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Harry1™
Yes Strmnnrmn lives.

This ought to show people to have a little more patience.

http://strmnnrmn.blogspot.com

Behold! An update!

Wow, it's been a long time since the last update. A really long time. How did that happen?

I've always found it quite hard to find the time to update the blog. Usually when I have some free time in the evenings (that's free time spent doing things other than eating, socialising, and getting stuff ready for work), the choices I have are:

* Do some new development on Daedalus
* Play games/watch TV/relax
* Reply to a few emails/comments, post a new entry here

Unfortunately over the past half year or so the first two bullet points have won out. So, apologies for neglecting the 'outside world' for so long. On the plus side, the existance of the first bullet points means that I have lots of exciting new developments to talk about over the next few days

I'm going to finish off this reintroduction with a broad overview of some of the stuff I've been working on. This is all stuff that will be present in R9, which I'd like to release this month.

* Added support for RGBA 4444 and 5551 textures, saving a bunch of memory in the front end.
* Tidied up all the texture conversion code, fixing a few bugs in the process
* Fixed the width/height of FillRect calls in 1 and 2 cycle mode (fixed a few small graphical issues)
* Fixed a blending bug (fixed a few small graphical issues)
* Use 16-bit textures on the PSP to represent 16-bit N64 textures. Saves time converting, saves memory, and faster rendering
* Added mirrored texture support (this fixes lots of small graphical glitches)
* Fixed a LoadTile bug, allowing a couple of hacks to be removed (this also fixes various small graphical glitches)
* Added some new blend modes for various roms
* Fixed the Tri2 command for F3DLX microcodes
* Fixed a bug in busy-wait detection (this wasn't working correctly with dynarec code, net result is a small speedup)
* Fixed a few dynarec stability issues (relating to exceptions occuring mid-trace)
* Added audio support
* Added the ability to dump textures (developer builds only at the moment)
* Fixed screenshots. Again.
* Implemented cmp.s, cvt.s, cvt.w, mtc1, mfc1, bc1f, bc1t, j, cfc1, ctc1, daddu, trunc.w.s, bc1t, bc1f, bc1tl, bcifl, bnel, beql, blezl, bgtzl, bltzl, blezl in dynarec (this gives a decent speedup)
* Avoid setting the branch delay flag and current PC in generated dynarec code unless absolutely necessary (this gives another small speedup)
* Much better memory access handling in dynamically recompiled code (this gives a BIG speedup
* Use a second code buffer for generated dynarec code, to avoid polluting the instruction cache (this gives another small speedup)
* Further improve the memory access handling in generated dynarec code (another small speedup)
* Fix register usage analysis for lwc1/swc1/mfc1/mtc1 which was preventing base registers used in these instructions from being cached (another small speedup)
* Have compensation blocks restore nobbled registers, so on-trace code does't need to reload (another small speedup)


There's quite a lot in that list, so I highlighted the two most significant points. In summary R9 will be much faster, with audio support. I'll write a bit more about these changes in particular over the next few days (promise!)

-StrmnNrmn

Lets hope its fully functional

Via StrmnNrmn
phlak
For all the newbies out there....dont get your hopes up. This will still be far from perfect and I bet far from running a game to many peoples standards. I do praise him for his return. I gave up on the N64 emulator because I figured he did too. I am happy for his return and it did put a spark of hope back in me tonight while I was reading all of this!
NyghtcrawleR
Imagine at some point playing goldeneye on your psp...wow that would be amazing.
adw888
Sounds like some good progress, and it's nice to know that it's still being developed.
But as phlak has said, this still won't be anywhere near as good as the N64 emulators for the PC.
Give it some time though, maybe one day it will be.
Enedok
Good to see he is back. I thought he was gone for sure. Its good to see audio support, but I'm afraid it could kill some speed. *hopes its plausebole to disable it*^^
jeffrey1127
will it be able to emulate sound????
adw888
QUOTE(jeffrey1127 @ Feb 9 2007, 04:03 PM) *
will it be able to emulate sound????

Yes it will:
QUOTE
* Added audio support
qb007
Exciting new. I remember when everyone just had to have the Nintendo 64. There were a lot of great games for it and it will be great to get some of the games to a playable level on the PSP. Good work. smile.gif
DudeOnFire
I'm not a big Fan of N64 Emulator dry.gif but i know this is going to be AWESOME!!! tongue.gif
MKsmoke
I can see Super Mario 64 running at full speed someday if he sticks with the project....Its good to see ham back!
Pimplicious23
yesss this is great news! i jus hope we're not sacrificng somethin else to get the audio.. =D
xxzeroxx
omg zeldaaaaaaaaaaaa too excited
somethinggarlic
So Smash Bros. isn't good to play?
TsCustomz
Jus saying goldeneye on psp gives me the chills!!!
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