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Gligli 364 Emulator News!


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#1 ploggy

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Posted 28 June 2011 - 10:04 PM


Taken from

http://gligli360.blo...t=1309284307748






QUOTE
It's alive !
Sorry for the lack of updates, I was busy with other stuff for some months.

As you can see on my github, ( https://github.com/g.../commits/master ), I think libXenon has improved a lot lately, with lots of stuff added from Xell (NAND access, lwip & network code,...), a new ELF loader, a unified ATA driver (that can access both HDD and DVD), the return of opendir/readdir/... functions and many bug fixes and smaller improvements in almost all drivers.

The reason for many of those changes is to be able to make most of Xell a regular libXenon app: Xell would be splitted into 2 stages, one stage which recovers from exploit and then decompresses and launches a second stage, which is a libXenon ELF. To maintain backwards compatibility, both stages would have to fit in the 256KB limit for a Xell binary.

Last but not least, I'm working on mupen64-360, my Wii64 port these days, I already added sound and done some optimisations to try to get more speed.
I multithreaded a good part of sound processing so it's done almost for free, and in fact anything that isn't multithreaded (RSP emulation) was already running in my version from january. I might be able to multithread RSP too, it would probably give a nice speed boost smile.gif
I also redone the port of the Wii64 dynarec, I did my first port from the ps3 branch and it seems it wasn't up to date with the trunk speed-wise. Now it's using Wii64 1.1 code. I also changed the way stores were handled in the dynarec, trying to generate more code and rely less on a (slow) generic C function to do the job.
By the way, source code is now available on my github ( https://github.com/gligli/mupen64-360 ). Anybody that can compile it can try it, but please don't distribute binaries ! It's not a good idea at all to release unofficial versions of a work in progess of someone else code so I hope You can be responsible on this.

Here's a new video showing the progress on Mario64, jerkiness is due to the video capture card, trust me that game runs smooth smile.gif



http://www.youtube.c...player_embedded



THANK YOU GliGli

Edited by ploggy, 28 June 2011 - 10:11 PM.


#2 radoman

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Posted 28 June 2011 - 10:54 PM

Yeah I saw this earlier on today, looks to be running very well indeed. Gonna see i can compile me a copy. smile.gif

#3 ploggy

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Posted 28 June 2011 - 11:26 PM

QUOTE(radoman @ Jun 28 2011, 10:54 PM) View Post

Yeah I saw this earlier on today, looks to be running very well indeed. Gonna see i can compile me a copy. smile.gif



If you manage to compile it can you pm me?
I'd like to test it out tongue.gif

Edited by ploggy, 28 June 2011 - 11:26 PM.


#4 leo5150

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Posted 29 June 2011 - 02:10 AM

QUOTE(ploggy @ Jun 28 2011, 11:26 PM) View Post

If you manage to compile it can you pm me?
I'd like to test it out tongue.gif



has anyone been able to compile this yet??

#5 hfmls

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Posted 29 June 2011 - 02:32 AM

i would like to test too smile.gif
mario kart XD

#6 Twis7eD

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Posted 29 June 2011 - 03:16 AM

Nice job as always. Can wait for a proper release! If anyone compiles it, let me know how it plays so far.

#7 radoman

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Posted 30 June 2011 - 01:41 AM

After much sweat and tears I have finally got this sucker to compile biggrin.gif

Now i just need to figure out the rompath uhh.gif sad.gif

#8 ploggy

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Posted 30 June 2011 - 01:58 AM

QUOTE(radoman @ Jun 30 2011, 01:41 AM) View Post

After much sweat and tears I have finally got this sucker to compile biggrin.gif

Now i just need to figure out the rompath uhh.gif sad.gif




Check ur pm smile.gif

#9 andy.macht

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Posted 30 June 2011 - 11:08 PM

QUOTE(radoman @ Jun 30 2011, 02:41 AM) View Post

After much sweat and tears I have finally got this sucker to compile biggrin.gif

Now i just need to figure out the rompath uhh.gif sad.gif


the rom is loading from usb in the video. maybe its hardcoded to any filename?
would love to try various filenames and types! blink.gif

Edited by andy.macht, 30 June 2011 - 11:11 PM.


#10 radoman

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Posted 30 June 2011 - 11:51 PM

Its cool, found it.

Edited by radoman, 30 June 2011 - 11:55 PM.


#11 hfmls

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Posted 01 July 2011 - 03:26 AM

hi guys sorry to be a pain, would u guys post emu please so we can test too? tx smile.gif

#12 razkar

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Posted 01 July 2011 - 07:08 AM

QUOTE(hfmls @ Jul 1 2011, 04:26 AM) View Post

hi guys sorry to be a pain, would u guys post emu please so we can test too? tx smile.gif


QUOTE
Anybody that can compile it can try it, but please don't distribute binaries ! It's not a good idea at all to release unofficial versions of a work in progess of someone else code so I hope You can be responsible on this.


... just saying

#13 ars0n

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Posted 01 July 2011 - 07:02 PM

cant wait! =D

Edited by ars0n, 01 July 2011 - 07:02 PM.


#14 andy.macht

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Posted 08 July 2011 - 03:20 PM

hi, i am at compiling the emu but:
on "make" im getting this error: /usr/local/xenon/rules: file not found
i installed the toolchain and set environment to devkitxenon

Edited by andy.macht, 08 July 2011 - 03:21 PM.





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