Posted Jul 29, 2006 at 01:37PM by Anna S. Listed in: Homebrew Emulators, Nintendo 64 Tags: Super Mario, StrmnNrmn, Daedalus, Daedalus R7
Ó

Daedalus Speed is Power!


StrmnNrmn's Daedalus R7 seems to be a series of ups and downs. First, we were given the good news on how much the speed has increased, Justin B. even had it in bold letters on his previous article. But there was also the piece of bad news about a persistent bug that made Mario 64 unplayable. Like I said, a series of ups and downs, so you know what's coming.

Just recently, StrmnNrmn announced in his blog that this nasty bug has already been fixed. He said that it was "due to very rare situations where the trace recorder would exit a trace when there was still a branch delay instruction pending. This caused the fragment generator to inadvertently skip the branch instruction, causing the odd behaviour I was seeing."

He indicated a 20%-25% increase in overall speed this time. Given that he hasn't yet implemented all the optimizations he has lined up for the R7.

Scene
R4 Framerate (Hz)
R5 Framerate (Hz)
Current Framerate (Hz)
Mario Head
#@%!194#@%!6
8
Mario Main Menu
14
25
30
Mario Peach Letter
6-7
11
13
Mario Flyby (under bridge)
6
10
12
Mario In Game
5-6
9
11
Mario Kart Nintendo logo
10
23
24
Mario Kart Flag 6
6
11
13
Mario Kart Menu 7
7
11
13



[Via strmnnrmn] Permalink  |   Email this  |   Linking Blogs   |   Digg It!

Bookmark / Find this article on:


65 Comments


Sort by:
   by Pspdonkey (Unregistered) - 2006-07-30
 » N64 nothin could of happen if it wasant for me

man u guys are *****s i started n64 emulator

   by oddjob (Unregistered) - 2006-07-30
 » gah! stupidity

the measurement of hertz is only how many times per second something happens and is approprietly applicable in any instance where that measurement is needed, including fps. and although eyes do not see in fps as we normally would think, it is physically impossible for the eye to see contunuously, as such, there is a minimum fps that the eye needs to maintain the illusion of fluid motion. the difference between interlaced and progressive is also not the same as the difference between 30 and 60 fps. interlaced video only displays every other line. progressive video shows the entire picture which is why it is associated with double the framerate of interlaced which is about 30fps. it is not actually 60 fps.

   by Advertising -
   by 1.5owner - 2006-07-31
 » good work strmnnrmn

yeah, i'm glad mario works again. Makes me look forward to R7

   by 1.5owner - 2006-07-31
 » another 25% speed increase already?

if strmnnrmn pulls off a few more of these speed increases we could have more games running at 20fps

   by link1r2 (Unregistered) - 2006-08-05
 » please help

when i play super mario 64 and it gets to the tunnel where he gets out of it freezes and crashes my psp how do i fix the super mario 64 promblem



Add QJ.NET
Add to My Yahoo!
Google Reader Subscribe with Bloglines
Add  to your Kinja digest Subscribe in NewsGator Online
Subscribe with Pluck RSS reader Add 'www.qj.net' to Newsburst from CNET News.com
Subscribe with SearchFox RSS del.icio.us www.qj.net
Add to Technorati Favorite! Add to My AOL
furl! it Stumble for Treehugger!

 Username: 
 Password:
Forgot password
New user registration



Categories
Emulators
Titles
Archives