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N64 Emulation question

2683 Views 10 Replies 6 Participants Last post by  GPDP
Hello everyone, I currently work in IT doing windows migrations, hardware upgrades etc and just this past month I did a major PC upgrade where I was the lead Technician and one of the people on my team was into retro video games and consoles.

As we talked about different subjects we started talking about emulators and emulation in general and we started to talk about N64 and how its been worked on for a long time and how we still cannot play most of the games from the system on our PC.

Which brought something up that I wanted to ask the emulation community to see what you all say, though I am sure its been asked before but I could not find anything in my searches, but the question is this.

Since N64 is still far from perfect, wouldnt it be easier to try and make one emulator to emulate one game perfectly instead of trying to make one program work for all? or has this been tried and failed?

It just seems to me that if we could just focus on one game to get it working perfectly we can apply that to others.

But who knows maybe I am just stupid for asking but I have never seen this brought up, so does anyone have any insight?
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No, this is what caused the problem with n64 in the first place. Focusing on emulating game behavior instead of hardware level behavior.

Check out marathonman and Fatcat(Iconoclasts) latest work in regards to the rsp interpreter.
Keep in mind though that if emulators focus too much on accuracy, very few if any machines, if any, will be able to use them at playable speeds.
Once reversing is accurate enough, optimized ports and 'good enough' emus based on that research will be more viable.
Kind of like with MAME and Finalburn Alpha (support for fewer, popular systems with great performance and desirable features).
That would be a good way to approach N64 emulators, I've seen far too many emulators that focus completely on cycle-accuracy and make it so it's practically unusable unless you have top-of-the-line-hardware. Nestopia on the other hand, is a good example of balancing very high accuracy while being able to run full speed on most, if not all, modern machines. I've been following MarathonMan's and BatCat's progress and they certainly are very knowledgeable of the hardware, but to be honest, I get lost when they delve into the very complex technical side of it. Hopefully the end result will be first very high accuracy, then speed optimization.
BSnes introduced a novel approach, not just cramming optimizations allaround but also producing different releases with varying tradeoffs (within the same emu).
Ultra-slow maximum accuracy (meant for development/romhacking), sort of slow high accuracy (default), fast good accuracy (yet significantly higher compatibility than more mainstream emus).
Exactly, there has to be a fine line, a balance, otherwise users could be alienated. I just hope that N64 emulation as a whole doesn't nosedive into a pile of crap.
With people's current obsession with cycle accuracy thanks to people like Matthew Kendora, who inspired byuu to write bsnes, I see N64 emulation being a complete failure like SNES.
You mean N64 emulation isn't a failure already? If N64 emulators become like that, I'll weep in a corner while sucking my thumb in a fetal position. PPSSPP is an awesome emulator and hope it stays that way. ;)
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