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Author Topic: Hikaru N64 Emu News Translation  (Read 163 times)

erexx

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Hikaru N64 Emu News Translation
« on: April 29, 2003, 12:11:00 PM »

Translated from: http://www.geocities.co.jp/SiliconValley-SanJose/4851/

(Edited by GaijinPunch)

03/07/22
For those of you wondering what happened to Hikaru.
Hikaru's PC was infected with a Virus.

His PC would shutdown and or there would be many critical errors.
("Painful to the eye" - I think we can all appreciate this)
When an on-line virus scan was performed about 800 files with the extension of EXE
and SRC were found to be infected.
Although there was damage to the XDK
the 5344th edition of the emulator was found to be good after it was compiled.


3/07/20
BBS Update:
Added a little bit. Things that fall under Bios or the xbox hardware itself, just write anywhere.


03/06/14
CHIHIROX (Ver0.1) Release

1. Translation from Japanese to English (It has not been completed yet.)
(Thank you very much, Tiho-san and many others.)

2. To increase memory (in order to free up memory) it creates/releases the background image data in each section. It copies to and uses from the hard disk for increased speed.

3. If you do NOT push a button for 3 seconds in the Button assignment options for the
Game-pad  (a feature within the controller options) that Button will become un-registered.

4. I modified the handling of the background music.
(It was formally a multi-threaded application because it would cause an error.)

5. Compatibility with SMS/GG.

6. The Analog Stick handling has a Bug, There's a chance the initial settings will change.
Spin it (quickly), although just saying "spin it" will work.
*returns to normal after turning the controller 360 degrees*


03/06/08
CHIHIROX (Beta2) Release

Dashboard corresponds to the following Extensions.
Xbox (XBE)
SNES (ZIP,SMC)
PCE (ZIP,PCE)
GEN (ZIP,GEN,SMD,32X,BIN,ISO,ZSG,RAW)
NGP (NGC,NPC,NGC)

I added Emulator Function a little for the test.
Starting from (EX) is judged by the Extention. (edit-*could not figure this line out*)

Added new handling of emulation.
Preserved Back-buffer of Xbox as Bitmap.
Manual adjustment of screen's position.
Option to turn off BiLinear Filter.
Existence of Anti-aliasing.
Sensitivity of Trigger and so on.
(Trigger does not respond to repeated attack function.
There is control management which is still does not correspond.)

*To Thiho-san, please translate these.
-Link Removed- (Looks like he is starting get english menus translated for him)

The others,
*It is up to 2560 file to put in one folder.
*Class of Sub-directory is under 256 class.
*It is better not to use Mip-Filter.
*PCE's color has been repaired, but Graphics Filter can not be used.

(-edit- sorry for the missing subjects in "the others" but its just not there in the language)


03/06/05
CHIHIROX (multi function dashboard for Xbox)
- Emulator Function
[NES, SNES, GEN (32X, CD), N64, NGP, WS, GBA (GB, GBC), SMS, (GG), PCE]
- Game Launcher for Xbox
- Explorer style starting menu
- FTP Server
- Game Disc Copy (Install) Function
- System Information Display Function

I am going to (purchase/aquire) Hugo / PCSX / FCE-NES / Plus / MSX from Xport,
Then I'll add these Emu's by changing the Core of the set up.

Please see the Bulletin Board about beta Version for test.


03/05/11
Deadalus X (Ver0.10) Release
- Graphics 50% (Deadalus Graphics v0.08b-pre4)
- Audio 0%
- Input 85%

- Screen shot function
- Support save data
- Add CPU mode

Frame rate is shown about 120 because DirectX has an emulated GPU.
I have some Information on Dealing with Sound now, but it has not progressed yet.

Almost all Efficiency in the Plug-in for the Graphics core has been translated completely.

Input is also almost complete. The Vibration Pack doesn't correspond.
I did 3D Stick can use with both Analog stick
(It has been adjusting now because it cannot go back to the center by Xbox controller.)  

C-button Unit can use if you push ABXY and pushing the stick Left.
(I'm going to modify it someday)

I got ready for CPU's set up. Legend of Zelda works, too.
(I tried it, it was stopped at a scene that Link and a the Fairy meet at the first time because of lacking memory.)

As I reduced buffer size of N64 main memory, it progressed pretty well.

I will leave texture, which I made in order to NOT have to make it again.
Dealing speed will be faster, but lacking memory will happen at the same time.
But if that problem is fixed, may be it work with 64MB, too.


