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hughes37
I have just seen the psp emulating the n64 can the gp2x emulate the nintendo 64 or is that imposable for this hand held
Godmil
fraid it's not going to happen, the PSP has a 3d chip (I believe) that the gp2x doesn't have which makes a big difference.
DTH
How well does the PSP emulate the N64 actually?
tim0391
i dont think its full speed but quite well havnt played on it my self but looking at this video of mario 64 its not that bad

link

EDIT: psp that is
Peter R
QUOTE(hughes37 @ Jan 10 2007, 04:45 PM) *

I have just seen the psp emulating the n64 can the gp2x emulate the nintendo 64 or is that imposable for this hand held

Not at any reasonable speed.
kardasan
...Why would you want to emulate n64 on PSP...
better buy n64...;-)
gavie
The xbox doesn't emulate every N64 game, and a lot of games that do run have minor graphical or speed problems...
So if it's hard for the xbox, How can a PSP or GP2X emulate it without problems..

I know we have a lot of great coders here, but damn.. If the GP2X will ever have a N64 emulator running at a reasonable speed, I will eat my newspaper..
reiboul
QUOTE(gavie @ Jan 10 2007, 07:39 PM) *

I know we have a lot of great coders here, but damn.. If the GP2X will ever have a N64 emulator running at a reasonable speed, I will eat my newspaper..



quoted laugh.gif
linoleum13
That video looks ok but its pretty slow already and they havent added sound yet. Its very doubtful (if not impossible) that N64 will be emulated on the N64.
SiDCrAzY
QUOTE(linoleum13 @ Jan 10 2007, 01:24 PM) *
That video looks ok but its pretty slow already and they havent added sound yet. Its very doubtful (if not impossible) that N64 will be emulated on the N64.


Yep, emulation of N64 games on the N64 is impossible tongue.gif
Tripmonkey_uk
..and don't forget about how many buttons the N64 controller has on it compared to the 2x.
Talk about a nightmare to configure dry.gif
Epicenter
If someone actually took the time to write a hand-coded emulator with an ASM CPU and software 3D renderer, it'd only run at ~6 FPS in a best case scenario. And that's being optimistic.
messiah
yep. BUT - Super Mario 64 was rewrritten from N64 MIPS to NDS ARM cpu. And NDS is only 66mhz and SM64 runs very well. So, theoretically it is possible to rewrite just this one game. smile.gif
daclassicgamingmaster
Hi all, I just got back from searching the forums. It was a great time, and boy did I find what I was looking for.
TelcoLou
QUOTE(daclassicgamingmaster @ Jan 10 2007, 05:13 PM) *
Hi all, I just got back from searching the forums. It was a great time, and boy did I find what I was looking for.


Quoted for LMAO-ness laugh.gif
reiboul
QUOTE(messiah @ Jan 10 2007, 11:08 PM) *

yep. BUT - Super Mario 64 was rewrritten from N64 MIPS to NDS ARM cpu. And NDS is only 66mhz and SM64 runs very well. So, theoretically it is possible to rewrite just this one game. smile.gif


Would be f***ing cooool, but I wonder is Nintendo might share the source code with us? ph34r.gif
Parkydr
QUOTE(TelcoLou @ Jan 10 2007, 10:16 PM) *

QUOTE(daclassicgamingmaster @ Jan 10 2007, 05:13 PM) *
Hi all, I just got back from searching the forums. It was a great time, and boy did I find what I was looking for.


Quoted for LMAO-ness laugh.gif


Seconded
Peter R
QUOTE(messiah @ Jan 10 2007, 10:08 PM) *

yep. BUT - Super Mario 64 was rewrritten from N64 MIPS to NDS ARM cpu. And NDS is only 66mhz and SM64 runs very well. So, theoretically it is possible to rewrite just this one game. smile.gif

No, as the DS has proper 3D Hardware acceleration. We don't even have good 2D acceleration for games.... Dream on.
darkman
I'm still waiting for a N64 emulator for my Gameking II.




blink.gif



Don't tell me it can't be done. ohmy.gif
NoidZ
QUOTE(kardasan @ Jan 10 2007, 07:28 PM) *

...Why would you want to emulate n64 on PSP...
better buy n64...;-)


The stick of the controller gives me more thrills then the 2X's. Damn that controller was one piece of crap!
RockOut
Mario 64 would run perfectly well on the GP2X IF it were actually coded for the GP2X. That is the one advantage that the DS has. Emulating hardware requires much more effort.
Peter R
QUOTE(RockOut @ Jan 10 2007, 11:51 PM) *

Mario 64 would run perfectly well on the GP2X IF it were actually coded for the GP2X. That is the one advantage that the DS has. Emulating hardware requires much more effort.

