Posted Aug 21, 2006 at 02:21PM by Anna S. Listed in: Homebrew Emulators, Nintendo 64 Tags: Super Mario, StrmnNrmn, Daedalus, Captain Morgan
Ó

Without Clipping
With Clipping
Without Clipping
With Clipping
The large triangles that make up the floor that Mario is standing on are rejected by the PSP, leaving a large hole where the floor should be. By breaking the triangles into smaller pieces before attempting to render them, it reduces the chance that the PSP will decide to discard them.I started by ripping out all the exisiting polygon clipping and tesselation code and starting from scratch. After a couple of days of hacking I've finally got a replacement system that seems to be clipping everything I've thrown at it perfectly.

Optimizations was a word we can constantly find on previous articles regarding StrmnNrmn's Nintendo 64 emulator, Daedalus. Most especially on the most recent one with speculations that R8 will be released sooner than we expected due to the large amount of progress that StrmnNrmn's been making.

Now, he makes another one of the optimizations that he keeps on mentioning. Tesselate Large Triangles. Ring any bells? When R7 was released we were advised to set this option to "No" to boost the framerate aside from disabling "Texture Update Check." Of course, in doing so, you sacrifice graphics over speed. Well not anymore. When he started out ripping all the existing codes and starting from scratch, he has come up with an even better solution that the "quick fix" he initially intended. Optimization of his discovery is well on its way of course.

Thanks a whole bunch to Captain Morgan for letting us on the scoop.


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37 Comments


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   by Morgan - 2006-08-21
 » This is Captain Morgan

#28 The reason Qj thanked me is because they are very busy and didn't notice that StrmnNrmn updated his site. I tipped them off and told them and they made this article about it, and then thanked me for the tip. Yes anyone can see that his site updated but Qj is very busy and some times they can't get ALL the news out as fast as possible.

   by ASTROPUNK (Unregistered) - 2006-08-21
 » IN DUE TIME FULL SPEED

Look at the progress we have made with the GBA. Now we have gbSP 0.5 running some games at near full speed. A little tweaking and no doubt every game will run perfect. Same thing with this emu. Look at the progress he has made so far on this. Now with this news people are really expecting great things. I dont get the negativity here this nothing short of genius and should be commended.

   by commyostrich (Unregistered) - 2006-08-21
 » lightbox

those are some sweet lightbox or w/e it's called effects on the pictures QJ. Maybe I've just never noticed it before on the site but it's cool that you're updating it to be faster and more intuitive.

and yay for n64 emu. I wanna run 007 GoldenEye but have heard that it causes problems even on pc n64 emus so I guess I'll just stick to my actual n64 for that. :P

   by Advertising -
   by Yo MAMA (Unregistered) - 2006-08-21
 » WE WILL HAVE FULL SPEED!!!!!

oh and
Kuffoman sucks my huge......

   by SteamTofu - 2006-08-22
 » Tesselate Large Triangles...?

I didn't understand a thing he mentioned, but if it makes the emulator better, then good job! xD

   by @ # 34 (Unregistered) - 2006-08-22
 » Mr. Black

No, 18fps does not seem very fun

   by who cares (Unregistered) - 2006-08-22
 » who cares

somebody call the care police

*rolls eyes*



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