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GhettoBeta59
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Post subject: Do you think that it is possible to port DaedalusX64 to PS2?  Posted: Sat Aug 18, 2012 6:41 pm |
| Warrior |
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Joined: Mon Feb 21, 2011 9:46 pm Posts: 95
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First off, THIS IS NOT A REQUEST. I'm just stating a thought. Second off, I'm sorry ExcrutiationX for not obeying the forum rules Ok, so do you think it is possible to port DaedalusX64 to PS2 (particularly asking the devs)? PS2 Specs: Quote: CPU: 64-bit "Emotion Engine" clocked at 294.912 MHz (299 MHz on newer versions), 10.5 million transistors System memory: 32 MB Direct Rambus or RDRAM Memory bus Bandwidth: 3.2 gigabytes per second Main processor: MIPS R5900 CPU core, 64-bit, little endian (mipsel). Coprocessor: FPU (Floating Point Multiply Accumulator × 1, Floating Point Divider × 1) Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator × 9, Floating Point Divider × 1), 32-bit, at 147.456 MHz. VU0 typically used for polygon transformations optionally (under parallel or serial connection), physics and other gameplay based things VU1 typically used for polygon transformations, lighting and other visual based calculations (Texture matrix able for 2 coordinates (UV/ST)[53]) Parallel: Results of VU0/FPU sent as another display list via MFIFO (E.G. complex characters/vehicles/etc.) Serial: Results of VU0/FPU sent to VU1 (via 3 methods) and can act as an optional geometry pre-processor that does all base work to update the scene every frame (E.G. camera, perspective, boning and laws of movement such as animations or physics) Floating Point Performance: 6.2 GFLOPS (single precision 32-bit floating point) FPU 0.64 GFLOPS VU0 2.44 GFLOPS VU1 3.08 GFLOPS (with Internal 0.64 GFLOPS EFU) Tri-Strip Geometric transformation (VU0+VU1): 150 million polygons per second 3D CG Geometric transformation with raw 3D perspective operations (VU0+VU1): 66-80+ million polygons per second 3D CG Geometric transformations at peak bones/movements/effects (textures)/lights (VU0+VU1, parallel or series): 15–20 million polygons per second Actual real-world polygons (per frame):500-650k at 30fps, 250-325k at 60fps Compressed Image Decoder: MPEG-2 I/O Processor interconnection: Remote Procedure Call over a serial link, DMA controller for bulk transfer Cache memory: Instruction: 16 KB, Data: 8 KB + 16 KB (ScrP)
Graphics processing unit: "Graphics Synthesizer" clocked at 147.456 MHz Pixel pipelines: 16 Video output resolution: variable from 256×224 to 1920×1080 pixels 4 MB Embedded DRAM video memory bandwidth at 48 gigabytes per second (main system 32 MB can be dedicated into VRAM for off-screen materials) Texture buffer bandwidth: 9.6 GB/s Frame buffer bandwidth: 38.4 GB/s DRAM Bus width: 2560-bit (composed of three independent buses: 1024-bit write, 1024-bit read, 512-bit read/write) Pixel configuration: RGB: Alpha:Z Buffer (24:8, 15:1 for RGB, 16, 24, or 32-bit Z buffer) Dedicated connection to: Main CPU and VU1 Overall pixel fillrate: 16×147 = 2.352 Gpixel/s (rounded to 2.4 Gpixel/s) Pixel fillrate: with no texture, flat shaded 2.4 (75,000,000 32pixel raster triangles) Pixel fillrate: with 1 full texture (Diffuse Map), Gouraud shaded 1.2 (37,750,000 32-bit pixel raster triangles) Pixel fillrate: with 2 full textures (Diffuse map + specular or alpha or other), Gouraud shaded 0.6 (18,750,000 32-bit pixel raster triangles) GS effects: AAx2 (poly sorting required), Bilinear, Trilinear, Multi-pass, Palletizing (4-bit = 6:1 ratio, 8-bit = 3:1) Multi-pass rendering ability Four passes = 300 Mpixel/s (300 Mpixels/s divided by 32 pixels = 9,375,000 triangles/s lost every four passes) Audio: "SPU1+SPU2" (SPU1 is actually the CPU clocked at 8 MHz) Sound Memory: 2 MB Number of voices: 48 hardware channels of ADPCM on SPU2 plus software-mixed channels Sampling Frequency: 44.1 kHz or 48 kHz (selectable) Output: Dolby Digital 5.1 Surround sound, DTS (Full motion video only), later games achieved analog 5.1 surround during gameplay through Dolby Pro Logic II
I know the PS2 already has a pretty well-running PS1 emulator, but the PS1 and N64 are totally different systems in terms or specs. So what do you think? Would it be possible?
_________________ PSP 3000 4g 6.20 Pro-C My YouTube: http://www.youtube.com/user/AlphaGaming16?feature=mhee
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Amin0152
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Post subject: Re: Do you think that it is possible to port DaedalusX64 to  Posted: Sat Aug 18, 2012 9:14 pm |
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Joined: Tue Feb 07, 2012 10:14 pm Posts: 368 Location: Ottawa, ON
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Yes I think I already saw a n64 emulator for psp on youtube.
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PSPdemon
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Post subject: Re: Do you think that it is possible to port DaedalusX64 to  Posted: Tue Aug 21, 2012 2:20 pm |
| Wanderer |
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Joined: Wed Nov 05, 2008 12:44 am Posts: 41
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Simple short and sweet answer: No...not possible
The ps1 emulator for ps2 is only because the ps2 has built in ps1 support so they are only hooking off of that iirc ( similar to how they finally got gc games to load off of usb/sd and even use the onboard hardware to make it so games like Phantasy Star Online can...well....actually go online )
What I should say is not that its impossible...but impractical and no one would be willing to do it.
