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Thread: [PSP] Daedalus R8 Released Nintendo 64 Emulator for PSP

                  
   
  1. #181
    DCEmu Rookie sok98's Avatar
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    because as of right now there is no sound support in the emulator

  2. #182
    DCEmu Newbie josh666's Avatar
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    ahhhhhhhhhh ok thanxs i must have missed that

  3. #183
    DCEmu Rookie sok98's Avatar
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    haha no problem

  4. #184

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    I'm Captain Morgan (if you remember the compatability list I made for Daedalus) and though I haven't spoke to StrmnNrmn, Wally did. News has it StrmnNrmn is fine but no word on the project, it's still alive though. I do wish he would update the blog, not just about Daedalus but at least about him.

  5. #185
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    i downloaded daedalus and put the folders in my PSP (2.50, that have anything to do with this?) but every time i go to daedalus on my psp it says "corrupted data." any suggestions how to fix it and get my ROMS working?

  6. #186
    DCEmu Newbie Musoka_Eimin's Avatar
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    matt you need to do some more research into all this, but here is a start to point you the right way, homebrews only work straight out of the game folder on ver 1.50 since you have 2.50 you can either figure out the best way to downgrade your firmware or you can use one of fanjita's eboot loaders i believe on 2.50, you should be able to figure out a way to get things running but its going to take a little research and decision on your part hope this helps

  7. #187
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    Any news from StrmnNrmn?. It's been quite a while since he last updated his blog.

  8. #188
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    Quote Originally Posted by BigMace View Post


    Strmnnrmn posted this news:

    "I got back from my trip yesterday and I've spent a few hours today putting together the final changes for Daedalus PSP R8.

    Here's the changelist:

    [^] Replaced all uses of sceCtrlReadBufferPositive with sceCtrlPeekBufferPositive.
    [^] Various known value optimisations for the dynamic recompilation engine.
    [^] Various texture cache optimisations and rendering optimisations.
    [+] Implemented a new clipping method which is more efficient and gives better results.
    [-] Removed 'tesselate large triangles' setting.
    [+] Added option to reset emulator to the main menu.
    [^] No longer use index buffers for rendering.
    [^] Implement matrix multiplication using VFPU.
    [^] Implement vertex transform and lighting code using VFPU.
    [^] Implement clipping code using VFPU.
    [^] Minor AddTri optimisations.
    [^] Free background and font textures while emulator is running to free VRAM.
    [!] Fixed bug in default controller config (c-down and dpad-down were broken)

    It should be pretty obvious that most of the changes in R8 are optimisations. This build is significantly faster than R7, which is a significant achievement considering how much R7 had achieved in this area. Here's an updated view of the framerate table I introduced a couple of months ago and updated recently:

    Scene R4 fps R5 fps R7-beta fps R8 fps
    Mario Head 3 6 8 8
    Mario Main Menu 14 25 30 38
    Mario Peach Letter 6-7 11 13 18
    Mario Flyby (under bridge) 6 10 12 17
    Mario In Game 5-6 9 11 15
    Mario Kart Nintendo logo 10 23 24 35
    Mario Kart Flag 6 11 13 16
    Mario Kart Menu 7 11 13 14
    Zelda Nintendo Logo 20 23 ? 70
    Zelda Start Menu 2-3 4 ? 8
    Zelda Main Menu 10 13 ? 40

    I think the numbers speak for themselves. What's particularly impressive is that the R8 results are so high, despite having the new clipping code enabled by default. By implementing the triangle clipping code and the transform and lighting code using the PSP's VFPU I've managed to keep the additional cost to a minimum.

    With the previous release, I also mentioned a list of things I had planned for R8. I decided to put them on hold while I pursued the various optimisations in R8, so I'll be looking at working on them for the next release.

    Have fun - I'm going to wade through the past couple of weeks worth of emails that have built up while I've been putting this build together "

    Download and Give Feedback Via Comments

    Check out and Help keep up to date our Daedalus Compatibility List

    Finally remember to check out Kaisers Interview With Strmnnrmn
    When I put the emulator on my freinds psp it says corrupted data

  9. #189
    PSP User johnston829x's Avatar
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    Strmnnrmn!!!! where are you???(hopefully your not dead) r9 would be a great christmas present.....anyone know what happend to Strmnnrmn? j/w cus ive been checking this site and his blog every day since september in hopes of some new updates


    great work on r8.....almost beat mario

  10. #190
    DCEmu Legend gunntims0103's Avatar
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    Quote Originally Posted by johnston829x View Post
    Strmnnrmn!!!! where are you???(hopefully your not dead) r9 would be a great christmas present.....anyone know what happend to Strmnnrmn? j/w cus ive been checking this site and his blog every day since september in hopes of some new updates
    No one really knows whats happened to him, but i will say this. Where ever he has gone i wish him much luck in what ever he does and i want to thank him for the releases he has done so far. I do understand from being a coder that there could have been various reasons why he had left the scene namely users asking to many question and bugging about the next update and being unappreciative due to not running at flawless speed or having sound.

    Thou i do hope that strmnnrnm has not left the scene if he has it is a reality we all have to live with. Thats just being honest!

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