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Thread: PSP: N64 Emulator "Daedalus" update - Release 9 Coming This Month

                  
   
  1. #1
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    psp PSP: N64 Emulator "Daedalus" update - Release 9 Coming This Month

    Yes Strmnnrmn lives.

    This ought to show people to have a little more patience.

    http://strmnnrmn.blogspot.com

    Behold! An update!

    Wow, it's been a long time since the last update. A really long time. How did that happen?

    I've always found it quite hard to find the time to update the blog. Usually when I have some free time in the evenings (that's free time spent doing things other than eating, socialising, and getting stuff ready for work), the choices I have are:

    * Do some new development on Daedalus
    * Play games/watch TV/relax
    * Reply to a few emails/comments, post a new entry here

    Unfortunately over the past half year or so the first two bullet points have won out. So, apologies for neglecting the 'outside world' for so long. On the plus side, the existance of the first bullet points means that I have lots of exciting new developments to talk about over the next few days

    I'm going to finish off this reintroduction with a broad overview of some of the stuff I've been working on. This is all stuff that will be present in R9, which I'd like to release this month.

    * Added support for RGBA 4444 and 5551 textures, saving a bunch of memory in the front end.
    * Tidied up all the texture conversion code, fixing a few bugs in the process
    * Fixed the width/height of FillRect calls in 1 and 2 cycle mode (fixed a few small graphical issues)
    * Fixed a blending bug (fixed a few small graphical issues)
    * Use 16-bit textures on the PSP to represent 16-bit N64 textures. Saves time converting, saves memory, and faster rendering
    * Added mirrored texture support (this fixes lots of small graphical glitches)
    * Fixed a LoadTile bug, allowing a couple of hacks to be removed (this also fixes various small graphical glitches)
    * Added some new blend modes for various roms
    * Fixed the Tri2 command for F3DLX microcodes
    * Fixed a bug in busy-wait detection (this wasn't working correctly with dynarec code, net result is a small speedup)
    * Fixed a few dynarec stability issues (relating to exceptions occuring mid-trace)
    * Added audio support
    * Added the ability to dump textures (developer builds only at the moment)
    * Fixed screenshots. Again.
    * Implemented cmp.s, cvt.s, cvt.w, mtc1, mfc1, bc1f, bc1t, j, cfc1, ctc1, daddu, trunc.w.s, bc1t, bc1f, bc1tl, bcifl, bnel, beql, blezl, bgtzl, bltzl, blezl in dynarec (this gives a decent speedup)
    * Avoid setting the branch delay flag and current PC in generated dynarec code unless absolutely necessary (this gives another small speedup)
    * Much better memory access handling in dynamically recompiled code (this gives a BIG speedup
    * Use a second code buffer for generated dynarec code, to avoid polluting the instruction cache (this gives another small speedup)
    * Further improve the memory access handling in generated dynarec code (another small speedup)
    * Fix register usage analysis for lwc1/swc1/mfc1/mtc1 which was preventing base registers used in these instructions from being cached (another small speedup)
    * Have compensation blocks restore nobbled registers, so on-trace code does't need to reload (another small speedup)


    There's quite a lot in that list, so I highlighted the two most significant points. In summary R9 will be much faster, with audio support. I'll write a bit more about these changes in particular over the next few days (promise!)

    -StrmnNrmn

    Now show the guy a little respect, don't hassle him with trivial things and let him get on with the coding!

  2. #2
    DCEmu Legend acn010's Avatar
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    umm.... sooooo now what?

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    Quote Originally Posted by acn010 View Post
    umm.... sooooo now what?
    So this month release 9 will be out running much faster and with sound.

    Any takers?


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    Great news!!! Keep up the good work! I can't wait to download.

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    DCEmu Newbie M-Lin's Avatar
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    I'm in - good to see you and your baby back!

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    Nice! Hopefully I will be able to play Super Smash Brothers with full speed and sound in the near future.

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    God must love homebrew...

    Yes FINALLY!! One step closer to ull n64 Emu!

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    DCEmu Newbie imagecko's Avatar
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    sweet n64 emu is still being worked on

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    DCEmu Legend acn010's Avatar
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    a warm hug for you??
    glad hes back, but i feel funny

  10. #10
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    Quote Originally Posted by FrostyTheSnowman View Post
    Nice! Hopefully I will be able to play Super Smash Brothers with full speed and sound in the near future.
    Lets not carried away, if you build up huge expectations you are likely to disappoint yourself

    Remember this still a work in progress.

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