Vom N64 Emulator Daedalus gibt es folgende WIP News.
Yuletide Update
It's been a while since the last update so I wanted to give some news on how things are going with work towards the next release.
I've spent a lot of time working on getting the HLE audio code working on the Media Engine. I've been making steady progress, but it's been taking longer th...
Vom N64 Emulator Daedalus gibt es folgende WIP News.
R14 Progress
It's been a while since I talked about R14 so I wanted to post a quick update on what I've been doing.
The Media Engine work has been going well. The job manager I talked about last week is now fairly functional and handles executing the audio upsampling code in 3 different modes: synchronously, asynchronously on the main processor, and asynchronously on the ME.
It's taken me a little longer to get the audio upsampling code working smoothly on the ME. I decided to focus on this initially (rather than Azimer's Audio HLE code) as it's a lot simpler and more self contained, but getting it working on the ME without any glitches required a little bit of work. I had to rewrite the simple ring buffer I was using to be lock-free. This is straightforward when dealing with a single reader thread and a single writer thread on the same processor, but a little more care is required when the reader and writer are operating on separate cores without cache coherency. I think getting this running glitch-free has helped prepare me well for the bigger task of getting Azimer's HLE code running asynchronously on the ME. I'll be working on this next.
Besides the ME work, I've had an interesting diversion getting some new font rendering working in Daedalus. I saw on the ps2dev.org forums that BenHur had released a library for rendering text using the PSP's built in fonts. I've always been a little unhappy with Daedalus's text rendering, and thought this would be a good opportunity to improve it. Here's a screenshot of the UI using BenHur's intraFont library (click through for a better-looking unscaled version):
I think this is looking a lot better than the previous font. The drop shadows really help make the text more readable. I also support multiple fonts for the first time, so the header text actually looks like header text :)
Nach etlichen WIP's gibt es nun eine neue Version des Nintendo 64 Emulators Daedalus von StrmnNrmn. Die Neuerungen sind:
The most significant new feature is savestate support. You can now save your progress at any point, via the Pause Menu (accessed through hitting the Select button). Savestates are written out to the memory stick, and consume around a megabyte per slot. ...
Vom N64 Emulator Daedalus gibt es folgende WIP News.
R13 close, honestly!
Apologies again for the lack of updates. I know people get nervous when I don't update regularly, but I don't like to post when I have nothing new or exciting to talk about.
I'm very close to releasing R13, I've just been struggling to find the time to add the final finishing touch...
Vom N64 Emulator Daedalus gibt es folgende WIP News.
Daedalus and the PSP Slim + Lite
A number of people have been asking if Daedalus will support the PSP Slim and Lite (PSP-2000), and if it does, if it will take advantage of the extra 32MiB RAM to improve the speed of emulated roms.
I am planning on supporting 3.xx firmware, but not until I have a PSP ...
Vom N64 Emulator Daedalus gibt es folgende WIP News.
Back Online
Apologies for the lack of updates. I've not had internet access at home since moving flat at the end of August. My ADSL was activated today so I'm finally up and running again. I can't believe how long it's taken!
Between the flat move and a busy few weeks at work (getting ready for the To...
Unofficial Siskoo 1964 ini Build 18.7.2007 um 13:46:53 von kallez
Siskoo hat eine inoffiziele Konfigurationsdatei für den Nintendo64 Emulator 1964 freigegeben.
Changes :
All comments about previous Rice plugin (Rice Daedalus x.x.x, Rice Video, etc..) was removed and replaced by the last Mudlord's Rice Video Build. Other small improvements.
Nach etlichen WIP's gibt es nun eine neue Version des Nintendo 64 Emulators Daedalus von StrmnNrmn. Die Neuerungen sind:
* [!] Fixed issue preventing Goldeneye from being loaded.
* [!] Fixed dynarec for Goldeneye.
* [!] Fixed dynarec for Super Smash Bros.
* [!] Fix various texturing issues with 4bpp and small or non power-of-2 textures.
...
Vom N64 Emulator Daedalus gibt es folgende WIP News.
Multiplayer Thoughts
In response to a recent post, Zeus asked an interesting question:
I know you've probably been bugged by people on this before, but how hard would multi-player be to implement? More importantly, do you think that there is enough bandwidth, and low enough lag, to allow a host-client ...
Vom N64 Emulator Daedalus gibt es folgende WIP News.
Super Smash Bros - Dynarec Update
This is just a quick update to let everyone know I've finally figured out why the dynarec wasn't working in Super Smash Bros. The problem has taken a lot longer to identify than I'd hoped - in part because it was a particularly tricky bug but also because I've not had as much ...
Vom N64 Emulator Daedalus gibt es folgende WIP News.
Goldeneye Update!
