Page 5 of 7 FirstFirst 1234567 LastLast
Results 41 to 50 of 67

Thread: Daedalus Shifty Beta 1 release

                  
   
  1. #41
    DCEmu Newbie
    Join Date
    Dec 2006
    Posts
    8
    Rep Power
    0

    Default

    I am sorry for all the confusion. funkman is a friend of mine at school (yes I am only in High School, Grade 10, been working with C since I was 9) . I had asked him to maybe, perhaps release the mod for Daedalus that I was working on. Now, a little info, for all of you ppl who think that all I did was rip Wally and StrmnNrmn.

    1) It has not been completed enough to actually be judged. This was just a quick build, to test whether or not it could actually be used with one of my new ideas.

    2)My new idea was to not play around with the framerate of the actual emulator, but only with the actual roms.

    3)My intended way of doing so, was to create a nice small, compact function, that would be called to load the entire rom into memory, dynamically edit the rom upon loading to basically say, 'go faster', run this through the entire rom, unload the rom, except for the part that was changed, then resume with the actual emulation. This function is only to be called once, after you choose which rom to load. In the end, this would not save and modifications made to the actual rom upon loading.

    4) I am sorry that I had failed to explain this to funkman.

    5) Now just to let you know, I have changed a rom(SuperMario64) in a rom modifier, and booted it up on good ol' Daedalus Wally to test it. It worked, it had a smoother, faster moving feel to the game, running at what looks to be "almost full speed", ALTHOUGH THE ACTUAL FRAMERATE MY NOT CHANGE
    Now you may be thinking that this is similar to frameskip, but in fact it isn't. It is somewhat hard to understand the logic of how the human eye may see somthing one way, then they see it another way.

    6)All I have done with the unoffical release that was given to funkman, was insert a function in the file 'daedalus\Source\Interface\RomDB
    that is called upon loading a rom

    7)Once again, I am sorry. This was just a one day thing so far, so when I get my dynamic rom speed modifier working for daedalus, you can probably expect to see what funkman had originally said, that I will get it to run at full speed.

    If I have time I might work on some sort of interface so ppl can play around with a few of the settings.


    Currently i am working on the rom modifyer, so expect some major speed increase within the next month or so. Until then

    EMAIL ME, don't include hate mail, i alread read enough of that here.

    [email protected]

    shifty_

    PS the name 'shifty' was already taken...B..A..$..T//A<>R--D

  2. #42
    PSP Coder
    Join Date
    Sep 2005
    Posts
    1,407
    Rep Power
    86

    Default

    If you want my opinion. I think people should look into doing something simular to Rice GPU plugin. Yet insted of making textures high res, insted reduce them and convert them into a condence native psp format. This way the RSP emulation wont have to keep trying to convert them when there is a gpu texture cache miss.

    This also could go further and tag pc instructions where the texture data is moved from rom to ram then to dmem and just jump over them. That could help improve performance and get mario64 closer to full speed.

  3. #43
    GP2X Coder
    Join Date
    Jul 2006
    Posts
    102
    Rep Power
    69

    Default

    Shifty: Wouldn't it be just as good to let everyone know what method you have in mind, in a way that would explain to developers what you're trying to do?
    Worse case is someone does it before you, but credits aside, if your intentions are to see your idea work, then you still get what you want.
    The best case would be developers here, and there are some talent on this forum, would help you along with your idea and your methods could be used in future emulator designs if it turns out well...

    Basically, why speak of this technique in such vague terms? We don't mind a good technical discussion, especially if it's useful for projects in our field of work.

  4. #44
    DCEmu Newbie
    Join Date
    Dec 2006
    Posts
    8
    Rep Power
    0

    Default

    To zodttd

    I understand what you are saying, but being dev, new to the psp community, I hadn't realised that everybody could be so defensive, funkman told me that half the ppl didn't even believe it. Well maybe instead of criticizing (i think that's spelt right) they should wait a second for the actual guy who made it to be able to get the stupid confirmation email, that took 2 days

    That is why i wanted funkman to release it for me, he didn't have all the details, but he did have some of the details that may apply to what i am aiming for in the final build, which was actually supposed to be the first release.
    I hadn't realized that talking in such vague terms was a bad thing, I just want to be able to get it done, and then released, before someone else does. The reason why I left a technical convo was to perhaps get everybody off my back. This is my first major project, and the first release i get criticized.

    I know that this can be done, emulation of N64 on PSP at full speed, but this criticism is just telling me, HEY YOU SUCK, SHUT YOUR WHOLE, and stop making ems. It's like they think I'm crazy, you know
    like that guy who thought the world was round, and it actually turned out to be. Well, I think that recompiling the rom into memory may be a solution, and may once again get the hype of emulation on the psp up again.

    Also, when it is working, I will release teh source, and a technical explanation of what I did. This is a challenge for me, and me alone, that is why source hasn't been released yet. I always enjoy a good challenge!


    shifty_

    p.s. STFU already, I am trying to do u all a favor.

