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Daedalus PSP R8 released

N64 emulator for PSP

QUOTE(StrmnNrmn)
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 smile.gif

>> Get it HERE

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