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Kreationz
4th October 2008, 05:22 PM
I want to port Project64. While I have an old source before it went private, (Or it might of been a leaked one, version 1.4 I think) I want to know if donators can access any of the source to help with development (don't want any pay just a hobby for me). As far as the porting goes I'm working with the leftovers of Strmnnrmn Daedalus emu for the PSP and hoping to see how problems were overcome here in order to progress it. It's almost about where UltraHLE was when it went public. I'm looking at other open source N64 emus as well, but let's face PJ64 is simply the best and the better code you can start with and more code libraries you have the info you can learn and put to use. To be honest my coding skills are not at a professional level (Read: Self-taught), but I believe I can make useful contributions to this project.

rswedlow
4th October 2008, 05:25 PM
The 1.4 source code is a public download.

Kreationz
4th October 2008, 05:53 PM
One more question. If 1.5+ code isn't available then is it okay to use the 1.4 code for the purpose above?

rswedlow
4th October 2008, 06:10 PM
Permission to use, copy, modify and distribute Project64 in both binary and source form, for non-commercial purposes, is hereby granted without fee, providing that this license information and copyright notice appear with all copies and any derived work.

I know of three cases in which this has been done; your work seems welcome.

Kreationz
4th October 2008, 07:07 PM
Permission to use, copy, modify and distribute Project64 in both binary and source form, for non-commercial purposes, is hereby granted without fee, providing that this license information and copyright notice appear with all copies and any derived work.

I know of three cases in which this has been done; your work seems welcome.

Thanks for the info, but just wanted to be sure.

zilmar
4th October 2008, 07:52 PM
I want to port Project64. While I have an old source before it went private, (Or it might of been a leaked one, version 1.4 I think) I want to know if donators can access any of the source to help with development (don't want any pay just a hobby for me). As far as the porting goes I'm working with the leftovers of Strmnnrmn Daedalus emu for the PSP and hoping to see how problems were overcome here in order to progress it. It's almost about where UltraHLE was when it went public. I'm looking at other open source N64 emus as well, but let's face PJ64 is simply the best and the better code you can start with and more code libraries you have the info you can learn and put to use. To be honest my coding skills are not at a professional level (Read: Self-taught), but I believe I can make useful contributions to this project.

only the 1.4 source is available. Most of the core ideas used are in the 1.4 source code. If you have any questions or would like to discuss things you would like to do I am happy to help. Not all my ideas are in the code and code is not always the best place to work out how to do something.

Smiff_
6th October 2008, 08:02 PM
basically: zilmar is not going to release any new code, but he'll be happy to answer particular questions (if they are good ones). sorry if this sounds harsh but he's learned a few things over 10 years what tends to work out and what doesn't..

Kreationz
6th October 2008, 10:25 PM
Thanks and also thx for the offer of support currently looking over the source from 1.4, Monkey 64 (the First PSP 64 emu), Daedalus R13(Got R14 Beta Code too), Daedalus SVN, Mupen 64 (Linux code), and Code for a couple other linux emus that were converted to PSP to see exactly what they did. (Just learning PSP programming, but I like to jump right off the deep end of things.) I probably be back here in a few weeks with some questions(or maybe sooner). Who know I might even learn a few things that can help Zilmar out. Well I'm outa here for now.

I may stop back by sooner just to see how it going.

[Update] Well just got the source for the R14 Beta (It's a mess but have already found some useful code in it.) (Well I've decided my first goal is to unbreak anything that got broke from R13 while implementing as many of the improvements as I can then I'll move to other code again.) Thanks again for the help.

Squall_Leonhart
7th October 2008, 06:04 PM
basically: zilmar is not going to release any new code, but he'll be happy to answer particular questions (if they are good ones). sorry if this sounds harsh but he's learned a few things over 10 years what tends to work out and what doesn't..

Not anytime soon anyway, but all projects must one day come to an end as its creators move onto better things.

When that time comes, Source code for what ever version of pj64 exists at the time would be a gift to all who wish to learn N64 emulation.

zilmar
7th October 2008, 07:16 PM
When that time comes, Source code for what ever version of pj64 exists at the time would be a gift to all who wish to learn N64 emulation.

the source code for 1.4 already answers this need. The current source is better in design/coding style. It is designed better. But you would not learn much more about n64 emulation from the current source then the current open source one.

Squall_Leonhart
7th October 2008, 07:35 PM
That is true, however, if development did one day end, It would just be nice to have the final versions code available, should someone desire to take it further.

At the end of the day, What happens come that day, is up to You and Jabo, though i doubt it'll ever come to a day where you'll just decide to stop working on PJ64 lol. maybe when you retire at 60 you'll finally get it perfect XD.

