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Daedalusx64 plans for Beta 3: new GUI, bug squishing, dynamic buffers |
Listed in: Homebrew Development Tags: DaedalusX64, Kreationz, psp homebrews
With Beta 2 in the hands of the public now, the Daedalusx64 team is now working on the next version. Developer Kreationz gave the community an update on what the team's plans are for Beta 3, which includes a new GUI, and some major bug squishing. Here's Kreationz's post:
Sorry, I haven't posted here in a long while. With Beta 2 successfully out the door over the weekend. I thought it was time for an update from myself as far what my plans are for Beta 3. I wasn't as active this time around, except in the background this time around, but Howard and Strmn's work was amazing.
Having fallen way behind, I plan to start on the new GUI (a Coverflow kinda of GUI with some extra ideas I had.) I also am going to try to get as many of the bugs in the Bug tracker closed as possible and take a look at why Async audio is unstable. Finally, I am going to look at making all the Buffers Dynamic based on ROM size, PSP type, etc...
Howard plans to move at least part of the CPU to the ME. Wally and Salvy are going to make sure the Microcodes are correct. Not sure about Chilly's or Strmn Plans, but I know Strmn, plans on some code clean-up. Well that's it for now enjoy the release. Don't know when I'll update this next, probably when I get started on the parts I plan on working on.
And that's it for now. We'll let you know if there are any more updates from the team. How are you guys doing with Beta 2?
Related Articles:
- To all the naysayers: DaedalusX64 Beta 2 teaser video released *Update*
- DaedalusX64 dev status update: Beta 2 release window, design contest announced
Via DaedalusX64
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btw, i use Daedalusx64, but it lags alot, so i tend to use it alot less than planned. in the next release, can youll put some more features in the emulator to decrease lag, like reduce image quality or something? TY!!!
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OF COURSE
I would love to be proven wrong!
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Though I think a new GUI and stuff like that should be on the VERY bottom of their to-do list. Fix speed... and do it on a per game basis. I would love to see releases that say: "New in this version, we did a bunch of changes to help out wave race 64" and "We got Mario 64 full speed with sound"
and per game settings would rock. I am sure many of the slower parts of the emulations aren't needed in all games, but are still hardcoded.
just my 7 cents.
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We all know it's possible, look at the PSx emulator for the system for proof.
It's a matter of code, not the machine specs.
Once this EMU can deliver PSx emu like performance, then we'll have a winner. Until then, it's all very 'meh'
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Maybe it's too hard for them to fix at this point, but it has to be said that this EMU could offer a million different 'feautres' but without solid FPS and sound, it won't be used anyway.
Moot point really.
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Beta 2:
Mario 64, 20-30FPS (w/Buggy Async audio)
New Code (~30% Gain easily)
Mario 64, 26-36 w/Solid Audio
This doesn't include mine or Strmnnrmn's plans either. He's working on new profiling code to find the biggest lags. I'm working on the buffers for better memory management. These could easily see other gains. This will help us to better leverage the resources we have to make sure they are all being used to the utmost.
Why am I working on a new GUI? Because until Howard0su's work is done I can't work on ther parts. Wally and Salvy are still working on compatibility. Appox 35% of Games are showing something.
My estimate for Beta 3 is a nice new look and with much greater compatibility and a good chunk more speed as well.
Myself, I plan on making additions concerning all 3, but for the majority of the speed related items watch Hoawrd0su's posts.
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-no audio
-frameskip 1 or 2
2nd most playable game. already beat it a little over an hour. unbelievable fps!
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Give the the Daedalus team a break. If they knew how to increase the speed of the emulator to full speed I'm sure they would do it. Until then, small improvements here and there are all we can be thankful for.
I'm in awe that the project has come as far as it has. It's awesome that a collaboration has started and even cooler that Strmnrmn is back on board. Regardless of whether this emulator will ever be "100%" I think you guys deserve a lot more credit than some of people around here give you. Keep up the good work fellas... I'll be following every update.
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Kind of a double standard, don't you think?
Don't get me wrong, I think the project is coming along well - I just don't think it's worth singing too many praises quite yet.
We see regular updates on the project here on QJ that talk a lot about progressing the EMU on many levels except those that matter most to the people who use it.
So it becomes a bone of contention.
There's been 8 or 9 postings of this project on the QJ news pages so far and still the primary issues on fps and sound haven't been fully addressed.
It's not unjustifyable in this context for people to comment in a frustrating light.
I'm as eager as any of you for a fully functional N64 EMU for the PSP. For my 2 cents this is one of the only two realistic EMU frontiers this platform has yet to explore to it's fullest potential (the other being a MAME EMU worth a damn!).
But I'm also a realist as well and after following this project since the start I'm certainly not afraid to give my 2 cents whether it's considered 'positive' or not.
The Devs are well aware of the core issues the community has now - so it's up to them as to whether they address them or not.
But I will state it simply. 8-9 updates so far on NJ and only the most basic games run at a decent FPS with or without sound. It's still very early days, so let's not let off the fireworks and pop the corks on those champaigne bottles yet.
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Do I a developer on this project believe that this emu will ever be 100%? Nope.
Why? Find 1 emu on the PSP system that is 100%. Even 99%+ compatibility or so Atari 2600 emu(AKA Stella) is not 100% (If you want to argue that, go play Pitfall 2 on it.)
Long story short a computer (PC, console etc..) is a complex machine with many different aspect that have to be simulated to achieve usable emulation.
Is a usable playable N64 emulator possible? Duhh, but how playable? how compatible? This is where the argument lays. When is an emulator considered playable? This is subjective. Some won't be satisfied until it is a N64 for PSP. Others see 1/3 of all games showing something, with many at over 50% speed and some like Mario 64 running 70-100%+ in speed.
Finally, last but not least is the real question concerning this. What is possible? As a dev even I'm not 100% sure. All I know is what resources have been used and which haven't and I know there is Room for improvement. Realistically, I estimate ~50% at a minimum in speed improvement is possible, but 70%-100% overall I believe should be. This is all based on the Fact Sound hardly takes up any time on the ME, the buffers are not optimized, there are a few speed hacks left, and finally memory management and code efficiency can use some work too.
That's easily enough to push Mario 64 to 100% (At least speed wise.)
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