StrmnNrmn on Media Engine, Daedalus icon contest
Well-known homebrew developer StrmnNrmn just posted two updates over at his personal blog regarding the Daedalus icon design contest that he launched as well as some interesting information regarding the next build of the Nintendo 64 emulator for the PlayStation Portable.
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Well-known PSP homebrew developer StrmnNrmn just posted two updates over at his personal blog regarding the Daedalus icon design contest that he launched as well as some interesting information regarding the next build of the Nintendo 64 emulator for PSP.
According to the developer, he has received a good number of entries especially from French PSP owners. StrmnNrmn added that he is around halfway through the selection process and he will show to the public the top ten winners next weekend.
More importantly, the coder outlined his plans for Daedalus R14 in relation to the Media Engine. StrmnNrmn talked about a lot of technical stuff and here are the meatiest parts of the update:
- Create a kernel mode PRX and get Daedalus successfully loading and invoking functions (under all supported firmwares). I’ve just about done this.
- Add the code to support initializing and running code on the ME to the PRX. Test invoking user mode functions from the main EBOOT.PBP. I’ll probably be using J.F.’s great sample code as a reference for this. Thanks J.F.!
- Rewrite the audio list processing code so that it can be invoked synchronously or asynchronously as required (via some kind of configuration option).
- When running asynchronously it can just be run from a separate high-priority thread to start with. I can use this to test for various synchronization issues without going through the pain of trying to do this on the ME first.
- Audit the audio list processing code to minimize any memory accesses or ensure that they are correctly synchronized with the main core/thread. Any CRT or system calls need to be eliminated or abstracted away (e.g. prints NOP when compiled to run on the ME).
- Invoke audio list processing code from the ME.
QJ.NET would like to thank Swish for the heads up!
Via StrmnNrmn