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Daedalus R12 debugging: StrmnNrmn teaches Homebrew Emulation 101 |
Listed in: Homebrew Development, Homebrew Emulators, Emulators Tags: Daedalus, emulation, Jupiter, N64, psp homebrews, StrmnNrmn
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While N64 emulator for PSP">Daedalus, an N64 emulator.">StrmnNrmn's updated us with a quick post about the dynarec issue for Super Smash Bros. yesterday, he's fulfilled his promise of a longer, more detailed entry on the said issue. That's what we've got today: another update on his much-awaited Daedalus R12 N64 emulator for the PSP.
It's even complete with all the homebrew emulation development hoopla that can drive the novices to either 1) rip their hair clean off their scalps, or 2) create better homebrew and be encouraged by StrmnNrmn's efforts. With that's said, let's take this slow and steady.
Maybe you're asking what the hell is up with dynarec issues anyway? Just so you know, StrmnNrmn is going through hell and high water to fix this thing, so you better thank him.
He admits that, in the six years that he's been programming professionally, dynarec debugging is one of the hardest issues to deal with. "It's very much like working blindfolded." For one, you don't know what code will turn up every time. And worse, identifying the exact bottleneck out of 500 million lines of code can be a headache the size of Jupiter.
Homebrew hero that he is, StrmnNrmn's been able to deal with issues like this before, and he's been able to develop his own solutions to track down these bugs. That's how he was able to wheedle out the SSB dynarec issue. The trick here is to reproduce the same bug in the PC-build of the emulator - that's his technique.
Going hand in hand with this is a fragment simulator he's coughed up. This tool helps him pinpoint the bugs that the dynarec code generates. Basically he uses a framework that allows him to compare what is being executed to what is being simulated. Make ends meet by comparing the two, and your blindfold gets more transparent.
Now we don't know if you understood all that. I for one can't honestly claim that I understood every single detail of his post. But I do have a grasp of the gist. Want to continue your Homebrew Emulation 101 lesson? Click the Read link below to head on over to StrmnNrmn's lecture.
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Your Daedalus is most definately the greatest emulator that any handheld system has seen. Atleast in my opinion. I GREATLY appreciate your hard work and feel as though I, or rather we, can't thank you enough.
YOU ROCK D00D! Can't wait for R12, I know it will be UBER DOOBER XD!
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EARTH
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http://www.crazyyy.com/
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this has been the 392nd update on the emulator, so just have a blog with these details, and qj.net can just tell us when the final thing is out. dosbox emu is much more exciting!
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LETS NOT LIVE IN THE PAST AND START MOVING THE PSP FORWARD
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I'm sorry to p1ss on your fireworks, but you are not the first to think of this, and you will not be the last. If you feel that you are the only one to have this idea, and feel that not even Strmn Nrmn, himself has thought of this, then by all means post it on his blog, but do not expect him to say it will be in the next update.
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He referred to the difficulty in finding an error in the dynamic recompilation that may often occur 500 million instructions into the emulation (after the emulator has processed 500 million instructions and turned them into code the psp can work with).
Thats not the same as looking through 500 million lines of the emulator's code, it surely does not have that many.
He also wasn't talking about looking for a bottleneck, by deffinition a speed limiting portion of the code, but rather a bug that caused the dynarec to generate invalid code and cause SSB to not work with it enabled.
Please take the time to read the post properly to avoid posting misinterpreted summaries on a popular site like this.
#4: The blindfolded metaphor was straight from StrmnNrmn's post.
Oh, I should add: StrmnNrmn, your a bloody legend and daedalus is without question the most impressive piece of homebrew I have ever had the privilege to use.
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shure makes this problem with SSB solfd...:P
ever touch of making a wireless option in your emulator
that makes possibble to play wireless with every N64 game
think off it please???? it would by asowome to play SSB with my friends
THANK YOU FOR YOUR TIME STRMNNRMN!
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500000000 line with only one caracter (\n) =500000000Bytes
500000000/1024=488281,25kbytes
488281,25/1024=476,837158203125Mbytes
I gess it's a mistake
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Also, the original post was talking about recompiled n64 instructions that the PSP runs, not lines of static code used to construct the binary.
I gess (guess) it's a mistake
Quite a nice judge of your caracter (character).
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Also, the original post was talking about recompiled N64 instructions that the PSP runs, not the static lines of code that make up the emulator's binary.
I gess (guess) your lack of thought before posting is a good judge of your caracter (character).
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who cares?
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Ps- its ****** hard i know, but can you try and get zelda (ocarina of time) not just the game to load, but , the graphics, im not complaining (not spelled right) but , i just cant get certain weapons and such with the black and white thing, not fully but, at first the text is messed up, then the color, then the game cant be finished, it would be nice to have it fixed within the next 4 releases so keep rockin. And please help us with this please.
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