Please consider adding these to CEN64

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Kerr Avon
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Please consider adding these to CEN64

Post by Kerr Avon » Thu Jan 23, 2014 3:15 pm

In a discussion on a different forum (http://krikzz.com/forum/index.php?topic ... 7#msg12617) the conversation, which was about N64 homebrew and hacked games, touched on CEN64, and someone said "Yes if he [Marathon Man] could slap a function in it to tell you why a ROM won't work on it then Cen64 would be even more amazing than it is going to be, and with added debugger functions like Nemu.", and I think these are good ideas, especially since they could potentially be used to encourage people to write new N64 games or hacks. So if you have a list of things you might one day add to CEN64, then please consider adding those to the list.

Thanks for reading this.

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MarathonMan
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Re: Please consider adding these to CEN64

Post by MarathonMan » Thu Jan 23, 2014 7:25 pm

Kerr Avon wrote:In a discussion on a different forum (http://krikzz.com/forum/index.php?topic ... 7#msg12617) the conversation, which was about N64 homebrew and hacked games, touched on CEN64, and someone said "Yes if he [Marathon Man] could slap a function in it to tell you why a ROM won't work on it then Cen64 would be even more amazing than it is going to be, and with added debugger functions like Nemu.", and I think these are good ideas, especially since they could potentially be used to encourage people to write new N64 games or hacks. So if you have a list of things you might one day add to CEN64, then please consider adding those to the list.

Thanks for reading this.
A debugger on the level of nemu's is sorely needed. This will probably start appearing in the next-generation VR4300 core that's going to have transactional time-based commits/checkpointing (and thus permit a multi-threaded CEN64 down the road), serialization/unserialization functions (for saving CPU state at any time), etc.

Slapping a function as to "why a ROM won't work" is a little vague; we're going to have a comparability database for that. It's the frontend's responsibility to report such a thing. The verbose debug output in the current version of CEN64 can already clue a developer into why a game may not be working if they know how to use it.

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Kerr Avon
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Re: Please consider adding these to CEN64

Post by Kerr Avon » Fri Jan 24, 2014 9:04 am

That's great to hear, thanks!

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Mizox
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Re: Please consider adding these to CEN64

Post by Mizox » Sat Jan 25, 2014 4:05 pm

MarathonMan wrote:
A debugger on the level of nemu's is sorely needed. This will probably start appearing in the next-generation VR4300 core that's going to have transactional time-based commits/checkpointing (and thus permit a multi-threaded CEN64 down the road), serialization/unserialization functions (for saving CPU state at any time), etc.

Slapping a function as to "why a ROM won't work" is a little vague; we're going to have a comparability database for that. It's the frontend's responsibility to report such a thing. The verbose debug output in the current version of CEN64 can already clue a developer into why a game may not be working if they know how to use it.
so you ARE going to add multithreading at some point? possibly? you seem to still be pretty unsure about that

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MarathonMan
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Re: Please consider adding these to CEN64

Post by MarathonMan » Sun Jan 26, 2014 2:22 pm

Mizox wrote:so you ARE going to add multithreading at some point? possibly? you seem to still be pretty unsure about that
Trying to. The question is: will it be beneficial or not.

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Mizox
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Re: Please consider adding these to CEN64

Post by Mizox » Wed Jan 29, 2014 4:17 pm

MarathonMan wrote:
Mizox wrote:so you ARE going to add multithreading at some point? possibly? you seem to still be pretty unsure about that
Trying to. The question is: will it be beneficial or not.
ah yes... the whole "will it save more than it consumes" problem... hell. you may even find that question having different answers on different CPUs

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