I always wonder who the folks who build these things are. If they become too popular, it seems like a good way to have the government pay you a visit you will not enjoy. But they also seem like technically interesting problems to solve. Glad someone is out there preserving these games in any case.
It's always nice to have local git clone backups/mirrors of these projects because they may eventually be taken down through legal threats eg, Yuzu and Ryujinx.
Since the PS5 is already x86-64, the main friction point here is likely the proprietary graphics API rather than CPU instruction translation. I wonder if they handle GNM command buffers by pre-compiling them into Vulkan during that static relinking phase or if there is still some runtime interception happening when the game tries to queue those draw calls.
You will own everything and be happy.
I always wonder who the folks who build these things are. If they become too popular, it seems like a good way to have the government pay you a visit you will not enjoy. But they also seem like technically interesting problems to solve. Glad someone is out there preserving these games in any case.
It's always nice to have local git clone backups/mirrors of these projects because they may eventually be taken down through legal threats eg, Yuzu and Ryujinx.
Eg. https://torrentfreak.com/nintendo-wipes-out-400-switch-emula...
Keep them in a private GitHub repository so Nintendo can't see them. Slowly release it to different Githubs on a different account.
Are we gonna get a PC port of GTA 6 on day one?
Wrong firmware is being worked on, you would need a version of the firmware that GTA6 is being targeted towards to have a vuln found.
is this like the WINE approach?
Halfway between Wine and Rosetta. The binary itself gets modified, but both source and target are x86 so no transpilation.
Since the PS5 is already x86-64, the main friction point here is likely the proprietary graphics API rather than CPU instruction translation. I wonder if they handle GNM command buffers by pre-compiling them into Vulkan during that static relinking phase or if there is still some runtime interception happening when the game tries to queue those draw calls.