Ok, I know the last thing I said yesterday was:
Anyway, given the work involved Goldeneye isn't an immediate priority, but I am thinking about it.
I couldn't quite resist having a quick hack to see if I could get Goldeneye working using the third method I outlined. It turned out to be relatively painless to crowbar in the required changes, and I'm pleased to say that I've managed to get Goldeneye booting again! :)
With the changes, Daedalus now dynamically pages the Goldeneye ROM into the PSP's RAM so that it no longer requires a free 12 MiB. I now check the instruction pointer on every instruction fetch in the interpretive core*, and raise a TLB Read Miss exception if required. If this happens, it causes Goldeneye's exception handler to realise that the required code isn't in memory, and to load it in from ROM before continuing execution.
So here are the first screenshots of Goldeneye running under Daedalus R12 - you can see there are a handful of graphical glitches to sort out, particularly on the main menu:
Not bad for an hour's work!
There's still quite a long way to go though. Firstly, I can still only get the rom running with dynarec disabled on the PSP, so the framerate is currently just 6-7 fps. Interestingly it runs fine with dynarec on the PC with the same set of changes, so this indicates a bug somewhere in the PSP dynarec implementation. Secondly, I've not been able to get in-game yet - it just seems to hang with a black screen shortly after starting to load the level. I've not figured out whether this is just running very slowly without dynarec and taking its time, or if there's another bug to be fixed somewhere.
Getting the rom booting is a great first step though - it can only continue to improve from here :)
-StrmnNrmn
*I probably want to tidy things up to avoid doing this for most other roms as it can be quite expensive - especially if dynarec is disabled.
Vom N64 Emulator Daedalus gibt es folgende WIP News.
Goldeneye
While I'm at it with the blog updates, I also invesitgated why Goldeneye no longer works in Daedalus (it did run with some of the very early releases, but stopped working some time ago.)
Goldeneye is quite an unusual game in that it's one of the few titles that executes code from virtu...
Vom N64 Emulator Daedalus gibt es folgende WIP News.
R11 Sometime on Sunday
I'm very close to having R11 ready for release, and I'm aiming to have everything finished some time tomorrow morning (that's Sunday morning, UK time.)
I've spent the day putting in number of changes to the way that Daedalus allocates memory for various lookup tables. Namely, I've replaced a couple of stl maps I was using to keep track of cached textures and dynarec fragments with sorted vectors, which should help reduce fragmentation and improve cache usage. Basically it should make things even more stable and give another small speedup.
I've also been through and updated the rom.ini file I talked about a couple of weeks ago to make sure that it contains accurate information for the save type. I noticed that many of the entries for European roms were undefined, which can cause various compatibility problems. Hopefully this should mean that a few more European roms are working in R11.
Finally I realised that there was a dynarec issue which was preventing Super Smash Bros from going in-game. Although that's not fixed (that's something for R12) I have disabled dynarec for SSB by default. With my various texture cache fixes SSB is now running in-game, albeit with messed up graphics and at just 15 fps. Here's a teaser screenshot of SSB running in R11:
Given how many people have been asking for SSB compatibility to be improved, I'm pretty sure this is going to be my main focus for R12. If I can fix the dynarec issue it looks like this is going to run at a solid 25-30fps or more.
Anyway, check back sometime over the next 12 hours for R11 (I'm off to bed for now, let's hope I don't lie in :)
Vom N64 Emulator Daedalus gibt es folgende WIP News.
R11 Update
Wow, it's been far longer than I'd intended to give this update. I had a great time in Spain, and came back and spent a few evenings playing through Crackdown. It was quite nice to take a break for a few days :)
Since then I've been working on the various features I promised for R11....
Vom N64 Emulator Daedalus gibt es folgende WIP News.
I had planned on posting this update on Monday, but I've spent the last couple of nights catching up on a few games that I've not had chance to play since they were released (Crackdown on the 360 and Afterburner : Black Falcon on the PSP for the curious :)
For R11 I'm hoping to fix the Expansion Pak support for...
Nach ethlichen WIP's gibt es nun eine neue Version des Nintendo 64 Emulators Daedalus von StrmnNrmn. Die Neuerungen sind:
[+] Added frameskip option.
[+] Added framerate limiting option.
[+] Added adjustable stick deadzone.
[+] Allow pause menu to be activated even when rom emulation has hung.
[!] Fix crash when no roms found, added explanatory message.
»weiterlesen
Vom N64 Emulator Daedalus gibt es folgende WIP News.
R10 Countdown
I'm in the process of tidying up my current build so that I can release R10 over the next few days.
There are a number of features/optimisations still on my TODO list, but as I promised last month, I'd like to release R10 by the end of March. I think frequent, small updates are be...