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  #201  
Old 13th May 2013, 08:26 PM
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Quote:
Originally Posted by FatCat View Post
Hum, my memory must be fogging.
Could you point me to where I said that?
I know I had been thinking about it, just don't remember posting it.



Excluding some basic HLE of RSP tasks from inside the RSP plugin internally I have no experience with HLE of the RCP, so I have little insight on how to interpret your meaning there.

It should be able to use all the same structures that LLE does, except you are pre-allocating the recompiler for the RSP.
The RSP interpreter plugin will be the simple LLE plugin.
The RSP HLE plugin will "call" the RSP functions as inline macros, sort of, which will pull them into the ucode simulation process and have the compiler "re-compile" all the code statically for you, which is much stronger than writing a dynamic recompiler.

But, I never tried it, just been more fascinated with optimizing LLE.

Hope I partially answered your question somehow.



Not sure I'm following, but if you're asking how to define the LLE interface of the RSP gfx then all of that should be laid out in my RSP plugin already.

It would be useful also to add pre-compilers for the other custom graphics microcodes (Star Wars and such), but I don't find the endeavor of the utmost interest since such ucodes are nonstandard and rarely used. It would be better to worry about the hardware than the software; hence LLE usually does the trick.
Thanks, now I will try to make HLE graphics plugin base on z64gl.
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  #202  
Old 13th May 2013, 08:30 PM
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Haha, if you can even get z64gl compiling and building successfully then please let me know, because I have yet to do that.

I got it to build on VS2010 once, but one of the OpenGL inline methods I must have touched (or maybe a bad library) was causing consistent crashes during certain times in-depth into the game.
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  #203  
Old 13th May 2013, 08:36 PM
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Quote:
Originally Posted by FatCat View Post
Haha, if you can even get z64gl compiling and building successfully then please let me know, because I have yet to do that.

I got it to build on VS2010 once, but one of the OpenGL inline methods I must have touched (or maybe a bad library) was causing consistent crashes during certain times in-depth into the game.
I have a PM for you.
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  #204  
Old 13th May 2013, 11:18 PM
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Quote:
Originally Posted by suanyuan View Post
Thanks, now I will try to make HLE graphics plugin base on z64gl.
Another graphics plugin perhaps? Oh, ho, ho! This I gotta see!
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  #205  
Old 13th May 2013, 11:34 PM
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Quote:
Originally Posted by suanyuan View Post
I have a PM for you.
Cool! You got it building.

Haven't noticed any speed-ups, but good to know somebody here besides ziggy/angrylion knows how to control this open-source project.

Do you have any OpenGL experience or knowledge?
Maybe you can fix this duplicate pixel rows issue when using low-res native gfx.

Maybe I can help you with it later, since I am pretty much done with the RSP.
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  #206  
Old 14th May 2013, 12:13 AM
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Quote:
Originally Posted by FatCat View Post
Cool! You got it building.

Haven't noticed any speed-ups, but good to know somebody here besides ziggy/angrylion knows how to control this open-source project.

Do you have any OpenGL experience or knowledge?
Maybe you can fix this duplicate pixel rows issue when using low-res native gfx.

Maybe I can help you with it later, since I am pretty much done with the RSP.
Did you test my plugin with HLE? And try to use Zilmer RSP 1.7.0.9 (with recompiler core) at the same time if possible.

Try Star Wars - Rogue Squadron with the settings as picture below:





Quote:
Originally Posted by FatCat View Post
Maybe I can help you with it later, since I am pretty much done with the RSP.
And a little request for your LLE RSP, can you add a recompiler to it?
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Last edited by shunyuan; 14th May 2013 at 12:44 AM.
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  #207  
Old 14th May 2013, 01:58 AM
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Quote:
Originally Posted by suanyuan View Post
Did you test my plugin with HLE? And try to use Zilmer RSP 1.7.0.9 (with recompiler core) at the same time if possible.

Try Star Wars - Rogue Squadron with the settings as picture below:

Oddly enough, it's about as slow as LLE gfx on Project64 1.6...but the HLE gfx with RSP recompiler seems to play the intro fine.

It can't go in-game though. The original z64gl wasn't capable of that.

Quote:
Originally Posted by suanyuan View Post
And a little request for your LLE RSP, can you add a recompiler to it?
I don't really see why I should as of this point in time.
  • Not as fast as RCP HLE, which is still slow when using the VR4300 CPU interpreter with some games anyway.
  • Also not as fast as static recompilers. If speed was the more significant goal we would be doing those.
  • Sacrifices accuracy for speed. An interpreter should be more than enough to perfect emulation by balancing accuracy with speed, whereas a recompiler is too indirect to do the balance as well.
  • Makes implementing cycle-accuracy way harder.
  • Too much extra data shelled into the program for me to understand, much larger size.
  • Most of my improvements to the interpreter can be applied to the speed as well as accuracy of the RSP recompiler; I just have no experience to start out from writing a recompiler. That's what team work is about: Somebody knows how to do the core accuracy, another somebody knows how to do the compiler tricks/speed-ups / N64 plugins.

Last edited by HatCat; 14th May 2013 at 02:01 AM.
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  #208  
Old 14th May 2013, 01:58 AM
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Quote:
Originally Posted by suanyuan View Post

And a little request for your LLE RSP, can you add a recompiler to it?
*insert post here*
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are you american or something
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  #209  
Old 14th May 2013, 02:13 AM
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Quote:
Originally Posted by FatCat View Post
Oddly enough, it's about as slow as LLE gfx on Project64 1.6...but the HLE gfx with RSP recompiler seems to play the intro fine.

It can't go in-game though. The original z64gl wasn't capable of that.
Yes, you can enter the game, when screen became white (at menu screen), press a,b quickly should bring you into the game.

Odds, I can gain about more 10 fps at my computer with project64 2.1, that make this game playable on my computer.

And make sure to set "Fixed Audio Timing" and "Sync to Audio" off to save cpu loading.

--- Edit ------
The LLE part didn't touch too much, just fixed some locations that cause crash, no speed improvement.

--- Edit ------
Another game you may try is mario tennis, the same way, use my plugin as HLE plugin, and use zimlar's rsp (with recompiler core).
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Last edited by shunyuan; 14th May 2013 at 02:24 AM.
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  #210  
Old 14th May 2013, 02:21 AM
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Quote:
Originally Posted by nintendo1889 View Post
Another graphics plugin perhaps? Oh, ho, ho! This I gotta see!
Not yet ready for testing though.
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