Daedalus R12 release next week, multiplayer possible
We hear your comments. Some of you would say something to the extent of “Hey QJ it’s good that you’re posting updates on Daedalus and all, but can’t StrmnNrmn just release the damned thing already?” Well. Maybe this could make ends meet. We’ve got 1) good news and 2) even more good news today!
The release of Daedalus R12 is now dated. Since StrmnNrmn is going on a vacation at the end of this month, he’s hoping he can release his N64 emulator before then. Red letter day(s) would be next weekend: June 23 or June 24. In the event that something wicked crops up, we could find the roll out on June 26 or June 27.
StrmnNrmn’s content that he got Super Smash Bros. up and running with dynarec enabled (we know that all to well by now *wink*), and from now until the release, he’ll just polish up the graphics and do his best in making the release as playable as possible. Since GoldenEye still needs a lot of work though, he’ll leave it as is for R12 and work on it for future releases.
Now here’s the “even more good news” part of this post. StrmnNrmn has now also given us his thoughts on incorporating a multiplayer feature in Daedalus. He’s also heard some of your comments, one of which was a question posed by Zeus on StrmnNrmn’s blog (this would be in light of the Q&A we had the other day):
[…] how hard would multi-player be to implement? More importantly, do you think that there is enough bandwidth, and low enough lag, to allow a host-client multiplayer setup to be playable? […] Or do you think that distributing the computational workload would be a better approach? […]
StrmnNrmn says that with Mario Kart and Super Smash Bros. working A-OK, there’s going to be more demand for multiplayer support, and right off the bat, he says that this isn’t likely to happen soon. He even mentions that the we can learn a thing or two from the PS3-PSP Remote Play framework, but of course, what we’re trying to look at is a PSP-PSP Remote Play framework for Daedalus.
Good thing is he already has a solution in mind of how to make multiplayer work for Daedalus and it involves a client-host set up, with info being sent via a TCP connection. Now if his approach does work out, the good thing is that each player would be able to play the game (e.g. Mario Kart, GoldenEye) in full display without having to deal with split-screens.
Astounding. Daedalus R12 hasn’t even been released yet, and he’s already talking about plans for Daedalus R12+++! At the rate that StrmnNrmn is going, we can definitely look forward to a lot of possibilities. PSP dead? Nope. PSP Daedalus, more like! Nyar har, someone made a funny!
You can click the Read link below to hear his full thoughts on the multiplayer feature on Daedalus.
We hear your comments. Some of you would say something to the extent of “Hey QJ it’s good that you’re posting updates on Daedalus and all, but can’t StrmnNrmn just release the damned thing already?” Well. Maybe this could make ends meet. We’ve got 1) good news and 2) even more good news today!
The release of Daedalus R12 is now dated. Since StrmnNrmn is going on a vacation at the end of this month, he’s hoping he can release his N64 emulator before then. Red letter day(s) would be next weekend: June 23 or June 24. In the event that something wicked crops up, we could find the roll out on June 26 or June 27.
StrmnNrmn’s content that he got Super Smash Bros. up and running with dynarec enabled (we know that all to well by now *wink*), and from now until the release, he’ll just polish up the graphics and do his best in making the release as playable as possible. Since GoldenEye still needs a lot of work though, he’ll leave it as is for R12 and work on it for future releases.
Now here’s the “even more good news” part of this post. StrmnNrmn has now also given us his thoughts on incorporating a multiplayer feature in Daedalus. He’s also heard some of your comments, one of which was a question posed by Zeus on StrmnNrmn’s blog (this would be in light of the Q&A we had the other day):
[…] how hard would multi-player be to implement? More importantly, do you think that there is enough bandwidth, and low enough lag, to allow a host-client multiplayer setup to be playable? […] Or do you think that distributing the computational workload would be a better approach? […]
StrmnNrmn says that with Mario Kart and Super Smash Bros. working A-OK, there’s going to be more demand for multiplayer support, and right off the bat, he says that this isn’t likely to happen soon. He even mentions that the we can learn a thing or two from the PS3-PSP Remote Play framework, but of course, what we’re trying to look at is a PSP-PSP Remote Play framework for Daedalus.
Good thing is he already has a solution in mind of how to make multiplayer work for Daedalus and it involves a client-host set up, with info being sent via a TCP connection. Now if his approach does work out, the good thing is that each player would be able to play the game (e.g. Mario Kart, GoldenEye) in full display without having to deal with split-screens.
Astounding. Daedalus R12 hasn’t even been released yet, and he’s already talking about plans for Daedalus R12+++! At the rate that StrmnNrmn is going, we can definitely look forward to a lot of possibilities. PSP dead? Nope. PSP Daedalus, more like! Nyar har, someone made a funny!
You can click the Read link below to hear his full thoughts on the multiplayer feature on Daedalus.