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December 9th, 2008, 23:31 Posted By: wraggster
Tehpola posted this at the new wii64 website:
Since this is my first post on the blog discussing the dynarec, I’d like to first explain what a dynarec is and why we’re going to need one to accomplish full speed emulation on the Wii. Then I’d like to describe the history of the dynarec in our emulator, where its at now, and what needs to be done to get it working.
First of all, dynarec stands for dynamic recompiler, which is actually a bit of misnomer in the console emulation world: usually its not accomplished by creating an abstract syntax tree or control flow graph from the emulated machine code and running a target machine code compiler over it, which is what recompilation would really entail. The proper term would be binary translation: for each emulated instruction, I convert it to an equivalent target instruction. Since the N64 is a MIPS architecture machine, I take a MIPS instruction, decode it (determine what kind of instruction it is and what operands it operates on), and then generate equivalent PowerPC (GC/Wii use PPC) instructions to perform the operation that the MIPS instruction intends to. What we try to do is take a block of code that needs to be run, and fill out a new block with PowerPC code that was created by converting each of the MIPS instructions in the block. The emulator then runs the block of code as a function: it will return when a different section of code needs to run and the process repeats for the next block of code.
What we’re doing now is running an interpreter: instead of translating the MIPS code we want to run, we just decode each instruction and run a function written in C which performs what the MIPS instruction would do. Though this may seem like less work: we don’t have to translate all the code and then run it; we just run it, but because the code is ran so many times and running the translated code is much faster than running each instruction through the interpreter, the extra time translating is made up for my the faster time running through long loops.
The dynarec was the first thing I started working on with the emulator: it seemed like the most interesting aspect and the most crucial for such a port (besides the graphics which I didn’t understand well enough at the time to do much useful work besides porting a software renderer). It’s gone through a few different stages different stages: 1-to-1 register mapping binary translator, quickly dropped attempt at reworking the translator to be object oriented, slightly further progressed attempt at a MIPS to Scheme translator, and where I’m currently at: the first binary translator without 1-1 register mapping, confirming to the EABI (Embedded Application-Binary Interface).
I was concerned about performance initially, and I got a little greedy: I decided that since both MIPS and PowerPC had 32 general purpose registers, and MIPS has one hardwired to 0, and PowerPC has an extra register (ctr) I could move values into for temporary storage, I could do a simple translation of most of the instructions by using all the same registers as the MIPS would use on the PPC. The idea was that I wouldn’t have to shuffle things in and out of registers; I would load the whole MIPS register set values into the PPC registers, run the recompiled code which would operate on those values, and then when its done with a block, store those values back and restore the emulator’s registers. This was a bad idea for several reasons: small blocks that only fiddled with one or two registers still had every single register stored, loaded, and then stored and loaded again for each block, I had to disable interrupts because I destroyed the stack and environment pointers that were expected if any interrupts were taken, and because I couldn’t take interrupts, it was very difficult to debug because I couldn’t run gdb in the recompiled code. I had developed a pretty large code base and a somewhat working recompiler before I truly came to realize all the drawbacks of the method: it ran some simple hand-crafted demos I had written in MIPS which computed factorial and a few other simple things, but overall it was too unweildy and inefficient to continue to debug.
My attempt at refactoring the code I had written in a OOP way was soon abandoned, but it did inspire some improvement to the way I generated instructions. Instead of piecing together the machine code from all the different parts, I wrote new macros which would do that for me for specific instructions thus reducing some major code clutter in the translator functions.
I was unimpressed by the improvements I predicted I would see by refactoring the code in C++, and inspired by Daeken’s work on IronBabel to start the dynarec from scratch using a high-level language. The idea and the code was much simpler: decode the instructions using high-level magic and instead of generating low-level machine code, generate high-level code to execute each instruction, collect all the code together, and run it as a function for each basic block. I chose Scheme because how easy it is to generate and run code on the fly (since in Lisp, code and data are only differentiated by how they’re used). The recompiler was a breeze to write, but interfacing with the C code proved troublesome. Although I eventually got the code to run, I ran into issues with the unlimited precision numbers in MzScheme, and my other choice of Scheme, Tiny Scheme, didn’t support some bitwise operations and I never got around to adding them.