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Amin0152
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Post subject: Re: Do you think that it is possible to port DaedalusX64 to  Posted: Wed Aug 22, 2012 11:11 am |
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Joined: Tue Feb 07, 2012 10:14 pm Posts: 368 Location: Ottawa, ON
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Once, I saw a guy that made a N64 emulator for PS2. But the graphic was so horrible but the game was going on a good speed.
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GhettoBeta59
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Post subject: Re: Do you think that it is possible to port DaedalusX64 to  Posted: Wed Aug 22, 2012 1:26 pm |
| Warrior |
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Joined: Mon Feb 21, 2011 9:46 pm Posts: 95
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To answer your responses: Wally: It is not dead, there is just few developers just like the PSP. There is still new releases coming out for homebrew and such. PSPdemon: Um, I know what you are thinking. The PS2 does have the PS1 hardware and BIOS in it, but when you use them, it only enables use from the CD drive and memory card/controller ports. There is a PS1 emulator that is used to play games from USB, Internal HDD, and Network here: http://psx-scene.com/forums/f292/ps2psx ... es-105355/Lately, the forums on that have been more popular than these forums.  I believe development ended a short time ago because the dev got uninterested, but I've heard that a new dev want to compile and work on the code. Amin0152: I don't know what you are talking about, as there was no N64 emulator on PS2 at any point of time. Post a link and I'll see. I've noticed that the clock for the CPU on DaedalusX64 is set at 279MHz by default (I don't know why not the full 333MHz, to save power?), so that means the PS2 EE has a faster core but I don't know a lot about the PS2 EE to know if it is more powerful.
_________________ PSP 3000 4g 6.20 Pro-C My YouTube: http://www.youtube.com/user/AlphaGaming16?feature=mhee
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Amin0152
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Post subject: Re: Do you think that it is possible to port DaedalusX64 to  Posted: Wed Aug 22, 2012 2:39 pm |
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Joined: Tue Feb 07, 2012 10:14 pm Posts: 368 Location: Ottawa, ON
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GhettoBeta59 wrote: To answer your responses: Wally: It is not dead, there is just few developers just like the PSP. There is still new releases coming out for homebrew and such. PSPdemon: Um, I know what you are thinking. The PS2 does have the PS1 hardware and BIOS in it, but when you use them, it only enables use from the CD drive and memory card/controller ports. There is a PS1 emulator that is used to play games from USB, Internal HDD, and Network here: http://psx-scene.com/forums/f292/ps2psx ... es-105355/Lately, the forums on that have been more popular than these forums.  I believe development ended a short time ago because the dev got uninterested, but I've heard that a new dev want to compile and work on the code. Amin0152: I don't know what you are talking about, as there was no N64 emulator on PS2 at any point of time. Post a link and I'll see. I've noticed that the clock for the CPU on DaedalusX64 is set at 279MHz by default (I don't know why not the full 333MHz, to save power?), so that means the PS2 EE has a faster core but I don't know a lot about the PS2 EE to know if it is more powerful.Really Daedalusx64 is set as default at 279MHz, how do you know? They could maybe overclock it by 333MHz so that games could be faster.
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Amin0152
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Post subject: Re: Do you think that it is possible to port DaedalusX64 to  Posted: Wed Aug 22, 2012 4:14 pm |
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Joined: Tue Feb 07, 2012 10:14 pm Posts: 368 Location: Ottawa, ON
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GhettoBeta59 wrote: Technically it's not overclocking, but I already have mine set 333MHz by default. If you have PRO HEN, then you can just press select and change the default clock speed ingame to 333MHz. The speed does go up, I was playing Pokemon Stadium 2 at default the clock and async sound and the announcer was really lagging, but then I changed it to 333MHz and the voice didn't lag as badly, it also went considerably faster.
I actually realized that it wasn't 333MHz by default today, I used the plugin Game Menu by neur0n to see if the default ingame was 333MHz and was surprised that it wasn't. Ya I already set to 333MHz on the Pro VSH Menu on my 6.60 CFW Pro C PSP. Also Ghettobeta59, I also found out that when you enable the Memory Stick SpeedUp by going to the ''Recovery Menu'' -> ''Advanced'' then put it to ''Always'' and some games speed up a little faster. After you've done that can you check if any game that speeds up. I saw Super Smash Bros and Super Mario 64 speed up a bit faster. Try that and tell me if it speeds up Daedalusx64.
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Salv-E
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Post subject: Re: Do you think that it is possible to port DaedalusX64 to  Posted: Wed Aug 22, 2012 5:32 pm |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2895
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Somebody ported Daedalus to Dreamcast a while ago, so yea is doable http://dcemulation.org/?title=DaedalusDCBut yea why develop for a console which is nearly dead? Also we lack the hardware and experience for such port. Anyways Daedalus is open sourced, anyone is free to port it  EDIT: GhettoBeta59 wrote: To answer your responses:
Wally: It is not dead, there is just few developers just like the PSP. There is still new releases coming out for homebrew and such.
Opps I refrain what I said of the console being nearly dead. I haven't been involved with PS2 scene; glad to know after all these years it stills kicking  GhettoBeta59 wrote: I've noticed that the clock for the CPU on DaedalusX64 is set at 279MHz by default (I don't know why not the full 333MHz, to save power?), so that means the PS2 EE has a faster core but I don't know a lot about the PS2 EE to know if it is more powerful. http://strmnnrmn.blogspot.com/2007/08/333-mhz.html
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<Salvy>WTF Kirby is invisible on latest rev?! <Dougamer>Hmmm <Dougamer>I'll "aquire" kirby and check... 20 minutes later... <Salvy>Kirby looks ok on default settings Dougamer? <Dougamer>still... "aquiring" it Salvy...
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