Extra, extra — read all about it! I’ve been checking StrmnNrmn’s blog regularly in hopes of an update some day. Just when I was about to abandon all hope for Daedalus, I’m kicked in the face by a sudden news flash –
…I’m going to finish off this reintroduction with a broad overview of some of the stuff I’ve been working on. This is all stuff that will be present in R9, which I’d like to release this month…
* Added support for RGBA 4444 and 5551 textures, saving a bunch of memory in the front end. * Tidied up all the texture conversion code, fixing a few bugs in the process * Fixed the width/height of FillRect calls in 1 and 2 cycle mode (fixed a few small graphical issues) * Fixed a blending bug (fixed a few small graphical issues) * Use 16-bit textures on the PSP to represent 16-bit N64 textures. Saves time converting, saves memory, and faster rendering * Added mirrored texture support (this fixes lots of small graphical glitches) * Fixed a LoadTile bug, allowing a couple of hacks to be removed (this also fixes various small graphical glitches) * Added some new blend modes for various roms * Fixed the Tri2 command for F3DLX microcodes * Fixed a bug in busy-wait detection (this wasn’t working correctly with dynarec code, net result is a small speedup) * Fixed a few dynarec stability issues (relating to exceptions occuring mid-trace) * Added audio support :) * Added the ability to dump textures (developer builds only at the moment) * Fixed screenshots. Again. * Implemented cmp.s, cvt.s, cvt.w, mtc1, mfc1, bc1f, bc1t, j, cfc1, ctc1, daddu, trunc.w.s, bc1t, bc1f, bc1tl, bcifl, bnel, beql, blezl, bgtzl, bltzl, blezl in dynarec (this gives a decent speedup) * Avoid setting the branch delay flag and current PC in generated dynarec code unless absolutely necessary (this gives another small speedup) * Much better memory access handling in dynamically recompiled code (this gives a BIG speedup :) * Use a second code buffer for generated dynarec code, to avoid polluting the instruction cache (this gives another small speedup) * Further improve the memory access handling in generated dynarec code (another small speedup) * Fix register usage analysis for lwc1/swc1/mfc1/mtc1 which was preventing base registers used in these instructions from being cached (another small speedup) * Have compensation blocks restore nobbled registers, so on-trace code does’t need to reload (another small speedup)
Quite the list! It’s good to see you back StrmnNrmn.
ohh eskiden N64 vardı bende memory card yoktu kaydedemiyodum burda oynarız artık ..
yeni mesaja git
Yeni mesajları sizin için sürekli kontrol ediyoruz, bir mesaj yazılırsa otomatik yükleyeceğiz.Bir Daha Gösterme