Naomi emulator makaron open error
T9/4 and T10 were rather unstable but this time around I'm more happy with both GD and DMA code. Makaron Test 10 / 1 um 09:55:10 von AEnEmYĭknute hat eine weitere Testversion seines Dreamcastemulators Makaron freigegeben. I'd like to thank ElSemi for the help he provided, this would not be possible so soon without him." here it is (along with some pictures of my new scope). I'll think about it but I suspect it's just not worth it.Īs for the surprise I promised. Any further optimizations would require some serious pre-processing of the data, tieing down CPU. There are still almost 3500 calls per frame in some places but that's more managable than it was up until now.
This scheme cuts the number of Draw calls down by factor of 2-2.7 for those most intensive 3D scenes. In the end there's more triangles to process but it all happens faster anyway :) Of course those triangles can't be visible or else the whole scene would become a mess, so I make them degenerated. I modified my rendering system - it now creates additional triangles to connect the separate strips together, so they could be drawn all at once with single call. For games with lots of 3D geometry details or objects (like Dead or Alive 2 or Trigger Heart Exelica) that means up to some 8000 Draw calls - per frame! This is very time consuming. It keeps PVR sorting lists short but for the emulator it means drawing each and every strip as a separate entity. If you need to draw something larger you must first partition the data, and then register it as a set of strips. Very short actually, one strip can have at most 6 triangles in it. Why? On Dreamcast the polygons have to be arranged in short triangle strips for TA/PVR to process them. Usually that is something you'd want to avoid but in this case I'm injecting it into vertex streams on purpose.
There's a new feature in T10/2: degenerated geometry. You should have no problems discerning the "before" and "after" from pictures below :) "Yesterday I fixed one of the few long outstanding bugs in TA/PVR core. Vom Dreamcast Emulator gibts folgende Neuigkeiten:
Not to mention some games require special input devices - like a bat :) I wonder if it's based on fishing pole hardware (which will be next to impossible to properly emulate anyway)." This protocol differs a bit from what I found in the JAMMA docs and without access to the hardware there is little chance of me figuring out what exactly is broken. "I can boot a few games (both cart and GD-based - assuming I have the GD decryption key), but there are some serious Maple JVS translation issues. NAOMI ist ein auf dem Dreamcast basierendes Arcade System. Dknute hat News von seinem Dreamcast Emulator: Es gibt die ersten Screenshots von der NAOMI Emulation.