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DAEDALUS R7: disponible !

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Source: magixien

StrmnNrmn vient de mettre en ligne la nouvelle release de son émulateur Nintendo 64. Plein de nouveauté surtout au niveau du dinarec, pièce maîtresse de la rapidité d'émulation.

nous permet de continuer l'aventure PSP-GENERATION -

 

Pas grand chose de plus à rajouter si ce n'est que pour le plus grand bonheur des fans de Nintendo, cet émulateur progresse encore. Voici donc la R7 et avec son lot de nouveautés arrive un gain de vitesse notable et aussi une correction de bug qui faisait planter certaines ROMs.

 

 

Annonce originale:

I've just uploaded R7 to SourceForge. Here's the changelist:

 [^] Avoid checking for interrupts in dynarec code in most situations. [^] Optimise dynarec Load/Store instructions to avoid checking for interrupts directly. [^] Implemented the remaining 32-bit integer instructions in the dynarec. [^] Implemented the remaining commong load/store instructions in the dynarec. [^] Implemented JAL/JR in dynarec. [^] Optimised various texture cache related features. [^] Added various known value optimisations to the dynarec engine. [^] Link together blocks even when they exit with branch likely instructions. [+] Added option to allow frequency of texture update checks to be reduced. [+] Added the ability to configure buttons [!] Fixed a couple of compatibility issues caused by the dynarec. [!] Fixed a couple of issues related to self-modifying code and the dynarec. [!] Fixed issues with the framerate counter flickering.
The main emphasis has been on improving the framerate of as many roms as possible, but I've also made some significant fixes to the dynarec engine which should improve compatibility for a few roms where this was causing problems before.

There are two settings you should be aware of if you're looking at getting the fastest possible framerate. The first is on the global settings page (that's the one you see on the main menu as soon as you boot up). You'll want to set 'Tesselate Large Triangles' to No here. The next option that helps boost the framerate is set 'Texture Update Check' to Disabled on the Rom Settings screen. A combination of these two options give a significant speedup in various roms.

In R7 I've also added the ability to define your own custom controller configurations. You can define a new controller mapping by adding a new .ini file to the Daedalus/ControllerConfigs directory. There are a few examples in there already, and I'll look at posting a brief tutorial up here sometime soon. If you come up with a new mapping you think would be useful then email me (my address is in the readme.txt) and I'll post it up here and add it to a later release.

I think R8 is going to continue to focus on improving the framerate. I still have a lot of optimisations I want to get in, and I think these will help improve the framerate even further. I also want to spend a little time improving the front end, as it's getting harder for me to add new settings and options in there. I also want to add an option for changing some of the settings while a rom is running (i.e. I think it's time we had an in-game menu.) Another thing I'll look at for R8 is saving settings between runs of the emulator - this way Daedalus will remember which controller setup you prefer for each rom. Finally I want to add an option to quit back to the main menu without having to restart Daedalus.

Phew! That's quite a big list. I can't guarantee I'll be able to add all that for the next release, but that's what I'm currently aiming for. I think it's more important to try and release regularly (i.e. every 3-4 weeks) rather than try and cram everything into one go, so some of these features might move back to R9 if I slip behind.

My first job though is to move my development environment over from my old PC to the new 'beast'. I've had to put this release together through a Remote Desktop Connection to the old PC and I can't bear to do that any longer. It'll probably take a few days to get everything set up on the new PC, but it should be a lot less painful in the long run :)

-StrmnNrmn

 

 Pour commander chez Lik Sang, cliquez ci-dessous:


lik-Sang

Installation:
Les versions proposées sur PSP-GENERATION ont été compressées de façon à n'avoir qu'à les décompresser sur le MS de votre PSP. Il faut avoir winrar installé (winrar est beaucoup mieux que winzip).

- Connectez votre PSP et passez en mode USB (tuto ici au cas où)
- Cliquez avec le bouton droit sur le fichier que vous avez téléchargé.
- Choisissez extraire les fichiers...
- Choisissez comme destination la lettre affectée à votre PSP
- Appuyez sur OK et c'est tout.

 

Comment je démarre ce bidule ?

Selon la version de votre PSP, la méthode varie.
PSP 1.50: menu jeu>memory stick> AFKIM

PSP 2.00: installez eloader 0.9.7 et utilisez le mode photo pour démarrer le loader (voir ici et plus de détail ici)

PSP 2.01 et +: installez eloader 0.9.7 et utilisez GTA pour démarrer le loader (voir ici et plus de détail ici)

 

 

 

DAEDALUS R7 pour FW 1.50

 

DAEDALUS R7 pour FW 1.0 et 2.x

 

DAEDALUS R7 sources



 


Source [Retro Console Dev] - Maxconsole

 

 

Commentez cette news en cliquant ici

 

 Pour commander chez Lik Sang, cliquez ci-dessous:


lik-Sang

 

nous permet de continuer l'aventure PSP-GENERATION -

Mots-clés

Commenter 33 commentaires

Anonymous
je viens de tester Mario 64 sans touché au options de deadalus, hé ben j ai un frame de 11, et tous les textes ne s affiche pas.

etant tombé a cours de batterie, j ai rien tester d autres, mais je compte le faire dans la journéé.
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Celigan
J'ai tester Mario 64 / goldeneye et mario Kart sur les 3 yen a qu'un seul qui ne fonctionne pas c'est Goldeneye , sinon aucun son sur M64 et Mkart et le FPS est entre 10 et 15 donc c'est relativement injouable mais pas de probleme de texture chez moi ;)
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Anonymous
Bon pour mario 64, j ai tester le 1er monde et cela est pas tres jouable, les graphisme de pres sont en escalier, arrivé au roi BOB OMB, le frame est de 5.85.... Et le tout sans le son...

Conclusion Y a encore beaucoup de travail a réalisé, COURAGE !
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