Finally, I decided to go back to the old code base and improve on it with respect to the issues I had discovered along the way. I wrote more macros to clean up the code generation, I did away with 1-1 register mappings, and worked on compliance with the EABI so that I wouldn’t have any issues with interrupts and calling the recompiled code as a C function. Now, instead of loading and saving 31 registers for each dynarec block, I load each register as its used, and I store their values at the end of the block or if I used up the alloted registers for storing MIPS registers (I use volatile registers so I don’t have to worrying about saving their values). It’s not much more complicated to translate the instructions with the new mappings because for each block, the mappings are static and are kept track of while recompiling so I simply build up a table of mappings while recompiling which I flush at the end of each block. EABI compliance was a matter of creating a proper stack frame for the recompiled code, and not touching certain registers; since I have a few special values (base address of MIPS registers in memory, address of interpreter function, zero, and a running count of instructions) that I need to be maintained to any other calls, I needed to save those registers on the stack in the proper locations and restore them when I returned to the emulator. EABI compliance allows me to leave interrupts enabled while the recompiled code is running (in general, leaving interrupts disabled for extended periods of time is a bad idea) and allows me to step through recompiled code in gdb which greatly improves my ability to debug the dynarec.
The new format allowed me to debug things much easier: I could much more easily compare the original code and the effects of the recompiled code by stepping through. Soon after the reworked dynarec was completed, I pushed through all the obvious bugs in the apploader (I had some issues with the calculation of the checksum of the ROM and invalidating recompiled code that was overwritten with new code). Now the dynarec executes the standard apploader successfully, and begins running the code unique to each game. However, I still haven’t seen anything much happen after that point as far as any graphics showing up or anything like that except for in a demo I wrote that blits an image to the screen after running some unit tests.
As I’ve recently purchased a PS3 and installed Linux on it, I have a full environment to test the recompiler under without the hassle of running on the Wii. I’ve already made a quick port of my dynarec to run under PPC Linux, and I believe its breaking at the same points it was on the Wii. Running in a full OS gives me access to more tools such as valgrind and better support in gdb which helps improve the rate at which I can narrow down and fix bugs especially as the progress further into the execution of the games.
Barring some issues dealing with interrupts and exceptions, I believe the dynarec is feature-complete at this point and there are some lingering bugs (possibly dealing with some instructions which I haven’t previously seen in action or some edge cases dealing with translation or execution) which need to be resolved in order to get the recompiler working. There are a few instructions not recompiled which I intend to support after I have the basic integer instructions working: floating point instruction, 64-bit instructions, and loads/stores from/to the stack which will hopefully improve the performance of the dynarec once its running. Of course, finding these bugs take time, and its hard to put any kind of ETA on finding and fixing them because I don’t know how many issues are lurking behind the one I’m currently stuck on, and its not always easy to track down the source of the issue so please be patient as we work to resolve these issues as its hard to get this all right. However, I believe that with the dynarec running and the hardware accelerated graphics we have now, we can accomplish smooth, full speed emulation of most titles, and possibly even support some extras like high-resolution textures. As things progress, I hope to keep everyone informed of how things are going, so look for more posts on this topic later on. In the mean time, emu_kidid has made a video demonstrating the emulator in its current state on the GC so check it out.
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December 9th, 2008, 23:27 Posted By: wraggster
emu_kidid messaged me earlier today with this news:
Hey wraggster, since you're a reliable source and don't drop off the face of the earth as often as other people, I thought I'd let you in on a bit of info.
I'm just dropping by to let you know that Wii64 / WiiSX now has an official home at www.emulatemii.com, it currently doesn't have much but there is a progress video and a few lengthy posts about progress
It's a website run entirely by the Wii64Team (myself included), plus it will have in-depth updates on the status of the emulator and it's progress.
Enjoy and feel free to post it as news.
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December 9th, 2008, 22:27 Posted By: wraggster
Updated release from mangaman3000
Minesweeper is a homebrew clone of the classic Windows game. Now with Wii Remote support and score saving.
v1.3
Now saves scores, makes it much more worth playing IMO.
Will try to update menu screens and encrypt the save file for next release.
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December 9th, 2008, 22:24 Posted By: wraggster
Updated Release from Squidman
Version 2.0 wouldn't compile. 2.1 solves this problem.
The scripts accidentally were not in the archive. They have been added as a seperate archive.
