Wednesday, April 9, 2003

Status update! posted by Gorxon @ 4:45

It has been a very, very long time since the last status update. I'm sorry about that, but now I have finally got in touch with StrmnNrmn about the status of the project. Well, the good news is that he is still interested in he project and intend to continue it...but the bad news is that he doesn't have time. He hasn't had time to work on it for a good while, but as he said: " Maybe I just need to start working on small incremental changes than large, time consuming ones :)"

It's good to hear from him again though, and let's hope he'll find some tiny space in his already-too-tight time schedule, so that he can at least finish the things he was working on before real life got him.

Anyways, just wanted to let you know that we aren't entirely dead, but to be honest, checking this site everyday would be a waste of time :)

PS: And as told many times before, StrmnNrmn will NOT continue work on the Xbox version. The PC is Daedalus' real platform and so will it be in the future, unless some of you out there port it. The reason for this is that he has little enough time already to work on the PC version, so a Xbox version is out of the question. So please don't bitch about it at the message board, it won't help :p



Thursday, January 23, 2003

Gfx plugin posted by CyRUS64 @ 9:21

Rice has released version 4 of his Unofficial Daedalus graphics plugin.
Grab the source / binary and check out some screenshots / feedback from this thread.
Most notably this version now supports both OpenGL and Directx8 rendering.



Wednesday, September 4, 2002

No News is Good News! posted by StrmnNrmn @ 6:33

Just a quick post to let people know that I'm currently very busy with work and apologise for the lack of updates for the past few weeks. Hopefully the busy period at work will be over soon and I can get back to concentrating on Daedalus :)



Saturday, August 10, 2002

DaedalusGraphics 0.08b-pre4 posted by StrmnNrmn @ 12:12

I've just uploaded the source and binaries for the latest version of the Daedalus graphics plugin. Here's what's new:

  • Removed critical section from texture cache - it shouldn't be necessary for the plugin.

  • Removed one fdiv in SetNewVertexInfo by using rhw.

  • Added several new asserts to DLParser.cpp.

  • Tidied DLParser_Process - separated out into sub functions and moved some code to D3DRender.

  • Removed all DL_PF related code and tests from release builds.

  • Optimised combiner mode search by returning pointer (rather than copying SCI struct).

  • Removed profiling code from release builds.

  • Optimised triangle flushing (removed one memcpy).

  • Optimised I/4bpp loading.

  • Fixed bug in texture cache that resulted in many duplicate textures being created (and all colliding at the same point in the table).

  • Improved texture cache hashing function.

Source | Binary. You can also grab these files on SourceForge.



Thursday, August 8, 2002

Graphics Plugin Optimisations posted by StrmnNrmn @ 6:12

I was having a poke around the graphics plugin last night and I realised that it was running a lot slower than it should. I've tracked this down to a number of simple (and, er, stupid) problems, namely:

  1. A crappy hash function for the texture cache.

  2. A bug in the texture cache that was creating many duplicate textures. This may be why people were reporting running out of texture memory too

  3. Unnecessary memory copies when transforming vertices and setting up the combiner

  4. A very inefficient I/4bpp texture converter

I've got a couple more changes to make, then I'll check everything into sourceforge and put a new build up here sometime this weekend.




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