DaedalusX64 dev status update: additional audio settings, more improvements

Posted Nov 25, 2008 at 8:57AM by QJ Staff Listed in: Homebrew Development, Homebrew Emulators, Emulators Tags: Chilly Willy, DaedalusX64
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DaedalusX64 - Image 1


December is looming ever so close now; will we get another public release for DaedalusX64, just as planned? Well, the Beta 1 Release Candidate is still roving the PSP scene - have you been able to try it out yet? Today, we've got quite a hefty update about what's in store for DaedalusX64's future.

This comes from Chilly Willy, and here, he talks about what he's been able to contribute to the project (on top of what he's already been able to tweak for the previous DX64 alpha versions):
  • Added lookup table to the fragment cache lookup function. The original code only checked if the address to be looked up was the same as the last one to be looked up. Otherwise it just went through the entire list of fragments looking for the address. I added a 256 entry table using a hash on the address to help speed this up. Now if Howard can profile this for me, we can see if it was a waste or not.
  • Cleaned up the prefs a little since the ROM prefs in particular had the descriptions overlapping the element list. I also changed the audio setting so that you can select synchronous or asynchronous processing of the audio. Synchronous is the old method where everything is done by the main CPU. There may be times when that is better, so now you can select it. So the three audio selections are Disabled, Asynchronous, and Synchronous.
  • Big update to the asynchronous audio. Howard and I had been doing a semi-polled method of waiting for the MediaEngine before terminating the RSP task. I made the CPU AddEvent thread-safe so that instead we can just do a single AddEvent when the ME is done. This seems to be better. There are still some roms that don't work (well or at all) with asynchronous audio, hence the ability above to switch to sync audio.
  • One note: Switching ROMs is apparently not quite clean yet. I've noticed a few ROMs where you have to quit the emulator and start fresh or the ROM won't work (properly or at all depending on the ROM). The two I've noted by name are Wave Race 64 and Zelda:OOT.
We've yet to see if the release of the next version of DaedlusX64 will indeed roll out some time December, just as the team promised. Hope we get updates on that front soon too! For now, hearing about more audio options sounds like a great addition, not to mention more improvements in the code.



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Comments

by scythe - 2008-11-25 09:21:22
lol

yay
by Kreationz - 2008-11-25 10:35:46
December and recent developments

Well December is right around the corner. The team is in full swing. There may be some news later today once it becomes official. However, there won't be a Pubic version as that has already happened. The next release (probably this month) will be Beta 2. However due to a recent development even that may change, but I can't say more than that yet... (Don't worry it's good news though)
by - 2008-11-25 11:11:08
Suhweet!

Thanks for dropping by, Kreationz! Looking forward to what you guy have to say later today. Drop us a line when you've made the announcement/update so we can post about it ASAP. ;-)
by blackthorn - 2008-11-25 13:51:51
why?

Why bombard people with every little update like this? Look at the friggen change log, you think have the idiots that read this page will have a *****ing clue what you're talking about? All the dev team needs to ensure is they release it with good stability and >30 fps on most games. Until then, who honestly gives a *****? I want to see it go well as much as anything but ffs, updating us on every damn bit change just to sustain the hype is really pointless.
by shogunu - 2008-11-25 14:07:04
Well, for one...

I like the hype, gets me pumped up and everything. Real Ultimate Power Ninja style pumped up!
by satanicdoggy - 2008-11-25 15:09:49
hi

lol ya for reals i dont no wut hes talking about how he changed the code and added this n that..i have no clue wut he says in the chnage log im not a programmer so y even post that crap ......lol ~~ Added lookup table to the fragment cache lookup function. The original code only checked if the address to be looked up was the same as the last one to be looked up. Otherwise it just went through the entire list of fragments looking for the address. I added a 256 entry table using a hash on the address to help speed this up. Now if Howard can profile this for me, we can see if it was a waste or not. Cleaned up the prefs a little since the ROM prefs in particular had the descriptions overlapping the element list. I also changed the audio setting so that you can select synchronous or asynchronous processing of the audio. Synchronous is the old method where everything is done by the main CPU. There may be times when that is better, so now you can select it. So the three audio selections are Disabled, Asynchronous, and Synchronous. Big update to the asynchronous audio. Howard and I had been doing a semi-polled method of waiting for the MediaEngine before terminating the RSP task. I made the CPU AddEvent thread-safe so that instead we can just do a single AddEvent when the ME is done. This seems to be better. There are still some roms that don't work (well or at all) with asynchronous audio, hence the ability above to switch to sync audio. One note: Switching ROMs is apparently not quite clean yet. I've noticed a few ROMs where you have to quit the emulator and start fresh or the ROM won't work (properly or at all depending on the ROM). The two I've noted by name are Wave Race 64 and Zelda:OOT.
by jagrege - 2008-11-25 16:03:02
I dont understand what they are saying either but...

I know its a good thing. And Im sure some ppl know what they are talking about.
by majorbb100 - 2008-11-25 18:58:43
at least

dont complain about the hype, at least these guys are giving us updates not like old strmfart.
by m3rox - 2008-11-25 19:10:30
I know what the news is..

strmnnrmn is now on the team (according to the sourceforge, he was added to the list of devs today).
by spylogo - 2008-11-25 19:37:19
uh huh

Well... I am a programmer, and actually come here because they usually have the improvements listed; many other programmers for the psp hang around here too, so I wouldn't say this is crap at all... You could always use wikipedia too.....seeing as they explain programming terms pretty well. And why did you just quote the almost the whole article?
by PinCushion - 2008-11-25 20:20:49
Wow,

Its a good thing you're the only one who's opinion counts. These little updates let us know that daedalus hasn't fallen through the cracks again. We went what, a year, without hearing anything about and then these guys have jumped on it and have been making progress. You know how I know? BECAUSE QJ EFFING POSTS ABOUT IT! So shut up :)
by Strongbadunit2 - 2008-11-25 21:00:31
@StrmnNrmn

Strmnnrmn was added it is true. sourceforge.net/projects/daedalusx64/#item3rd-6
by Kreationz - 2008-11-25 22:14:25
The new news is a year in the making.

StrmnNrmn is back. I posted the full announcement at the site.
by Kreationz - 2008-11-25 22:17:08
The new news is a year in the making.

StrmnNrmn is back. I posted the full announcement at the site.
by jrussell - 2008-11-25 22:57:48
Latest and Greatest

Sorry, im a noob at this but..... What is the latest full version of the n64 and nes rom lists?
by jagrege - 2008-11-26 02:49:11
YAY hes back

But why did he just all of a sudden stop? The last thing we heard from him was that he was going to try to fix the audio. All well, he's back, he never said when.
by Zeqro - 2008-11-26 03:32:48
retard

No one forced you to read it now did they? If you do not understand it that means you are not smart enough and so should not bother with it ;)
by - 2008-11-26 07:15:48
Heya!

Ooooh! That's great news! Saw the sourceforge entry but I can't seem to find the announcement you made... Gah! Can't wait to post about this! ^_^

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