Smiff_
10th October 2008, 07:53 AM
the 1.4 source is good for learning about n64 emulation, but the final source would be needed for anyone wanting to actually continue PJ64... i don't think its appropriate to discuss that anyway until after the next version is out because there is no chance of a release before then. we have enough to be getting on with. zilmar may decide he doesn't want anyone to continue PJ64 (it didn't happen after 1.4 when N64 emulation was much "hotter"!)

from what i know of zilmar, i really do believe he will stop working on it after the next version - while he'll probably remain a programmer, he is not as attached to any particular application or language as you might expect! so really, we (people interested in N64 emulation) have to make the most of his talents whilst he's working on this.. it's even more valuable than the code.

rswedlow
11th October 2008, 02:02 AM
I agree about just 1.4 being open source. Project64 1.4 we know plays some games better than the 1.6 version. Because so many complex changes were made requiring the attention of the engineer probably the latest sourcecode would only prove useful to zilmar. Anyone strong about the area has the knowledge to write that one's own emulator than to base off of version 1.4 as opposed to referencing it. A Project64 2.0 sourcecode would be full of individualization rather than fundamental basis.

okaygo
12th October 2008, 12:31 PM
If you are interested in learning about the Nintendo 64 and/or porting software, the Mupen64Plus team (a fork of the original mupen) could use you. You might find yourself in a better position helping us further development than trying to port the 1.4 version (which is already obsolete because of the position of mupen64plus). If you would like more details visit: http://code.google.com/p/mupen64plus/


thanks for your interest in the community.

rswedlow
12th October 2008, 05:35 PM
Kreationz

Project64 is not "simply the best." It is proficient over the other emulators in complex support. If you were to start off with the 1.4 source code of Project64 you would rarely succeed the recent advancements emulators like Mupen64 have made. Mupen64 is the most stable and more stable than Project64 except for one game that doesn't boot because of a simple glitch. It is also the only N64 emulator to be available for so many operating systems, and the beta development team is formed by trust for the knowledgable rather than financial supporters. Keep these things in mind for an alternative.

The numerous attempts suggest also that Mupen64 is currently the most compliant with "NetPlay" support.

http://bmgcl.emuxhaven.net/files/N64EmuDoc.chm
See "Windows, The Scoreboard." Haven tested 72 games Project64 and Mupen64 are tied at emulating 23 games superior to how the other emulators would at public versions 1.6 and 1.5.1 respectively.

In simple terms no emulator is the best. Project64 is known as an answer because it is popular, but directed beginners often don't try the others. Often they actually do, but they're happy with Project64 because they don't play the games that make a difference.

Kreationz
6th November 2008, 08:52 AM
For the games I played project 64 was the best. So that's what I assumed. The 1.4 source has help me learn about the workings of the system. I'm currently working with several PSP coders on the DaedalusX64 project. But most of the dynarec problems I am having are CPU specific and this dynarec is very hacked together, so there's still room for optimization. If I have specific questions I'll ask. ATM Wally is looking for help with graphics microcodes as he's finding conflicting info. I'm working on the GUI and implementing more opcodes.

rswedlow
7th November 2008, 12:51 AM
Often the note of Project64 working the best comes by the inaccurate distinguishment of Project64's unique memory performance from the emulation processes of the supplied plugins. If graphics are superior it is by Jabo's graphics plugin, and if sound is superior it may be Project64 but is usually the RSP processors supplied with Project64. Games like Super Mario 64, Zelda x, almost anything basic and popular works great in memory performance between 1964, Project64, Mupen64, and even nemu at times... The graphics plugin is a huge misjudgment piece.

But what only Mupen64.exe and Project64.exe do I see a tie in for the current tracking. Another reason is because 1964 is offically the second-best emulator as rated by fans of appearances as well, but people who try 1964 instead quickly notice Project64 as better because of the graphics errors--which are extreme only because of the plugin 1964 uses.

And I know it's a teamwork thing in that zilmar hired Jabo and the emulator is their work, but that Hacktarux worked solo on his project and focused on the main memory emulator itself to match other projects (on multiple operating systems) is just as great. His advice was that "threads are not the magical solution;" you think his emulator has the same conflict Project64 had (still has) with Doom64 and many other games when using Rice's plugins? This isn't about the best emulator; it's about knowledge/power more than that. All emulators have loads of that.

I support (simply troubleshooting and rubbing my nose into businesses) Project64 for this reason and because I support N64 replay and memories, but scientists purely interested in learning by the challenge I find just as fascinating. Public development is more open than anything else it seems. I wouldn't crawl to Mupen64 just because their emulator development is private. :rolleyes: