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  #1201  
Old 16th July 2015, 06:18 PM
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HatCat HatCat is offline
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Frank74 do you think you could try the 64-bit exe on Windows XP again?

I was thinking the exe here should work on XP 64-bit:
https://github.com/cxd4/spconfig/rel...1/spconfig.exe

I had to hex-edit the OS version from 5.2 to 5.1 since no linker seems to want to let you target XP 64-bit.

Last edited by HatCat; 16th July 2015 at 07:31 PM.
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  #1202  
Old 17th July 2015, 11:43 AM
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Quote:
Originally Posted by HatCat View Post
son, I am disappoint.
I'm saying it's faster i.e. easier for the person to do it without a GUI, not "asm h4x ftw efficiency" faster.
I knew what you meant by faster . I just tend to prefer clicking over typing.
Quote:
Originally Posted by HatCat View Post
I had to hex-edit the OS version from 5.2 to 5.1 since no linker seems to want to let you target XP 64-bit.
That's pretty neat, to be able to just edit it in a hex editor .
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  #1203  
Old 17th July 2015, 05:52 PM
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HatCat HatCat is offline
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Quote:
I just tend to prefer clicking over typing.
Which exactly is why you did not know what I meant by faster.

Because by saying that, you just admitted to disagreeing with it necessarily being faster, for you, even though you said this:
Good point actually. "Speed" ftw

You changed "faster" to "speed" because you and I are not talking about the same thing. Thanks for playing.
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  #1204  
Old 17th July 2015, 08:21 PM
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Round 3!


Fight!!
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https://www.amazon.com/All-Cats-Have.../dp/1843104814
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  #1205  
Old 18th July 2015, 04:16 AM
GPDP GPDP is offline
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Quote:
Originally Posted by HatCat View Post
Dunno. Last I checked they're both about the same I think, just with a different interface from the plugin spec used upstream than m64p one. It may usually be behind a few commits, haven't really looked that often.

I can recall that structurally the rsp fork in libretro was based on a point in time where I had the source laid out way differently, so there is some lack of synchronicity there. However it is not my concentration to be able to understand either the Mupen64Plus API or the RetroArch API, so I am not one with the ability to be involved in something like that.
I see.

I ask because for giggles, I half-assedly benchmarked mupen64plus-libretro and Project64 2.2, using both your RSP Interpreter plugin and the Angrylion video plugin (with VI filters off), using certain parts of Mario 64, and on Project64, I got anywhere from 10 to 20 VI/s more than on mupen64plus-libretro, depending on the screen. I know they are both different emulators, but seeing such a difference using as low-level emulation as I could get on both platforms, one wonders if there are optimizations made on one spec that the other does not share.
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  #1206  
Old 18th July 2015, 01:27 PM
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Right...didn't know it was that much of a difference.

Well I understand how to do basic backports into the m64p/libretro forks, but I probably have anywhere between 200 to 400 commits, several of which large-scale fundamental changes, done since the time when RA began forking mupen64plus/rsp. So I think ultimately it requires an understanding of both m64p and RA APIs to really just port the whole thing over.
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  #1207  
Old 21st July 2015, 06:05 AM
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Just to demonstrate what I'm talking about:

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  #1208  
Old 21st July 2015, 05:25 PM
V1del V1del is offline
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m64p/retroarch is usually a bit slower compared to PJ64.

I don't think there are really any emulator spec optimizations (apart from the delay RSP stuff, which is irrelevant in this particular case)

Last edited by V1del; 21st July 2015 at 06:22 PM.
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  #1209  
Old 21st July 2015, 07:46 PM
GPDP GPDP is offline
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Quote:
Originally Posted by V1del View Post
m64p/retroarch is usually a bit slower compared to PJ64.
It's actually hard to tell. I tried to benchmark how many VI/s I'd get using Glide64 and HatCat's RSP on Project64 if I disabled the frame limiter, but for whatever reason it always caps at 120 VI/s no matter what I do. On Mupen64Plus-libretro, using its own versions of those plugins, I'd get around 350 VI/s using the dynarec, around 180 VI/s with the cached interpreter, and around 140 with the pure interpreter. Would be nice if Project64 would let me explore just how fast it's really running the game with Glide64. Jabo's plugin actually does fully disable the limiter, resulting in around 500 VI/s, give or take.
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  #1210  
Old 21st July 2015, 08:49 PM
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Quote:
Originally Posted by GPDP View Post
It's actually hard to tell. I tried to benchmark how many VI/s I'd get using Glide64 and HatCat's RSP on Project64 if I disabled the frame limiter, but for whatever reason it always caps at 120 VI/s no matter what I do.
Sounds like you might have Vsync enabled. If it's enabled, try and see if turning it off, makes a difference.
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