708

Re: Thank you from a m64p dev !

Hehe! :mrgreen:
by Narann
Tue Feb 03, 2015 3:06 pm
Forum: RCP
Topic: Real max RDP resolution?
Replies: 5
Views: 4897

Re: Real max RDP resolution?

Hahaha!

During N64 days, I remember some hi rez pictures of some games (Banjo Kazoie) rendered on SGI computer. I guess it was other high end RDP but I have no clue of this.
by Narann
Mon Feb 02, 2015 3:32 pm
Forum: RCP
Topic: Real max RDP resolution?
Replies: 5
Views: 4897

Re: Real max RDP resolution?

Haha!It's quite hard to have an absolute answer as I guess nobody has ever tested to fill RDP registers with weird values.

But I would say it's possible.

I think it's an interesting thing to test here

Once again, never tested.
by Narann
Mon Feb 02, 2015 3:10 pm
Forum: Frontends
Topic: CEN64-Qt
Replies: 48
Views: 214801

Re: CEN64-Qt

Very nice logo! I would let marathonman the privilege of having the avatar for himself! :D
by Narann
Mon Jan 26, 2015 5:45 pm
Forum: Development
Topic: Profiling with ICC
Replies: 14
Views: 9253

Re: Profiling with ICC

I know that on zilmar spec emulators, with OpenGL plugins, I generally get less VI/s Yeah, because those plugins where written at the same time zilmar spec appear, long time ago (2000's), when OpenGL (1.x) was shit and D3D was more versatile (but still shit). So you can have a massive hardware, if ...
by Narann
Mon Jan 26, 2015 10:25 am
Forum: Development
Topic: Profiling with ICC
Replies: 14
Views: 9253

Re: Profiling with ICC

AIO wrote:Could the performance difference on windows be because of OpenGL? I know that my hardware is terrible with OpenGL ;/ .
IIRC, Cen64 only use OpenGL for buffer dispay right? If so, how OpenGL could be a bottleneck?
by Narann
Sun Jan 25, 2015 11:02 pm
Forum: Development
Topic: Profiling with ICC
Replies: 14
Views: 9253

Re: Profiling with ICC

MarathonMan wrote:it led me to check whether GCC was inlining as aggressively as I wanted and it wasn't... so got a solid VI/s boost as a result.
Did I told you about -Winline?
Using -Winline will warn when a function marked inline could not be substituted, and will give the reason for the failure.
by Narann
Fri Jan 23, 2015 10:59 pm
Forum: Development
Topic: Profiling with ICC
Replies: 14
Views: 9253

Re: Profiling with ICC

MarathonMan wrote:There's really no reason why vi_cycle would take up that much runtime -- it's a simple if statement...
Yeah but how many times? :(
by Narann
Fri Jan 23, 2015 10:57 pm
Forum: Development
Topic: Cen64 Developmenr for MIPS based platforms
Replies: 4
Views: 4091

Re: Cen64 Developmenr for MIPS based platforms

forphucksakes wrote:What kind of SoC + board specs would you expect as a minimum to be able to run CEN64?
:lol:
by Narann
Fri Jan 16, 2015 10:53 pm
Forum: Development
Topic: Code review thread
Replies: 22
Views: 12523

Re: Code review thread

Thanks for the explanation. If it's only 10%, it's pointless to break the MESS code (we would lost upstream easy merge I guess). :)
by Narann
Fri Jan 16, 2015 10:39 pm
Forum: Development
Topic: Debugger incoming!
Replies: 27
Views: 17098

Re: Debugger incoming!

MarathonMan wrote:Yes, I plan to use meaningful masks for things like VR4300.CP0, RDP registers, etc.
Great!
MarathonMan wrote:For general purpose registers, it does not make sense to assign a "type" with a register;
I agree. :)
by Narann
Fri Jan 16, 2015 7:48 pm
Forum: Development
Topic: Code review thread
Replies: 22
Views: 12523

Re: Code review thread

Reading the (very clear) RDP code, I realize color_combiner_equation() could be vectorized. It's always used for r, g, and b ( color_combiner_equation() is never called alone, always by three). I have no idea if this function is a performance bottleneck but there is a place ready for optimization he...
by Narann
Fri Jan 16, 2015 7:31 pm
Forum: Development
Topic: Debugger incoming!
Replies: 27
Views: 17098

Re: Debugger incoming!

Impressive! Would it be silly to ask for register "actual names" with maybe the value type they are storing? $r0 0x0000000F (int) 16 Or, for RDP: $r0 Dither Alpha enable (bool) True (0x00000001) I ask this because RDP registers have a "real" meaning (key_en, antialias_en, dither_alpha_en z_compare_e...
by Narann
Tue Jan 06, 2015 5:38 pm
Forum: Site News
Topic: I'll just leave this here...
Replies: 71
Views: 73398

Re: I'll just leave this here...

