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View Full Version : DaedalusX64 rev 729



wraggster
September 26th, 2011, 01:00
DaedalusX64 is the best Nintendo 64 Emulator available exclusively for the PSP. To eliminate some frequently asked questions: No, the Emulator is not perfect, so any graphical bugs, or speed issues are considered normal. Yes, the audio does not always play full speed and can cause the Emulator to crash. The latest compiled rev of DaedalusX64 can be found below, and I will try my best to upload the latest rev when I'm aware of it's commit. Thank you DaedalusX64 Team, and keep up the hard work.

What's changed in this revision:
Revision 729
[~] Forgot to update roms.ini..
Revision 728
[=>] Merged from Dev branch:

Rev 386 - Salvy
[!] Tidy check to update when rumble is active
Rev 387 - Salvy
[!] Simplified memory access analysis (shoves off 3k+ ops in StaticAnalysis.cpp)
[!] Simplified parameters in CodeGen
Rev 388 - Salvy
[!] Simplified even more memory access analysis (~1k ops in StaticAnalysis.cpp, I think this the fastest it can get)
Rev 389 - Salvy
[!] Disable SimulateDoubles for Power Puff game (fixes the ingame gfx etc)
Rev 390 - Corn
[!] Some rendering pipeline fixes and optimizations
[!] Changed amount and order of render states
[!] Updated DList debug output
Rev 391 - Salvy
[~] Minor optimizations in GFX plugin
[!] Don't declare blendmodes as statics since it only makes the binary larger and most games only use a few blends.
Rev 392 - Corn
[!] modified/reverted some of the previous commit since it breaks scaling and debug outputs
Rev 393 - Corn
[!] TEXRECT seems to work fine even in GE when discarding decimal part in coordinates (tnx Salvy)
Rev 394 - Corn
[!] Fixed texture scaling glitch (and simplified transform pipeline) in Conker.
[!] Small change in Vector clipping ASM (scale whole matrix rather than just one vector at the time).
[!] Some clean up in gspmacros and PSPRenderer.
[+] Alternative transform pipeline (using CPU/FPU) for Conker (WIP)
Rev 395 - Corn
[+] Semi fixed missing sprites in DKR (still needs more work, at least now they show up).
[!] Optimized the DKR TnL rendering pipeline.
Rev 396 - Salvy
[!] Unified DKR and JFG ucode tables
[!] Simplified DKR/JFG's Vtx ucode
[!] Simplified abit MoveWord_DKR
Rev 397 - Corn
[!] Optimized TnL paths for DKR
[~] Fixed compile error for enable texture (debug Dlist)
Rev 398 - Salvy
[~] Some code reordering and small clean ups
Rev 399 - Corn
[-] Reverted Texrect since it does not work well with GE after all
[!] Reduced MaxUcode to 11 (saves some memory)
Rev 400 - Salvy
[!] Forgot to update the vertex multiplier table (this was breaking most custom ucodes, sorry!)


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