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Cloud strife
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Post subject: Re: My current code work  Posted: Sun Mar 06, 2011 1:40 am |
| Wanderer |
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Joined: Sat Feb 06, 2010 8:01 pm Posts: 34
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im sorry for my bad english,i meant say plan work daedalux64 for psp,pc and ps3, en el tema de -daedalusx64 on ps3- kreationz habia mostrado su plan de trabajo de los proximos meses,eso es lo que me gustaria ver de nuevo ^^.
kreationz: Yes, the dynarec would need to be rewritten. I personally plan to work on a PS3 port. However, I want want to: A)Finish my merge work (about 230 Revs to go) B)Take care of the "Async Bug" (for a nice speed-up) C)Move the CPU to the ME (Another nice speed-up) D)Fix Stability issues (I'm working with buggy code for the merge, but is needed for Daedalus to be multi-platform) E)Bring the PC version up to speed (Add full plug-in and SaveState support)
This means that there is several months of work for me to do (A=2-3 weeks, B=at least a few days, C=??? but likely a couple weeks, D+E=like another month or two). Overall at least 3-4 months. I wouldn't expect any progress on the PS3 until about April or later. Unless another dev comes along that want to work on it.
on update of your plan code work kreationz? ^^ with all respect.
kreation perdona si es molesta mi pregunta pero admiro mucho tu trabajo y de todo el equipo.
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Kreationz
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Post subject: Re: My current code work  Posted: Mon Mar 14, 2011 1:41 pm |
| Mad Scientist |
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Joined: Thu Oct 16, 2008 2:27 pm Posts: 3045 Location: Texas, in the middle of nowhere...
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3/14/11 - Life Update: Work has slowed down a bit... busy today with only a little time but should have more time tomorrow. So I'll be back to code a day earlier than expected  Code Update: Today, I'm going to make sure my -N64 merge still compiles through 636 and then see if I can't throw a quick audio fix for the PC branch in. I'll finish it, test, and commit it tomorrow. After that, I'll update my SDK and the changes through B3 should be fairly straight forward. Once I get though B3, I'll post a release for the PC side of things consisting of Daedalus(using B3 code)+R91 1964Video/Rice (Most recent Binary release). Then it will be on to everything described in my last post.
_________________ I'm baaack! >:)
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Kreationz
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Post subject: Re: My current code work  Posted: Fri Mar 18, 2011 3:54 pm |
| Mad Scientist |
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Joined: Thu Oct 16, 2008 2:27 pm Posts: 3045 Location: Texas, in the middle of nowhere...
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3/18/11 - Yesterday, I managed to get the merge through R638 (last one prior to B3) committed to the -N64 side, but with bugs. Today, I'll be working on the bugs. The audio bug has to do with OSHLE calling the PSP Audio plugin code that was added after the 432 time frame.(Thx Salvy  ). It's not a major issue. For the time being until I have a proper fix, I will disable the part causing the issue on the PC build. The other two (SS and the Plugin Asserts) should be fairly straight forward to fix. Update: Apparently OSHLE wasn't the entire problem and it may be related to the SaveState(which is due to the abstraction of hardware from the CPU in prep for the move) issue as well. I have already added code to allow OSHLE to be turned on/off with a ROM reload. On that note, the reason OSHLE can only be turned on/off with a reload is because it actually patches the fragments (the code you get when the dynarec is done recompiling it) and there is no way to unpatch them afterward.
_________________ I'm baaack! >:)
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