  5. #45
    DCEmu Coder
    Join Date
    Aug 2006
    Location
    Bloomington, IN
    Age
    41
    Posts
    268
    Rep Power
    73

    Default

    Shifty, your post didn't make even a little bit of sense. Fortunately for us, you have to release the source code anyway, so we'll just make sense of that instead, if indeed you changed anything.

    I'm now officially waiting.

  6. #46
    DCEmu Newbie
    Join Date
    Dec 2006
    Posts
    8
    Rep Power
    0

    Default

    To PSmonkey

    I believe that is a possibility, however, I know for a fact that you can have a hi res image, through emulation, through work, and a lot of research and thinking, you can have the same result as playing it on an N64

    The reason why they may not do that, I have no clue, you may be on to something

  7. #47
    DCEmu Newbie
    Join Date
    Dec 2006
    Posts
    8
    Rep Power
    0

    Default

    HEY EXOPHASE

    THAT WAS NOT MEANT TO BE FOR YOUR EYES, NOT ANYONES EYES, FUNKMAN WAS SUPPOSED TO WAIT UNTIL MONDAY, and even then i wasn't sure if it shouldv'e been released, right now, all i did was a quick function that could load in my already edited rom, it will make no difference on your psp okay, I know the rules that i must release the source and that crap, but who cares, one small function, one small change, one thing not meant to be on anyones psp yet, except mine, it is all an accident, please just wait a couple of weeks, i will release the source then, along with the WORKING Deadalus Shifty Beta 2 (it shouldv'e been beta 1 though)

    shifty_

  8. #48
    GP2X Coder
    Join Date
    Jul 2006
    Posts
    102
    Rep Power
    69

    Default

    Please make some sense Shifty. I was offering help with your work. What you're saying shows some selfishness and attention seeking. What's worse is like Exophase said, nothing you say makes any sense. How is an image emulated and how does it relate to being the same result of playing it on an N64? I have a feeling you have no clue what you're doing. If you want some help let me know.

  9. #49
    DCEmu Legend gunntims0103's Avatar
    Join Date
    May 2006
    Location
    Brentwood, NY
    Age
    34
    Posts
    2,976
    Rep Power
    112

    Default

    Quote Originally Posted by Shifty_ View Post
    To zodttd

    I understand what you are saying, but being dev, new to the psp community, I hadn't realised that everybody could be so defensive, funkman told me that half the ppl didn't even believe it. Well maybe instead of criticizing (i think that's spelt right) they should wait a second for the actual guy who made it to be able to get the stupid confirmation email, that took 2 days

    That is why i wanted funkman to release it for me, he didn't have all the details, but he did have some of the details that may apply to what i am aiming for in the final build, which was actually supposed to be the first release.
    I hadn't realized that talking in such vague terms was a bad thing, I just want to be able to get it done, and then released, before someone else does. The reason why I left a technical convo was to perhaps get everybody off my back. This is my first major project, and the first release i get criticized.

    I know that this can be done, emulation of N64 on PSP at full speed, but this criticism is just telling me, HEY YOU SUCK, SHUT YOUR WHOLE, and stop making ems. It's like they think I'm crazy, you know
    like that guy who thought the world was round, and it actually turned out to be. Well, I think that recompiling the rom into memory may be a solution, and may once again get the hype of emulation on the psp up again.

    Also, when it is working, I will release teh source, and a technical explanation of what I did. This is a challenge for me, and me alone, that is why source hasn't been released yet. I always enjoy a good challenge!


    shifty_

    p.s. STFU already, I am trying to do u all a favor.
    Shifty you must understand that N64 emulation fr the psp has beed anticipated for a while now. For a user to come about and say "hey my friend has a full speed n64 emulator and it will be released soon. Many will be a bit spectical as to this information being real. I myself and waiting for your source as well.

    If you are very proficient in C/C++ inprove on the dynarec. I think the one that sttrrrnnnm has in place in an incomplete one or at least a unfinished one. Also you should create some sort of interpreter to increase speed rendering, If possible something in real time that reads and buffers the frameskip rather quickly giving you near full speed. Also would it be possible to have a (JIT) into the code to convert MIP's in real time. If im not mistaken that was exophases approach to gpsp.

    I dont know the exact specifications on the n64 hardware to emulate it to the psp so i could be wrong about all of this....

    shifty you should accept as much help on this project as you can as i do belive it will be a group effort to get n64 fully emulated with sound and all. No one is trying to steal your credit, I actaully comend you for steping up and taking on this project

  10. #50
    DCEmu Coder
    Join Date
    Aug 2006
    Location
    Bloomington, IN
    Age
    41
    Posts
    268
    Rep Power
    73

    Default

    Obviously we care :B

    But just because we want to defraud you.

    Well, that's the bulk of my motivation anyway.

    I guess we'll have to wait a couple weeks either way though.

Page 5 of 7 FirstFirst 1234567 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •