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Thread: UPDATED! - Further Daedalus R7 WIP Update from Strmnnrmn

                  
   
  1. #31
    Banned Voltron's Avatar
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    This news creates lots of mouth-watering anticipation. This is really getting exciting. Excellent news!

  2. #32
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    I'll post this here rather than start a new news thread.

    Here a few more bits of info gleaned from some Q&A on StrmnNrmn's blog.

    I've edited out the various usernames that fielded each question just so that its easier to follow each question and its answer. The originals can be found on strmnnrmn's blog.

    http://www.blogger.com/comment.g?blo...90392201480461

    Q (In response to the update) sounds great StrmnNrmn cant wait for next weekend
    hopefully the comments section doesnt get spammed up again.

    A - I think I'll try and post brief updates a couple of times through the week. I can appreciate that people get a bit frustrated when they don't hear anything for a few days, and new posts help to keep everything a bit fresher.

    Q
    - well i have news for everyone,

    Im going to wait until R7 before continuing my compat list..(wally*won_kenobie's) (probably need to start from scratch)
    Its shocking
    Strmnnmrn please fix the missing_mux and screenshot problem :P Its getting a bit overboard!

    A - The compatibility does seem to have improved somewhat so it may well be worth waiting until R7 (not least because the mux/screenshot situation will be a bit less painfile for you

    Q - About how much faster have you gotten it since last time? Percentage wise.

    A - I've lost track where I'm at now. The problem is some roms are seeing much bigger speedups than others. For instance bits of Super Mario are running at 20fps now (in the castle for instance) whereas the opening sequence of Zelda is still stubbornly running at 4fps. I think you'll be quite pleased anyway MarioKart is around 12fps now - I'm not sure what it was before, but it's starting to feel quite playable.

    Q - yes, you forgot to tell us the zelda speed and you must tell us how much faster it is now.

    A - As I mention above the opening sequence in Zelda is still just 4fps. In game is a little faster now (5-6fps rather than 4), but it's still not running as quickly as I'd like.

    Q - I've got a question about all that dynarec stuff.

    what's the ratio, between difficulty and the bennefits we could achieve in other emulators, like gameboy advance.

    for example, too difficult/too much developing time for the speed gained?

    does dynarec adapt better to one kind of emulation (machine), or is it the same for all, say Commodore 64?

    any comments on this? thanx

    A - Good question Dynarec should benefit all emulators. Obviously if the emulator runs at full speed through an interpretor then there's no point in going for the added complexity of implementing a dynarec engine too.
    The principles of the dynarec are pretty similar for all machines, but some are easier to handle than others (the N64 is fairly easy because it's based on a RISC chip - I imagine writing a dynarec engine for an x86 emulator would be a lot more difficult for instance).


    Q - Congratulations on your accomplishments Strmnnrmn! If you reach full speed, may I request that you work on sound input? That is, if it's what you want to do...

    A - It's definitely looking a lot better, but I think sound is still a handful of releases away (maybe R10 or R11??)

  3. #33
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    Sounds like you got a good plan on what's important to do first. sound is the last thing you need to worry about. Just keep up the hard work and take it one step at a time, sooner or later it will come together with good enough or full speed, majority of games will play, and graphics will be good and then you can work on sound after everything else.

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