It's not quite as simple as just dropping in a new library, and away you go. The N64 had a vector coprocessor (the RSP) which handled the calculation side of both the graphics and audio stack. HLE-ing the N64 still required reverse-engineering the routines uploaded to the RSP.
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Vastauksena käyttäjille @TheMogMiner, @MrCheeze_ ja
Overall, there were roughly 20-40 unique sets of microcode routines. Some were used by only one or two games, some were used by a fairly large chunk. So it's not entirely the same situation with the CD-i.
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Vastauksena käyttäjille @TheMogMiner, @MrCheeze_ ja
For what it's worth, another person replying to
@thedopster did mention the same thing - that it should theoretically be more straightforward to HLE the CD-i than do it bare-metal - but also accurately gauged that that method is a no-go for MAME.1 vastaus 0 uudelleentwiittausta 1 tykkäys -
Vastauksena käyttäjille @TheMogMiner, @MrCheeze_ ja
MAME doesn't go the HLE route when emulating the N64, either, as the stated goal of the project is to at least attempt to emulate things as accurately as possible. HLE is generally only invoked as a last resort, and we're not even near last-resort territory with the CD-i.
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Vastauksena käyttäjille @TheMogMiner, @MrCheeze_ ja
People far more skilled at reverse-engineering than I am have gotten far more information about systems far more complex than the CD-i and gone the low-level emulation route in MAME. The simple reality is that I haven't had the time or energy to knuckle down and just do it.
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Yeah, I see now the CDi-Emu guy also said something like that. Still, based on what I'm reading, I actual don't think it's right to consider HLE a "last resort" at all! Kinda seems more faithful to the design of the platform if anything.
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Vastauksena käyttäjille @MrCheeze_, @TheMogMiner ja
...of course, if MAME itself has a rule that only specific hardware can be emulated and not an abstract software platform, that's a separate constraint entirely.
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Nobody is saying HLE should be a last resort for everyone, it's just a last resort in the context of MAME. I would personally encourage anyone with the interest and know-how to make a high-level CD-i emulator.
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Vastauksena käyttäjille @TheMogMiner, @MrCheeze_ ja
The unofficial MAME team slogan, "it's not about the games", is rather true here as well: I don't just want to play CD-i games, I want to be able to see the wide variety of interfaces and menus that were present in the various CD-i *players*, too.
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Oh, they differed from player to player? That's interesting, I didn't know about that. (actually, didn't know whether there was a system menu at all...)
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Yep, various CD-i players had different menus. They generally had a battery-backed real-time clock with some additional RAM kept alive by the battery, in order to store game saves on the player itself - you could typically manage saves, delete them, etc. from the player's menu.
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Vastauksena käyttäjille @TheMogMiner, @MrCheeze_ ja
They started out pretty boring - the cdimono1 driver in MAME is probably the most boring of the lot - while some of the later models have menus that scream with early 90's aesthetic, like Lisa Frank designing a trapper keeper after taking a hit of acid.
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Very cool. Also yeah, it definitely seems like they were way ahead on the platform design to be flexible enough for this to even be possible.
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