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  • Wally

    by Published on January 21st, 2009 09:51

    Hey guys,

    Just made a little teaser for Beta 2.



    also avaliable at www.spiffup.org/Beta2teaser.mp4 (6MB)

    This video is dedicated to all those who own a PSP hacked or not also can not compile alpha builds to watch DaedalusX64 Beta 2 in action.

    As you can see in the video, things are shaping up pretty well however Beta 2 is still fairly unstable. We'd like to fix things up before they get to your hands.

    Important Links:
    Bug Tracker - The Bug Tracker is used to track any glitches / bugs. Post bugs @ www.spiffup.org/bugtrack
    DaedalusX64 Forums - Any feature requests must go here to be seen properly. www.daedalusx64.com

    Thank you folks and enjoy the video by myself and Salvy.

    Wally, Salvy/ DaedalusX64 Team ...
    by Published on November 12th, 2008 07:26

    G'day Folks.

    Its finally out, the beta you have been waiting for.

    So whats new you ask?


    DaedalusX64 Beta 1 - 08 November 2008 (Change from R14 Beta)
    ----------------------
    [+] TV Out Support (Chilly Willy)
    [+] ME Audio Supported (Small speed-up with sound on.) (Chilly Willy)
    [+] Increased audio buffers for better sound quality (Kreationz)
    [+] Changed logo and graphics to represent new name (graphic by SynGamer)
    [!] Fixed screen shots (Chilly Willy)
    [!] Fixed an OoT custom clend Mode (Wally)
    [!] Fixed Shaking using double display lists (GoldenEye 007, others...) (idea Wally, code Kreationz)
    [!] Pause Menu Reset not working properly (Kreationz)
    [!] Fixed FPS Display and Framerate limiter (Kreationz)
    [!] Optimized code generation for fragments which branch to themselves is now optional
    Fixes games that broke from R12-13 (Kreationz)
    [^] Improved thread communications in job manager (Hlide)

    Download from SourceForge

    Credits to:

    Enjoy and thank you for supporting our efforts. I'd like to thank those that contributed code this round:
    Chilly Willy - PSP Code Master
    Kreationz - General Coding and Debugging
    Wally - Graphics and more
    Hlide - Thread and Dynarec
    Howard0su - General Code

    Also in misc credits go to:
    Moers - Admin
    SynGamer - Logo
    ShinyDude100 - Ideas and getting the ball rolling

    And special Thx to:
    Azimer for his audio code
    Rice for his video code

    and last but certainly not least...

    Strmnnrmn whom without this we wouldn't be here.
    Have Fun!

    Download and Give Feedback & Compatability Reports Via Comments

    We have set up a Daedalus X64 Compatability list here ...
    by Published on November 12th, 2008 07:26

    G'day Folks.

    Its finally out, the beta you have been waiting for.

    So whats new you ask?


    DaedalusX64 Beta 1 - 08 November 2008 (Change from R14 Beta)
    ----------------------
    [+] TV Out Support (Chilly Willy)
    [+] ME Audio Supported (Small speed-up with sound on.) (Chilly Willy)
    [+] Increased audio buffers for better sound quality (Kreationz)
    [+] Changed logo and graphics to represent new name (graphic by SynGamer)
    [!] Fixed screen shots (Chilly Willy)
    [!] Fixed an OoT custom clend Mode (Wally)
    [!] Fixed Shaking using double display lists (GoldenEye 007, others...) (idea Wally, code Kreationz)
    [!] Pause Menu Reset not working properly (Kreationz)
    [!] Fixed FPS Display and Framerate limiter (Kreationz)
    [!] Optimized code generation for fragments which branch to themselves is now optional
    Fixes games that broke from R12-13 (Kreationz)
    [^] Improved thread communications in job manager (Hlide)

    Download from SourceForge

    Credits to:

    Enjoy and thank you for supporting our efforts. I'd like to thank those that contributed code this round:
    Chilly Willy - PSP Code Master
    Kreationz - General Coding and Debugging
    Wally - Graphics and more
    Hlide - Thread and Dynarec
    Howard0su - General Code

    Also in misc credits go to:
    Moers - Admin
    SynGamer - Logo
    ShinyDude100 - Ideas and getting the ball rolling

    And special Thx to:
    Azimer for his audio code
    Rice for his video code

    and last but certainly not least...

    Strmnnrmn whom without this we wouldn't be here.
    Have Fun!

    Download and Give Feedback & Compatability Reports Via Comments

    We have set up a Daedalus X64 Compatability list here ...
    by Published on November 22nd, 2007 10:49

    Hi guys,

    It has been a while since the initial release of Mr Driller.