Yeah! Tiny teasing vid on Youtube! Enjoy the fame!
by Narann
Tue Jan 06, 2015 5:18 pm
Forum: Site News
Topic: I'll just leave this here...
Replies: 71
Views: 73398

Re: I'll just leave this here...

Let me guess: Few days ago there has been an announcement as 64DD was dumpable. Few days after someone dump every 64DD games. You get them and play with it.

Am I right? :D
by Narann
Fri Jan 02, 2015 10:52 pm
Forum: Site News
Topic: New core starting to come together!
Replies: 162
Views: 104365

Re: New core starting to come together!

Yeah, so the whole method of how I've been using register caching is incredibly hacky right now. Perhaps it's best to just disable it for the time being until I can come up with a more stable solution. You know the rule :D On the bright side, VMACU is finished. :D Cool! So only LTV/STV is missing t...
by Narann
Thu Jan 01, 2015 9:48 pm
Forum: Site News
Topic: New core starting to come together!
Replies: 162
Views: 104365

Re: New core starting to come together!

IIRC, Kirby "dark" effect use RDP combiner's noise. Some games use Combiner noise noise for various effects. See the end of this chapter for more explanations. IIRC, the N64 use a analog filter to "smooth" the dither effect (something you don't really want actually) while transforming the numerical ...
by Narann
Wed Dec 31, 2014 11:18 pm
Forum: Site News
Topic: New core starting to come together!
Replies: 162
Views: 104365

Re: New core starting to come together!

Impressive! I'm surprised about the darkness of the provided screenshots.

Silly question: No RDP rewrite? You will remain on the angrylion one?
by Narann
Wed Dec 24, 2014 1:03 pm
Forum: Open Discussion
Topic: Chip-level accuracy for the PSX
Replies: 11
Views: 9171

Re: Chip-level accuracy for the PSX

And yet N64 is the worst among emulated Nintendo consoles...Which is ironic. There is multiple reason why N64 emu is such a mess, on the technical point RCP doesn't look like any hardware ever design. N64 work in a unified way. There is no "Read, send to the GPU, use". Everything is done in a the s...
by Narann
Wed Dec 24, 2014 12:27 pm
Forum: Other
Topic: Worried abou Byuu.
Replies: 4
Views: 3826

Re: Worried abou Byuu.

Sad, but no code has more value than a human health so I think it a good things to leave some distance between you and the code sometime.
by Narann
Wed Dec 24, 2014 12:17 pm
Forum: Open Discussion
Topic: Chip-level accuracy for the PSX
Replies: 11
Views: 9171

Re: Chip-level accuracy for the PSX

Nacho wrote:Wouldn't be wonderful if they take the n64 as their next project? :P
Due to the history of N64/SGI leak, it wouldn't be needed. :)
by Narann
Tue Dec 09, 2014 9:53 pm
Forum: Open Discussion
Topic: DirectX12
Replies: 5
Views: 4685

Re: DirectX12

Direct3D was relevant when Windows was the mainstream platform and OpenGL was not evolving anymore (2000's). Direct3D could do some stuff OpenGL simply can't so it worth it, even for a solo dev to invest time on both APIs as gain where important. It's not the case at all anymore. Direct3D is almost ...
by Narann
Sat Nov 22, 2014 3:44 pm
Forum: Development
Topic: restrict keyword use?
Replies: 4
Views: 4234

Re: restrict keyword use?

As you wish. It was FYI. :)
by Narann
Sat Nov 22, 2014 1:59 pm
Forum: Development
Topic: restrict keyword use?
Replies: 4
Views: 4234

Re: restrict keyword use?

I think it's another "specialisation" flag: You just specify to the compiler the given pointer will we the only one that will access/modify the given memory adress (or adress+n). From my perspective it can be considered as another "const correctness like" as doing so, you will also make your code mo...
by Narann
Fri Nov 21, 2014 10:51 am
Forum: Development
Topic: restrict keyword use?
Replies: 4
Views: 4234

restrict keyword use?

I just kown about restrict keywork that help compiler to know more about the currently used pointers.

As I know cen64 use a lot of pointers I was wondering if there is some places manipulating pointers where such keyword could improve performance.
by Narann
Tue Nov 04, 2014 5:28 pm
Forum: Site News
Topic: Short burst of progress...
Replies: 36
Views: 33071

Re: Short burst of progress...

No, that would be an enormous HW bug. The registers basically control a state machine that's constantly DMA-ing small blocks from RDRAM. More likely than not, the registers either update midway through the current frame, or the next frame (if SGI was kind enough to buffer the writes until the next ...
by Narann
Mon Nov 03, 2014 1:16 pm
Forum: Site News
Topic: Short burst of progress...
Replies: 36
Views: 33071

Re: Short burst of progress...

