Posts Tagged ‘nintendo 64’


Nintendo sixty…

August 31, 2009
Posted by: gruso

We knew it could happen. We hoped it was happening. Today, we know it is. A new face appeared on the GP32X boards over the weekend; a coder going by the name of Ari64. If GP32X had an award for “best first post ever”, this would be leading the field.

I have rewritten the dynamic recompiler for Mupen64plus to generate ARM code. This will run on OpenPandora, TouchBook, and BeagleBoard.

That’s right folks. Nintendo 64 emulation, for real reals. Ari64 says he’s been working on this for “around 4-5 months,” wisely keeping a lid on the project to avoid an onslaught of premature hype. There is still work to be done of course:

Unfortunately OpenGL acceleration does not work. It is possible to use software rendering, but it is very slow and some of the textures display incorrectly. Since several people are working on OpenGL ES libraries, I am posting this as-is for testing purposes.

As you’d expect, some of the scene’s best known coders are now hovering around this like kids at a candy store. The next few weeks should be interesting, but before you get caught on the hype train, take a moment to tip your hat to the scene’s newest household name: Ari64.