Daedalus R12 update: GoldenEye running in R12
Remember yesterday when N64 emulator for PSP”>Daedalus, an N64 emulator.”>StrmnNrmn gave us a bit of an update about his homebrew Daedalus N64 emulator and its R12 version? Specifically different issues regarding Super Smash Bros., GoldenEye, and Mario 64? Today, we’re getting another quick update on that update. And at the rate things are going, R12 would not only have a pretty-looking SSB, but GoldenEye as well. (it used to work well before, but the recent versions of Daedalus sort of busted it up.)
In yesterday’s post, he enumerated three solutions to get GoldenEye working again on the PSP. He’s been able to try one of those solutions out (the third solution, which was the most stable) and given just an hour’s time of work, he was able to strike on something. To quote the dev jargon:
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.
StrmnNrmrn admits that there’s still a long way to go. In fact, he hasn’t been able to go in-game yet. He’s only just gotten to the menu part, anything after that would be a black screen.
But to prove all of his efforts, StrmnNrmn’s giving us the first few screens of GoldenEye running on Daedalus R12. Yeah, there are some graphical glitches, but you have to start somewhere. And on top of that, these are just a product of an hour’s time. That’s quite a feat in itself!
You can check out the Read link below to look into the specifics of his code cracking.
Remember yesterday when N64 emulator for PSP”>Daedalus, an N64 emulator.”>StrmnNrmn gave us a bit of an update about his homebrew Daedalus N64 emulator and its R12 version? Specifically different issues regarding Super Smash Bros., GoldenEye, and Mario 64? Today, we’re getting another quick update on that update. And at the rate things are going, R12 would not only have a pretty-looking SSB, but GoldenEye as well. (it used to work well before, but the recent versions of Daedalus sort of busted it up.)
In yesterday’s post, he enumerated three solutions to get GoldenEye working again on the PSP. He’s been able to try one of those solutions out (the third solution, which was the most stable) and given just an hour’s time of work, he was able to strike on something. To quote the dev jargon:
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.
StrmnNrmrn admits that there’s still a long way to go. In fact, he hasn’t been able to go in-game yet. He’s only just gotten to the menu part, anything after that would be a black screen.
But to prove all of his efforts, StrmnNrmn’s giving us the first few screens of GoldenEye running on Daedalus R12. Yeah, there are some graphical glitches, but you have to start somewhere. And on top of that, these are just a product of an hour’s time. That’s quite a feat in itself!
You can check out the Read link below to look into the specifics of his code cracking.