No, it wouldn't, the GP2x lacks any 3D hardware acceleration, and the 2D acceleration is somewhat....limited.
DaveC
QUOTE(sam fisher @ Jan 11 2007, 12:03 AM) *

QUOTE(RockOut @ Jan 10 2007, 11:51 PM) *

Mario 64 would run perfectly well on the GP2X IF it were actually coded for the GP2X. That is the one advantage that the DS has. Emulating hardware requires much more effort.

No, it wouldn't, the GP2x lacks any 3D hardware acceleration, and the 2D acceleration is somewhat....limited.


It could probably be done it would just be a bit stripped down. It would not have filtering, AA, or perspective correct textures. The DS version doesn't have filtering or AA either though. If you look at Payback it shows that you can do some ok integer based 3D at an acceptable framerate. If you look at M64 it is pretty basic as far as geometry. It really doesn't push the envelope with tons of polys or anything.

Kind of doesn't matter as no one is going to remake it anyway.
Peter R
QUOTE(DaveC @ Jan 11 2007, 12:11 AM) *

QUOTE(sam fisher @ Jan 11 2007, 12:03 AM) *

QUOTE(RockOut @ Jan 10 2007, 11:51 PM) *

Mario 64 would run perfectly well on the GP2X IF it were actually coded for the GP2X. That is the one advantage that the DS has. Emulating hardware requires much more effort.

No, it wouldn't, the GP2x lacks any 3D hardware acceleration, and the 2D acceleration is somewhat....limited.


It could probably be done it would just be a bit stripped down. It would not have filtering, AA, or perspective correct textures. The DS version doesn't have filtering or AA either though. If you look at Payback it shows that you can do some ok integer based 3D at an acceptable framerate. If you look at M64 it is pretty basic as far as geometry. It really doesn't push the envelope with tons of polys or anything.

Kind of doesn't matter as no one is going to remake it anyway.

Dave, you are the one thats always worried about framerate. The DS runs M64 at 60fps at about half the resolution, or something like that, or the GP2x, with dedicated 3D hardware. Paybacks nothing compared to Mario64 :S I'm not saying its bad, but payback is something to run on the GBA, M64 is something to run on the DS. It's a big difference.
Epicenter
QUOTE(messiah @ Jan 10 2007, 04:08 PM) *

yep. BUT - Super Mario 64 was rewrritten from N64 MIPS to NDS ARM cpu. And NDS is only 66mhz and SM64 runs very well. So, theoretically it is possible to rewrite just this one game. smile.gif

Rewritten. As in, modified and recompiled from source code, which was probably C, which we don't have. No one but the developers/publishers the source to 99.999% of games so this is a useless argument. The most stressful aspect of Mario 64 was rendering its graphics-- the N64's CPU resources were far less strained. So the NDS' graphical hardware is the more significant factor-- and it's quite close to the N64's capabilities. Regardless SM64 had to be scaled back to run on the NDS-- notice how many models were replaced with sprites.

QUOTE(RockOut @ Jan 10 2007, 05:51 PM) *

Mario 64 would run perfectly well on the GP2X IF it were actually coded for the GP2X.

Holy hell. NO. rolleyes.gif

QUOTE(DaveC)
It could probably be done it would just be a bit stripped down. It would not have filtering, AA, or perspective correct textures. The DS version doesn't have filtering or AA either though. If you look at Payback it shows that you can do some ok integer based 3D at an acceptable framerate. If you look at M64 it is pretty basic as far as geometry. It really doesn't push the envelope with tons of polys or anything.

Payback is not nearly as demanding as SM64-- and it pushes far less raw polygons.
daclassicgamingmaster
QUOTE(Parkydr @ Jan 10 2007, 05:26 PM) *

QUOTE(TelcoLou @ Jan 10 2007, 10:16 PM) *

QUOTE(daclassicgamingmaster @ Jan 10 2007, 05:13 PM) *
Hi all, I just got back from searching the forums. It was a great time, and boy did I find what I was looking for.


Quoted for LMAO-ness laugh.gif


Seconded

niiice im quoted by someone now. No more prozac for me!
RockOut
[/quote]Mario 64 would run perfectly well on the GP2X IF it were actually coded for the GP2X.

Holy hell. NO. [quote]

If it hasn't been done, then how would we really know either way? laugh.gif Anyway, the DS definitely has aslower cpus than the GP2X. Doesn't it?

Edit: I'm giving up on trying to get the quoting thing to work correctly. sad.gif
Epicenter
QUOTE(RockOut @ Jan 10 2007, 10:02 PM) *

If it hasn't been done, then how would we really know either way? laugh.gif Anyway, the DS definitely has aslower cpus than the GP2X. Doesn't it?

It also has DEDICATED 3D HARDWARE
Blah
Its possible, I guess, just look at egoboo2x. But its very improbable because you'd never get the source from Nintendo. You'd have to rewrite it from scratch so you'd have to be a really good coder and have obsessive-compulsive disorder.
Parkydr
Egoboo is not anywhere near as complex as SM64 - it ain't going to happen.

(although I'd love to be proved wrong smile.gif)

Epicenter
Egoboo is an EXTREMELY PRIMITIVE game graphically. And to quote the thread ..

QUOTE
Compared to the PC version, this GP2X version have
most visual effects compiled out, sometimes because
of the CPU cost, sometimes because the gpu940 openGl
layer doesn't allow the effects.


That includes absolutely no dynamic lighting. Making for something roughly the rendering workload of a PSX game. I reiterate.

SM64 wouldn't ever work acceptably, period.
Peter R
QUOTE(Epicenter @ Jan 11 2007, 07:13 AM) *

QUOTE(RockOut @ Jan 10 2007, 10:02 PM) *

If it hasn't been done, then how would we really know either way? laugh.gif Anyway, the DS definitely has aslower cpus than the GP2X. Doesn't it?

It also has DEDICATED 3D HARDWARE

He can't comprehend that there are more than 2 dimensions.
Zeladin
QUOTE(rixed)
Anyway, gpu940 and the openGl layer can be improved and
certainly will be. Wait and see.


QUOTE(rixed)
Yes. I will probably try to lower the impact of the opengl lib on the 920, so that the 920 (at least) could stay a 200MHz (or lower).
There is a huge amount of unnecessary work on the 920 : convertion between float and fixed values, glBegin/End surplus of work...


QUOTE(rixed)
For egoboo2x to be a better "demo" of gp2x capabilities, we also need to release the pressure on the 920 : I think the first thing that should be done is to remove completely all floating values (md2 format internaly uses fixed point, then egoboo convert to float for some
calculus and because vanilla OpenGl requires floats, then gpu940 OpenGL headers convert everything back to fixed !

In theory, the 920 should be waiting the 940 most of the time, and should run underclocked.

So tell me this engine isn't still in its infancy? Rixed had said these things and as he is the actual coder of this, I think it rather qualifies him. gpu940 will improve if work is continued on it. I very much suspect that we may have a decent 3d implementation, using a piece of hitherto unused hardware, the 940t. It will never be as good as a true hardware 3d chip(of a modern nature), but it will likely be a decent level of 3d performance.

As regards N64, well, I will not say impossible, but it is so very very unlikely, that it is probably best to think of it that way. Don't hope for it or expect it or look for it. And if it does ever happen, it will probably not be entirely satisfactory. Nay saying is just a little more risky than saying something is very highly unlikely - I wouldn't encourage it.

Edit; add a few more highly unlikely's in there, just refreshed my memory on the N64 hardware. Source code is very unlikely to happen too, unless it is somehow leaked to us..

Edit2; Also it would take a madman to attempt it - of course they also exist, but rarely accomplish much. Apparently the processor is mostly used in 32-bit data mode too, and I'm sure for a lot of games the cpu could be clocked at half that 93.75. The sound hardware is overkill too for how much went on a cartridge... But still totally mad to undertake. In case you're wondering where I'm quoting all this info from take a look at wikipedia. It looks a lot like the N64 was a bit crippled by the cartridges... Hmm and texture size - ooops! This has no bearing on how easy it would be to emulate of course. Wait the gp2x isn't the only piece of flawed hardware.... smile.gif
EvilDragon
QUOTE(Epicenter @ Jan 11 2007, 03:09 AM) *

Payback is not nearly as demanding as SM64-- and it pushes far less raw polygons.


