vemips
oot
vemips | oot | |
---|---|---|
17 | 57 | |
6 | 4,415 | |
- | 1.0% | |
5.3 | 9.5 | |
10 months ago | 7 days ago | |
C++ | C | |
GNU General Public License v3.0 only | - |
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vemips
- Building a baseline JIT for Lua automatically
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On ELF, Part 1
Also, if anyone wants to see a hastily-written ELF loader that I haven't cared enough about to go back and clean up in C++, I have one here.
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Weird things I learned while writing an x86 emulator
I suggest MIPS.
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RTS programming game where you write real C++ code to control your player.
I actually wrote VeMIPS for this specific purpose.
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NASA Selects SiFive and Makes RISC-V the Go-to Ecosystem for Future Space Missions - SiFive
Unfortunately, I don't remember specifically. It was about when I wrote VeMIPS and was also working on figuring out an alternative ISA for a 3d printer board, and I'd noticed that a specific conversion instruction was missing on it. Maybe it was moving a double-precision register to the general purpose registers on 32-bit? Not sure anymore. I can look over IRC logs maybe to find out.
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rvscript: Fast RISC-V-based scripting backend for game engines
This is the exact purpose that I wrote VeMIPS for.
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libriscv: Multiprocessing for Compute Functions
Looks similar to vemips. Same rationale as well (embedding within a game or simulation).
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Chip8 Emulator for Android written in C++ using NDK and SDL
Probably wouldn't be too hard to add Chip8 as a backend to VeMIPS, though VeMIPS presently doesn't run on Android (only Win64 and in Javascript using asm.js).
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Zelda 64 has been fully decompiled, potentially opening the door for mods and ports
I personally dislike disassembling MIPS, and I wrote VeMIPS!
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1Hz Minecraft Redstone Computer
However, I did end up releasing VeMIPS, which is an embeddable MIPS32r6 emulator/VM which is heavily configurable, has a dynamic recompiler, and has instruction-level execution granularity, meaning that you can tell it "execute 10 instructions and return". This lets you implement things like cost per instruction, virtual CPUs with different performance characteristics, and so forth.
oot
- Can anyone get Zelda Majoras Mask and Ocarina of Time working on Garlic OS?
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Other decomps like SM64Decomp
https://github.com/zeldaret/oot 100% Ocarina of Time is fully decomped, surprised we haven't seen any developments on Mario here. Also liboot is possible.
- Anyone know of any resources that explain decompiling and how its done?
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Why is Rosetta 2 fast?
Here's the page from the Zelda "Reverse Engineer" GitHub wiki: https://github.com/zeldaret/oot/wiki/Getting-Started
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Please stop asking if MWII will be cracked
well it is possible to crack a game without the source. in fact, it's possible to decompile source from the binary itself. This has been done with Mario64 and ocarina of time.
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I want to make a Zelda OOT hack but I'm just too noob.
That being said, there is a lot of documentation out there on Ocarina of Time specifically. There's even a work-in-progress decompilation. You're going to have to learn a lot to get to the level where you can do the stuff you're wanting to do, but that's part of why you have to try to start smaller. You can even work on Ocarina of Time still, but start by picking a concrete goal and trying to hack it into the game. Build a tool from scratch that replaces text in the game, for example.
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Apparently the GTA 6 leaker sold the GTA V source code through a telegram group before getting arrested, according to the admin who verifies the buyer's claim, uploads a new screenshot of the source code
Mario 64 and Ocarina of Time were only just decompiled within the last couple of years. Jak and Daxter 1 was decompiled a few months ago. GTA 3 and Vice City have nearly finished decompilations, but TakeTwo took legal action against the developers before they put the finishing touches.
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Having issues with the Wii Virtual Console version of SM64, parts of the ground are not rendering correctly. What can I do to fix this?
That said, I did my research before talking about source ports made from restoring the (nearly) original code using the compiled data and symbols). That's how SM64 and OoT (as well as other Zeldas in progress) were/are decompiled.
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[OoT] Did you know that Ocarina of Time has some hilarious piracy measures? If the N64 detects your game is pirated, Zelda abandons you in the escape from Ganon's castle, and has ridiculous hair when she reveals herself as Sheik
I've watched the video and I'm still convinced it provides false information. What is my source? The official OoT decompilation project: https://github.com/zeldaret/oot
- First game beat on my RP2+, Ocarina of Time!! (sorry for poo lighting, it's storming and I have the lamp dimmed for the vibes)
What are some alternatives?
bf_jit - Over-engineered JIT compiler for bf
sm64-vita - A port of https://www.github.com/sm64-port/sm64-port for the PS Vita
Learning-Resources - This repository serves as a list of resources that I have personally found useful for learning about certain concepts
Vita-Nearest-Neighbour - Plugin that makes blurry textures sharper by changing scaling algorithm
mcresc - An interactive debugger for Mornington Crescent, written in ES2015
sm64 - A Super Mario 64 decompilation, brought to you by a bunch of clever folks.
MinecraftHDL - A Verilog synthesis flow for Minecraft redstone circuits
SDL - DEPRECATED: Official development moved to GitHub
rvscript - Fast RISC-V-based scripting backend for game engines
citra - A Nintendo 3DS Emulator
sm64ex - Fork of https://github.com/sm64-port/sm64-port with additional features.
ghidra - Ghidra is a software reverse engineering (SRE) framework