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Wii64

Posted by SonicFan49 
Re: Wii64
November 10, 2008 05:23PM
If someone PM's me a .zip with all the source, I'll take a shot at compiling it. Although, I think I'll need the dvd library installed, so it may take awhile.

Also, now they're on r440, with some major changes and possibly a faster fps.
Re: Wii64
November 11, 2008 09:32PM
That wasn't listed on the updates.
Re: Wii64
November 11, 2008 10:34PM
If you look at the changes in 438, 439, and 440 they all deal with parts of the emulator that relate to the fps.
Re: Wii64
November 14, 2008 01:36AM
Can someone who used the build by dcelso tell me how much "free memory" there was whilst playing a game?

(I think he built it incorrectly which is why you're all seeing such terrible issues with the emulator randomly exiting to the menu and crashing, hence why we don't like unofficial builds)
Re: Wii64
November 14, 2008 09:17AM
Oh, hi emukidid!

I don't remenber well, but I think it was something about 10K of memory. I will try to check it later, but probably someone will give you a better answer before me :P
Re: Wii64
November 14, 2008 10:44PM
@emukidid
Mario Kart 64 runs with 16384kb or 16mb of free memory
Re: Wii64
November 15, 2008 12:56AM
I am right. The build isn't even proper..

If it was built properly it should have had a lot less memory but at the same time, crashed a lot less.

This time, please wait for a official build.
Re: Wii64
November 15, 2008 05:22PM
Quote
emukidid
This time, please wait for a official build.

While you're on the forum, would you mind humoring us by telling us how fast the fps of the official build is and when we can expect the next official build?

And yes, I'll definitely wait until the next official build.



Edited 1 time(s). Last edit at 11/15/2008 05:23PM by Arikado.
Re: Wii64
November 16, 2008 01:11AM
The FPS of the official build will be the same as the current one if we release it in a rush. If we get the major part of it done we'll be seeing games at full FPS or very close to it.

We're still fighting with bugs in our implementation so the ETA on the next official build really depends on how many more bugs we need to get rid of before we have a working dynamic recompiler.
Re: Wii64
November 16, 2008 03:54AM
FINALLY!!! I GOT WII64 COMPILED!!!!!!! THE QUEST IS OVER!!!!

Ok, back to normal.
emukidid, I compiled last Wii64 revision (442), using the latest libogc git and with devkitppc r15... The reason why I saying that: I tested F-ZERO, and theres no more the random menu issue, but the debug still shows 16 MB of "free memory"... Maybe I fu**** the build, I don't really know how, but still, maybe this is a real bug, and not just a effect from a bad build? (I don't changed anything in the source).

(EDIT: used Makefile.GLN64_dev_wii, and with not compressing the .DOL)



Edited 1 time(s). Last edit at 11/16/2008 03:59AM by DanielHueho.
Re: Wii64
November 16, 2008 07:26AM
The changes in the last few SVN revisions have nothing to do with the issue you have seen before.

16MB free means that MEM2 is being used incorrectly from our point of view because the stack is being allocated from the top of MEM2. With that being said, the stack will eventually become corrupt and the program will crash.



Edited 1 time(s). Last edit at 11/16/2008 07:28AM by emukidid.
Re: Wii64
November 17, 2008 12:36PM
Can I just say Emukidid you, Tehpola and Sepp256 are doing a great job, researching the emulator more than once a week it shows that you are dedicated to getting a working wii/gamecube 64 emulator
Re: Wii64
November 25, 2008 12:46AM
I compiled revision 447 if anyone wants it: REMOVED
And I made a video of it running Super Mario 64



Edited 2 time(s). Last edit at 11/30/2008 04:43AM by bg4545.
Re: Wii64
November 25, 2008 10:18PM
Why can't I ever get this to boot?! I tried it with the HBC, but I got the black screen of death! I tried it with the Homebrew Launcher(outdated, I know) and the screen just flashes! Yet when I load it with the tcp load, it does load?
Anyhow:
Ocarina of Time:
Minor Graphical errors that fix themselves almost as soon as they appear
runs at an unbearble 6 frames per second in the kokiri forest.
Crashes if you talk to Navi

Mario 64: same as the last time, but Mario walks funny.
Re: Wii64
November 25, 2008 11:23PM
r447
Tested:
Castlevania 64: Game ran at a solid 30 - 35 fps and 40 - 60 vis with 5mb of free space. I found it more than playable unlike that other unnofficial release. Sound was horrible, yet you could make out the words being read in the game's intro.

Goldeneye 007: Ran at exactly 1fps and 1 vis with 7mb of free space. I only saw a black screen the entire time, but hey, it doesn't crash anymore :) Good work wii64 team!!!

Mario Kart 64:Ran at 12 - 20 fps and 35 - 40 vis with 5mb of free space. That sounds slow but it felt as if I were playing just under half speed.

Super Mario 64:Ran at 15 - 20 fps and 35 - 40 vis with 5mb of free space. That sounds slow but it felt as if I were playing just over half speed.

Expect this post to be updated as I test more games.



Edited 2 time(s). Last edit at 11/27/2008 03:04PM by Arikado.
Re: Wii64
November 25, 2008 11:31PM
Quote
strongfan
Why can't I ever get this to boot?! I tried it with the HBC, but I got the black screen of death! I tried it with the Homebrew Launcher(outdated, I know) and the screen just flashes! Yet when I load it with the tcp load, it does load?
I use HBC and it loads fine.

Quote
Arikado
I found it more than playable unlike that other unnofficial release.
I take that as a compliment. =]
Re: Wii64
November 26, 2008 03:55PM
Super Smash Bros. runs at a tolerable speed. How fast? Go play Brawl online with somebody on the other side of the world. In other words, 34 fps. It is perfectly playable if you don't mind it being in slow-mo. There are minor texture errors. The sound sounds like Mario 64; it sounds like somebody peed in a tin can and put the speaker in there, which sound really cool if you add slow-mo into the mix. I can't believe the game is actually playable, though! Good job, emukidid!

Currently testing Mario Party 1. I'll get back to you after the opening custscene finishes. However, that'll be awhile at 9 fps.
EDIT: Far from a playable speed! And there is this annoying graphical error that makes the screen flash sometimes that almost gave me a seizure!

Majora's mask causes BSoD



Edited 3 time(s). Last edit at 11/26/2008 04:15PM by strongfan.
Re: Wii64
November 26, 2008 11:07PM
Great job on Wii64! Keep up the good work!
Re: Wii64
November 27, 2008 12:13AM
looks like they just finnished r448! Alot of the source files have been affected, so it must be something big*cough remote debugging coughcough*
Compile tyme!

EDIT: erm... does anyone know how to download the source?



Edited 1 time(s). Last edit at 11/27/2008 01:45AM by strongfan.
Re: Wii64
November 27, 2008 02:12AM
Quote
strongfan
looks like they just finnished r448! Alot of the source files have been affected, so it must be something big*cough remote debugging coughcough*
Compile tyme!

EDIT: erm... does anyone know how to download the source?
I'm compiling it right now, i'll upload when it's done
EDIT: No more SM64 rom =P
Here

I noticed it runs super mario 64 faster

[1/13/09 - Newer revision on page 11]



Edited 5 time(s). Last edit at 01/13/2009 08:34AM by bg4545.
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