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Daedalus PSP R8 released


Robert

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N64 emulator for PSP

 

Friday, August 25, 2006

Something for the weekend - R8

 

I got back from my trip yesterday and I've spent a few hours today putting together the final changes for Daedalus PSP R8.

 

Here's the changelist:

 

[^] 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)

 

It should be pretty obvious that most of the changes in R8 are optimisations. This build is significantly faster than R7, which is a significant achievement considering how much R7 had achieved in this area.

 

With the previous release, I also mentioned a list of things I had planned for R8. I decided to put them on hold while I pursued the various optimisations in R8, so I'll be looking at working on them for the next release.

 

Have fun - I'm going to wade through the past couple of weeks worth of emails that have built up while I've been putting this build together :devilboy:

>> Get it HERE

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