Daedalus N64 Emulator W.I.P Update!

Mario64Its 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!

Mario64Its 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!

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