Question about N64 coming in 1.0

I know the release is coming when it is ready, That is not my question. My question is the N64 core coming to PS3 or Will we be left out due to the issues with making something like that run well on the system.

There are two problems -

1 - PSGL is OpenGL ES 1.1 based. We need at least OpenGL ES 2.0 for libretro GL support. Somebody from the PS3 scene could do it - but they either only want to work on PSL1GHT or they just don’t believe in sharing.

2 - The pre-existing PPC32 dynarec would need to be heavily modified in order to run reliably on PS3, which is a Sony variant of PPC64.

I don’t want to totally rule it out but it definitely won’t make it in time for RetroArch 1.0.0 [for PS3] if at all - and it would have to depend on teamwork from other members in the community. Right now - these two things not being there makes a release on PS3 not very fruitful.

I wonder if that Wii64 team still have anything that could prove to be of use and whether they’d be interested in sharing. Then again, if it’s not Glide64-based and not OpenGL-based then probably not of much use given the direction we’re going in. But it would never hurt if they could help out and share their findings.

how about iOS?

iOS, Android, Blackberry and PC is what our main focus is for this upcoming Mupen64 libretro core. That is what ‘libretro GL support’ in RetroArch 0.9.9 was all about - to make it possible to have libretro cores where we use hardware-accelerated rendering plugins instead of doing it all through software rendering. Unlike PS1,it is nearly impossible to do graphics rendering in software with playable speeds for N64 - the graphics hardware was just way too complex compared to PS1.

The main advantage of Mupen64 libretro will be - one common codebase for all platforms targeting libretro GL. This will make it way more appealing as well for people to contribute to since it isn’t just limited to one specific ‘platform port’.

If people from the PS3 and Wii communities feel like helping out (and they have to be ‘capable people’ - I’m thinking on the level of being able to make the kind of changes so that the pre-existing PPC32 dynarec could work on PS3 as well - or being able to extend the PSGL source so that it is GLES 2-compliant) - we COULD try to cater to them as well. But I am not going to be doing that alone and several hurdles will need to be overcome - and that isn’t going to be done by me as I already have well enough to do myself.

Have you tried to build it with RSXGL ( github.com/gzorin/RSXGL ). it should use OpenGL ES 2.0, but i’m not so sure about this (you may ask to gzorin for clarifications). what i’m sure is that it uses OpenGL 3.1

Obviously RSXGL is written for PSL1GHT

AFAIK there was some dispute over it being OpenGL 3.1 compliant on the Phoronix forums - it was more like a subset of it.

But anyways,

  1. RSXGL being targeted at PSL1GHT would be one of the problems. Now, granted, most of PSL1GHT is a shim job so it might be possible to get it to work on PS3 SDK (and for libgcm) but that would already be another significant investment of time.
  2. It’s not explicitly targeted at being OpenGL ES 2 compliant.
  3. We don’t know how well it performs.

I’m very much looking forward to this. If there’s an outside chance some of the Japanese wrestling games that don’t work on PC in 1964 or Project64 work, I’ll have a smile a mile wide.

can you say when the n64 core for iOS would be ready? what I mean is, are we talking about weeks/months…?

and do you think that the A5 will be enough for n64?

I’m not going to commit to a release date - that usually ends up in a lot of promises being broken, and this is not a job anyways.

What I can tell you is that it already runs on PC and it runs certain games well (OOT/Mario 64) - sound resampling needs to be implemented by maister (and likely will be a big improvement over Mupen64’s implementation since they just relied on libsamplerate).

The most pressing concerns now is to fix most of the GLES2Glide64 issues (which we’ll be using as the reference video plugin for both PC and mobile), get the ARM dynarecs in, and go from there.

So like the initial pic / tweet said - no ETA (Estimated Time Available).

OOT is all we need :stuck_out_tongue:

i hope it will release this summer.

it should run decently, if we see the N64core made by zodttd for iOS with sound. Unfortunately his version is missing some controller support without the use of accelerometer. I’m quite sure Retroarch will beat Zodttd’s version. Cheers

Yes. Because they love what they do and don’t do it for money.