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  #1281  
Old 16th June 2017, 11:13 PM
masta ike masta ike is offline
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Quote:
Originally Posted by HatCat View Post
I ran out of attachment upload slots using this post, so I'll be trying something different from now on.
Currently I'm going to stick with FileSend to be able to count downloads, in my lack of education about better options.

Available versions for download:
Remember to READ THE MANUAL (not all of it) for any specific concerns pertaining to your use of this software, either before or after running into any issues, but not after complaining about something in a deficient way. This HTML2 help file is provided within the download archive for the latest version.

As you can see by reading the manual, I have named this software Static Interpreter because it was designed to use optional branch elimination and other unusual, slick simplifications of a normal algorithm to a standard CPU execution loop with the fetch-decode-execute pattern. It was designed for the purpose of proving that an interpreter can be just as fast, if not even faster, than a quality re-compiler plugin such as Jabo's MMX re-compiler extension to zilmar's Project64 interpreter, although the goal of surpassing its speed was not uncontestedly met in most games.
hello i cannot download this for some reason..id like to could you send me a link please?

thanks!
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  #1282  
Old 18th June 2017, 01:25 PM
BlazinBytes BlazinBytes is offline
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The dropbox link isnt working....
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  #1283  
Old 18th June 2017, 10:46 PM
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Frank74 Frank74 is offline
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Quote:
Originally Posted by BlazinBytes View Post
The dropbox link isnt working....
Try my most recent build of this plugin. I put it in a zip with the config correctly named so it can be run from configure RSP within Project64.

Just extract the archive to where Project64.exe is located. Then run sp_cfgui.exe. Answer y then n (or 10) for HLE graphics and LLE audio. Or n then n (or 00) for LLE graphics and LLE audio.

Static Interpreter RSP

Last edited by Frank74; 18th June 2017 at 10:51 PM.
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  #1284  
Old 19th June 2017, 06:38 PM
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Quote:
Originally Posted by Frank74 View Post
Try my most recent build of this plugin. I put it in a zip with the config correctly named so it can be run from configure RSP within Project64.
What compiler did you use? Because I don't think MSVC does a good job for his plugin .
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  #1285  
Old 19th June 2017, 10:38 PM
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Frank74 Frank74 is offline
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Quote:
Originally Posted by RPGMaster View Post
What compiler did you use? Because I don't think MSVC does a good job for his plugin .
Pretty sure I used MinGW and Windows DDK for the spconfig. I remember having to edit the build commands for the Win32 version of the RSP, because it doesn't run on Windows without changing a few things.

Yes, I remember editing the x86 make with the x64 commands. The x64 make builds fine.

I had to change from:
cc -S %C_FLAGS% -o %obj%\module.asm %rsp%\module.c
and,
as --statistics -o %obj%\module.o %obj%\module.asm
etc.

to:

%MinGW%\bin\gcc.exe -S -Os %C_FLAGS% -o %obj%\module.asm %rsp%\module.c
and
%MinGW%\bin\as.exe -o %obj%\module.o %obj%\module.asm

Etc.
Windows doesn't allow running of cc directly, you have to use gcc.exe, with the full path.

Last edited by Frank74; 19th June 2017 at 11:08 PM.
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  #1286  
Old 14th August 2017, 03:57 AM
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HatCat HatCat is offline
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Ah, and this thread again...the one that broke my login while replying to bs.

Quote:
Originally Posted by wildgoosespeeder View Post
OK, throwing myself back into the fray and I have another issue running a specific game, Mario no Photopi. Yes, I read the manual and set the RSP plug-in accordingly, but nothing still displays. Graphics plugins changes don't fix it, changing game settings doesn't fix it. Nothing I do seems to fix it. Unless the game is broken again under v2.3, I got nothing.

A clean install of the emulator does seem to do the trick, but I don't know what is different.
If a clean install worked, then it's probably something in the changed RDB settings in the CFG. Mario no Photopi had always worked when I set the semaphore setting.

