via http://www.emucr.com/


DaedalusX64 SVN r747 is released. DaedalusX64 is a N64 Emulator for PSP. DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn. It is a GPL Open Source project.

DaedalusX64 SVN Changelog:
r737
[=>] Merged from Dev branch:
Rev 474 - Corn
[!] Reorganized and optimized MemRect for Yoshi (small speedup)
Rev 475 - Corn
[!] bail audio mixer when called with bogus values (YOSHI)
[!] small improvement in color adjustment process
[!] call popDL directly instead of endDL if possible
[!] Instruction count should now match in debug dlist with value shown in Dlist length
[!] reworked blend explorer and cleaned up debug info and reordered some code
Rev 476 - Corn
[!] Rayman2 hack (WIP, it still have issues but should be playable now)
Rev 477 - Corn
[!] Optimized RDPStateManager
[~] Forgot to add ROM hack for RAYMAN 2
Rev 478 - Corn
[!] Rayman 2 textures stretching should work now
[-] Reverted GBI1_EndDL change
Rev 479 - Corn
[!] Fixed Profiler
r738
[=>] Merged from Dev branch:
Rev 480 - Corn
[!] Fixed DKR/JFG texture scaling issue
Rev 481 - Salvy
[!] Avoid wasting time loading the same texture in S2DEX Obj** (happens quiet often in yoshi, a good example are the white dots that appear around the screen)
Rev 482 - Corn
[!] Fixed potential ROM hack bug
[!] Updated S2DEX_ObjLoadTxtr
[~] Trimmed some debug info
Rev 483 - Corn
[!] Made inline of some functions in PSPRenderer
[!] Made Debug Dlist spam less for cleaner looking output to file
Rev 484 - Corn
[!] DKR only needs 80 verts array after all (no need for 128)
[!] Updated CPU TnL
Rev 485 - Salv
[!] Some small optimizations in PSPRenderer
[!] Made debug only sanity checks in GBI0 Vtx
[!] Do not render degenerated or empty? tris in Tri4 (GE and PD)
Rev 486 - Corn
[!] Fixed some compile errors and rendering logic
r739
[=>] Merged from Dev branch:
Rev 487 - Salvy
[!] Some clean ups
[!] Removed sanity checks from release mode in WRUS Vtx (it should never happen anyways)
[!] Removed sanity checks from release mode in GBI1 Vtx (Only game that sets this is Quake II which eventually crashes anyways due clipping too many verts)
Rev 488 - Corn
[!] Force disable loop opt for Rayman2
[!] Removed a forced blend mode that made shadows in Rayman2 invisible
[!] Minor fix to texture scaling to proper match 1.000 scale
[!] Removed extra test for disabling blending
Rev 489 - Salvy
[!] Some clean ups and made several globals static in DLParser.cpp
[!] Implemented bg1cyc correctly (fixes sprite errors in Worms - Armageddon and other games that use this cmd)
[!] Tidy GBI1/2_Texture
Rev 490 - Salvy
[~] Forgot this
Rev 491 - Salvy
[!] limit huge sprite (2045x2047) over 4mbs! that Worms Armageddon tries to load (props to Corn for spotting it)
Rev 492 - Salvy
[!] Fixed compiling error from previous commit
Rev 493 - Salvy
[-] One more try xD
Rev 494 - Salvy
[-] Final touch up to previous commit
Rev 495 - Salvy
[!] Forgot one more thing
Rev 496 - Corn
[!] removed some redundant variables in PSPRenderer
[!] small fix to audio and made buffers smaller for less delay
[!] add disassemble when BSOD happens (debug only)
r740
[=>] Merged from Dev branch:
Rev 497 - Corn
[!] Optimized TexRect, TexRectFlip and FillRect to avoid copy same data twice and more effective parameter loading
[!] Optimized clipped tris handling to avoid copying unnecessary data thus saving 240 bytes per tris
Rev 498 - Salvy
[!] Texrect, Texrect Flip, and Fillrect now uses 60% less vertices (PSP only)
[+] Added STRIP version for texrect as reference for future ports
[-] Removed annoying assert from fillrect
Rev 499 - Salvy
[-] No need for s/t for fillrect as we don't do any texturing
Rev 500 - Corn
[!] small speed up making use of VFPU for converting vertices's to PSP hardware format when clipping tris
Rev 501 - Salvy
[!] Fixed scaling bug in Sprite2D
[!] Small optimization in RDPHalf1_GoldenEye
Rev 502 - Corn
[!] Fixed a rendering bug from rev 486
Rev 503 -Salvy
[~] Temporary reverted a few changes from 450 (was breaking Worms game) (texture update for S2DEX needs to be revised)
r741
[=>] Merged from Dev branch:
Rev 504 - Corn
[!] VFPU TnL recoded into one function (with optimizations)
[!] Integrate TnL flags into TnL parameters
[!] small fix to texture UpdateIfNecessary
