I just heard that the developer or whatever of that and some n64 emulator was working on a gamecube one; not sure myself.
In the future maybe, like...10 years from now. We can barely get N64/PS1 emulators running. Don't expect it anytime soon.
Aren't they Wii games? We're talking Gamecube here, the CPU is half the power.Games like Paper Mario 2 and Super Paper Mario aren't as heavy to run on emulators, so they could possibly run well on phones within a few years. Games like Super Mario Galaxy will take a lot longer to perfect on phones (they're not even full speed on PCs, unless you have an ungodly system with a overclocked i7 and dual graphics cards in SLI (or a high end dual-GPU card), I don't know for sure if they're fullspeed on that - but they definitely require a very powerful GPU, because I can't run SMG fullspeed with a CPU overclocked to 3.8ghz and a GTX 465. Super Paper Mario however runs fullspeed without much trouble, and a lot of GC games run fullspeed with frameskip. New Super Mario Bros also runs fullspeed (even when recording with Fraps, as long as it's 720p)
Multithreading is perfectly possible in apps, and if it was well made it wouldn't need a massive clock speed...Agreed. Apps can only use a single core, to my knowledge, so increasing cores wouldn't help. One single processor would have to massively increase in power, and so far none of them are going beyond 1.5 ghz.
Oh, so they have 100% compatibility now?In the future maybe, like...10 years from now. We can barely get N64/PS1 emulators running. Don't expect it anytime soon.
Umad? I have N64, PS1 and Even GTA III (PS2) Emulators running flawlessly on my single core Xperia PLAY. Imagine how much better it would run on a Tegra 3 or 4?
Hell, there's even a PS1 emulator for the Dreamcast >.>
Paper Mario 2 isn't. However Wii/GC should be counted as one since they're so similar, and a lot of Wii games are as easy to emulate as GC games.Aren't they Wii games? We're talking Gamecube here, the CPU is half the power.Games like Paper Mario 2 and Super Paper Mario aren't as heavy to run on emulators, so they could possibly run well on phones within a few years. Games like Super Mario Galaxy will take a lot longer to perfect on phones (they're not even full speed on PCs, unless you have an ungodly system with a overclocked i7 and dual graphics cards in SLI (or a high end dual-GPU card), I don't know for sure if they're fullspeed on that - but they definitely require a very powerful GPU, because I can't run SMG fullspeed with a CPU overclocked to 3.8ghz and a GTX 465. Super Paper Mario however runs fullspeed without much trouble, and a lot of GC games run fullspeed with frameskip. New Super Mario Bros also runs fullspeed (even when recording with Fraps, as long as it's 720p)
Multithreading is perfectly possible in apps, and if it was well made it wouldn't need a massive clock speed...Agreed. Apps can only use a single core, to my knowledge, so increasing cores wouldn't help. One single processor would have to massively increase in power, and so far none of them are going beyond 1.5 ghz.
The Dreamcast runs on an SH4 CPU, compatible with Windows CE. It's not only very much like a phone CPU, it's actually an architecture designed for PocketPC palmtops, in other words, proto-smartphones.EDIT: oh also, the CPU architecture of the dreamcast and a phone are vastly different, so your last statement doesn't mean shit. Just thought you should know
I...actually was not aware of this. Huh.The Dreamcast runs on an SH4 CPU, compatible with Windows CE. It's not only very much like a phone CPU, it's actually an architecture designed for PocketPC palmtops, in other words, proto-smartphones.EDIT: oh also, the CPU architecture of the dreamcast and a phone are vastly different, so your last statement doesn't mean shit. Just thought you should know
The choice was made because Sega wanted an extensive OS for their machine. Windows CE was never "fully" on the console though - to prevent the Dreamcast from using too many resources and running parts of the system it didn't need, the modules of Windows CE were scattered all over various discs so that each game only used the parts it needed. This way the games could "enjoy" great internet connectivity, great 3D rendering for the time, multimedia and so on and so forth, each of those parts was a separate plugin. That, and the games were easily programmable for those who previously made CE application.I...actually was not aware of this. Huh.The Dreamcast runs on an SH4 CPU, compatible with Windows CE. It's not only very much like a phone CPU, it's actually an architecture designed for PocketPC palmtops, in other words, proto-smartphones.EDIT: oh also, the CPU architecture of the dreamcast and a phone are vastly different, so your last statement doesn't mean shit. Just thought you should know
Will be extremely interesting to see how/if this plays out for Wii games that actually use the motion controls (without having to use the wiimote, of course)... Mapping them to the touch screen, or directions to keys, perhaps? Or in the case of controller add-ons (id est, the iControlPad) mapping motion controls to the dpad or analog slider? I can see that feature on the iControlpad (using the right analog slider) making games like Skyward Sword somewhat playable.I'm looking forward to the day I can play Wii games on the go, maybe even with Nintendo WFC support.
Lol PSX4Droid.PSX4Droid is badly optimized so it's not a good example of the capabilities of android devices
FPSE = Good emulator, horrible UILol PSX4Droid.
FPse anyone?
It keeps settings on a per-game basis, BTW.FPSE = Good emulator, horrible UILol PSX4Droid.
FPse anyone?
PSX4Droid = Horrible emulator, good UI.
Btw, am I the only person who has trouble with FPSE remembering my preferences? Pretty much everytime I start it up, I have to reinput EVERY FREAKING KEY MAPPING AND DISPLAY OPTION
The way Dolphin does it currently is simply mapping specific motions (shake, etc) to keys, and additionally having keys that will "move" the emulated wiimote.Will be extremely interesting to see how/if this plays out for Wii games that actually use the motion controls (without having to use the wiimote, of course)... Mapping them to the touch screen, or directions to keys, perhaps? Or in the case of controller add-ons (id est, the iControlPad) mapping motion controls to the dpad or analog slider? I can see that feature on the iControlpad (using the right analog slider) making games like Skyward Sword somewhat playable.I'm looking forward to the day I can play Wii games on the go, maybe even with Nintendo WFC support.
In the future maybe, like...10 years from now. We can barely get N64/PS1 emulators running. Don't expect it anytime soon.