    Heres the changelog:


    Added PSP Slim & Lite / 3.71 kernel Support
    Fixed up the exit button so now it works
    Fixed Home Button
    Fixed up where you press up and its pauses, its now on the correct button
    Added Icon / picture

    I hope you all enjoy it!

    Wally

    Download Via Comments ...
    by Published on August 23rd, 2007 02:07

    Team C&D have done it again,

    A dream becomes a reality, we can now downgrade to any firmware version from any firmware

    Here is the Content

    We told you that we'd be releasing an unbricker for the M33 bricks. But then we got to thinking, maybe that just wouldn't be exciting enough. Would you like a super special surprise bonus? How about an unbricker for ALL PSPs? Yep, you read that right. We call it "Pandora's Battery".
    There's a larger story behind this unbricker, though, and it deserves to be told. It's the culmination of years of behind-the-scenes research and development by some of the top names in PSP hacking, under the name of the Prometheus project. This group of people, from various development teams, was dedicated to developing and releasing PSP hacks and exploits, with the aim of improving the status of PSP homebrew, and making sure that it was kept alive.
    For some time this project was highly successful - many releases from Noobz, C+D and others were direct results of this work. The zenith of this success was the development of this unbricker - which required some amazing technical leaps, including:
    Reverse engineering of the service (unbrick) mode
    Development of a technique to change an ordinary battery into a service mode trigger battery (and back)
    Development of custom IPL code along with a technique to sign that code as authentic.
    Even more impressive is that all of the above was achieved without any access to the official hardware or software. With careful nurturing, this unbricker and custom IPL was to become the foundation of a whole new homebrew environment. Unfortunately something happened to shatter the idyll. Somehow, the unbricker was leaked into the wider world before it was ready to be released. Whether this was deliberate, by one of the team members, or accidental via a security breach is still unclear. The fact is that this unbricker appeared on the black market, being sold for huge prices. As far as we know, it is probably very close to the same software that appears in at least some of the 'magic unbricker'/'jigkick' videos.
    So, although the time was not right to release this (it would have been wise to wait at least until the PSP Slim release), our hand has been forced. In order to prevent small fortunes being made by leeches, we are giving this unbricker away for free. So - let it be known - if you have paid for an unbricker, then you have been ripped off. I suggest that you take up your grievances with the seller - it should never have been sold. And if you're unhappy about this being released before PSP Slim - then blame whoever it was that leaked or stole it.
    It's unclear whether or not this is the end for the Prometheus project - hopefully not, but that is undecided so far. In case it is the end, it is worth a quick roll of honour. In alphabetical order:
    Adrahil, Booster, Cswindle, Dark_AleX, Ditlew, Fanjita, Joek2100, Jim, Mathieulh, Nem, Psp250, Skylark, TyRaNiD.
    And here are their respective C+D (Create and Destroy) nicknames.

    Mathieulh = WiseFellow
    Tyranid = bockscar
    Fanjita = FullerMonty
    Joek = CosmicOverSoul
    Dark_Alex = Malyot
    Chris = Caretaker
    Adrahil = VoidPointer
    nem = h1ckeyph0rce

    Anyway - make sure to read the readme.txt in this release for how to use it, but in brief it works like this:
    You run a program on a homebrew-enabled PSP that will convert a standard PSP battery into a jigkick battery. Note that you can't then use that battery normally - so you should use a spare one.
    You run a program to generate the unbricker memory stick image, built from the v1.5 update EBOOT (note that this, and the custom IPL, means the release is completely free of Sony copyright materials).
    You run some programs on a PC to install the image to your memory stick.
    Now, you have a battery/memory stick pair that works just like the famous jigkick combination (but better) - just insert them into any PSP (even a brick) and the PSP will be reinstalled with the v1.5 firmware. As far as we know, this will continue to work for all future firmwares.
    Enjoy! And remember - if you find this useful, please donate to the original developers - it's a lot cheaper than paying £1500 for it on the black market... Donations via paypal please via this Link:
    http://paypal.com/cgi-bin/webscr?cmd...90%40msn%2ecom


    [adrahil] A note about Pandora's Battery: It does not allow IDStorage restore, so don't go erasing your whole NAND without making a backup!

    DIGG THIS NEWS



    Download and discuss via Comments

    Note:
    Quote Originally Posted by jas0nuk
    If you only have one battery and want to unbrick your PSP, you can.
    ...
    by Published on August 13th, 2007 02:16

    StrmnNrmn stopped by his blog to post an interesting article about R13 which includes things like trampolines and nice speed ups.