[!] small optimization to convert vertices
Rev 505 - Salvy
[!] Clear color buffer aka clear screen in fillrect (fixes several glitches in many games ex Worms - Armageddon, Superman, Command & Conquer and other games)
[!] Add back check to ignore unnecessary loads to fillrect (Issue breaking the sky in Superman is sorted, we can add this back)
[~] Removed scissoring check in fillrect (no longer needed)
[!] Proper fillrect for 1/2 cycle mode
Rev 506 - Salvy
[!] Forgot this
Rev 507 - Corn
[!] avoid downsizing texel buffer
[!] some optimizations in copying data with vectors
[!] TnLVFPU Passing more data through a struct rather than function parameters
Rev 508 - Salvy
[!] Don't use primitive colour when filling rectangles in 1/2 cycle, just fill to black (was causing issues in MK64)
Rev 509 - Salvy
[!] Simplified CombinerTree
r742
[=>] Merged from Dev branch:
Rev 510 - Corn
[+] Added VFPU code for perfect dark TnL path (speed up)
[!] Fixed copy n paste bug in lighting
Rev 511 - Corn
[+] DKR TnL is now done on the VFPU (speed up)
Rev 512 - Corn
[+] Conker TnL is now done on the VFPU (including ENV map)
Rev 513 - Salvy
[!] Fix clean scene not working properly when games are clearing the screen (PD)
[!] Simplify check to clear screen
[!] Decode fill color even when clearing screen (fixes bug in PD)
[!] Simplify DLParser_FillRect
[!] Load RDP_Combine in one go (saves 2 ops)
[!] Ignore mem0+mem1 blend in fillrect (is cheaper than handling in general blender after all..)
Rev 514 - Salvy
[!] Update RDP_Combine struct
Rev 515 - Salvy
[!] Bring back changes from 450 (Degraded texture cache for S2DEX, need to find a different approach to fix worms, but the only way to properly fix it is to hash palettes and we ain't going to do it just for this game since is really CPU intensive..)
Rev 516 - Corn
[!] use texture hash check in cache for now (fixes OOT and MM text and other issues in other games)
r743
[=>] Merged from Dev branch:
Rev 517 - Salvy
[!] Check as early as possible if texture is the same as last time around
[!] Some more optimizations in copying data with vectors (~50 ops)
Rev 518 - Salvy
[!] Simplified fillrect even more
Rev 519 - Salvy
[!] Fixed height calculation of video interface (borrowed fix from glide plugin)
Rev 520 - Corn
[!] Reuse project matrix stack for DKR matrices
[!] Avoid copying DKR matrix data twice under some circumstances.
Rev 521 - Corn
[!] Fix debug dlist compile error (tnx salvy)
Rev 522 - Salvy
[!] Use LoadUcode when switching to S2DEX2 ucode to avoid adding overhead to GBI2 ucodes (our ucode cache eliminates any overhead from LoadUcode anyways)
[!] Added detection for S2DEX2 ucodes
[!] Some more optimizations in copying data with vectors (~30 ops)
Rev 523 - Salvy
[~] By mistake broke S2DEX1 name table
[!] Fixed wrong fill colour in Automobili Lamborghini (still not correct since we can't really handle 32b size in fillrect (yet))
Rev 524 - Corn
[!] load matrix directly to stack to avoid copying data twice (setproject, setmodelview and force_matrix)
Rev 525 - Corn
[!] fixed debug dlist compile error
[!] compacted MatrixFromN64FixedPoint code
r744
[=>] Merged from Dev branch:
Rev 526 - Corn
[-] Removed old VFPU TnL code
[!] Small optimization in DKR TnL
Rev 527 - Corn
[!] Increased billboard sizes in DKR
Rev 528 - Corn
[+] Added VFPU TnL code for DKR billboards (small speed up)
Rev 529 - Salvy
[!] Tidy up LoadTile/LoadBlock
Rev 530 - Corn
[!] Fixed texture loading regression from rev 529
[!] Fixed Debug Dlist text output
Rev 531 - Corn
[!] Fixed Debug Dlist text output
Rev 532 - Salvy
[!] Optimized DMA_Tri_DKR
Rev 533 - Corn
[!] some clean up
r745
[=>] Merged from Dev branch:
Rev 534 - Corn
[!] Reworked Insert and Force matrix (speed up for games that uses it and WWF games should work better now)
Rev 535 - Corn
[!] Additional fix to Insert and Force Matrix
Rev 536 - Corn
[+] Added bitwise feature hacks to speed up checks and make it easier to have same hack in many games
[+] Donald Duck is a bit more playable with T1 texture hack (same as Rayman2)
[-] Alternative TLUT hack is now a part of bitwise hacks
Rev 537 - Corn
[!] Avoid reloading projection matrix to sceGU more than necessary
Rev 538 - Salvy
[!] Another try to remove Aidyn hack (doesn't break Rampage this time around..)
