Daedalus R14 update: New look, ready for new audio code

Daedalus R14 update: New look, ready for new audio code - Image 1Homebrew developer StrmnNrmn has returned from swimming in seas of code and has confirmed positive progress on the audio code-Media Engine integration. Daedalus R14 should now be capable of running audio upsampling code (scaling audio sampling for more definition) in synchronous mode or in two separate asynchronous modes: execution over the CPU and execution from within the Media Engine itself. Positive outlook and a fresh look to come at you at the full article!

Daedalus R14 update: New look, ready for new audio code - Image 1 

StrmnNrmn, developer of Daedalus, has released yet another update to previous plans of accommodating Azimer’s HLE audio code into the Media Engine for Daedalus R14. The homebrew developer has recently wrestled with the Media Engine and managed to get the audio upsampling (increasing the sampling rate for more defined audio) working flawlessly.

StrmnNrmn says that the process took longer this way, but the developer admits that going through with the meticulous coding is moulding the troubleshooting mindset for the integration and execution of Azimer’s HLE audio code with the Media Engine. There are still issues to address when running the HLE code asynchronously with the Media Engine, and StrmnNrmn will be tackling them soon.

Daedalus R14's new font for a new look - Image 1

On the lighter side, the developer picked up BenHur’s text rendering library which apparently uses the PSP’s default font. StrmnNrmn may be keeping the new look for the Nintendo 64 homebrew emulator, and Daedalus R14’s interface may be transformed to a more professional, eye-friendly affair (see image above).

Thanks to Seanpaul223 for the tip!

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