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howard0su
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Post subject: ToDo List and Status Update for Beta3  Posted: Wed Mar 04, 2009 11:36 pm |
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Joined: Sat Nov 08, 2008 9:37 am Posts: 48
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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.
_________________ Emulation Blog: http://howard0su.blogspot.com/
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Eplayer
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Post subject: Re: ToDo List and Status Update for Beta3  Posted: Thu Mar 05, 2009 3:59 pm |
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Joined: Sat Nov 15, 2008 7:49 am Posts: 70
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I hope so too  I love your idea to move CPU to ME! It will be great if its finished! ^^
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Mattiasj
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Post subject: Re: ToDo List and Status Update for Beta3  Posted: Fri Mar 06, 2009 10:12 am |
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Joined: Mon Nov 17, 2008 4:44 am Posts: 132
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fatastic howard!  thanx for working on this emu!
_________________ Zelda OoT Paper Mario Donkey Kong 64 banjo kazooie banjo tooie Mystical Ninja Conker's Bad Fur Day F-Zero X Kirby And the Crystal Shards Yoshi's Story Pok�mon Puzzle League Jet Force Gemini Mario Golf Mario Tennis Rayman 2: The Great Escape Diddy kong racing Mario 64 Zelda MM
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wwazzup
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Post subject: Re: ToDo List and Status Update for Beta3  Posted: Mon Mar 09, 2009 10:22 am |
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Joined: Wed Feb 25, 2009 7:06 am Posts: 2
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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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howard0su
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Post subject: Re: ToDo List and Status Update for Beta3  Posted: Mon Mar 09, 2009 7:51 pm |
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Joined: Sat Nov 08, 2008 9:37 am Posts: 48
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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.
_________________ Emulation Blog: http://howard0su.blogspot.com/
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SloppyJ
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Post subject: Re: ToDo List and Status Update for Beta3  Posted: Mon May 11, 2009 1:13 pm |
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Joined: Sat May 09, 2009 6:46 pm Posts: 40
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very nice list man. Why does the cpu have to move to you eh? (joking)
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Zeegoner
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Post subject: Re: ToDo List and Status Update for Beta3  Posted: Mon Aug 02, 2010 1:32 pm |
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Joined: Mon Aug 02, 2010 1:28 pm Posts: 2
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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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