Quote:
Originally Posted by oddMLan View Post
With Semaphore lock on only, Doom 64 shortly crashes during the intro. Who's at fault here? The emulator or the RSP? Or even for some reason, the gfx/audio plugin?

Only seems to happen when the RSP is functioning in HLE gfx mode though (Send DLs to gfx plugin).
EDIT: If DLs are also being sent to the audio plugin, there's no crash. Why is MLE crashing here?
It happens when mixing HLE and LLE. HLE does not communicate in ways that are consistent with processing in LLE which is naturally unstable.

Quote:
Originally Posted by BlazinBytes View Post
The dropbox link isnt working....
I guess I deleted that on accident, too.

Well, no big loss. All this migration between hosting sites has taught me to pretty much stop caring. It's way easier and better to just build the thing from text.

Quote:
Originally Posted by Frank74 View Post
I had to change from:
cc -S %C_FLAGS% -o %obj%\module.asm %rsp%\module.c
and,
as --statistics -o %obj%\module.o %obj%\module.asm
etc.

to:

%MinGW%\bin\gcc.exe -S -Os %C_FLAGS% -o %obj%\module.asm %rsp%\module.c
and
%MinGW%\bin\as.exe -o %obj%\module.o %obj%\module.asm

Etc.
Windows doesn't allow running of cc directly, you have to use gcc.exe, with the full path.
Where are you seeing this?

I do not recall invoking cc directly in any of the Windows compilation scripts. I haven't laid eyes on my RSP project for many months now.

Yes, MSVC/DDK is good for building spconfig, but keep it away from anything optimized for agnostic SIMD code generation, like the plugin itself. MSVC after years still hasn't gotten their game straight either with that or branch prediction.

The newest versions of GCC always come out for Linux sooner anyway. Sometimes I want to just compile the C on Linux, make adjustments to the assembler syntax, then assemble and link on Windows using Microsoft's linker (which is so much better than the Windows port of the GNU linker).
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  #1287  
Old 14th August 2017, 09:16 AM
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Frank74 Frank74 is offline
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Quote:
Originally Posted by HatCat View Post
Where are you seeing this?

I do not recall invoking cc directly in any of the Windows compilation scripts. I haven't laid eyes on my RSP project for many months now.
Here:
https://github.com/cxd4/rsp/blob/master/make_w32.cmd
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  #1288  
Old 14th August 2017, 02:18 PM
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HatCat HatCat is offline
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Does it work if you leave the `as` lines alone and only do C:\MinGW\bin\gcc.exe?

The batch script still CD'd into the C:\MinGW directory before running `as`, so that shouldn't have to be expanded to C:\MinGW\bin\as.exe. The `cc` probably wasn't working for you because the 32-bit standard MinGW package for Windows has it located elsewhere, and you would just invoke gcc.exe instead if operating from within that directory.

It must have only worked for me because my Windows environment variables had the system path for the installed GNU make utilities for both 64- and 32-bit MinGW. I'm not sure why I left the two files inconsistent with each other; it should be fixed in the latest commit.

I know I did absolutely need to make it C:\MinGW\bin\gcc.exe in the 64-bit make_w64.cmd build script, because just plain cc or gcc being executed relied on the system path finding the 32-bit location instead which was screwing everything up. Effing Windows!
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  #1289  
Old 14th August 2017, 02:28 PM
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HatCat HatCat is offline
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Quote:
Originally Posted by squall_leonhart View Post
All your links are dead.
Quote:
Originally Posted by theboy181 View Post
You are mostly correct, but I have a feeling that your or also wrong.
Nope, he's right.

If you "feel" all of the links in the original post, you'll have a "feeling" that they're all dead. And I don't know if and when I'll make them alive again. If I do pre-compiled releases again I'll probably just attach them to EmuTalk posts or something.

Unless you're talking about EmuCR or whatever. They've improved substantially by actually using the MinGW script I gave them instead of trying to compile with MSVC, but it's still pretty pointless when you can just pass -mssse3 in the shell to build the SSSE3 version of the plugin.
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