03/04/28
*N64 X (xbWatson Debug Edition) Release
-Graphics not supported
-Audio not supported
-Input not supported

Nintendo 64 Emulator for Xbox project?
It is just like a Linux project.
I wish powerful Programmer would join.
I've heard that they offer a prize money, also.


03/04/27
*Information of Emu Transplant
It's going to go forward because I've gotten days off.
OswanX sounded but has not replay completely yet.

I was thinking before about Nintendo 64 Emulator, which is based on Deadalus,
that I would be fail in CPU emulation.
But actually that was lack of memory.
I don't know how much it is consuming among 4X Anti- Alias,
900 Background Texture,
Menu Effect Sounds and Font,
but U-VBA will become Out-of-memory if you use Hardware Anti- Alias.
That is working without problem like as Super Mario or Window's Deadalus,
but there are problems the following:
- Program itself (1.0MB)
- Hardware Anti-Alias (4.8MB)
- (1280 Dot *960 Dot *32 Bit Resolution)
- *Background Texture (0.9MB)
- *Sound Bank (0.2MB)
- *Font Buffer (1.0MB)
- *Frame Buffer for Font (1.0MB)
- *Xbox system (5MB)

Probably the limit is up to 32MB Rom,
but since Deadalus consume 40MB-50MB Memory
when Deadalus is doing Memory Emulate of 4MB-8MB Nintendo 64,
I calculate from the top.
Then I can find the limits of the Xbox which is limited to 64MB of memory.
And this is a standard to keep working normally 8MB and 12MB.

Graphic's Plug-in has been under exam now,
so I don't know how long it's going to take to transplant the Graphics Plug-in.


03/01/24
*Snes9X (Tester Version)
This soft is going to combine with Nester in the future.
Zip File extension has not support yet.
Please use SMC Roms. (There is still Sound Bug and Memory Leak Bug)

If Nester X (including the above) completes to some extent,
It might transplant Nintendo 64 Emulator.
I am going to use Source Code Deadalus or Project64.
I will decide after seeing Plug-in's performance. (You better not expect of it.)

03/03/12
I have been touching xpce since 2 day ago because N64X did not go forward.
Then finally I achieved that level which N64X can transplant.
But Adjustment work of Graphic Sound Control.
It seems like HuGO use same Core,
so I don't know how it's going to be that result finally.
And I think it might take a time because I don't have a time to do it right now.

03/02/??
Daedalus for Xbox(http://daedalus.boob.co.uk) looks like using 0.8 Source Code.
N64 is 0.8 also, so I wonder that is a little bit new.
It is still on debugging because of CPU's emulation.
It is very easy because source code is already written to display debug message.
But it has been gone forward a little by litte.
Seeing 0.7 source code about Graphic's part,
then I am going to put the best plug-in at that time.
About Sound, I wonder Source Code has not unveiled yet.

03/03/12
I have been touching xpce since 2 day ago because N64X did not go forward.
Then finally I achieved that level which N64X can transplant.
But Adjustment work of Graphic Sound Control.

03/02/11
I am very busy because I got a lot of e-mail,
so please understand that my reply might be late.
I think N64X was Deadalus 0.8..probably I use that Source Code.
I have gone forward until PCU's Emulation part, then I am now working on it.

03/02/02
N64X
My keyboard was broken.
So I renew it by Software Keyboard.
I ordered by internet.
About Nitendo64 emulation for Xbox,
I am going to start to develop of transplant from this Saturday because
I have gotten e-mails like a"Haven't you done that development yet?¡§
from foreign countries.

This post has been edited by erexx: Jul 24 2003, 06:31 AM
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Mage

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Hikaru N64 Emu News Translation
« Reply #1 on: April 29, 2003, 12:22:00 PM »

I'll stick with my translations...
‚ ‚ñ‚½‚̖󂵂½•¶‚ª•Ï‚ȉpŒê‚ðŽg‚¤‚Ý‚½‚¢‚ñ‚¾‚ȁBŽ©“®E#124;–ó‹@‚Æ‚©EEE
‚±‚̃TƒCƒg‚Í‚»‚ÌŠ¿Žš‚ðŒ©‚¦‚È‚¢‚Ì‚ÅŒ¾—t‚́u‚¶‚Ç‚¤‚Ù‚ñ‚â‚­‚«v

This post has been edited by Mage: Apr 29 2003, 07:43 PM
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erexx

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Hikaru N64 Emu News Translation
« Reply #2 on: April 29, 2003, 02:53:00 PM »

deleted

This post has been edited by erexx: Jun 6 2003, 05:16 AM
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Zero

