2006-08-26 오후 4:13:26 Hit. 1120
I got back from my trip yesterday and I've spent a few hours today putting together the final changes for Daedalus PSP R8. You can grab the latest files from SourceForge. Here's the changelist: [^] Replaced all uses of sceCtrlReadBufferPositive with sceCtrlPeekBufferPositive. [^] Various known value optimisations for the dynamic recompilation engine. [^] Various texture cache optimisations and rendering optimisations. [+] Implemented a new clipping method which is more efficient and gives better results. [-] Removed 'tesselate large triangles' setting. [+] Added option to reset emulator to the main menu. [^] No longer use index buffers for rendering. [^] Implement matrix multiplication using VFPU. [^] Implement vertex transform and lighting code using VFPU. [^] Implement clipping code using VFPU. [^] Minor AddTri optimisations. [^] Free background and font textures while emulator is running to free VRAM. [!] Fixed bug in default controller config (c-down and dpad-down were broken) It should be pretty obvious that most of the changes in R8 are optimisations. This build is significantly faster than R7, which is a significant achievement considering how much R7 had achieved in this area. Here's an updated view of the framerate table I introduced a couple of months ago and updated recently: 프레임 향상~!!!! Scene R4 fps R5 fps R7-beta fps R8 fps Mario Head 3 6 8 8 Mario Main Menu 14 25 30 38 Mario Peach Letter 6-7 11 13 18 Mario Flyby (under bridge) 6 10 12 17 Mario In Game 5-6 9 11 15 Mario Kart Nintendo logo 10 23 24 35 Mario Kart Flag 6 11 13 16 Mario Kart Menu 7 11 13 14 Zelda Nintendo Logo 20 23 ? 70 Zelda Start Menu 2-3 4 ? 8 Zelda Main Menu 10 13 ? 40 I think the numbers speak for themselves. What's particularly impressive is that the R8 results are so high, despite having the new clipping code enabled by default. By implementing the triangle clipping code and the transform and lighting code using the PSP's VFPU I've managed to keep the additional cost to a minimum. With the previous release, I also mentioned a list of things I had planned for R8. I decided to put them on hold while I pursued the various optimisations in R8, so I'll be looking at working on them for the next release. Have fun - I'm going to wade through the past couple of weeks worth of emails that have built up while I've been putting this build together :) ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 저번과 마찬가지로 마리오 64랑 젤다의 전설 시간의 오카리나로 플레이해보았는데요~ 일단 마리오 64는 꽤(?) 할만해졌습니다. 역시 소리는 나오지 않지만.. 본 게임들어가기전 성(?)안에서는 보통 17프레임정도 유지되고 본게임안에서도 13프레임정도 유지됩니다....조만간 마리오 완벽하게 돌아갈 날도 멀지 않은듯.. 젤다 한글판..!! 돌아갑니다. ㅋㅋ 약간의 그래픽 깨짐현상이 있긴하지만.. 방안에 혼자 있을때 등등은 매우 자연스럽게 걸어다니는 수준까지 됩니다. 비록 마을로 나가면.. 급격한 프레임저하가 일어납니다 -ㅁ-;;; 또한.. 50% 확률 정도로 글자가.. 깨집니다. 분명 한글은 한글인데.. 말이 연결이 되지않게 깨지는 걸 볼수있습니다.. 안 그런부분은 또 괜찮고;; 제작자 홈피에 가보면 자주 연구성과(?) 등을 올려 놓은걸 볼수있는데.. 매우 애착을 갖고 열심히 개발중인것을 알수 있고, 팬들 역시 기대에 부풀어있는듯 보입니다;;
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