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Thread: Daedalus R14 Progress--N64 Emulator--UPDATE 11/25

                  
   
  1. #51
    DCEmu Regular jurkevicz's Avatar
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    I agree, Strummn need to give us at least an update on his site.

  2. #52

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    Quote Originally Posted by CaptainMorgan4 View Post
    The microcode for DKR, could you elaborate on that more Wally? Yeah now we're going to have tons of people wondering how to get betas of R14, if only they knew the source (get it).
    i have over 336 n64 roms is there any way to let me test them on r14?

    or is this a pointless question ha
    Last edited by bacalacadaca; March 18th, 2008 at 22:21.

  3. #53

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    It's not even worth it, trust me, the biggest improvement in my beta is the GUI. You get a couple new settings and speed is probably 1-2 FPS faster if that. It's an old build, obviously since StrmnNrmn hasn't updated in so long, but trust me it's not worth it. It's not like compatability is any better, so please people stop asking.

  4. #54
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    Default Daedalus R14 Progress--N64 Emulator--UPDATE 11/25

    What's particularly annoying is that the bug is stopping me from measuring how much of a difference running the audio code on the ME makes. Hopefully I'll be able to fix the bug over the Christmas break and be able to publish some timings over the new year.
    As part of this work, I've also been writing a general-purpose 'job manager', which coordinates batches of work between the main CPU and the ME. The idea is to build on top of J.F.'s MediaEngine.prx to provide a simple interface for queing up and dispatching work asynchronously. When a job is added to the queue, a flag indicates whether the job is suitable for running on the ME, or whether it should just be run asynchronously on the main CPU instead.

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