Wrong. SM64 doesn't have many Polygons. It's also missing most of fancy light effects the 3D Engine from Payback has.
SM64 is pretty simple regarding 3D stuff, it makes use of the comic Mario graphic, therefore, you won't need many details, simply a lot of good-looking textures.
Games like SM64 would run on the gp2x, if coded for it directly.
Epicenter
QUOTE(EvilDragon @ Jan 11 2007, 05:51 AM) *

QUOTE(Epicenter @ Jan 11 2007, 03:09 AM) *

Payback is not nearly as demanding as SM64-- and it pushes far less raw polygons.


Wrong. SM64 doesn't have many Polygons. It's also missing most of fancy light effects the 3D Engine from Payback has.
SM64 is pretty simple regarding 3D stuff, it makes use of the comic Mario graphic, therefore, you won't need many details, simply a lot of good-looking textures.
Games like SM64 would run on the gp2x, if coded for it directly.

In most cases, SM64 draws more polygons than Payback does-- and the way the camera is oriented ensures more objects onscreen are visible, and more of the environment as well-- due to the prevalent 'behind the player' angle that shows the whole world, rather than the 'overhead with a slight tilt' Payback uses that generally points right down on the player or his vehicle, which is quite low-detail to begin with.

I also would not describe SM64 as having 'a lot of good-looking textures'. The biggest problem the N64 had was its support for only lower-resolution textures which were then stretched across huge surfaces for a rather nasty appearance.

If SM64 were recompiled for the GP2X, even if it were all written in efficient ARM9 ASM, it would still be very slow. Even with 2 fast CPUs, the fact that the 2D subsystem has no support for DMA means such terrible things happen as the 920T having to copy graphic data between Main RAM and the blitter to be drawn to the framebuffer, which the 920T has to ALSO facilitate because the framebuffer is ALSO in main RAM (the upper 32MB) which the blitter can't access directly (it isn't dedicated to it).. same for any communication that goes to/from the 940T, which badly bottlenecks 3D performance using things like a software OpenGL implementation on that processor. Not to mention that if any data can't fit in Main RAM and must stream off the SD card, the CPU will go to 100% capacity whenever it does so, grinding base processing on the 920T, 940T/920T intercommunication, and graphics drawing operations to a standstill. These and other factors combine to make the GP2X remarkably unsuitable for 3D. The 920T simply can't handle the stress of acting as the arbiter for the entire machine AND trying to do any useful work on its own.

You wouldn't want to play such a port and neither would I .. tongue.gif
EvilDragon
Oh Epi, why do you always try to make the gp2x worse than it is.

Some technical stuff about the NDS 3D-System:

"The system is theoretically capable of rendering 120,000 triangles per second at 60 frames per second and the pixel fill rate is 30 million pixels per second. Unlike most 3D hardware, it has a limit on the number of triangles it can render as part of a single scene; this limit is somewhere in the region of 4000 triangles. The 3D hardware is designed to render to a single screen at a time, so rendering 3D to both screens is difficult and decreases performance significantly."

And now some tech specs from Payback (from the comparison, taken from Apex-Designs.net):

"Thanks to the GP2X's processing power and lots of optimisation, rendering performance was massively increased compared to the GBA (all figures are with no overclocking, the GP2X's are with HDR, the GBA's are in 8-bit):

Peak Pixels/sec (GBA): Plain: 13,100,000 --- Texture Mapped: 71,100
Peak Pixels/sec (GP2X): Plain: 61,835,000 --- Texture Mapped: 33,537,000
Peak Triangles/sec (GBA): Plain: 71,100 --- Texture Mapped: 36,200
Peak Triangles/sec (GP2X): Plain: 609,756 --- Texture Mapped: 609,756

So... you think about 600.000 texture mapped triangles a second compared to 120.000 (limited to about 4000) is NOT enough?!
reiboul
QUOTE(EvilDragon @ Jan 11 2007, 05:04 PM) *

So... you think about 600.000 texture mapped triangles a second compared to 120.000 (limited to about 4000) is NOT enough?!



BLAM bye bye Epi laugh.gif
Peter R
I don't believes Apex's figures, but I do indeed like payback.. i wish they'd fix those damn bugs so i can buy it!
DaveC
...And I say all of this is a pointless argument. For one SM64 will never be re-made for the GP2X anyway so it doesn't matter if it could be done or not.

Also who really cares, the GP2X is not a 3D handheld anyway and it's strength is in 2D homebrew and emus, ports. If you want fancy 3D that is what the PSP or DS is for.
EvilDragon
QUOTE(sam fisher @ Jan 11 2007, 06:30 PM) *

I don't believes Apex's figures, but I do indeed like payback.. i wish they'd fix those damn bugs so i can buy it!