    To sum it all up he said he got close to a 15% speed up.

    Heres the article:

    Dynarec Improvements

    I've had a fairly productive week working on optimising the Dynarec Engine. It's been a few months since I worked on improving the code generation (as opposed to simply fixing bugs), so it's taken me a while to get back up to speed.

    At the end of each fragment, I perform a little housekeeping to check whether it's necessary to exit from the dynarec system to handle various events. For instance, if a vertical blank is due this can result in me calling out to the graphics code to flip the current display buffers. The check simply involves updating the N64's COUNT register, and checking to see whether there are any time-dependent interrupts to process (namely vertical blank or COMPARE interrupts.)

    I had an idea on the train into work on Monday I realised that there were a couple of ways in which I could make this more efficient. Firstly, the mechanism I was using to keep track of pending events was relatively complex, involving maintaining doublely-linked lists of events. I realised that if I simplified this code it would make it much easier for the dynarec engine to update and check this structure directly rather than calling out to C code.

    The other idea I had on the train was to split up the function I was calling to do this testing into two different versions. There are two ways that the dynarec engine can be exited - either through a normal instruction, or a branch delay instruction (i.e. an instruction immediately following a branch.) My handler function catered for both of these cases by taking a flag as an argument. I realised that by providing a separate version of this function for each type I could remove the need to pass this flag as an argument, which saved a couple of instructions from the epilogue of each fragment.

    These two small changes only took a couple of hours to implement, but yielded a 3-5% speedup on the various roms I tested. They also slightly reduced the amount of memory needed for the dynarec system, improving cache usage along the way.

    The next significant optimisation I made this week was to improve the way I was handling the code generation for load/stores. Here's what the generated code for 'lw $t0, 0x24($t1)' looks like in Daedalus R12 (assume t1 is cached in s1, and t0 is cached in s0 on the PSP):



    ADDIU a0 = s1 + 0x0024 # add offset to base register
    SLT t0 = (a0<s6) # compare to upper limit
    ADDU a1 = a0 + s7 # add offset to emulated ram
    BNEL t0 != r0 --> cont # valid address?
    LW s0 <- 0x0000(a1) # load data
    J _HandleLoadStore_XYZ123 # handle vmem, illegal access etc
    NOP
    cont:
    # s0 now holds the loaded value,
    # or we've exited from dynarec with an exception


    There are a couple of things to note here. Firstly, I use s6 and s7 on the PSP to hold two constants throughout execution. s6 is either 0x80400000 or 0x80800000 depending on whether the N64 being emulated has the Expansion Pak installed. s7 is set to be (emulated_ram_base - 0x80000000). Keeping these values in registers prevents me from using them for caching N64 registers, but the cost is far outweighed by the more streamlined code. As it happens, I also use s8 to hold the base pointer for most of the N64 CPU state (registers, pc, branch delay flag etc) for the same reason.

    So the code first adds on the required offset. It then checks that the resulting address is in the range 0x80000000..0x80400000, and sets t0 to 1 if this is the case, or clears it otherwise*. It then adds on the offset (emulated_ram_base - 0x80000000) which gives it the translated address on the psp in a1. The use of BNEL 'Branch Not Equal Likely' is carefully chosen - the 'Likely' bit means that the following instruction is only executed if the branch is taken. If I had used a plain 'BNE', the emulator could often crash dereferencing memory with the following LW 'Load Word'.

    Assuming the address is out of range, the branch and load are skipped, and control is passed to a specially constructed handler function. I've called it _HandleLoadStore_XYZ123 for the benefit of discussion, but the name isn't actually generated, it's just meant to indicate that it's unique for this memory access. The handler function is too complex to describe here, but it's sufficient to say that it returns control to the label 'cont' if the memory access was performed ok (e.g. it might have been a virtual address), else it bails out of the dynarec engine and triggers an exception.

    When ...
    by Published on June 27th, 2007 23:58

    Hi people,

    Decided to make a poll so that we can choose a feature we would like to be improved in R13.

    The poll options explained:

    Speed (includes Moving CPU to ME)

    More Compatibility - includes making games work that dont show any life or show life but freeze up (Includes Turok, WWF Wrestlemania or Waverace)

    Graphical Fixes - includes broken GFX / Fixing games that flash or are upside down (Army Men games / Fighting Force 64)

    Ok serious time folks, vote on what you REALLY want for Daedalus R13, this is not a game vote its for what you would like to see improved the most of all.

    I thought since Captain Morgan was only working on what game would like to be compatible with Daedalus. I thought i would make a Poll on which sections people would like to see improved / Added to daedalus in time for R13. This will be passed on to StrmnNrmn via his blog.