Update Downloader is an application for your computer that gets Titles from the Nintendo Update Servers, decrypts them, and saves them to a folder. It allows you to choose which version of the title to download, so you can examine earlier versions. It also allows you to automatically remove the ELFLOADER header from the IOS kernel, and "fix" the System Menu executable for loading in IDA.
Please read the readme, as to prevent anyone from asking stoopid questions. There are 2 bash scripts in this package:
A script for downloading all the versions of the System Menu that are currently hosted on NUS. See System Menu Versions for a list of all versions of the System Menu.
A script for downloading the 3.4 update. It is currently set to download the 3.4U System Menu, however, you can easily change this in the script.
NOTE: I have NOT included a binary in this package because I don't want people bitching about it not working on their system. Just spend 2 minutes to fire up a terminal and type make. It's not that hard people.
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December 9th, 2008, 22:22 Posted By: wraggster
News/release from Chris
It's Yahtzee. On the Wii. Hence the inspired title. Can you be the best at throwing some dice and writing some numbers in a box?
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December 9th, 2008, 22:18 Posted By: wraggster
Wplaat has updated Red Square to v0.5:
RedSquare is an classic 2D action game. Click and hold the red square. Now, move it so that you neither touch the walls nor get hit by any of the blue blocks. If you make it to 31 seconds, you are doing brilliantly!
08/12/2008 Version 0.5
Added Sound Setting screen
Added Release Notes screen
Added functionality to fetch release notes from internet
Added send highscore to google analytic
Added nine music tracks
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December 9th, 2008, 22:08 Posted By: wraggster
Released back in 1987 The Great Giana Sisters was one of the finest 2D platform games ever made, a cheeky rip-off of the Super Mario series, designed for the home computer market, where thinly veiled 'tributes' to classic titles had been a fixture for several years. But programmer Armin Gessert and publisher Rainbow Arts were probably not prepared for the censorious fury of Nintendo. The game was apparently ripped from the shelves in a legal challenge and never seen again. Well, apart from the many homebrew updates, sequels and conversions that have proliferated on a number of platforms.
Well now it turns out that Gessert is working on an official DS version with his current studio Spellbound. It's being published by dtp and is set for release next June. From the (shakily translated) press release:
"In more than 80 levels, players experience all the great features of the original home computer version, as well as new features, that are kept exclusive for Nintendo DS. Players will have the Nintendo DS microphone as well as the touchpad, for instance."
And the good news continues - the new version will feature a remixed version of the original soundtrack by chiptune legend, Chris Huelsbeck.
Of course, if you didn't own an Atari St or Amiga in the late-eighties, this isn't going to mean much to you. But if you did... did you ever see this happening?!
And while we're on the subject, which other trademark-infringing home computer classics would you like to see legitimately remade? I had a soft spot for Synsoft's decent Hunchback clone, Quasimodo, and of course, Archer Maclean's Defender-esque, Dropzone. I also spent many, many hours with Arcadians, a BBC Micro version of Galaxian. Any others?
http://www.guardian.co.uk/technology...eculture-retro
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December 9th, 2008, 22:04 Posted By: wraggster
News/release from Marcan
Ladies and gentlemen, I present to you The Homebrew Channel, version 1.0.
Okay, so it’s really just another name for beta10. Getting into double-digit betas sounds kind of lame, and we don’t want to sound too much like google, so we’re calling it 1.0. After all, many bugfixes have come and this thing is pretty stable and feature-complete by now.
Want it? Here it is.
As I promised, we’ve listened to your requests for beta10. I didn’t promise we’d actually do anything about them, but at least we’ve taken care of some of them. Most easy additions have been added, and several bugs have been fixed. Although this release may not have USB support or themeing (boo!), things like Classic Controller and multiple-wiimote support should make your HBC experience just a bit nicer. Or at least I hope so, because I don’t think we’re going to be ready for another release for a while, and there’s other stuff to do (25C3, anyone?).
