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Thread: PSP: Daedalus R7 close (Nintendo 64 Emu for PSP)(by this weekend?)

                  
   
  1. #21
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    Quote Originally Posted by YourStillWithMe
    This release seems promising keep up the great work! I admire your dedication to this project. I know this is a giant leap, but when exactly are you planning on putting in/trying the sound on the emulator? Perfect Dark might take a while, eh? I LOVE that game, i still play it a lot with my friends.
    Yay, another PD fan! I love that game a ton too, but it's too bad it runs so slow in multiplayer with multiple people, even if it's on a real N64. But you know what Rare needs to do? For a whole bunch of systems (PS2, XBox, XBox 360, NDS, PSP), they should make a doublepack with Goldeneye and Perfect Dark with all of the original features. It probably won't happen, but wouldn't it be great if they did that?

  2. #22
    LUA Coder D0N's Avatar
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    Can't wait! Keep up the excellent work StrmnNrmn!

  3. #23
    DCEmu Rookie R4mbo's Avatar
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    Hey Strmnnrmn,

    Keep up that good work, for me you are the BIGGEST man in the Emu Scene for now.

  4. #24

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    Hopefully we can get some really playable speeds on mario kart and mario 64... and ingame mario party wouldnt be bad

  5. #25

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    Yay, another PD fan! I love that game a ton too, but it's too bad it runs so slow in multiplayer with multiple people, even if it's on a real N64. But you know what Rare needs to do? For a whole bunch of systems (PS2, XBox, XBox 360, NDS, PSP), they should make a doublepack with Goldeneye and Perfect Dark with all of the original features. It probably won't happen, but wouldn't it be great if they did that?
    You know who owns Rare now don't you? Microsoft. Who knows, in time to come they may appear on Xbox Arcade . Ok so they probably won't, but its good to dream

    Thanks for the hard work strm nrmn

  6. #26
    DCEmu Pro YourStillWithMe's Avatar
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    SmashinGit and Snoopkatt--Your good people, Perfect Dark is seriously probably my faovirte FPS of all time. Ya know why? The graphics may not be spectacular but the game is soooooooooooooooooooooooo fun, the guns are absolutely very well balanced and the best i've ever used in an fps, the aiming and very accurate and not like medal of honor frontline where you shoot someone in the head they grab there foot!, single player is really fun, you can customize characters in MP VERY WELL for the N64, great game. Yeah, it would be cool guys, i'd love to see that on the ps3 or psp!

  7. #27
    PSP User JD/'s Avatar
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    w00t new daedalus coming soon i cant wait for this 1 zeldas gnna own

  8. #28
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    I wonder how long before the Zelda's become playable. All I really want to play is the Zelda's, Mario 64 and Conker's.

    I know conker's will take forever to emulate properly, but it would still be nice to play.

    BTW, I haven't tested this in a while, does the .6 version allow for frameskip? I always forget if N64 emulators allowed FS. The way I figure it, Mario 64 should be fully playable at FS6 if so.

  9. #29
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    no daedalus does not support frameskip
    strmn said that this would not speed up game speed significantly (a 0.4fps increase i think it was)
    when deciding what to optimise so didn't add the feature, maybe in R7 though

  10. #30

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    Generally, frameskipping is useful when the game, or emulator, is bogged down on the graphics end. Meaning, the graphics aren't fast enough to keep up with the CPU. In the case of n64 emulation on the psp, it's the opposite. The CPU can't keep up with the graphics. Someone else (I don't remember who) has already provided an excellent example. I'll try to explain it from what i can remember.

    Think of emulation like a book. The CPU (which does the emulation, for the most part) is the author, and the illustrator is the graphics unit. For frameskipping to be benificial, the author has to be writing the book so fast, that the illustrator can't keep up. So, instead of providing a picture for every page of the book, they provide a picture for every 5 or 10 pages. This cuts down on the work needed to be done by the illustrator, and allows the writer to get more done.

    In the case of N64 emulation on the psp, the writer could be said to have writer's block. Because they're not putting forth pages to be drawn, the illustrator has to wait for the author to write more pages. The illustrator can't draw something that they don't have yet. So, for this case, it would be mostly pointless for the illustrator to draw less pictures. They can complete one picture faster than the writer can write one page.

    Does that make sense? Did this help explain why frameskipping would most likely not help increase the speed in n64 emulation on the psp? I certainly think it's a good example.

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