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Daedalus is back!

PostPosted: Thu Feb 08, 2007 9:20 pm
by FireFoxx
This is awsome! StrmnNrmn is back and says that he will be releasing daedalus R9 sometime soon with a whole bunch of changes:

* 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)


All the awsome ones are highlighted, i cant wait for this!

For more info:
http://strmnnrmn.blogspot.com/

PostPosted: Thu Feb 08, 2007 9:22 pm
by Slick
so this is really gonna run completely full speed?

PostPosted: Thu Feb 08, 2007 9:24 pm
by FireFoxx
i dont know if it will be full speed but it is supposed to have a big speed increase and audio support!

PostPosted: Thu Feb 08, 2007 9:31 pm
by Mailas
I heard about this from the guy on msn. Feels great to be back. I can't wait until he fully compresses the models.
He said to me that zelda might not come for a while but thats allright, as long as hes back in the game.

PostPosted: Thu Feb 08, 2007 10:15 pm
by Slick
Is there a compatability list?

PostPosted: Thu Feb 08, 2007 10:35 pm
by Mailas
Not yet, but zelda wont be for a while is what he told me.

PostPosted: Fri Feb 09, 2007 1:37 pm
by Slick
what about Goldeneye?

PostPosted: Fri Feb 09, 2007 2:03 pm
by DarkPacMan77
zelda, goldeneye, perfect dark... all demand a ton of power... I'd say it is safe to say that those games will never reach higher than 15fps, sadly.

I'd be the first in line to download an 85-99% complete N64 emulator for the psp but I just don't think it can happen. Daedalus on the xbox has problems with memory issues and what-not so the psp will always be far more worse.

I'm pretty sure the audio support is added just to make people quit asking for it. I doubt that most games will ever even be recognizable through sound.

-DarkPacMan77-

PostPosted: Fri Feb 09, 2007 7:52 pm
by MasterofMe
What about Super Mario 64, Mario Kart 64, and Super Smash Bros?

PostPosted: Fri Feb 09, 2007 7:57 pm
by the_end_is_near
smash bros will take a bit, but wheni was playing super mario 64 on r7 and i updated to r8, there was a suprising speed increas. i check his blog earlyer today, i about crapped my self, adio FINNALY! i cant wait till Conker's Bad Fur Day runs at a good rate

PostPosted: Fri Feb 09, 2007 8:22 pm
by DarkPacMan77
Mario is a very simple game. The rom is about 6mb I think and there is nothing difficult to emulate regarding the game. When I was playing the game last (on R8 I think...) the highest framerate I saw was 25 fps during a WHITE menu... just isn't good enough. Gameplay fps was 6-8 and just wasn't enjoyable so I think that the N64 will never be more than a dream on the psp... but I sure as hell WANT it.

-DarkPacMan77-

PostPosted: Fri Feb 09, 2007 9:55 pm
by the_end_is_near
they said the same thing about GBA, and now we got gpSP