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 Post subject: DaedalusX64 Beta 3 Release and Discussion Thread!!!
PostPosted: Fri Feb 25, 2011 7:36 pm 
Mad Scientist
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DaedalusX64 - Beta 3!!!

As promised here's DaedalusX64 - Beta 3! Feel free to download it, share it, and leave your comments. Feedback is always welcome. Complete source will follow and be uploaded to the SVN over time as we sort out all the changes since R638 (and there have been quite a few). For now enjoy!

Files: Downloads restored!
DaedalusX64 Beta 3 - Full
DaedalusX64 Beta 3 - No Previews

Changelog:
Spoiler: show
DaedalusX64 Beta 3 - 25 February 2011
(Major changes since Beta 2 Update, See SVN log for full list)
----------------------
Corn:
Screen zoom (up to 150%) to get rid of black borders
Show patch progress instead of black screen while patching (Corn/Salvy)
Optimization/Speed-up in Dynarec/Loop Opt. and simplified the Fragment Cache Hash
Z-fighting Fixed
Faster D-list processing for a speed-up
Faster N64 Fixed Point Matrix loading and other optimizations in rendering
Added option to use Cover-Flow or Classic GUI
Added battery info in pause menu (Salvy/psppwner300/Corn)
64 SaveState slots (psppwner300/Corn)
New faster Double Display List processing
16bit screen rendering (Using dithering for smoother colors)
Missing HUD(heart) fixed in OoT/MM
Faster texture check/hash
Faster audio conversion code and optimizations, fixed left/right sound swap
New DMA transfer mode using VFPU
Frame-rate limiter no longer stalls CPU
Added more patches in OSHLE GU function library using VFPU
Added Auto Frame Skip 1 & 2
Added hacks for Wonder Project J2, SM64 stars blend, Kirby 64 in DLParser_S2DEX_Bg1cyc & copy
Hack for alternative TLUT (MM, SSV, Animal Crossing, Sin and Punishment(Tsumi to Batsu) & Flying Dragon)
Hack for Wipeout, F-Zero and RR64 to proper Z-buffer rendering of geometry
When N64 uses Average as texture filter we do Bi-linear on PSP (Smooths Gex 3 and others textures properly)
Fixed Model-view matrices for Gex games to render properly
Added Blend Explorer now takes a selection from Combiner Explorer to test blends in real-time
Set Prim Depth works -> SSV, Road Rash, Glover, Rayman 2, Donald Duck
Insert Matrix works -> Kirby enemies and SSB animation
Force Matrix works -> Tarzan, Donald duck, Rayman2 and Star Wars Episode I - Racer
Proper texture loading -> F-Zero, Flying dragon (menus)

Salvy:
New home button library (works on newer FW's 6XX + button wrapper for easy usage)
New blender using a 16bit hash
Generic blend-mode (handles over 70% of all inexact blends)
Reworked COP1 Unusable Exceptions ( Increased compatibility greatly )
Added support for uCode tables and uCode definitions
Added a more robust and faster uCode cache (All used uCodes are retained, to avoid unnecessary hashing)
Reworked uCode detection (faster, and fixed several annoying bugs)
Simplified greatly interrupts
Implemented AI OS functions, also several fixes and optimizations throughout OSHLE
Updated Audio code base to latest Azimer's plug-in (Salvy/Corn)
Implemented several custom uCodes (Conker, GE sky etc)
Recursive deletion + Reset settings/oshle cache
Deprecated RSP LLE emulation from PSP build
Properly transfer palettes to Video Memory after loading texture (Fixes annoying spots)
Added Forced Filtering, can be changed on Global Settings (Salvy and Kreationz)
Fixed memory region 0xA500 0xA5FF (Pokemon Stadium 1 and F-Zero(U) boot now)
Panic Button -> L-TRIG + R-TRIG + START pressed for 2 sec (Salvy/Corn)
Add compatibility for using gprof for profiling

Kreationz:
Update Screen only called once per frame (Fixes Flashing and Shaking)
Updated clipping code to latest version from Irrlicht Engine
Fix of IA4 textures (OoT's Trees for example)
Fixed 4bpp texture padding

