CTR64
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The definitive roadmap/status thread
This is a general to-do-list. If people want to help move this project along, this is the place to start. These will generally be organized in order of importance (the next step).
- ~~Desktop/test version currently crashes at startup (it was previously working on OS X, currently using Linux now).~~ fixed
- Cleanup use of hard-coded values.
- RCP/coprocessor - Emulating the coprocesser should be the next big task. Most of the framework is there for interfacing between the main CPU, the bulk of the work is re-implementing a 32-bit MIPS core (which has been lost in time since a lot of work was spent perfecting a 64-bit core without much thought on preserving a 32-bit mode, sigh).
- jrh3d - although this is a different project, CTR64 is going to need a good rendering backend. I'm not entirely sure if Citro3D is a suitable alternative yet (while the API design seems generally good, it would add an extra dependency and it isn't public domain at that), and ctrulib's API doesn't perform auto-expansion of GPU command buffers (read-expand like C++ vectors) when they overflow, which leaves functionality to be desired.
- Debugger - This is a necessity going forward since it allows easier debugging of the CPU interpreters. It currently needs a new UI and perhaps better features (watch memory addresses, break emulation on specific CPU interrupts, etc...). It needs to be able to monitor both the main CPU and the coprocessor state simultaneously.
I'll add more here as needed. I can answer questions about the project for those looking to contribute either here or through GBATemp messages. Please don't ask when it'll be able to run ROMs. If this ever reaches that point, a public thread will be made (in the same manner as CTRX).
Status: cannot run ROMs.