We can't tell you literally everything you might need to know for porting a program.
Have you tried compiling Dolphin for the Vita and seeing what goes wrong? You have a much higher chance of getting help if you can describe a specific problem.
(I'm going to assume that you really do want to make a port that will run maybe a 100 times slower than what's needed for playability, or even slower than that if you can't use hardware-accelerated graphics. If you want good performance, please give up, because it's not going to happen.)
(01-27-2017, 05:41 AM)JoeRaptorisback Wrote: [ -> ]For a pro fresh out of coding camp, I have to admit, this is an intimidating task, and yeah, maybe I've made a few games and wrote an NES emulator in camp, but that doesn't mean I know how to port an emulated cpu on Windows to another platform?!
Let's be honest. I think you are kidding us here.
Writing a NES emulator requires by far more knowledge than porting dolphin to another plattform. Especially as dolphin can be configured to be almost plattform independent (cpu-generic, nogui, videosw, no-audio, ...). You likely need to touch 5 files, and your compiler will show you those 5 files on trying.
Edit: Hm, you've written "maybe". So maybe this was rhetoric and you just did not. But you should do this instead of porting dolphin.
(01-27-2017, 05:55 AM)JosJuice Wrote: [ -> ]We can't tell you literally everything you might need to know for porting a program.
Have you tried compiling Dolphin for the Vita and seeing what goes wrong? You have a much higher chance of getting help if you can describe a specific problem.
(I'm going to assume that you really do want to make a port that will run maybe a 100 times slower than what's needed for playability and might not have working graphics. If you want good performance, please give up, because it's not going to happen.)
I'm not saying I'm one noob that wants a one way ticket to success easy, I'm saying I need more recommendations from the devs, you guys. And I'm actually considering writing in lua rather than Cpp (C++) since lua's alot faster faster in a interpreter than cpp is. Scratch that, pyhon's looking good too.
(01-27-2017, 06:07 AM)degasus Wrote: [ -> ]Let's be honest. I think you are kidding us here.
Writing a NES emulator requires by far more knowledge than porting dolphin to another plattform. Especially as dolphin can be configured to be almost plattform independent (cpu-generic, nogui, videosw, no-audio, ...). You likely need to touch 5 files, and your compiler will show you those 5 files on trying.
Edit: Hm, you've written "maybe". So maybe this was rhetoric and you just did not. But you should do this instead of porting dolphi
I know you're a top dev but, have you even bothered writing an NES emu in C? And how can you say that if you've never took my road in porting to vita? I literally say this from experience.
(01-27-2017, 06:10 AM)JoeRaptorisback Wrote: [ -> ]I'm not saying I'm one noob that wants a one way ticket to success easy, I'm saying I need more recommendations from the devs, you guys.
We don't know what you need recommendations about! If you want recommendations about everything, we would need to teach you everything there is to know about programming, and none of us have time for that. If you want to make progress, please try compiling Dolphin, like I said before.
(01-27-2017, 06:10 AM)JoeRaptorisback Wrote: [ -> ]And I'm actually considering writing in lua rather than Cpp (C++) since lua's alot faster faster in a interpreter than cpp is.
I can't believe you're seriously considering this. You can run C++ natively, but not Lua, so C++ would be much faster.
By the way, writing Dolphin in Lua instead of C++ would require you to rewrite all of Dolphin's code. That would be orders of magnitude harder than porting the C++ code.
The way I see it, you've got two real options, either going head-first into getting a dolphin build onto the Vita (which based on some of the things you've said/asked, I'm not convinced you're ready for), or taking on a few simpler tasks in order to figure out what you're doing, and then once you're on your feet, trying something like this. I've heard that writing a CHIP 8 emulator can be a good starting point to figuring out emulation, and there are tutorials which should explain to you how to make a working emulator for some older consoles (e.g. the original Game Boy) in less than a week.
tl;dr: If you can't figure out roughly what Dolphin's doing on your own, then it's going to be more work to ask about every little bit than to give yourself the ability to figure it out on your own.
(01-27-2017, 06:20 AM)JosJuice Wrote: [ -> ]We don't know what you need recommendations about! If you want recommendations about everything, we would need to teach you everything there is to know about programming, and none of us have time for that. If you want to make progress, please try compiling Dolphin, like I said before.
I can't believe you're seriously considering this. You can run C++ natively, but not Lua, so C++ would be much faster.
By the way, writing Dolphin in Lua instead of C++ would require you to rewrite all of Dolphin's code. That would be orders of magnitude harder than porting the C++ code.
I only exclaimed recommendations, not a tutorial. I'm not trying to re invent the wheel, that's why i'm asking so many questions.
(01-27-2017, 06:07 AM)degasus Wrote: [ -> ]Let's be honest. I think you are kidding us here.
Writing a NES emulator requires by far more knowledge than porting dolphin to another plattform. Especially as dolphin can be configured to be almost plattform independent (cpu-generic, nogui, videosw, no-audio, ...). You likely need to touch 5 files, and your compiler will show you those 5 files on trying.
Edit: Hm, you've written "maybe". So maybe this was rhetoric and you just did not. But you should do this instead of porting dolphin.
You heard of the Youtube channel Bisqwit? I roughly managed to make my own NES emu using one of his tutorials for a class project in camp.
I think I've stated my point enough, so, I'll just use the forum as reference and come for questions later. I guess that's fair enough, my bad. But use guys answered most of my questions pretty well I have to say, and degasus, you've already gave a bit of the knowledge you know from that quick synopsis you gave me. Currently, I'm hanging onto a dead gui I made 3 days back that hasn't even been compiled yet so I'ma get on that. I'll talk to you guys later if I see anything crazy.