Oh boy... you too, sam?
Okay. Go away. Go all away, enjoy living in a nice marketing world, where Sony and Nintendo tell you they have the best hardware.
Believe everything Sony and Nintendo tells you and think that small companies and developers are lying to you - simply because Sony and Nintendo HAS to be better.

Don't even believe anything I do say, as I'm neither a guy from Sony and Nintendo.
I'm sure the PSP and DS is fast enough to emulate your brains though... shouldn't be hard, as you don't seem to use them at all.
daclassicgamingmaster
damn yo I have to go back to the market and get more popsecret
iignotus
QUOTE(daclassicgamingmaster @ Jan 11 2007, 01:45 PM) *

damn yo I have to go back to the market and get more popsecret

act II is way better than popsecret, plus it reminds me of actraiser, fucking great game.
daclassicgamingmaster
QUOTE(iignotus @ Jan 11 2007, 01:51 PM) *

QUOTE(daclassicgamingmaster @ Jan 11 2007, 01:45 PM) *

damn yo I have to go back to the market and get more popsecret

act II is way better than popsecret, plus it reminds me of actraiser, fucking great game.

That's the stuff they carry in blockbuster amirite? Pretty good I have to say. A lot of the major brands are pretty decent I think. But popsecret is excellent for thread wars.
moz
QUOTE(EvilDragon @ Jan 11 2007, 06:35 PM) *

I'm sure the PSP and DS is fast enough to emulate your brains though... shouldn't be hard, as you don't seem to use them at all.

a bit harsh on sammy
Peter R
QUOTE(EvilDragon @ Jan 11 2007, 06:35 PM) *

QUOTE(sam fisher @ Jan 11 2007, 06:30 PM) *

I don't believes Apex's figures, but I do indeed like payback.. i wish they'd fix those damn bugs so i can buy it!


Oh boy... you too, sam?
Okay. Go away. Go all away, enjoy living in a nice marketing world, where Sony and Nintendo tell you they have the best hardware.
Believe everything Sony and Nintendo tells you and think that small companies and developers are lying to you - simply because Sony and Nintendo HAS to be better.

Don't even believe anything I do say, as I'm neither a guy from Sony and Nintendo.
I'm sure the PSP and DS is fast enough to emulate your brains though... shouldn't be hard, as you don't seem to use them at all.

No, I believe you, I said I don't believe Apex's figures... They were originally misleading about HDR aswell as anti-aliasing. I like the GP2x, but it has flaws, but it was really a rush job put together on preorder money, I don't want to GPH to make the same mistakes with the next model.
evol
NVIDIA summarizes one of HDRR's features in three points
1.Bright things can be really bright
2.Dark things can be really dark
3.And details can be seen in both

seems to me that payback got hdr lightmaps like they say, but they are not rendered onthefly (like in a 3d engine) they just take prerendered data, and apply to nearest lightsource voila

High.Dynamic.Range lightmaps opposed to High.Dynamic.Range.Rendered lightsource

but then again Apex would know that better than any of us why not just ask ?
GunPei2X
I'm not saying Epicenter is wrong in this instance, but I just wanted to point out that he had previously emphatically claimed the 940T was "virtually useless."

gpu940 smashed his credibility about what is possible and what is not (but I agree N64 emulation is a pipe dream, it's not even that great on my Xbox).
Epicenter
QUOTE(GunPei2X @ Jan 11 2007, 03:12 PM) *

I'm not saying Epicenter is wrong in this instance, but I just wanted to point out that he had previously emphatically claimed the 940T was "virtually useless."

For most tasks, it is. In a few rare cases it's helpful. But most programmers aren't even up to the task of working with it anyway, so it's a moot point.

QUOTE

gpu940 smashed his credibility about what is possible and what is not (but I agree N64 emulation is a pipe dream, it's not even that great on my Xbox).

Bullshit it did. There were already 3D implementations using the 940T, heavily used in demos, and they performed about the same. Some primitive, approx-PSX level 3D software can run, with lighting and blending modes etc. disabled, at a decent-to-mediocre framerate. I'd love to see how that impacts my credibility.
krosfyah
What credibility?

[/troll] tongue.gif
Alex.
QUOTE(subcon959 @ Jan 11 2007, 04:56 PM) *

What credibility?

[/troll] tongue.gif

Ditto.

Epicenter, your words must be painful for those who work on gpu940. Yet again you are dismissing their efforts, and for what, just to give yourself an ego boost? :-\

- Alex
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