Wii64 not working on Rebug DEX?

Kaydoe031

Forum Noob
Hello everyone! I recently updated my rebug CFW DEX firmware and I reinstalled everything.
Everything is working fine but when I try and use wii64 from MultiMan it just sends me back to the homescreen. What can I do to make it work?
Thanks for the help!

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Wii64 is a POC and it hasn't seen any development since 2011. I think the best frame rates were like 7-8 fps. The PS3's dynarec is a mutt of sorts. 64bit architecture with 32bit pointers. The few devs I have spoke with have told me the existing code for the EMU's would need adapted to even make use of it. That being said they have told me they do not want to even fuss with it as there are already much better and vastly larger communities.
 
So what can I do if I want to play Nintendo 74 or GameCube games on my ps3?

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Unless you develop it there is nothing you can do. There is not any working emulator. The only reason emukidd released his work was because he found it laying around. He had a team of six that were not able to do anything but boot Mario 64 at 7-8fps which is utterly useless and not playable. Luckily they ported Mario 64 over with the decompiled code. So we have that and Zelda is coming as well. I'm sure you have read how difficult the system can be to develop for and that is large corporations with millions of dollars not Homebrew enthusiast.
 
https://forums.libretro.com/t/proper-ps3-dynarec-now-available-on-higher-cfw-3-55-4-21-4-30/267

Quick read as to some of the huge road blocks for development of EMU's needing a dynarec. None that are currently developed actually work for the PlayStation 3. There has been a dynarec released semi recently I still question it's capabilities since no one has even attempted to try to use it outside of existing code that was a proof of concept and didn't really do anything maybe a three to four frame per second boost but still well under 15fps. My suggestion is get a cheap Android device if you want to play Nintendo 64 works better larger community and easier to deal with.
 
https://forums.libretro.com/t/proper-ps3-dynarec-now-available-on-higher-cfw-3-55-4-21-4-30/267

Quick read as to some of the huge road blocks for development of EMU's needing a dynarec. None that are currently developed actually work for the PlayStation 3. There has been a dynarec released semi recently I still question it's capabilities since no one has even attempted to try to use it outside of existing code that was a proof of concept and didn't really do anything maybe a three to four frame per second boost but still well under 15fps. My suggestion is get a cheap Android device if you want to play Nintendo 64 works better larger community and easier to deal with.
As far as I can make out, there is just nobody really interested in updating or implementing new ps3 homebrew features, that includes dynamic recompilers for ps3 emus in general.
In practice, if you take Crystal out of the equation, who is left on the emu side of things?

Quite frankly, I am not sure that the 32 bit/64 bit mix is the main issue here.
I think the current dynarec support should be sufficient to make a proper wii64 port, overall the perf is more likely to be impacted by the PPU having to take care of recompilation than the allocating of executable memory which is all the new "dynarec support" feature does, the main issue imho is that nobody wants to code for SPUs & that the best course of action to make dynamic recompilers perf good on PS3 is to use the SPUs. In any case that's the course s#ny took for all their interpreter needs, in emus or in vms like js/lua/actionscript/java etc..
On a PS3 architecture, using the PPU to recompile code for an emulator is a bit like using the CPU to render graphics on a PC, it works but the perf is terrible.
 

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