Daedalus R12 update: GoldenEye, done; next stop, Super Smash Bros.

Daedalus update - Image 1

Glad to see more updates from StrmnNrmn today. We’re starting to believe that the more we’re given updates on the progress of developing his homebrew N64 emulator Daedalus R12, the more a lot of us are getting excited for it. This time around, it directly concerns GoldenEye (and indirectly Super Smash Bros. as well).

Last we heard, he had been able to run GoldenEye on the WIP R12 version that he has right now (note: GoldenEye used to work in previous Daedalus version, but somehow botched itself up in further releases), however this only worked with dynarec disabled. That’s the biggest issue of running GoldenEye on the emulator, really: dynarec was the root of the problem.

Cool beans. He’s been able to progress with this bug fixing. Despite the major drawbacks of the dynarec bug, StrmnNrmn has actually already been able to fix it by just implementing one line of code! (yeah, the biggest problems are solved by the simplest solutions):

I’m pleased to say that GoldenEye is now running fine with dynarec, so it now boots and runs the intro sequence very quickly. Although the intro and menu run at around 30-60fps, in-game is still very slow (around 5-8fps) so I need to profile this and see what’s going on.

So, where do we go from here? GoldenEye, done. Next stop…? StrmnNrmn is now looking forward to the future, stating:

I’m hoping that it will fix dynarec issues with a few other roms too. Unfortunately it looks like the bug which is preventing dynarec working with Super Smash Bros. is a different issue, so I’ll have to spend some more time investigating that.

Great. The dynarec bug fix had potentially hit more than just one bird after all: one stone hitting a lot of other birds, except, as he says, Super Smash Bros. His speculation on SSB is that the problem “has something to do with how traces are selected and the resulting fragments are linked together.”

Let’s remain hopeful, guys. If these updates are any indication of StrmnNrmn’s homebrew dev capabilities, Daedalus R12 is looking like the most promising in the bunch. We’ll most probably get an update on his progress with SSB sometime next week, so keep your eyes peeled!

Daedalus update - Image 1

Glad to see more updates from StrmnNrmn today. We’re starting to believe that the more we’re given updates on the progress of developing his homebrew N64 emulator Daedalus R12, the more a lot of us are getting excited for it. This time around, it directly concerns GoldenEye (and indirectly Super Smash Bros. as well).

Last we heard, he had been able to run GoldenEye on the WIP R12 version that he has right now (note: GoldenEye used to work in previous Daedalus version, but somehow botched itself up in further releases), however this only worked with dynarec disabled. That’s the biggest issue of running GoldenEye on the emulator, really: dynarec was the root of the problem.

Cool beans. He’s been able to progress with this bug fixing. Despite the major drawbacks of the dynarec bug, StrmnNrmn has actually already been able to fix it by just implementing one line of code! (yeah, the biggest problems are solved by the simplest solutions):

I’m pleased to say that GoldenEye is now running fine with dynarec, so it now boots and runs the intro sequence very quickly. Although the intro and menu run at around 30-60fps, in-game is still very slow (around 5-8fps) so I need to profile this and see what’s going on.

So, where do we go from here? GoldenEye, done. Next stop…? StrmnNrmn is now looking forward to the future, stating:

I’m hoping that it will fix dynarec issues with a few other roms too. Unfortunately it looks like the bug which is preventing dynarec working with Super Smash Bros. is a different issue, so I’ll have to spend some more time investigating that.

Great. The dynarec bug fix had potentially hit more than just one bird after all: one stone hitting a lot of other birds, except, as he says, Super Smash Bros. His speculation on SSB is that the problem “has something to do with how traces are selected and the resulting fragments are linked together.”

Let’s remain hopeful, guys. If these updates are any indication of StrmnNrmn’s homebrew dev capabilities, Daedalus R12 is looking like the most promising in the bunch. We’ll most probably get an update on his progress with SSB sometime next week, so keep your eyes peeled!

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