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View Full Version : DaedalusX64 Beta 2 update - Nintendo64 Emulator for PSP



wraggster
April 20th, 2009, 21:58
The DaedalusX Team (http://sourceforge.net/projects/daedalusx64/) have released a new version of the Nintendo64 Emulator for PSP, heres whats new:


[!] Fixed crash when loading 2nd ROM on Phat (Kreationz)
[+] Roms up to 16Mb loaded into Slim Memory (Kreationz)
[-]Removed Double Display Lists (To be replaced with proper paging code)(Kreationz)
[-]Temporarily Removed DynarecLoopOptimisation (Causes most games to crash under current CPU code)(Kreationz)
[+] Added resources from upgrade in prep for new GUI(No Lite version for future releases(Kreationz)
[~] Fixed typos in rom.ini (Salvy)
[~] Added 2 games to rom.ini (Salvy)
[!] Compiler shouldn't make too much noise now (ex:blendmodes)(Salvy)
[!] Fixed performance decrease per game loaded.(Salvy)
[!] updated intrafont to 0.31, contains various bug fixes and enhancements(Salvy)
[+]Added blendmodes: (Salvy)
*Zelda Oot:
Big tree on Kokiri Forest is now rendered
Hearts should blend better now, (still WIP)
Rupees show up better. (Wally/Salvy)
*Batman Beyond
Characters, enemies,foes, and other things should show up now
*Pilot Wings
Beaches should blend correctly
*Super Bowling 64
Needs more work, but now should be more "playable"
[~] Move RSP logic out of CPU core(Howard0su)
[!] Change KnownValue of a register from s32 to REG32. So that we can cleanup the code a bit(Howard0su)
[~] Simplify the logic to handle register cache in LoopOptimization(Howard0su)
[~] Cleanup the logic for JAL, JALR in the PSP code generator(Howard0su)
[~] Simplify the parameters for GenerateCode.
[+] Delay initialize MediaEngine. So that we can suspend if we don't use Async Sound. (If you use async sound once, before you exit to XMB, you can not suspend anymore.)(Howard0su)
[+] Improve Batch Test framework abit and bring it to PC platform(Howard0su)
[+] Declare MAKE_UNCACHED_PTR for PSP(Howard0su)
[+] Move all I/O access to Hardware component. (Merged from -N64 tree by Howard0su)

Compatability List Here (http://www.dcemu.co.uk/vbulletin/showthread.php?t=170795) - Please add more

Download and Give Feedback Via Comments

Nafogel
April 20th, 2009, 22:59
Sweet, I've been off of the scene for about 2 years now but i just got a new psp off of ebay. I cant wait to try this out!

sedkiller
April 20th, 2009, 23:22
WHOHOU !! yea a new release for da n64 emulator that everyone adores !

rbervoets
April 21st, 2009, 01:03
is Zelda OOT playable yet?

mike_jmg
April 21st, 2009, 01:46
I hope Zelda OOT is more playable now, I'll try it

no it's not

Great to see you keeping up though

Mario 64 works great on frameskip 2 and sound on

edit: awesome job

juiceface
April 21st, 2009, 04:17
thanks for the continued updates on this emulator. n64 seems like one of the final battles to conquor in PSP emulation and i'm confident it will only get much better

bosanova_x
April 21st, 2009, 13:43
Im glad to see this emu being worked on still, as id love to have some full speed full audio N64 action one day.

Not there yet, but please keep it going !!!!

rbervoets
April 21st, 2009, 19:16
Yeah, thanks again :D

ojdon
April 21st, 2009, 21:17
Sounds really interesting, I like how we know which game has specific updates in this time around. :P

Or have the updates have always been like that? D=

browncoat.tobi
April 22nd, 2009, 00:05
Thanks for another great update.
Keep up the good work!

Kreationz
April 25th, 2009, 11:13
For specific games you can look at the added blendmodes in the changelog posted. Those are the games that got graphical updates. More have been worked on since but that is all in the alpha stage. New Revisions have been commited to the SVN almost daily. The Update was Rev 333. We're at 340 and I have to fix a new graphical bug of two games interfering with each other tomorrow. (The opening Mario head is black atm... lol ) A big thx goes to Salvy and Wally for helping with the graphical bugs and a special thx to Mattd for all his testing and bug reporting work he has done.