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 Post subject: ToDo List and Status Update for Beta3
PostPosted: Wed Mar 04, 2009 11:36 pm 
Developer
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Joined: Sat Nov 08, 2008 9:37 am
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WHAT I AM WORKING ON:
Move CPU to ME
1. Code Cleanup (done)
2. Delegate the CPU to ME (done)
3. Fix Cache consistence problems (working on)
4. Create threads in SC to spread out the working on DMA and RSP. (not started.)
5. Better MediaEngine lib to notify SC throw a hardware signal instead of polling. (not started.)

TO-DO:
This is a list I want to someone (including me of course) to work on. I don't think I have enough bandwidth to finish. Please contact me if you have the spare time, reasonable C++ skill, and willing to learn coding skills from practices. I am glad to see someone else can contribute to Daedalus.
1. LUA AS FRONTEND, DRIVER, TEST TOOL.
I am thinking to have LUA into the Daedalus to render the UI, load the configurations, and even creating a test tool. We need define the interface between core engine and LUA.
This will also benefit the people who can program well in LUA to help us to improve.
2. SPEEDHACK ENHANCEMENT
Current speedhack will be able to detect the infinite loop in 2 opcodes. (One jump and one delay slot.) However there are many complex code fragments can be treated as speedhack. We have a good static analyzer already which can be used to analyze speedhack.
3. MAKE DYNAREC CORE CPU INDEPENDENT
Our dynarec core is a wonderful technology. We are using it to simulate R4300. In the same time, the same technology can be used to simulate RSP in Low Level. We have to abstract the interface between the Core and the CPU, and make our core CPU independent.
4. RSP LLE
We can now running JPEG task in LLE without problem. How about graphics and sound?
We need complete a lot of unimplement vector opcode in RSP. (MAME is a good reference to do this.) Better we can leverage VFPU in PSP platform, SSE in PC platform.
5. OPENGL BASED RENDER
We already have native sound engine so that we don�t need rely on sound plugin in Windows platform. We only have a Graphics render in PSP platform which is based on sceGu interface. we should move it to OpenGL to make it platform independent and it will eventually to help us on debug and profiling.
6. SOUND CODE CLEANUP
Sound code (ABI?.cpp) is written in a long ago which has a lot of room to improve and cleanup. VFPU like instructions are highly recommended to use.



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 Post subject: Re: ToDo List and Status Update for Beta3
PostPosted: Wed Mar 04, 2009 11:46 pm 
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Looking good howard as usual. Hope your to-do list will be fulfilled soon.



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 Post subject: Re: ToDo List and Status Update for Beta3
PostPosted: Thu Mar 05, 2009 2:10 am 
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Great List, Looking forward doing LUA for Daedalus  ;D
I hope you enjoyed the app I sent you  = P


Last edited by Salv-E on Thu Mar 05, 2009 2:15 am, edited 1 time in total.


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 Post subject: Re: ToDo List and Status Update for Beta3
PostPosted: Thu Mar 05, 2009 3:18 pm 
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Great list, and very promising, hope it all gets accomplished.



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 Post subject: Re: ToDo List and Status Update for Beta3
PostPosted: Thu Mar 05, 2009 3:59 pm 
Tester
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I hope so too :P I love your idea to move CPU to ME!
It will be great if its finished! ^^


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 Post subject: Re: ToDo List and Status Update for Beta3
PostPosted: Thu Mar 05, 2009 4:09 pm 
Slayer
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Awesome work Howard.


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 Post subject: Re: ToDo List and Status Update for Beta3
PostPosted: Fri Mar 06, 2009 10:12 am 
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fatastic howard! :)

thanx for working on this emu!



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 Post subject: Re: ToDo List and Status Update for Beta3
PostPosted: Fri Mar 06, 2009 5:36 pm 
Knight
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Howard, man you don't hold back.  I can't wait for Beta 3 now :D



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 Post subject: Re: ToDo List and Status Update for Beta3
PostPosted: Sun Mar 08, 2009 5:05 am 
Warrior
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That's a big list Howard. Remember to take breaks and live your life.


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 Post subject: Re: ToDo List and Status Update for Beta3
PostPosted: Sun Mar 08, 2009 10:17 am 
Slayer
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Daedalusx64 team has leveled up  :o



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 Post subject: Re: ToDo List and Status Update for Beta3
PostPosted: Mon Mar 09, 2009 10:22 am 
Mime
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Aww why implement lua just to render the damn frontend, Can't you just make it possible to start the emu with a rom as a parameter, that way all the lua fans can do their launchers and whatever not, It will only bloat to implement lua. Also I've heard that sceGu is faster than openGL, do you know if this is true?


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 Post subject: Re: ToDo List and Status Update for Beta3
PostPosted: Mon Mar 09, 2009 7:51 pm 
Developer
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wwazzup wrote:
Aww why implement lua just to render the damn frontend, Can't you just make it possible to start the emu with a rom as a parameter, that way all the lua fans can do their launchers and whatever not, It will only bloat to implement lua. Also I've heard that sceGu is faster than openGL, do you know if this is true?

that's the idea. I will not let LUA to interface with sceGu or openGL for the memory constraint. I will post the lua interface I proposed soon.



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 Post subject: Re: ToDo List and Status Update for Beta3
PostPosted: Fri Mar 13, 2009 3:09 am 
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looking good, it's really nice to see the progress you have made even since the release of Beta 2 (i'm trying to say that you are working fast it seems like)



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 Post subject: Re: ToDo List and Status Update for Beta3
PostPosted: Mon May 11, 2009 1:13 pm 
Wanderer
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very nice list man.
Why does the cpu have to move to you eh?
(joking)


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 Post subject: Re: ToDo List and Status Update for Beta3
PostPosted: Mon Aug 02, 2010 1:32 pm 
Mime
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you guys are awesome super mario 64's almost 100 and you FINALLY got paper mario working!!!!!!!!! OMG i love u guys! Now all that's left is to get it 100%!!!!


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