Currently our Dev team consists of us 2 and we really wanted that N64 emulator but we didn't want to rush to fast and with the rapid evolution of what us developers have to use, we are going to start over and we are also trying to do it with a SourceForge project to hopefully get more people intrested. I will post when that is active. It would be practical to work on a PS1 emulator but I thought it out. An average PS1 game is anywhere from 200mb and 1gb for those 2 cd games. I know that not everyone has a 1GB card the N64 games are only 8mb-35mb in size I think thats much more reasonable and I really think we can get this running.
Here is what my team partner Shard has to say
Anyone who wants to be a part of this project in any way just speak up because the faster we get a N64 emulator the better.The code is currently a bit jumbled, although much has been learned about the practicality of such an emulator. I am starting a SourceForge project (as the emulator is open source, being based off previous open soruce emulators, at this point, that's 1964). I think we'll start from scratch on the SourceForge project with the raw 1964 code. If any developers who have experience in C++ or ASM coding would like to help out, please check back here once the SF project is active. Any help is appriciated, especially from those who have ported other emulators, as the first step (getting the code working at all) is the hardest and most vital to get right, and obviously they have had previous success. The current code, although somewhat there, has serious issues, and although it may prove useful in the future, I propose a restart. The rapid evolution of PSPSDK and the psptoolchain has really taken it's toll, as the code has sort of oddly mutated into something that doesn't really reflect the best port possible.