The Almighty Changelog:
meta.xml now handles all ISO-8859-1 characters properly (you can use either UTF-8 or ISO-8859-1 encoding, but UTF-8 is restricted to the ISO subset)
Wiimote power button support (shutdown)
Wiimote rumble honors system setting
Fixed some crash bugs
Fix meta.xml UNIX style newline regression
All wiimotes work now, not just the first one (only one can point at a time though)
Classic Controller support
Nunchuk support (scroll only, using the stick)
Guitar Hero 3 guitar support
Left and right change pages too
Hit 1 on Wiimote to retry the network connection (like clicking on the network icon or Z on the GC pad)
Added information to the installer
Fixed some networking issues with networking disabled (and possibly other bugs)
Pushed in some text to avoid overscan crop
Widened video width to match system menu (”black bars” fix)
B returns from app screen (unless scrolling with B-hold)
Try to initialize network earlier (slight speedup)
Retry network initialization a few times
Fix a networking issue (libogc problem)
Reload stub now identifies itself (magic number, for future use)
Support broken HTTP proxies in update check
Show IOS revision in main menu
() -> * (Hint: old-school Wiimote support needed what? Try it both ways.)
Enjoy!
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December 9th, 2008, 21:05 Posted By: wraggster
Shining Force is returning to its strategy RPG roots, but plenty has changed since Shining Force was part of the SRPG genre. Instead of sticking to a standard isometric grid like many strategy RPGs on the DS, Shining Force: Feather has a free running system. A meter on top lets you know how far you can move. When it empties out you can’t walk any further. Once you’re in position an orange ring appears and you can target any units caught in the ring.
I thought of Makai Kingdom when I first saw this trailer. Well, Makai Kingdom with a Xenogears-ish combo system, team attacks, and field skills (read: ranged spells).
http://www.siliconera.com/2008/12/09...force-feather/
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December 9th, 2008, 21:03 Posted By: wraggster
After discovering a trademark for “Yosumin!” in the US I suspected Square Enix was publishing Yosumin DS. Yosumin was originally a flash game, but the DS version adds features like a tower to climb and touch screen control. No matter which version you play Yosumin same goal - make a rectangle out of four pieces. If you haven’t heard of Yosumin DS before this video should give you an idea of how it plays.
In addition to the trademark, Yosumin! has also been rated by the OFLC where it’s linked to Square Enix. If Square Enix is bringing Yosumin to Australia it’s coming a shoe-in for North America and this shouldn’t be that much of a surprise. Recently, Square Enix has been expanding their portfolio outside of RPGs by publishing Taito’s games including My Pet Shop.
http://www.siliconera.com/2008/12/08...ional-release/
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December 9th, 2008, 21:01 Posted By: wraggster
Skip is one of the most sanguine video game studios around. This company was behind the pleasant, but unreleased in North America, Giftpia and delightful Chibi-Robo. Sure, Chibi-Robo shoots mecha-spiders with an arm cannon, but it’s still hard to imagine jovial Skip dabbling with the first person shooter genre. What happened to the project?
It became Art Style: Cubello.
in an interview about the Art Style series Hiroaki Ishibashi, Director at Skip, describes how the project evolved from a FPS into a puzzle game. “Originally we were planning to develop a first person shooting game. After so many levels of test to investigate the fun, not only being ‘just shoot ‘em all’, we ended up including some elements of puzzle games. Using motives from megalithic cultures of Maya and Incan cultures we expressed a mysterious floating object. Eventually, it turned out to be a game that people without first person shooter experience can enjoy.”
Japanese developed FPS games are uncommon which would have made Skip’s game already standout. Add in Skip’s usual sweetness to the usually violent genre and their project would have been very interesting. Too bad we probably won’t get a chance to look at their lost FPS concept.
http://www.siliconera.com/2008/12/08...lanning-a-fps/
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December 9th, 2008, 20:58 Posted By: wraggster
Newly released today:
Chocobo is back with new adventures. After traveling through the dungeons of lost time, he explores the labyrinth of fairy tales.
Instead of being an explorer, Cid is a writer and painter of a picture books series. During the painting and writing process of the fourth installment of his hit fantasy series Alvanica, the writer falls ill and this is somehow related to the strange happenings in both the world of books and reality.
To save both the writer and the world, Choco has to go into the land of fairy tales and help the protagonist solve the problems that are hurled at them. However, righting the wrongs alone do not ensure a happy ending, would fairy tales and Choco have their “Happily ever after”s?
http://www.play-asia.com/SOap-23-83-...j-70-31f6.html
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December 9th, 2008, 20:56 Posted By: wraggster
Newly released today:
Your favourite gorilla, Donkey Kong is here to save the day again. The baddies have arrived in the jungle and using the name of the king, they plundered all bananas from the other inhabitants.