Grazz:
Implemented S2dex and Sprite2D
Auto uCode detector (Grazz/Kreationz)
Implement per game SaveState support

Howard0su:
Memory Access Optimization
Move Video Memory and Graphics Context initialization into system.cpp
Avoid strdup, use static array instead

Other Devs and People that helped greatly:
Added VFPU math (Zack/Corn)
Several improvements in our makefile (Maxijac)
Allows SaveState deletion (Maxijac)
Various improvements/updates to roms.ini (Wally, bdacanay, Yamagushi and Destroyer5150)
Cover-Flow Gui (Yamagushi)
Recommended Settings (Yamagushi)
Several custom blend-modes (Wally, Salvy, Kreationz, Corn, bdacanay, Darth_Sidious and NintendoBoy13)
Added ability to delete ROMs to GUI (psppwner300, Corn)

Eboot cover art and icon by bdacanay (Congrats to our contest winner!)

And a special thanks to Rice, Gonetz, Azimer, and the 1964 team for putting up with our questions and letting us use their code.

Note: Sorry about the release issues. These should be the proper release files now.


Last edited by Salv-E on Sat Apr 23, 2011 5:27 pm, edited 2 times in total.
Reason: Updated Links to corrected release files. (I tested the release files with Super Mario 64 this time) :P



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 Post subject: Re: DaedalusX64 Beta 3 Release and Discussion Thread!!!
PostPosted: Fri Feb 25, 2011 7:39 pm 
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Great stuff :3



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 Post subject: Re: DaedalusX64 Beta 3 Release and Discussion Thread!!!
PostPosted: Fri Feb 25, 2011 7:39 pm 
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First....!!!!
lol
Great work..! ;)



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 Post subject: Re: DaedalusX64 Beta 3 Release and Discussion Thread!!!
PostPosted: Fri Feb 25, 2011 7:40 pm 
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alejandro50082 wrote:
First....!!!!
lol
Great work..! ;)


Almost ;)



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 Post subject: Re: DaedalusX64 Beta 3 Release and Discussion Thread!!!
PostPosted: Fri Feb 25, 2011 7:41 pm 
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Perfect in time, enjoy guys!



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<Salvy>WTF Kirby is invisible on latest rev?!
<Dougamer>Hmmm
<Dougamer>I'll "aquire" kirby and check...
20 minutes later...
<Salvy>Kirby looks ok on default settings Dougamer?
<Dougamer>still... "aquiring" it Salvy...
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 Post subject: Re: DaedalusX64 Beta 3 Release and Discussion Thread!!!
PostPosted: Fri Feb 25, 2011 7:42 pm 
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Almost made the first post, oh well >.>
Hey Kreationz the first two links are broken.


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 Post subject: Re: DaedalusX64 Beta 3 Release and Discussion Thread!!!
PostPosted: Fri Feb 25, 2011 7:43 pm 
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Linkinkid wrote:
Almost

;D

The download links for the "DaedalusX64 Beta 3 - Full zip 7zip" are down... ???



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 Post subject: Re: DaedalusX64 Beta 3 Release and Discussion Thread!!!
PostPosted: Fri Feb 25, 2011 7:51 pm 
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*Counts* 1 2 3 4 5 6

6th Person to comment!!!!

im so excited to put this on my psp go and run dx64 beta 3!!!!!

Edit 1: OMG JUST TESTED IT OUT ZELDA OOT RUNS FLAWLESSLY BIG IMPROVEMENT ON SPEED

Salv-e kreationz and all the other devs that worked on this project HANDS OFF TO YOU. YOU PEOPLE SHOULD BE PROUD!!!


Last edited by soulboy51 on Fri Feb 25, 2011 7:59 pm, edited 1 time in total.

