Daedalus R8 Released!

Daedalus

The most talked-about emulator has received yet another update from its dedicated coder – StrmnNrmn. StrmnNrmn told us previously that we would receive this build with less features and more optimizations, and that is exactly what we got. This coding-machine managed to get the new clipping method working and actually excerpts better results and is more efficient.

We’ve already seen a few user-created Daedalus R7’s with the modified line that would provide a significant increase in speed, and this version has that fix along with many others! This is, as you would expect, the fastest version of Daedalus available and is looking better and better each release. Mario is now fully playable (in my opinion) and has come a long way since the initial release. The following has been changed in this new version (R8) of Daedalus –

  • [^] Replaced all uses of sceCtrlReadBufferPositive with sceCtrlPeekBufferPositive.
  • [^] Various known value optimisations for the dynamic recompilation engine.
  • [^] Various texture cache optimisations and rendering optimisations.
  • [+] Implemented a new clipping method which is more efficient and gives better results.
  • [-] Removed ‘tesselate large triangles’ setting.
  • [+] Added option to reset emulator to the main menu.
  • [^] No longer use index buffers for rendering.
  • [^] Implement matrix multiplication using VFPU.
  • [^] Implement vertex transform and lighting code using VFPU.
  • [^] Implement clipping code using VFPU.
  • [^] Minor AddTri optimisations.
  • [^] Free background and font textures while emulator is running to free VRAM.
  • [!] Fixed bug in default controller config (c-down and dpad-down were broken)

Download: [Daedalus R8]

Via StrmnNrmn

Daedalus

The most talked-about emulator has received yet another update from its dedicated coder – StrmnNrmn. StrmnNrmn told us previously that we would receive this build with less features and more optimizations, and that is exactly what we got. This coding-machine managed to get the new clipping method working and actually excerpts better results and is more efficient.

We’ve already seen a few user-created Daedalus R7’s with the modified line that would provide a significant increase in speed, and this version has that fix along with many others! This is, as you would expect, the fastest version of Daedalus available and is looking better and better each release. Mario is now fully playable (in my opinion) and has come a long way since the initial release. The following has been changed in this new version (R8) of Daedalus –

  • [^] Replaced all uses of sceCtrlReadBufferPositive with sceCtrlPeekBufferPositive.
  • [^] Various known value optimisations for the dynamic recompilation engine.
  • [^] Various texture cache optimisations and rendering optimisations.
  • [+] Implemented a new clipping method which is more efficient and gives better results.
  • [-] Removed ‘tesselate large triangles’ setting.
  • [+] Added option to reset emulator to the main menu.
  • [^] No longer use index buffers for rendering.
  • [^] Implement matrix multiplication using VFPU.
  • [^] Implement vertex transform and lighting code using VFPU.
  • [^] Implement clipping code using VFPU.
  • [^] Minor AddTri optimisations.
  • [^] Free background and font textures while emulator is running to free VRAM.
  • [!] Fixed bug in default controller config (c-down and dpad-down were broken)

Download: [Daedalus R8]

Via StrmnNrmn

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