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 Post subject: Porting
PostPosted: Sat Mar 10, 2012 2:38 am 
Wanderer
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I would like to know how were yall able to port daedalus for the pc to the psp.


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 Post subject: Re: Porting
PostPosted: Sat Mar 10, 2012 1:28 pm 
Warrior
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robdaed64 wrote:
I would like to know how were yall able to port daedalus for the pc to the psp.

See Q11 in Daedalusx64 FAQ -->http://forums.daedalusx64.com/viewtopic.php?f=1&t=3639



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 Post subject: Re: Porting
PostPosted: Sat Mar 10, 2012 2:26 pm 
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Ricot wrote:
robdaed64 wrote:
I would like to know how were yall able to port daedalus for the pc to the psp.

See Q11 in Daedalusx64 FAQ -->http://forums.daedalusx64.com/viewtopic.php?f=1&t=3639

lol you fail

daedalus was originally coded by strmnnrmn for the pc and he also did the initial port to psp and did 14 major revisions beforeanother team of people decided to start coding for it under the name of daedalusx64 which strmnnrmn joined since development was pretty much dead on the original daedalus port.

now i cant actually explain how to port somthing since im not a dev but im sure they could give you a brief explanation on how porting works.


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 Post subject: Re: Porting
PostPosted: Sat Mar 10, 2012 2:32 pm 
Wanderer
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Ok thanks alot. I was honestly thinking about porting a nintendo 64 emulator to the psp and I wanted to know how it was done but im sure its extremely complicated.


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 Post subject: Re: Porting
PostPosted: Sat Mar 10, 2012 4:36 pm 
Warrior
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:o I don't know that........
So Daedalusx64 was for PC and they port to PSP??



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 Post subject: Re: Porting
PostPosted: Sat Mar 10, 2012 6:58 pm 
Wanderer
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Yep imagine if project 64 was ported over to the psp or extremely overclock the psp's processor and keep it cool with a big heat sink and fan lol maybe that could work, but yeah daedalus was ported to the psp and it runs better on the psp well less graphic errors but yeah project 64 needs to be ported.


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 Post subject: Re: Porting
PostPosted: Sat Mar 10, 2012 7:19 pm 
Warrior
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robdaed64 wrote:
Yep imagine if project 64 was ported over to the psp or extremely overclock the psp's processor and keep it cool with a big heat sink and fan lol maybe that could work, but yeah daedalus was ported to the psp and it runs better on the psp well less graphic errors but yeah project 64 needs to be ported.

:o I see....
So you say if Project 64 it's ported to the PSP will be an excellent emulator because have almost all graphic errors fixed??



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 Post subject: Re: Porting
PostPosted: Sat Mar 10, 2012 7:31 pm 
Wanderer
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Im honestly not sure cus the emulators for windows they all have different graphic plugins and im sure the graphics will be better but the speed might just be the same as this one well idk jabo direct1.6 is a fast plugin and its for project 64 compared to other graphic plugins and im sure daedalus uses like rice video plugin but im not completely sure.


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 Post subject: Re: Porting
PostPosted: Sat Mar 10, 2012 7:32 pm 
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robdaed64 wrote:
Yep imagine if project 64 was ported over to the psp or extremely overclock the psp's processor and keep it cool with a big heat sink and fan lol maybe that could work, but yeah daedalus was ported to the psp and it runs better on the psp well less graphic errors but yeah project 64 needs to be ported.

But yeah, no.

Daedalusx64 is pretty much built from the ground up to work on PSP. Porting project 64 to psp is pointless because you'd be redoing the work that's already been done.


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 Post subject: Re: Porting
PostPosted: Sat Mar 10, 2012 7:34 pm 
Wanderer
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See I wasn't completely sure but what is the required cpu speed to run emulators like daedalus to reach full speed on windows?

The sony ericcson xperia play is amazingly fast for emulating n64 games I wish the psp's cpu was more powerful.


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 Post subject: Re: Porting
PostPosted: Sun Mar 11, 2012 12:57 am 
Warrior
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ExcruciationX wrote:
robdaed64 wrote:
Yep imagine if project 64 was ported over to the psp or extremely overclock the psp's processor and keep it cool with a big heat sink and fan lol maybe that could work, but yeah daedalus was ported to the psp and it runs better on the psp well less graphic errors but yeah project 64 needs to be ported.

But yeah, no.

Daedalusx64 is pretty much built from the ground up to work on PSP. Porting project 64 to psp is pointless because you'd be redoing the work that's already been done.

:o I understand know....
That means that Daedalusx64 it's the better emulator for PSP and have the "level" of Project 64, no it's better

PD: Thanks for all your work :)



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 Post subject: Re: Porting
PostPosted: Sat Mar 31, 2012 9:23 pm 
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robdaed64 wrote:
Yep imagine if project 64 was ported over to the psp or extremely overclock the psp's processor and keep it cool with a big heat sink and fan lol maybe that could work, but yeah daedalus was ported to the psp and it runs better on the psp well less graphic errors but yeah project 64 needs to be ported.


Project 64 been already ported to the PSP over 5 years ago, is called Monkey64. Feel free to try it ;)
Just beware it runs pretty much any game at ~5fps.

robdaed64 wrote:
Im honestly not sure cus the emulators for windows they all have different graphic plugins and im sure the graphics will be better but the speed might just be the same as this one well idk jabo direct1.6 is a fast plugin and its for project 64 compared to other graphic plugins and im sure daedalus uses like rice video plugin but im not completely sure.


You are partially right here, well Rice is based from the sources of the Daedalus 7 by StrmnNrmn, but he never gave proper credit where is due.. even though the latest version of Rice still has around ~50% Daedalus' code in it.

In the other hand the video plugin we use is based on a newer version called Daedalus pre8 (was a complete rewrite of Daedalus7, lotsa improvements over v7!), and since Beta 3 we have incorporated most fixes and improvements from Rice, you can say our plugin is a mixed version of Rice. But yea Rice video is a more matured plugin, he outperforms us in compatibility, but we easily win over speed, props to him for improving StrmnNrmn's plugin so much BTW! :)

Ricot wrote:
So you say if Project 64 it's ported to the PSP will be an excellent emulator because have almost all graphic errors fixed??


Most graphical errors you see is due the lack of texel1, which is not a limitation of the emulator (Daedalus pre8 supports texel1 fine), is a limitation of the PSP hardware that doesn't support "second" texture.

EDIT:
Forgot to answer directly to the OPs question(Too much offtopic going lately!)
I'll just post a quote:


Exophase wrote:
Although Daedalus did start on x86 many years before the PSP release it's certainly not what I would consider a port. It was really redesigned from the ground up for PSP.



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 Post subject: Re: Porting
PostPosted: Sat Mar 31, 2012 9:37 pm 
Warrior
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So here the Emulator don't is the problem, is the PSP that not support or have all the requeriments to run the games at full speed.... Because not support texel1....



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 Post subject: Re: Porting
PostPosted: Tue Apr 03, 2012 8:58 pm 
Wanderer
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I've actually tried monkey 64 and yes it is an extremely slow emulator so slow it's just painful.


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