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#21 | |
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Registered User
![]() Join Date: Aug 2008
Location: Fundsy
Posts: 50
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#22 | |
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Registered User
![]() ![]() Join Date: Oct 2011
Posts: 189
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Quote:
![]() Power ISA reference document, Book 1, chapter 6... |
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#23 | ||
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Last Xbox Emu Author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Seattle, WA, USA
Posts: 5,843
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Quote:
How far have you gotten with your HLE emu? Quote:
I still stick by my idea of a PPC64 -> x86-64 static recompiler.
__________________
![]() Official Website of Shogun3D's RyuAwai! Shogun3D Game Development Blog Zengjük a Dalt: Manliest Song Ever! ![]() Last edited by blueshogun96; July 5th, 2012 at 08:21.. Reason: need automerger |
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#24 |
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Registered User
![]() ![]() Join Date: Oct 2011
Posts: 189
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So far I worked on it for about 2 months starting in September last year, then I picked it again 2 weeks ago... so not very far ![]() I can load executables from ISO files and STFS packages (and extract pretty much every single piece of information they have, but that's not really emulation unless I want to write my own dashboard), and execute simple things like a hello world or a spinning triangle... Reversing the buffer with the GPU commands takes time, and I'm working on the debugger far more than the 3D parts of the emulation at this point, so I'm not really expecting to get anything graphical running anytime soon... Apart from those simple things, gamepads are working (but those are basically the same xinput calls anyway), creating threads and other basic features like those (mutex and such), some networking (the winsock-ish API, not the Xbox Live stuff, obviously), etc... |
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#25 | |
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Last Xbox Emu Author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Seattle, WA, USA
Posts: 5,843
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Quote:
__________________
![]() Official Website of Shogun3D's RyuAwai! Shogun3D Game Development Blog Zengjük a Dalt: Manliest Song Ever! ![]() |
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#26 |
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Registered User
![]() ![]() Join Date: Oct 2011
Posts: 189
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Oh no right now it's just an interpreter, I'd rather have some kind of reference point I can compare with before moving to static recompilation...
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#27 |
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Registered User
Join Date: Dec 2010
Location: Germany
Posts: 35
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Sta-rec using llvm should actually be easier than an interpreter. It's a little bit harder to get started but once you have the base working it would be easy to debug and really fast. You could also detect code patterns more easily.
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#28 |
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Registered User
![]() ![]() Join Date: Oct 2011
Posts: 189
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Yes but I don't want to use llvm, it's far more fun doing it yourself
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#29 |
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Last Xbox Emu Author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Seattle, WA, USA
Posts: 5,843
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I recommend taking JayFox's advice, but suit yourself.
__________________
![]() Official Website of Shogun3D's RyuAwai! Shogun3D Game Development Blog Zengjük a Dalt: Manliest Song Ever! ![]() |
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#30 |
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Registered User
![]() ![]() Join Date: Oct 2011
Posts: 189
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I've worked on many compilers and recompilers in the past, and it's a hobby, so not sure why I'd use a library to do what I wanted to code this emulator for in the first place
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#31 |
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Registered User
Join Date: Dec 2010
Location: Germany
Posts: 35
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llvm could also only provide the optimization passes etc. which are VERY complex. It'd take years to implement only parts of those. For a project like this performance is critical, even if you don't want realtime emulation. llvm is not a drop-in PPC emulator either, so there is still plenty of work, very similar to normal interpreter development (Converting your high-level code to llvm code). But at the end of the day its obviously up to you. Good luck with your project anyway. Is there a repo already? Or do you have any screenshots? |
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#32 |
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Registered User
![]() ![]() Join Date: Oct 2011
Posts: 189
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It's not opensource, and I'm not sure a screenshot of a spinning triangle would be very useful
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#33 | |
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Last Xbox Emu Author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Seattle, WA, USA
Posts: 5,843
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Quote:
__________________
![]() Official Website of Shogun3D's RyuAwai! Shogun3D Game Development Blog Zengjük a Dalt: Manliest Song Ever! ![]() |
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#34 |
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Registered User
![]() ![]() Join Date: Oct 2011
Posts: 189
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Yeah, I guess I just don't care enough about what people might think of my personal-boredom-killing-hobby ![]() But sure when I have something more interesting to show (maybe the least technically complex indie game displaying its main menu) I'll post it around here |
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#35 | |
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Last Xbox Emu Author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Seattle, WA, USA
Posts: 5,843
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Quote:
![]() ... please?
__________________
![]() Official Website of Shogun3D's RyuAwai! Shogun3D Game Development Blog Zengjük a Dalt: Manliest Song Ever! ![]() |
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