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This is a discussion on any teams working on an n64 emulator??? within the PSP Homebrew and Hacks Discussion forums, part of the PSP Development, Hacks, and Homebrew category; i need to know if there's any teams working on an n64 emulator, and if theres any beta versions out ...
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#2 |
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1.)no
2.) no 3.) No
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#3 |
![]() ![]() Tha Sigerator
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more like
1.dunno 2.i wish 3.all fake ![]()
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#4 |
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not gonna happen, the psp can barely handle playing chrono trigger without lag, theres NOO way it cna handle the sheer power and awesomeness of an N64 game.... but we may all dream....
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#7 | |
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:O lol
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#8 |
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no beta vesion team cancel project any thing is possible
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#10 | |
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I'm not talking memory stick, but the handheld's RAM. |
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#11 | |
![]() Fallen
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#14 |
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i tried to put a an n64 rom into my snes9xtyl emulator and it was acting like it was trying to load it, i don't know, but i think that all you would have to do would be to do some reprograming to it. i know about the memory issue, but crank up the frame skip, and hopefully it may work. i have no programing experience, but if someone could use this and hopefully get a running.................. . maybe.
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#15 | |
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#17 | |
![]() Wii = GRILL
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If you want to play Nintendo 64 on the road, your just going to have to make a N64P
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#18 |
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the psp might support a n64 emulator if u get really really skilled people to make it because with grahics like gta on the psp why not n64
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#19 | |
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#20 | |
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#22 |
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RAM is a big issue when it comes to running N64 games on the PSP.
However, on paper at least, it *should* be possible to emulate something like Mario 64 (8 Megabytes) on the PSP as long as HLE is used and the PSPs GPU can be use to handle the N64 GPU calls.. Well in theory. Don't forget it was only 5 years ago when I ran Mario 64 using UltraHLE at full speed on; Pentium II 333 32MB RAM Voodoo II 12MB Never say never!
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#23 |
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Right now it's a major beotch for them to code down to the graphics chips inside the PSP since they are working without the full SDK form Sony. They can't even LOOK at the full SDK from Sony for obvious legal reasons. So they're running pretty much without a playbook of documented calls. They have to build their own playbook based off of things they find as they go along. And it all needs to be verified by others and tested before it goes into the actual PSPSDK itself.
They've done a pretty good job so far.
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#24 | |
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#25 |
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halo2renagade and his team gave up a long time ago...
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#27 |
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You guys should just get off the n64 Subject in general. The PSP in its current state cannot handle it. Either the coders working on getting the SDK set up havent been able to go that far, or the majority of the idiots who come to this site. Including me, cant handle the simple fact that there is no N64 emu for the PSP. Stop asking for it in general, and if you keep bothering people about it will never happen. Simply because monkeys are running around these forums blabbering about hopes and dreams while the few who can get a job done are having a harder time than ever of doing anythig because of these monkeys prancing around in their way. So please refrain from any idiot posts, on a forum, read 10x more than you post. Thats why i barely have any posts at all. Simply because im tryingt o read everyones thoughts and opinions.... Hope the few intellects on here understand what im saying. And i know a few of those intelligent people posted on here anyways. :-p
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#29 |
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Noriyuke has a good point. Of course, it was easier to code one for Windows since it makes EXTENSIVE use of the Windows pre-made and well documented graphics plug-in called DirectX, some use Direct3D.
No such plug-ins exist fully for the PSP, but they are working on it, it's SDL I believe. Feel free to try your hand at porting one over, a nice list with links to the open source code for them is here: http://www.zophar.net/n64.html
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| Tags |
| emulator , n64 , teams , working |
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