Maybe not in that specific case. But doing emulation on other consoles is been done way before the PS3. Check out Zophar's Domain for completely legal emulators for many various consoles and PC operating systems.
I dunno why it shouldnt? PPC-Linux Emus should run unmodified and Im sure the PS3 could handle the mighty power of NES.
Since there is a reference to media players, is there a way you can play WMV and WMA files on the PS3?
Have anyone tried VLC media player (Fedora one)?
I would really like to know how that media player performs on PS3.
this is correct but its always better to have an option than not have itPaging virtual memory managers are frowned upon in realtime systems such as consoles, because you lose predictability. Games will likely use the HD to explicitly cache data, not to create a swap file and allocate away.
Props to this guy who managed to run Windows XP on QEMU on PS3 :smile:
Yes that's what he writes!Nope... 3485.742 Dhrystones was achieved by his home PC. PS3 Linux without SPUs achieved only 1361.608.
Fedora Core 5 seems unstable (causing USB keyboard issues). The author hopes/rechons that YDL will perform better and more stable.
Nope... 3485.742 Dhrystones was achieved by his home PC. PS3 Linux without SPUs achieved only 1361.608.
Fedora Core 5 seems unstable (causing USB keyboard issues). The author hopes/rechons that YDL will perform better and more stable.
EDIT: Disclaimer -- My Japanese is not that good. So it'd be great if someone can confirm too
SPU library abstraction
Library interfaces
A portable library interface has been established on top of that low-level programming model. The library interface does not rely on implementation details of the file system, but can also be used on other operating systems that might have a different kernel interface.
Instead of providing an abstraction of logical SPUs, this interface is thread-oriented and behaves in a similar way to the pthread library. When an SPU thread gets created, the library will create a new thread that manages the SPU context asynchronous to the main thread.
Library calls from an SPU
When the SPU needs to do any standard library calls like printf or exit, it has to call back to the main thread. It does so by executing the special stop-and-signal assembly instruction with a standardized argument value. That value is returned from the ioctl call and the user thread must react to that. This usually means copying the arguments over from the SPE local store, running the respective library function in the user thread, and continuing by calling the ioctl again.
Direct systems calls from an SPU
We are thinking about adding a direct system call mechanism to the spufs, where the stop-and-signal instruction does not trap into userspace but instead causes the kernel to read the system call arguments from local store and enter the system call directly.
Because this happens inside the ioctl system call of a user process, any pointer arguments to the SPU system call are assumed to point into the address space of that process, and the SPU program needs to use DMA to access them.
So you can run XP on the PS3 too?
And what is this QEMU you speak of?
Thats actually some of the best things I ve heard about it. An emulator for genesis and SNES games would make things even better
Is it possible to emulate SNES with PS3 at the moment? I think that would make my day, no doubt about it.