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Hikaru N64 Emu News Translation
« Reply #3 on: April 29, 2003, 03:18:00 PM »

Your translation is fine, just lacks grammatic flow.
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erexx

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Hikaru N64 Emu News Translation
« Reply #4 on: April 29, 2003, 03:47:00 PM »

deleted

This post has been edited by erexx: Jun 6 2003, 05:16 AM
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bzchi

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Hikaru N64 Emu News Translation
« Reply #5 on: April 29, 2003, 04:34:00 PM »

Is your wife babelfish?  laugh.gif

Good stuff erexx, thanks for that.
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erexx

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Hikaru N64 Emu News Translation
« Reply #6 on: April 29, 2003, 06:39:00 PM »

Oh, no... bablefish is lame... so I wont take that personally  wink.gif

She is completely Japanese...
His posts read more like a diary than a technical journel
I hope this much better than that.... maybe not.

In any case since this has recieved such a "luke warm" reception
we will leave with the complete english translation:

03/04/28
*N64 X (xbWatson Debug Edition) Release
-Graphics not supported
-Audio not supported
-Input not supported

A Nintendo 64 Emulator for the Xbox.
It is just like the Linux project.
I wish powerful (experienced) Programmers would join.
I've heard that they offer prize money, also.

03/04/27
*Here is some information about my translation of the Daedalus Emu to the Xbox.
The Project is going to go forward because I've some time off.
OswanX sound is working but is not completely done yet.

I have been working on a Nintendo 64 Emulator based on Deadalus.
At first I though that the CPU would fail to emulate because of the xbox's limited memory problem.
I don't know how much memory space consumes the following features:
4X Anti- Alias,
900 Background Texture,
Menu Effect Sounds and Font,
U-VBA will become Out-of-memory if you use Hardware Anti- Alias.
These are working without problems in Super Mario for Window's Deadalus,

The code is broken down into the following segments:
- Program itself (1.0MB)
- Hardware Anti-Alias (4.8MB)
- (1280 Dot *960 Dot *32 Bit Resolution)
- Background Texture (0.9MB)
- Sound Bank (0.2MB)
- Font Buffer (1.0MB)
- Frame Buffer for Font (1.0MB)
- Xbox system (5MB)

The limits on the size of ROMS will probably be up to 32MB.
However, Deadalus consumes 40MB-50MB of Memory when it is emulating 4MB-8MB of code.
I calculated from the top of memory to find the (rom plus emu) size limit.
The Xbox is itself is limited by 64MB memory.
A standard to keep the emu working normally would be between 8MB and 12MB.

The Graphic's Plug-in is under examination now,
so I don's know how long it's going to take to translate the Graphics Plug-in.

03/03/12
I have been working with xpce for 2 days because N64X did not go forward.
Then finally I achieved a level where I think N64X can translated.
There is adjustment work to be done on Graphics Sound ControlE
It seems like HuGO uses the same Core,
so I don's know what the final result will be.
I think this might take a lot of time and because I don's have the time to do it right now.

03/02/??
Daedalus for Xbox (http://daedalus.boob.co.uk) looks like they are using 0.8 Source Code. N64 is 0.8
The code is still debugging because of CPU's emulation.
It is very easy because source code is already written to display debug messages.
But it has been going forward a little by little.
I have been looking at 0.7 source code for the Graphic's part, then I am going to put the best plug-in at that time.
About SoundEI wonder Source Code has not unveiled yet.

03/03/12
I have been working with xpce for 2 days because N64X did not go forward.
Then finally I achieved a level where I think N64X can be translated.
But there is some Adjustment work of Graphic Sound ControlE

03/02/11
I am very busy because I got a lot of e-mail, s
o please understand that my reply might be late.
I think I probably have the N64X Deadalus 0.8. Source Code.
I have gone forward until CPU's Emulation part, then I am now working on it.


03/02/02
N64X
My keyboard is broken. So I renew it by Softwear Keyboard.
I ordered by internet. About Nitendo64 emulation for Xbox,
I am going to start to developing a translation starting this Saturday because I have gotten e-mails like:
"Haven't you done that development yet?
from foreign countries.

03/01/24
*Snes9X(Tester Version)
This software is going to combine with Nester in the future.
Zip File extension is not supported yet.
Please use SMC Roms.
(There is still Sound Bug and Memory Leak Bug)

If Nester X (including the above) gets completed some extent,
I might start a translation of a Nintendo 64 Emulator.
I am going to use the Source Code Deadalus or Project64.
I will decide after seeing Plug-in performance.
(You better not expect of it.)

