Daedalus N64 Emulator W.I.P Update!
Its been a few weeks since we have had an update from StrmnNrmn, but he has once again kept us eager people in the loop by posting a further update on his progress with Daedalus – an Nintendo64 emulator for the PSP.
Be warned the following may go over the heads of most people, but according to StrmnNrmn he has made a lot of progress in the following areas:
- Most integer arithmetic and logical instructions have now been implemented
- Register caching has now been implemented
- Direct linking all direct branches to compiled fragments and linking to all indirect branch targets
Work on the dynarec engine has reached approximately 40-50% completion which basically has translated so far to a 100% speedup in ROMs tested (including Mario Kart and with a slight performance increase with Zelda)
There has obviously been some fantastic progress thus far, but StrmnNrmn points out he still has the following to work on:
- Fully implement all the remaining integer ops
- Finalize implementation of the fast linear scan register allocation algorithm
- Track ‘known’ values for specific registers which can be used to optimize the generated code
- Cache the memory location pointer and optimize load/stores using this information as a base pointer
- Optimize all memory access instructions
- Detect and optimize ‘busy wait’ loops
- Implement all the branching instructions
- Implement instructions and register caching instructions
Like I said, this is bound to go over many peoples head (including my own), but bottom line is progress is being made and a release of the new version is planned shortly … so stay tuned!
Its been a few weeks since we have had an update from StrmnNrmn, but he has once again kept us eager people in the loop by posting a further update on his progress with Daedalus – an Nintendo64 emulator for the PSP.
Be warned the following may go over the heads of most people, but according to StrmnNrmn he has made a lot of progress in the following areas:
- Most integer arithmetic and logical instructions have now been implemented
- Register caching has now been implemented
- Direct linking all direct branches to compiled fragments and linking to all indirect branch targets
Work on the dynarec engine has reached approximately 40-50% completion which basically has translated so far to a 100% speedup in ROMs tested (including Mario Kart and with a slight performance increase with Zelda)
There has obviously been some fantastic progress thus far, but StrmnNrmn points out he still has the following to work on:
- Fully implement all the remaining integer ops
- Finalize implementation of the fast linear scan register allocation algorithm
- Track ‘known’ values for specific registers which can be used to optimize the generated code
- Cache the memory location pointer and optimize load/stores using this information as a base pointer
- Optimize all memory access instructions
- Detect and optimize ‘busy wait’ loops
- Implement all the branching instructions
- Implement instructions and register caching instructions
Like I said, this is bound to go over many peoples head (including my own), but bottom line is progress is being made and a release of the new version is planned shortly … so stay tuned!