Timboo
05-10-2007, 04:49 AM
StrmnNrmn has been hard at work on the R12 release of his N64 emulator Daedalus. Among the progress made, he's fixed four or five different pressure points which caused some bugs in running Super Smas Bros. He's also said why GoldenEye and Mario 64 doesn't seem to work properly in the existing R11. For GoldenEye, this seems to hinge on the fact that the game "executes code from virtual memory." That poses a problem on PSP emulation because it's slow and that "the rom (all 12 MiB for GoldenEye) must be permanently loaded into memory, and there just isn't enough memory left to do this anymore."
<center><img src="http://www.maxconsole.net/content_img/daedalusr12_qjgenth.jpg"></center></a>
The solutions he advises are:
* Permenantly disable dynarec for Goldeneye, and reuse the dynarec buffers (6MiB) the expansion pak (unneeded anyway, 4MiB) and anything else I can scavenge, to fit the rom in a contiguous block in memory.
* Investigate a way of getting the memory-mapping hack to work with rom caching.
* Re-examine how I handle TLB miss exceptions for instruction fetches, and implement them correctly.
News source: <a href="http://strmnnrmn.blogspot.com/" target="_blank">strmnnrmn.blogspot.com</a>
<center><img src="http://www.maxconsole.net/content_img/daedalusr12_qjgenth.jpg"></center></a>
The solutions he advises are:
* Permenantly disable dynarec for Goldeneye, and reuse the dynarec buffers (6MiB) the expansion pak (unneeded anyway, 4MiB) and anything else I can scavenge, to fit the rom in a contiguous block in memory.
* Investigate a way of getting the memory-mapping hack to work with rom caching.
* Re-examine how I handle TLB miss exceptions for instruction fetches, and implement them correctly.
News source: <a href="http://strmnnrmn.blogspot.com/" target="_blank">strmnnrmn.blogspot.com</a>