News on Daedalus Progress

dStrmnNrmn has posted news about his progress with the Daedalus N64 Emulator on the PSP. According to his blog he updated the project CVS repository, but he is not quite ready to release a new binary yet (still a few more optimizations and various bugs to fix first) and will try to release it within the coming week.

Incidentally, updating the source normally only takes 20 minutes or so, but it took a good couple of hours tonight. Sourceforge updated their CVS service recently (May 12th) and as a result I had to spend a couple of hours updating WinCVS, generating new SSH keys and the like. Hopefully it won’t be so painful next time around, or I might just lose the will to live.

As a more general update, I cleared a couple of things from my TODO list sorted this weekend. I’m caching floating point registers for most of the single-precision Cop1 instructions, which are now implemented directly in the dynarec code. I’ve not timed this in depth yet, but it’s shaving 10-20ms/frame off the intro to Mario 64 (Mario’s Head), which is particularly FPU heavy (i.e. I’m getting ~160ms/frame rather than ~180ms)

Finally I need to have a good think about how to go about optimising the double-precision floating point performance. As the PSP doesn’t have hardware support for double precision floating point this is currently very expensive (i.e. adding 2 doubles on the n64 takes just one instruction – on the psp this balloons to several hundred as it all has to be done in software).

It is good to see that the Nintendo 64 emulator is being worked on and hopefully will continue to be updated until it is perfect. Well that is the news about Daedalus for now when more information becomes available we’ll be sure let you know. You can check out the changes to the source by visiting StrmnNrmn’s CVS section of Sourceforge.

dStrmnNrmn has posted news about his progress with the Daedalus N64 Emulator on the PSP. According to his blog he updated the project CVS repository, but he is not quite ready to release a new binary yet (still a few more optimizations and various bugs to fix first) and will try to release it within the coming week.

Incidentally, updating the source normally only takes 20 minutes or so, but it took a good couple of hours tonight. Sourceforge updated their CVS service recently (May 12th) and as a result I had to spend a couple of hours updating WinCVS, generating new SSH keys and the like. Hopefully it won’t be so painful next time around, or I might just lose the will to live.

As a more general update, I cleared a couple of things from my TODO list sorted this weekend. I’m caching floating point registers for most of the single-precision Cop1 instructions, which are now implemented directly in the dynarec code. I’ve not timed this in depth yet, but it’s shaving 10-20ms/frame off the intro to Mario 64 (Mario’s Head), which is particularly FPU heavy (i.e. I’m getting ~160ms/frame rather than ~180ms)

Finally I need to have a good think about how to go about optimising the double-precision floating point performance. As the PSP doesn’t have hardware support for double precision floating point this is currently very expensive (i.e. adding 2 doubles on the n64 takes just one instruction – on the psp this balloons to several hundred as it all has to be done in software).

It is good to see that the Nintendo 64 emulator is being worked on and hopefully will continue to be updated until it is perfect. Well that is the news about Daedalus for now when more information becomes available we’ll be sure let you know. You can check out the changes to the source by visiting StrmnNrmn’s CVS section of Sourceforge.

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