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View Full Version : Daedalus X64 rev.489



wraggster
April 30th, 2010, 00:48
News via http://www.psp-ita.com/?module=news&id=38937&view_reply=1

Froggyman that several weeks pursuing the development of Daedalus X64, has today completed the revision of the sole 489 of the Nintendo 64 emulator available on the PSP homebrew scene. The current build fixes some bugs in previous releases, adds information about the compatibility of the games in the file roms.ini and introduces support for new titles. As always remember that in order to use the Daedalus X64, you need a PSP with CF 3.71M33 least.

Changelog:

Quote:

Rev 489:
- Fixed a nasty bug in Our kernelbuttonsPRX, That was causing to limit Our frame rates.
- Set framelimiter disabled by default (most games doesn't need it yet)
- WIP COP2 to ignore.

Rev 488
- Memory Access Optimization

Rev 487
- Enabled "Disable N64 PF Usage Check" for: Indy Racing 2000, Gex 3, Fighter's Destiny 2, ECW Hardcore Revolution, Dr. Mario 64, Carmageddon 64 WWF Attitude, Kirby 64, and California Speed.
- Corrected regression 467that broke from Scooby-Doo
- A couple of minor changes

Rev 486
- Fixed Mario Party's draft mini-game not working with simulated doubles
- Fixed not working with Buck Bumble simulated doubles
- Bring back to Simulate Doubles emulator (Small speed-up)
- Cleaned up Advance options, made debugging options not only Suitable for release, Also added a new option "Disable N64 PF Usage Check"
- Added compatibility info for all games in roms.ini (thnx bdacanay)

Rev 485
- Rewrote R4300_SetSR (Tom and Jerry, Extreme-G XG2, Powerpuff Girls and other games boot now)
- Fixed misaligned in C0_SR (Fixes room to be zoomed in too far in Wayne Gretzky's 3D Hockey '98)
- Got rid off all CHECK_R0s In Our R400 core.
- Kernelbuttons.prx is built in the proper location
- Updated pif debugging tools, it now compiles Against Dx64 source Also define WAS moved to config file for easy usage.
- Small code clean up.