Rev 539 - Salvy
[!] Fixed bug? in FPU rendering (was breaking SSV's shade)
[!] Simplified abit HLE handling
Rev 540 - Corn
[!] Fixed TexRectFlip to do proper flip
[-] Reverted previous change to make Aidyn sky show up
Rev 541 - Corn
[!] Small optimization in Dynarec/fragments
[!] Disabled Loop Opt for Donald Duck Going Quackers
[~] Reverted Loop Opt to old code (pre 618)
Rev 542 - Salvy
[!] Added many blendmodes for WWF games (getting closer to be playable)
Rev 543 - Salvy
[!] Really small change to MemoryUpdateSPStatus
r746
[=>] Merged from Dev branch:
Rev 544 - Corn
[+] Save more memory using TMEM table with only 64 entries for palette pointers
[+] TLUT hack for Resident Evil 2
[!] Disable Loop Opt for all WWF games
Rev 545 - Corn
[!] Graphical fix for Tom and Jerry (T1 hack)
[!] Fixed BSOD in top gear rally (seems to have other issues too with floats)
[!] Fixed BSOD in Star Soldier - Vanishing Earth
Rev 546 - Corn
[+] Using volatile memory for PSP Dlists (saves 2Mbyte of regular memory)
[!] Reduced the time a texture is cached unless used (should help Phat owners a bit since it saves some texture memory)
[!] Added TLUT hack and disabled Loop Opt. for Star soldier-vanishing earth
Rev 547 - Corn
[+] added assert for PSP Dlist overflow
Rev 548 - Salvy
[!] Disable Dynamic Loop Optimization by default (It causes instability and other issues in many games, to enable go to Advanced Settings, enable at your own risk!)
Note: Make sure to reset your setting before using this rev -> Global Settings -> Reset Settings (follow on-screen instructions)
Rev 549 - Salvy
[!] Use T1 hack for Earthworm Jim (game looks awesome now)
Rev 550 - Corn
[!] Auto speed adjustment hack for Rayman/Donald duck/Tom and Jerry
[!] Removed some redundant checks for SOTE
Rev 551 - Corn
[+] Added speed hack to Earthworm jim and powerpuff Girls
Rev 552 - Corn
[!] Improved sync filter for audio and speed matching
Rev 553 - Salvy
[!] Keep texture image address in range for Shadow of Empire (game is now playable with some minor issues, is recommended to use a savesatate to get in game)
Rev 554 - Salvy
[+] Added option to enable Corn's newly hack to smooth up games (helps mostly with games with poor framerate ex Earthworm Jim, Golden Eye, Donald Duck etc)
Note: Option can be found in Advanced Options -> Video Rate Match
Rev 555 - Corn
[-] Removed forced speed hack since its optional now
[-] Removed forced Loop Opt. off from roms.ini
[+] Brought back Pilotwing 64 hack (since cheat version still has issues)
Rev 556 - Corn
[+] Hack for SOTE to show text and menus (clean scene has to be enabled)
Rev 557 - Salvy
[!] FillRect don't set any colour when not in fill mode (fixes SOTE's text)
[~] Removed SOTE and Wave Racer hacks (no longer needed)
Rev 558 - Salvy
[!] Fixed bug errg typo in cheat parser for large cheats (Pilot Wing's shadow fix works properly now)
[-] Removed Pilot Wings hack (again), no longer needed ^
Rev 559 - Salvy
[!] Parse cheat file when ROM boots if cheat feature is enabled or forced (this is required when forcing cheat feature)
[!] Forced cheat feature to Pilot Wings and Pokemon Snap (we need cheats for these games to work properly *wink*)
r747
[!] Updated roms.ini with latest changes


http://www.mediafire.com/?pmjlv5mm8d64h29