Yep, likely just a side effect. But a side-effect that I want to emulate. ;) One of CEN64's purposes is to serve as a development tool. If a developer accidentally does something like update a VI register midway through a frame and it has an impact, CEN64 should recreate that effect rather than mas...
by Narann
Sun Nov 02, 2014 4:34 pm
Forum: Site News
Topic: Short burst of progress...
Replies: 36
Views: 33071

Re: Short burst of progress...

Thanks for the infos MarathonMan. Nope; the console just calls os_render_frame, which just copies the frame to-be-rendered to a buffer and signals the events/rendering thread. I was thinking about deferring the VI filtering to the second rendering thread as well, but I'm not even sure how something ...
by Narann
Sat Nov 01, 2014 10:23 pm
Forum: Site News
Topic: Short burst of progress...
Replies: 36
Views: 33071

Re: Short burst of progress...

The poor-ish performance is still bugging me, though. I'm constantly exploring new avenues of optimization, which is another major time sink. Is dynamic recompilation an option? As an example, as of now, the Unix build of CEN64 is now multi-threaded (and the Windows build is broken :P). All the GL ...
by Narann
Thu Oct 30, 2014 8:09 am
Forum: Open Discussion
Topic: Original Doom ported to N64
Replies: 1
Views: 2250

Original Doom ported to N64

Maybe you already know it but there is a long dev thread about jnmartin84 porting a Doom Engine to N64.

https://code.google.com/p/64doom/

FYI. :mrgreen:

Youtube playlist here.
by Narann
Tue Oct 28, 2014 11:21 pm
Forum: Site News
Topic: Short burst of progress...
Replies: 36
Views: 33071

Re: Short burst of progress...

1) I wasn't aware about VI blur the dithering. But you are right! And yes, gamma is part of the equation! [1:0] pixel_size 0: blank (no data, no sync) 1: reserved 2: 5/5/5/3 ("16" bit - really 18 bit) 3: 8/8/8/8 (32 bit) [2] gamma_dither_enable (normally on, unless "special effect") [3] gamma_enable...
by Narann
Tue Oct 28, 2014 6:33 pm
Forum: Site News
Topic: Short burst of progress...
Replies: 36
Views: 33071

Re: Short burst of progress...

We don't get ourself. ^^' 1) "angrylion wrote a RDP/VI filter all-in-one plugin. His plugin's VI portion mimics the console's post-processing effects" What do you mean by post-processing effects? Dirthering (Is this not part of RDP actually? VI is only for scaling and sync right?)? If we write a CRT...
by Narann
Tue Oct 28, 2014 2:51 pm
Forum: Site News
Topic: Short burst of progress...
Replies: 36
Views: 33071

Re: Short burst of progress...

Yes, that's definitely what I hope to do some day. I have never written a shader before, but it doesn't look too daunting to write shader code. lol you wrote a cycle accurate emulator. You should not be scared by a tiny GLSL shaders. :D Unfortunately, there is a lot of branching in angrylion's VI r...
by Narann
Tue Oct 28, 2014 9:25 am
Forum: Site News
Topic: Short burst of progress...
Replies: 36
Views: 33071

Re: Short burst of progress...

MarathonMan: You are awesome! I stripped out the VI filters because there was a lot of Windows-specific code that I didn't understand. What you're seeing is literally the raw, unfiltered, un-antialiased output from the framebuffer, which is why you see all the dithering artifacts and whatnot. Ordina...
by Narann
Sat Sep 20, 2014 8:56 am
Forum: Compatibility
Topic: TLB support complete.
Replies: 8
Views: 6513

Re: TLB support complete.

OMG! Goldeneye on a cycle accurate emulator! O_O

Seriously MarathonMan, what you just did is... Amazing!

So we can now have TRUE Goldeneye 4 player games on PC...

This is just... Amazing...

Thank you a lot!

EDIT: Time for a new Youtube video no? (With Goldeneye! :D )
by Narann
Sat Sep 20, 2014 7:53 am
Forum: Bugs/Issues
Topic: Bugtracker
Replies: 27
Views: 26399

Re: [STICKY] Bugtracker

Great! :mrgreen:

Can I suggest to don't let the user set the priority? How could he know? :?

The point would be that a bug send a such way would have a priority marked as "undefined" to let devs know the bug hasn't been evaluated.

My 2 cts.
by Narann
Tue Sep 02, 2014 6:43 pm
Forum: RCP
Topic: Color Combiner and Combined Color called for the first cycle
Replies: 3
Views: 2989

Re: Color Combiner and Combined Color called for the first c

I'm not sure to understand but thanks for the answer! :mrgreen: I don't have a Low Level understanding of the hardware and my question was HLE related (feel free to remove it if it's not suitable here). As you maybe know. Official SDK provide multiple ways to control the RDP. One of them is to set t...