To fight this group, grab your Wii remote control and nunchaku and lead Donkey Kong to his action adventures through the kingdom.
Utilizing the motion sensing interface of the Wii console, swinging through the junglehas never been so exciting, so action packed. Run and jump, fight the bosses boxing style and wave your controls side by side to avoid getting hit.
http://www.play-asia.com/SOap-23-83-...j-70-33g1.html
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December 9th, 2008, 20:44 Posted By: wraggster
New from Divineo China
- Official licensed product
- 6 characters from Super Mario Kart
- Approximately 4.5 inches long
- Approximately 2 inches tall
- Shipped randomly
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December 8th, 2008, 22:51 Posted By: wraggster
Chishm has released a new version of his Action replay Clone for the Nintendo DS:
New version 0.91 out. Not many changes this time, but it outputs debugging codes when loading the game. If it fails to load properly, the coloured squares will help figure out why.
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December 8th, 2008, 22:44 Posted By: wraggster
News via dsscene
While visiting sander stolk's AmplituDS page earlier i noticed he had a news post up about the RTS project which was shown in a preview video here last year. LDAsh (designer of the 3D space ship model in AmplitudDS) has put a section up on 'Violation Entertainment' with details on the upcoming game, now titled Ulterior Warzone. Theres a large desktop image at the bottom of the post with some scaled down screenshots on it. It certainly looks like the type of homebrew that could pass as a commercial game, but as i know little about the project since it was announced last year, and rather than me quoting a wall of text, i'll ask you all to check Violation Entertainment for more details.
http://www.violationentertainment.com/g_uw.html
http://amplituds.drunkencoders.com/
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December 8th, 2008, 22:36 Posted By: wraggster
News via nintendomax
Wolftousen has created its own editor / IDE to code with Micro Lua directly on your DS, "Code Monkey DS v2.5" which seems very comprehensive. This application requires the interpreter to work Micro Lua.
Citation:
Code Monkey DS is a full feature text editor/Lua IDE for the Nintendo DS. Made using MicroLua, its features include:
Save/SaveAs, Load, Home, End, Goto
Find/Replace*, Copy/Cut/Paste*, Delete, Undo/Redo/Repeat*
Custom Tab Sizing
Auto-Indent*
Auto-Backup*
Word Completion*
Lua Code Completion*
Lua Syntax Coloring
Custom Color Schemes
Running Lua Scripts
2 Keyboard Modes*
Open/Edit multiple files at once
(* signifies that the features is still buggy or under developement)
Future plans for improvements:
Add syntax coloring and code completion for html, c#, java, and d
Add document mode for writting word like documents
Allow minimizing go shell
Add version checking and bug reporting
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December 8th, 2008, 22:23 Posted By: wraggster
News/release from Squidman
Update Downloader is an application for your computer that gets Titles from the Nintendo Update Servers, decrypts them, and saves them to a folder. It allows you to choose which version of the title to download, so you can examine earlier versions. It also allows you to automatically remove the ELFLOADER header from the IOS kernel, and "fix" the System Menu executable for loading in IDA.
Please read the readme, as to prevent anyone from asking stupid questions. There are 2 bash scripts in this package:
A script for downloading all the versions of the System Menu that are currently hosted on NUS. See System Menu Versions for a list of all versions of the System Menu.
A script for downloading the 3.4 update. It is currently set to download the 3.4U System Menu, however, you can easily change this in the script.
NOTE: I have NOT included a binary in this package because I don't want people bitching about it not working on their system. Just spend 2 minutes to fire up a terminal and type make. It's not that hard people
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December 8th, 2008, 22:11 Posted By: wraggster
Nintendo has rejected news reports that there could soon be an upgrade to the Wii Remote’s accelerometer technology.
Speaking to Edge, a Nintendo spokesperson denied reports that the controller would see an internal upgrade of this kind, and has denied reports that the company is looking for one, labelling the matter as “purely rumour and speculation.”
Over the weekend, Nikkei business publication TechOn! published claims from its undisclosed sources that Nintendo “has been evaluating samples obtained from a number of acceleration sensor manufacturers other than ST and ADI.”
http://www.edge-online.com/news/nint...D-news-reports
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