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 Post subject: Re: DaedalusX64 Beta 3 Release and Discussion Thread!!!
PostPosted: Fri Feb 25, 2011 7:53 pm 
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:/
Exception details:
   Exception - Address load/inst fetch
   EPC       - 0887BB3C
   Cause     - 10000010
   Status    - 60008613
   BadVAddr  - 89698760

Register File:
   zr:00000000 at:09690000 v0:8033A2C0 v1:092DC6D0
   a0:89698760 a1:0935E4A0 a2:00000001 a3:00000000
   t0:00000000 t1:00002B40 t2:00002B40 t3:00000001
   t4:092DD7C0 t5:8033AE08 t6:FFFFFFFF t7:092AC00C
   s0:092ABB60 s1:00000000 s2:08970000 s3:092DD690
   s4:08913640 s5:0897489C s6:80800000 s7:8935E4A0
   t8:092AE130 t9:0880A258 k0:0BBBFF00 k1:00000000
   gp:0891B260 sp:0BBBFD08 fp:08913640 ra:0887C428

Rom Infomation:
   Clockrate:       0x0f000000
   BootAddr:      0x80246000
   Release:         0x44140000
   CRC1:            0xff2b5a63
   CRC2:            0x2623028b
   ImageName:       'SUPER MARIO 64      '
   Manufacturer:    0x4e
   CartID:          0x4d53
   CountryID:       0x45 - 'E'

Settings:
   DoubleDisplayEnabled:          1
   DynarecEnabled:                1
   DynarecStackOptimisation:      1
   DynarecLoopOptimisation:       1
   OSHooksEnabled:                1

Emulation CPU State:
   zr:00000000 at:80330000 v0:00000000 v1:0089D82F
   a0:80226BF0 a1:80202DA4 a2:00000000 a3:00000000
   t0:8033C390 t1:00000000 t2:8033C390 t3:00000001
   t4:00000000 t5:8033C390 t6:00000002 t7:80226BF0
   s0:00000000 s1:00000000 s2:00000000 s3:00000000
   s4:00000000 s5:00000000 s6:00000000 s7:00000000
   t8:00000001 t9:8033C390 k0:8033AA90 k1:0000FF00
   gp:00000000 sp:80202D88 fp:00000000 ra:80246574
PC: 80322bbcDisassembly:

Super Mario 64 with default options and Synchonorus.. :S



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 Post subject: Re: DaedalusX64 Beta 3 Release and Discussion Thread!!!
PostPosted: Fri Feb 25, 2011 7:57 pm 
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Asynchronious audio hangs in Kirby and also causes freezes. I'm reporting it because I believe Kreationz planned to prevent the Async bug from happening in the Beta release.

Edit: Also happening in Super Mario 64.



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 Post subject: Re: DaedalusX64 Beta 3 Release and Discussion Thread!!!
PostPosted: Fri Feb 25, 2011 7:59 pm 
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Good job u gais.

Would try this out if my psp worked.


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 Post subject: Re: DaedalusX64 Beta 3 Release and Discussion Thread!!!
PostPosted: Fri Feb 25, 2011 8:04 pm 
Wanderer
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And Home doesnt works.. :/



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 Post subject: Re: DaedalusX64 Beta 3 Release and Discussion Thread!!!
PostPosted: Fri Feb 25, 2011 8:05 pm 
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Good stuff, but can you tell us the changelog for the dev revs only as well?



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 Post subject: Re: DaedalusX64 Beta 3 Release and Discussion Thread!!!
PostPosted: Fri Feb 25, 2011 8:09 pm 
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@@alejandro50082 : Are you sure it wasn't async? now it BSODS instead of "causing async bug" in Mario 64.

@@Linkinkid : Async bug happens really often in Kirby, I was able to beat 2 levels without it happening, but randomly will happen. Make sure to save often.
BTW : You can see on the changelog, Kreationz didn't add async fix on time for B3.

@@mexicouger : Too much pain to do that in Assemble SVN, better wait when we start merging the changes to the public SVN.



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<Salvy>WTF Kirby is invisible on latest rev?!
<Dougamer>Hmmm
<Dougamer>I'll "aquire" kirby and check...
20 minutes later...
<Salvy>Kirby looks ok on default settings Dougamer?
<Dougamer>still... "aquiring" it Salvy...
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 Post subject: Re: DaedalusX64 Beta 3 Release and Discussion Thread!!!
PostPosted: Fri Feb 25, 2011 8:12 pm 
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nope... It is in Synchonorus...



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