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Thread: WiiSX Preview - PS1 Emu for the Wii

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    Member bumper44's Avatar
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    Talking WiiSX Preview - PS1 Emu for the Wii

    Original source & Quote from Emu_kidid & www.tehskeen.com

    If you've heard rumors about a Sony Playstation 1 emulator being coded for the Nintendo Wii and Gamecube I'm here to tell you the rumors were true. Emu_kidid, Sepp256 and TehPola have been quietly working on a port of PCSX for both Nintendo consoles and I've been privileged with being able to test out their work in progress emulator.

    Let me tell you, I'm impressed at how far they have come as the emulator can handle some games and runs at a very playable speed. Click on the replies link to see a video of the emulator in action and also to read an interview I conducted with Emu_Kidid about WiiSX.

    VIDEO:[ame="http://www.youtube.com/watch?v=gsx5przouqk"]YouTube - WiiSX Preview -[/ame]


    The interview:Interview with Emu_Kidid - Co-Author of WiiSX (09-08-08)
    Conducted by Brakken

    > So, you're porting PCSX to the Nintendo Wii and GameCube. What motivated you to do this?

    The motivation has always been there, but Sepp256 and I decided to finally get the port started whilst Tehpola works on the dynarec for Wii64 to get it up to full speed. It's a very quick and dirty port right now, but we're slowly working on getting it to be more user friendly. Considering it's only a side project and that our main focus is still Wii64, this has progressed pretty far in such a short time

    > Who is working with you on this coding project?

    Sepp256 (aka GX guru) is working on the PEOPS GPU port to GX and other general coding throughout the port.

    Tehpola is working on various important parts of the port, such as getting plug-ins statically linked and helping out with various endian issues.

    I worked on getting the initial code compiling and running on Gamecube and Wii, but also putting together basic plug-ins such as Pad and CD-Rom.

    > As PCSX is based on x86 code is it difficult to port it to it to a Power-PC architecture?

    So far in the port, we are using the pure interpreter which is written in the C programming language, but is quite fast. This is why we chose PCSX, we knew that it was quite fast even on lower-end machines. Later on, we plan to get a dynarec up and running, however, we were quite lucky to find an already complete power-PC dynamic re-compiler written for this emulator, but it does need work as it relies on Mac OS quite a lot.

    > What parts are ported and what remains to be done?

    The graphics processing unit (GPU) is being ported with mainly software rendering right now, but will later hopefully all be possible in GX. Basic Input and CD-Rom support are somewhat working right now, however they both contain numerous bugs we are aware of.

    The only part which hasn't been ported at all yet is the sound processing unit (SPU). It's not necessarily needed to get things tested but of course will get done eventually.

    > Will the emulator support plug-ins?

    The emulator uses statically linked "Plug-ins" so no, there's no support for plug and play "Plug-ins". We plan to utilize the best open sourced plug-ins right from the beginning to eliminate the need for different ones to be used.

    > PCSX was recently updated with Network Play. Do you plan on implementing this feature?

    Yes, we plan to add Network Play to PCSX after all the other major parts of it are complete and full speed. Net play will work through traditional wireless on the Wii and also on Gamecube throughout the BBA (and possibly through the USBGecko).

    > What will be some major differences between the Nintendo Wii and Gamecube versions?

    Hopefully by the end of it, they should be identical apart from the Wii version having input from the Wii input devices such as the Wii remote and of course loading from the front SD slot.

    Speed wise, we're pretty sure we can get full FPS on the Gamecube and Wii without any feature loss

    > Do you have any special plans for the emulator, like USB or Wiimote support?

    We hope to support USB as soon as it's added into the libFAT cvs, however it might need some optimizations to get it working full speed. Wiimote support is pretty much a given these days with homebrew on the Wii, but we do plan to support the classic controller and possibly a nunchuck combo with the Wii remote. We also plan to add in DVD support once the menu is completed.

    > Is there any set time-line on an initial preview release?

    There's no set time-line yet, but it should definitely be before the end of this year.
    Last edited by ModderMan; 10-01-2008 at 08:43 AM.
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    nice post moved to news

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    Member bumper44's Avatar
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    Thanks, to bad I already sent fatal a message asking him to put this on the news.

    lol

    Also how to do embed YouTube?
    What doesn't kill you only makes you stronger.
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    Great news. Another feather in Homebrew cap.

  5. 1 User Says Thank You jbloggs For This Useful Post


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    Junior Member ChrisChown's Avatar
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    Quote Originally Posted by bumper44 View Post
    Thanks, to bad I already sent fatal a message asking him to put this on the news.

    lol

    Also how to do embed YouTube?
    Code:
     [yt] VIDEO NUMBER HERE (at the end of the url) [/ yt]

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    Member bumper44's Avatar
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    Thanks for telling me how to embed!
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    Junior Member ChrisChown's Avatar
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    no problem

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    New Member sahduk's Avatar
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    wow...the homebrew for the wi is really developing O_O

    i thought it ended with snes ...

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    Junior Member aznemo777's Avatar
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    this is pretty sweet
    i mean they got the psp running playstation games flawlessly
    i see potential in this

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