This post has been edited by erexx: Apr 30 2003, 07:30 PM
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Zero

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Hikaru N64 Emu News Translation
« Reply #7 on: April 29, 2003, 07:30:00 PM »

That one reads much better thanks Erexx
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falz

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Hikaru N64 Emu News Translation
« Reply #8 on: April 29, 2003, 10:43:00 PM »

Thank you for the translation. I prefer your first translation, as it appears to be more literal.

On a side note, here's a link to a hilarious page regarding the Japanese language. For those of you who have not stumbled across this page before, read it in entirety! It's a classic.

"So you want to learn Japanese"

http://www-unix.oit.umass.edu/~thoureau/japanese.html

Excerpt:
QUOTE
Depending on who you are speaking to your politeness level will be very different. Politeness depends on many things, such as age of the speaker, age of the person being spken to, time of day, zodiac sign, blood type, sex, whether they are Grass or Rock Pokemon type, color of pants, and so on. For an example of Politness Levels in action, see the example below.

English Sentence:
Jane went to the school.

Same Sentence In Japanese:
School Jane To Went Monkey Apple Carbeurator.

--falz
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erexx

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Hikaru N64 Emu News Translation
« Reply #9 on: April 30, 2003, 09:49:00 AM »

Thanks Falz.

So here you go... again I have left this one as intact as I could...
Hikaru is getting better at including "the subject" in his writting.

03/04/30
*N64 X (b1 Source)
 - Graphics   ??%
 - Audio      ??%
 - Input       0%

As I was changing the code, I was unable to remember the original structure.
So I am going to re-make from beginning.
It seems like faster to re-write from 0.07b Graphics to DX8.
I have Nintendo 64 Emulator For X box which is already working,
however I have a hard time to go forward to there.


03/04/29
*Neo Pop X (Ver0.08) Release
Though I got a condition which being able to Compile.
I forgot saving that fail. It is loaded with almost all ordinary functions.
Maybe there will be Bug because I've never used Windows Version before.
16bit Color Change Formula is different from XPCE. I have to repair XPCE, too.

Compared with XPCE, Japanese one is easier to use.

Anyways, I'll start transplant work of pc88 Emu after get some sleep.

This post has been edited by erexx: Apr 30 2003, 07:31 PM
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Mage

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Hikaru N64 Emu News Translation
« Reply #10 on: April 30, 2003, 10:04:00 AM »

Hm, interesting that you guys think that if you directly translate anaphoric references, you think the translation is more correct, even though that isn't how you'd handle it in English.
In English and Japanese, we treat the anaphor ellipsis different, so you don't compromise the translation when you add it back in to the English translation when it wouldn't be left out normally in English.
This isn't being critical of your current work, just your views on doing translations.
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gainpresence

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Hikaru N64 Emu News Translation
« Reply #11 on: April 30, 2003, 10:06:00 AM »

Erexx or Mage, email your translations to Xantium.

QUOTE
Anyone that can translate his news (in Japanese) , please mail me!
[email protected]
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erexx

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Hikaru N64 Emu News Translation
« Reply #12 on: April 30, 2003, 10:27:00 AM »

Anaphoric references are very hard to deal with.
Especially when the author does not include the subject in the referance.
This is classic japanese style.

You have to end up guessing at just what the person is talking about.
(Compromising the original intent of the information.)
Or be right there to clarify the subject matter with direct questions.

We are by far not experts on translations for sure.

If you want to work together on it.
I say sure, lets do it!
If not thats ok.

I could even try and forward specific questions to Hikaru in japanese.
(Not hounding him with "is it ready yet" or whatever, just as a means to help develope
a working dialog with others that may need his input to further developement)
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erexx

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Hikaru N64 Emu News Translation
« Reply #13 on: April 30, 2003, 10:31:00 AM »

gainpresence

I will try that again this evening.
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Mage

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Hikaru N64 Emu News Translation
« Reply #14 on: April 30, 2003, 10:46:00 AM »

Hikaru doesn't really want his works translated to English, so I doubt he'll want to go out of@his way to help you translate.
u¡‚Ì‚Æ‚±‚ëAƒŠƒŠ[ƒXî•ñ‚̉p”Å’ñ‹Ÿ‚Í–]‚Ü‚µ‚­‚È‚¢v‚Á‚Ä‚¢‚Á‚½B
Which is also why I don't want to send mine to Xant, since I just translated for people who read the emu threads, which isn't the majority of the xbox scene hehe

This post has been edited by Mage: Apr 30 2003, 05:47 PM
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