Daedalus Update – Graphical Fixes

DaedalusIt’s been quite a while since StrmnNrmn‘s gave us an update on some significant leaps and developments for R6. Although, he hasn’t released the app yet, recently he updated his development blog with some insights about significant graphical fixes that he had accomplished for the so near, yet so far Daedalus PSP R6.

In your comments, you have been sharing your problems with the emu and as a response to that, the first thing that StrmnNrmn shared was that he had managed to fix the horrible flickering that has haunted users when they are running some ROMs (the developer mentioned Paper Mario as a good example). How did he go about it?

He had a realization that  some roms execute multiple display lists per frame, he earlier assumed that roms executed exactly one display list per frame and that each display list would clear the screen, render everything, and then wait for the screen to flip. Such is the case for Paper Mario which according to him, executes 2 display lists per frame. In the developer’s own words “by making sure that I only flip after the second display list executes, I avoid the flickering (the actual solution is a little more involved but this is the general idea).”

After being able to solve that, he went on to remedy another issue. The next thing that he got his hands on has got something to do with the backface culling of triangles. He admitted that he was responsible for a minor boo-boo– “when I (he) ported the graphics engine over from the PC version, I (he) forgot to implement the two or three lines of code which handles this.” It may be something that is minor, but this fix is responsible for correcting a number of important graphics problems. He pointed out that this fixed “all the walls getting in the way in Quest 64.”

And aside from these two developments, he was also able to squeeze in and fix a memory leak that could be found in the texture handling code which he believes was the root of the hassles or random crashing that usually happens when leaving the emulator running for several minutes or more. He observed that Super Mario 64 would randomnly crash after 5 minutes tops. When he fixed it, he noted that Mario was able to run without any hassles for a good 30 minutes.

On the lighter side of things, he wants to apologize to those who email him about their comments and other what-nots, you’d have to understand that StrmnNrmn is one busy developer. He promises to reply to those kind enough to share their thoughts once he is done with the emulator. For now, that’s all, but something tells me that we can expect R6 to be available any time soon. And as a parting gesture, feel free to share some glitches that you’ve experienced with it so as the good developer could remedy them.

Via StrmnNrmn

DaedalusIt’s been quite a while since StrmnNrmn‘s gave us an update on some significant leaps and developments for R6. Although, he hasn’t released the app yet, recently he updated his development blog with some insights about significant graphical fixes that he had accomplished for the so near, yet so far Daedalus PSP R6.

In your comments, you have been sharing your problems with the emu and as a response to that, the first thing that StrmnNrmn shared was that he had managed to fix the horrible flickering that has haunted users when they are running some ROMs (the developer mentioned Paper Mario as a good example). How did he go about it?

He had a realization that  some roms execute multiple display lists per frame, he earlier assumed that roms executed exactly one display list per frame and that each display list would clear the screen, render everything, and then wait for the screen to flip. Such is the case for Paper Mario which according to him, executes 2 display lists per frame. In the developer’s own words “by making sure that I only flip after the second display list executes, I avoid the flickering (the actual solution is a little more involved but this is the general idea).”

After being able to solve that, he went on to remedy another issue. The next thing that he got his hands on has got something to do with the backface culling of triangles. He admitted that he was responsible for a minor boo-boo– “when I (he) ported the graphics engine over from the PC version, I (he) forgot to implement the two or three lines of code which handles this.” It may be something that is minor, but this fix is responsible for correcting a number of important graphics problems. He pointed out that this fixed “all the walls getting in the way in Quest 64.”

And aside from these two developments, he was also able to squeeze in and fix a memory leak that could be found in the texture handling code which he believes was the root of the hassles or random crashing that usually happens when leaving the emulator running for several minutes or more. He observed that Super Mario 64 would randomnly crash after 5 minutes tops. When he fixed it, he noted that Mario was able to run without any hassles for a good 30 minutes.

On the lighter side of things, he wants to apologize to those who email him about their comments and other what-nots, you’d have to understand that StrmnNrmn is one busy developer. He promises to reply to those kind enough to share their thoughts once he is done with the emulator. For now, that’s all, but something tells me that we can expect R6 to be available any time soon. And as a parting gesture, feel free to share some glitches that you’ve experienced with it so as the good developer could remedy them.

Via StrmnNrmn

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