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  #101  
Old 06-03-2006, 09:17 PM
liquidmc420 liquidmc420 is offline
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Are any games actually playable yet? Great idea

Thanks
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  #102  
Old 06-04-2006, 12:20 AM
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no they are not.

He said his progress is %40-50 there and the fps is at 15...

anyways, good luck to him. Hopefully we will have a playable game.
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  #103  
Old 06-07-2006, 04:53 PM
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Daedalus n64 for PSP "Source updated"

June 7th, 2006, 12:13

To who want to try it.
Source code http://daedalus-n64.cvs.sourceforge.net/daedalus-n64/

Earlier this evening I updated the project CVS repository with the latest version of the code. Normally I only do this when I release a new build, but I know people have been playing with the code and have expressed an interest in seeing the latest developments.

I'm not quite ready to release a new binary yet (still a few more optimisations I want to make and various bugs to fix first), but I'll try and do this within the coming week.

Incidentally, updating the source normally only takes 20 minutes or so, but it took a good couple of hours tonight. Sourceforge updated their CVS service recently (May 12th) and as a result I had to spend a couple of hours updating WinCVS, generating new SSH keys and the like. Hopefully it won't be so painful next time around, or I might just lose the will to live.

As a more general update, I cleared a couple of things from my TODO list sorted this weekend. I'm caching floating point registers for most of the single-precision Cop1 instructions, which are now implemented directly in the dynarec code. I've not timed this in depth yet, but it's shaving 10-20ms/frame off the intro to Mario 64 (Mario's Head), which is particularly FPU heavy (i.e. I'm getting ~160ms/frame rather than ~180ms)

Finally I need to have a good think about how to go about optimising the double-precision floating point performance. As the PSP doesn't have hardware support for double precision floating point this is currently very expensive (i.e. adding 2 doubles on the n64 takes just one instruction - on the psp this balloons to several hundred as it all has to be done in software).

Currently I cheat and cast all the double-precision floats to single-precision values before performing the calculations. Although this is much faster it obviously loses a lot of precision, so I need to be careful it's not going to break any roms. Also even the float->double/double->float conversions are pretty expensive so it's still not an ideal solution. Fortunately not many roms seem to use double-precision maths extensively (presumably because it was relatively expensive on the n64), and where they do use it they don't seem to be too sensitive to the fact that I'm throwing most of their mantissa away


From http://strmnnrmn.blogspot.com/
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  #104  
Old 06-15-2006, 02:19 AM
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Daedalus Official R5 Release

June 15th, 2006, 02:04

StrmnNrmn has released the official Daedalus R5 only a few minutes ago. This great N64 emulator just keeps getting better.



Here's whats new

[+] New DynaRec engine, resulting in significant performance improvements
[+] New front end - ability to toggle a couple of options (more to come)
[+] Save game first pass (eeprom4k, eeprom16k and mempak)
[^] Various interpreting engine optimisations
[~] Use .png fileformat for background images, save ~380KB
[~] Stripped out unnecessary code, save ~250KB

A special thanks to everyone who was involved with Daedalus on the PC in
the past. Sorry I was so rubbish at keeping the project ticking along. You
know who you are.

*Updates:
-Testing among DCemu members has revealed a significant speed improvement.
-The screenshot feature seems to freeze the emulator in this version. Had to cobble together a screenshot using a digital camera.

http://www.dcemu.co.uk/vbulletin/att...6&d=1150329492 <<< source
http://www.dcemu.co.uk/vbulletin/att...7&d=1150329514 <<< 1.00
http://www.dcemu.co.uk/vbulletin/att...8&d=1150329531 <<< 1.50
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  #105  
Old 06-16-2006, 12:30 AM
nekoakuma nekoakuma is offline
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so..any games nearly playable? and what fps?

(Mario, Zelda, Pokemon and any other good games)

(and yes, I like pokemon. >.>)
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  #106  
Old 06-16-2006, 02:56 AM
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Quote:
Originally Posted by nekoakuma
so..any games nearly playable? and what fps?

(Mario, Zelda, Pokemon and any other good games)

(and yes, I like pokemon. >.>)
yeah mario 64 i got up to 6 stars :posessed:
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  #107  
Old 06-16-2006, 04:37 AM
makaveddie makaveddie is offline
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Mario plays at around 8-10 fps (depending on how big your surroundings are) with dynarec enabled... you can play, but it's still pretty slow. It's still amazing to see the n64 on the psp's beautiful screen.
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  #108  
Old 06-20-2006, 10:22 AM
KirbyUSER KirbyUSER is offline
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Yeah it's really amazing how much progress is being made on the emulator. I'm so excited I started playing my N64 today ^^"
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  #109  
Old 06-20-2006, 11:23 PM
nekoakuma nekoakuma is offline
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I miss my n64...my lil bro lost my games..memory pak...GB Adapter...my pokeon stadium 2...and my pokemon gold and crystal (which had all pokemon captured)

=(

maybe after this gets games running..gameshark or something can be added into.
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  #110  
Old 06-23-2006, 02:37 AM
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Daedalus update - R6 on its way

June 23rd, 2006, 01:45

Strmnnrmn has just posted the following on his blog:

http://www.strmnnrmn.blogspot.com/

Plans for R6

I'm back from Spain now. I had a great time in Barcelona, it's a bit of a shame to be back

I'm planning to have quite a quick turnaround on for the next release, i.e. hopefully I'll have something ready by the end of next week, or early July. I want to concentrate on fixing a bunch of graphical issues (adding new combine modes to fix various pink+black textures etc). I'm also going to look at reducing memory requirements - I think the stability problems associated with running the emulator with dynarec for an extended period of time are a result of running out of memory. This should also help to improve the Expansion Pak support. If I get enough time I'll look at adding support for configuring the controls on a rom by rom basis. Finally, I also want to look at improving savegame support.

-StrmnNrmn
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