    Sure only one option can be checked so please choose wisely, you only have one chance!

    I picked Speed, due to the fact that the ME processor would make a lot of performance difference, sure it doesn't fix glitches in games like Diddy Kong Racing (Don't get excited Morgan) or make Revolt work, but it probably will allow Zelda OOT and lots of other games that we simply can not live without work much better. Im sure many of you will agree but please do vote for what you wish!

    To make people vote now i've set this poll so it closes in 10 days.

    Thanks

    Wally ...
    by Published on June 8th, 2007 03:03

    It seems that there are a lot of people who dont know about new Downgraders / Custom Firmware around the community.

    Anyway, This is about refreshing your memory and letting you know about these little tools. So far anything below 3.03 can be downgraded and 3.40 can be used as a custom firmware (in conjuntion with 1.50)

    So as far as we are concerned all Firmwares Above 2.00 and below 3.03 (TA-082 included) have been exploited and downgraded.

    There is a separate downgrader for each firmware but this time we are only going to cover the 2.80 downgrader first because it seems a lot safer than the 2.71 also having TA082 patch built right into it.

    1.52 - 2.80 Downgrading

    1. Update to Firmware 2.80
    2. Reformat PSP memory stick (Back everything up first on to your computer)
    3. Use the 2.80 EasyDown provided by PSP-hacks and Team Reign
    http://www.psp-hacks.com/file/1040.
    4. Read instructions Carefully then downgrade, this has the TA-082 patcher built in. So regardless TA-082 does not matter.
    NOTE: HEN may take time to kick in, do not give in, just keep trying
    5. Update to 3.40OE

    3.03 Downgrading

    If your firmware is higher than 2.80 but lower than 3.03 AND you have GTA LCS upatched (check copyright, should be 2005 and your disk should have the 2.00 update on it) follow these steps

    1. Update to 3.03
    2. use this 3.03 downgrader -http://www.psp-hacks.com/file/1034
    3. You must read instructions and supply the 1.50 update and rename it according to the manual.
    4. Downgrade to 1.50 as per instructions
    5. Update to 3.40OE

    3.40OE can be found on www.dark-alex.org, Installation is easy. You just need to read the instructions

    Good Luck

    Wally ...
    by Published on May 16th, 2007 00:45

    Dynarec Fixes

    In the previous update I mentioned that the dynarec wasn't working with Goldeneye:

    ...I can still only get the rom running with dynarec disabled on the PSP, so the framerate is currently just 6-7 fps. Interestingly it runs fine with dynarec on the PC with the same set of changes, so this indicates a bug somewhere in the PSP dynarec implementation.



    I've spent a couple of evenings investigating this problem, and I've finally had a bit of luck in determining the root cause. As I suspected it was due to a bug in the PSP dynarec implementation - it turns out that I was fiddling addresses to compensate for the different endianness of the PSP twice (essentially having the same effect as not compensating in the first place).

    The fix was very easy to implement (just a single line of code). It's quite a significant bug, so I'm hoping that it will fix dynarec issues with a few other roms too. Unfortunately it looks like the bug which is preventing dynarec working with Super Smash Bros. is a different issue, so I'll have to spend some more time investigating that.

    I'm pleased to say that Goldeneye is now running fine with dynarec, so it now boots and runs the intro sequence very quickly. Although the intro and menu run at around 30-60fps, in-game is still very slow (around 5-8fps) so I need to profile this and see what's going on.

    As I've hinted above, the next job is to have a look why dynarec is causing Super Smash Bros to hang. A cursory look revealed that it's still broken even when I disable most of the native code generation and directly call the interpretive instruction handlers from the compiled fragment. Because of this I think the problem has something to do with how traces are selected and the resulting fragments are linked together. I'll know more later in the week.

    -StrmnNrmn

    Source: http://strmnNrmn.blogspot.com ...
    by Published on February 9th, 2007 00:59

    Due to StrmnNrmn jumping back into the scene,

    I hereby announce that I will be continuing my work with Daedalus Spiff Up (That is, if there are still GFX issues) and hopefully with some sort of partnership with StrmnNrmn.

    Getting the games GFX right is a priority to me, I am willing to donate time and money into this project (including buying N64 games to make sure games GFX are exactly the same for super gaming experience)

    Its been a shock to me, and I am at work, glued to my seat, eagerly waiting for lunch so i can go to the Pawn Brokers to pick up some more N64 carts for testing.

    Cheers

    Wally

    P.S Also will be doing a compat list ...
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