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Thread: StrmnNrmn Blog update

                  
   
  1. #1
    Master Malk1th Malksta's Avatar
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    psp StrmnNrmn Blog update

    Via http://strmnnrmn.blogspot.com/

    It's been a fairly slow week for progress on Daedalus. I've had a few busy days with work, and I was away over the weekend so I've not had much time to work on Daedalus since my last update.

    One thing I have managed to implement is viewport scaling however. After the previous release I received an email from Chris Meyer-Rassow which had a couple of interesting points. He suggested that I should have a look at providing a setting to allow the emulator to run with an aspect ratio of 4:3, rather than strecthing everything to fit the PSP's 16:9 (or 15.88236:9 to be accurate

    I had been meaning to add this option for some time, and as it was only a small change I decided to implement this feature for the next release. I've added 3 different modes, as shown the in screenshots below. The first mode simply scales the graphics up to fit the PSP's screen (this is no different from the current release of the emulator):


    This renders at 480x272. Notice how the vertial lines for the 't' and 'f' characters look slightly too heavy. This is as a result of scaling the graphics up to fit the PSP's screen. (As an aside, this screenshot clearly shows another issue that I need to address - the zfighting which is clearly visible in the carpet. I have a couple of ideas for fixing this.)

    The next shot shows the same scene with the new unscaled 4:3 viewport setting:


    This renders at 320x240, and so avoids scaling up any of the graphics. You can see that the problems with the 'f' and 't characters has gone. On the downside, there's a lot of 'wasted' space around the screen.

    The final settings shows the new scaled 4:3 viewport setting:



    This maintains a 4:3 ratio (so we maintain the correct aspect ratio), but scales things up to 362x272 to make full use of the screen's height. We waste a little less space with this mode, but some of the original problems with the text are still visible.

    In the end all three options are a trade off between making full use of the screen and quality. In the next release it will be possible to adjust this setting as the emulator is running so you can pick whichever one looks best for the rom you're currently running.

    As a result of doing this work with the viewport, I also fixed a couple of bugs related to how I was emulating the N64's viewport. When I originally wrote the graphics code for the PSP version of Daedalus, I forgot to handle the N64's viewport scaling/translation, which causes problems rendering certain scenes, as demonstrated in Aerogauge below:





    Notice how the car is being rendered off-centre (it should be in the top right hand corner). After my viewport fixes, the same scene now looks like this:


    The same change also fixes various minor glitches in a number of other roms (including Mariokart and Waverace), so it's a nice bugfix to get in for the next release.

    -StrmnNrmn

  2. #2
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    NICE NICE NICE NICE NICE

    Thanx for the update.

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    DCEmu Old Pro BL4Z3D247's Avatar
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    cool i love bug fixes

  4. #4

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    yay

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    Noice!

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    DCEmu Rookie Nafogel's Avatar
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    sweet, it just keeps rollin' along. Mario64 now runs almost fullspeed, I wonder when sound will be implemented?

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    DCEmu Legend Video_freak's Avatar
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    This is the most exciting emulator to me!

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    ive gotta say its a tie between this emulator and the psx emulator. just because its still a complete mystery to everyone.

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    DCEmu Legend ACID's Avatar
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    Great news. Hope sound will be next in the list.

  10. #10
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    psp

    Quote Originally Posted by Nafogel
    sweet, it just keeps rollin' along. Mario64 now runs almost fullspeed, I wonder when sound will be implemented?
    WHAT? If thats true, this is really coming along great.

    I think gpSP has the most potential as far as emulators but this could really be something if sound can be implemented.

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