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 Post subject: DaedalusX64 rev 729
PostPosted: Sun Jul 18, 2010 3:44 am 
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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.



Important Announcement: Many of you are unaware that not only does DaedalusX64 have a forum, but it also has its own IRC channel. Whether you need to ask a question or just want to chat, please visit #daedalusx64, the channel we are located on, under the Freenode network. There is usually somebody there who is willing to help, and is a common hangout for our great developer team. To reach this channel you can visit http://webchat.freenode.net/ or you can download an IRC client. I would highly recommend Firefox users installing the Chatzilla plugin, a popular IRC client exclusive to Firefox. If you have any questions, feel free to post or you can even PM me. Thanks guys. I look forward to seeing you in the Official DaedalusX64 chat, #daedalusx64.



The changelog for each revision can be found here:
http://daedalusx64.svn.sourceforge.net/ ... /?view=log

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!)


**********************Important Announcement*****************
As part of the DaedalusX64 community, you are getting the chance to test out a future possibility for DX64 that may possibly increase speed at the cost of graphic quality. The 32-bit version is the version you have used up to this day, and the 16-bit version is the one that needs just a bit of testing. This is your chance to help out, so please feel free to post your thoughts and findings in this thread. Also if you are satisfied with your decision please vote at the top of the page.
Edit: The devs have chosen 16-bit as the default choice.


DaedalusX64
Download DaedalusX64 Revision 729

The signed version works without any CFW!
Download DaedalusX64 Revision 729 Signed Version



Note: The Downloads for Revision 575+ can be found on page 13 (viewtopic.php?f=12&t=2640&start=180)
Note: The Downloads for Revision 604+ can be found on page 26 (viewtopic.php?f=12&t=2640&start=375)
Note: The Downloads for Revision 729+ can be found on page 49 (viewtopic.php?f=12&t=2640&start=720), but the above link will be linked to the latest Revision download.

The new previews that have previously been unincluded can be found here:
viewtopic.php?f=12&t=2663



Upgrade Procedure: Grab the link and unzip it. Delete all *.hle files(in SaveGames) as well as preferences.ini and rom.db from your memory stick. These files (*.hle, rom.db, and preferences.ini) are rebuilt when you use the software and are version specific. Then you can copy it to your current folder on your PSP and overwrite all the old files. Now you are guaranteed to be starting fresh.


Attachments:
DaedalusX64-574.rar [1.7 MiB]
Downloaded 14648 times
DaedalusX64-572 32-bit.rar [1.7 MiB]
Downloaded 2383 times
DaedalusX64-572 16-bit.rar [1.69 MiB]
Downloaded 1373 times
DaedalusX64-571 32-bit.rar [1.7 MiB]
Downloaded 776 times
DaedalusX64-571 16-bit.rar [1.7 MiB]
Downloaded 825 times
DaedalusX64-569 32-bit.rar [1.7 MiB]
Downloaded 909 times
DaedalusX64-569 16-bit.rar [1.7 MiB]
Downloaded 2211 times
DaedalusX64-567 16-bit.rar [1.69 MiB]
Downloaded 1870 times
DaedalusX64-567 32-bit.rar [1.69 MiB]
Downloaded 2161 times
DaedalusX64-566.rar [1.69 MiB]
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DaedalusX64-565.rar [1.69 MiB]
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DaedalusX64-564.rar [1.68 MiB]
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DaedalusX64-563.rar [1.68 MiB]
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DaedalusX64-560.rar [1.69 MiB]
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DaedalusX64-559.rar [1.69 MiB]
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DaedalusX64-558.rar [1.69 MiB]
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DaedalusX64-557.rar [1.68 MiB]
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DaedalusX64-556.rar [1.69 MiB]
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DaedalusX64-554.rar [1.69 MiB]
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DaedalusX64-553.rar [1.69 MiB]
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DaedalusX64-552.rar [1.69 MiB]
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DaedalusX64-550.rar [1.7 MiB]
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DaedalusX64-549.rar [1.7 MiB]
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DaedalusX64-548.rar [1.7 MiB]
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DaedalusX64-547.rar [1.7 MiB]
Downloaded 1525 times


Last edited by bdacanay on Sat Sep 17, 2011 11:16 am, edited 105 times in total.
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 Post subject: Re: Latest DaedalusX64 rev 545
PostPosted: Sun Jul 18, 2010 4:27 am 
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oh and since we are on the topic of daedalus revisions i want to know if anyone would like me to do a pack of revisions like 400-600 when the time comes or not i think it would be useful for regression testing because i have almost all of the revisions starting at 406 missing nothing important all the way up to 545


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 Post subject: Re: Latest DaedalusX64 rev 545
PostPosted: Sun Jul 18, 2010 7:11 am 
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That would be useful I think then you can find regressions more easily.

Ta for the latest rev btw :)



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Through strength, I gain power.
Through power, I gain victory.
Through victory, my chains are broken.
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 Post subject: Re: Latest DaedalusX64 rev 545
PostPosted: Sun Jul 18, 2010 7:13 am 
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download/file.php?id=1419 there is my 407- 506 or something like that


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 Post subject: Re: Latest DaedalusX64 rev 545
PostPosted: Sun Jul 18, 2010 7:20 am 
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I am having problems compiling the last 4 or so, something has changed in the MAKEFILE in those revisions, (Release version) as i downloaded from the sourceForge.net - Rev 545, tried compiling with VC++2008 edition, no joy, gets stuck right at the beginning, so i used a earlier revisions Makefile, bingo worked ok again, so obviously something is not correct in there somewhere.

Salvy or someone take a look please who uses VC++2008 also to compile.



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I use a Phat(Fat) 1003 PSP with 6.60 Pro C
My top 5 Favorite games on the N64 are:-
GoldenEye 007, Mario Kart 64, Ridge Racer 64, Pokemon Stadium 1 or 2, Super Smash Brothers.
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 Post subject: Re: Latest DaedalusX64 rev 545
PostPosted: Sun Jul 18, 2010 11:06 am 
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KingPepper wrote:
I am having problems compiling the last 4 or so, something has changed in the MAKEFILE in those revisions, (Release version) as i downloaded from the sourceForge.net - Rev 545, tried compiling with VC++2008 edition, no joy, gets stuck right at the beginning, so i used a earlier revisions Makefile, bingo worked ok again, so obviously something is not correct in there somewhere.

Salvy or someone take a look please who uses VC++2008 also to compile.

I used the makefile way to compile the latest rev, but I plan on trying the VC++ way to compile on a later rev.



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 Post subject: Re: Latest DaedalusX64 rev 545
PostPosted: Sun Jul 18, 2010 12:17 pm 
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how do Super Smash Bros and Ridge Racer play on this one?


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 Post subject: Re: Latest DaedalusX64 rev 545
PostPosted: Sun Jul 18, 2010 12:44 pm 
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KingPepper wrote:
I am having problems compiling the last 4 or so, something has changed in the MAKEFILE in those revisions, (Release version) as i downloaded from the sourceForge.net - Rev 545, tried compiling with VC++2008 edition, no joy, gets stuck right at the beginning, so i used a earlier revisions Makefile, bingo worked ok again, so obviously something is not correct in there somewhere.

Salvy or someone take a look please who uses VC++2008 also to compile.


King Pepper : VS files in Daedalus haven't been updated since like 3 months(last time Kreationz was active, since he was the one updating them)
To be honest I don't bother to update it, since I don't use it to compile, actually it's alot better to compile with makefile using the make method, since you'll benefit from fast math etc.

Any reason you use VS to compile? I'm thinking on removing vsc++ files soon.



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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: Latest DaedalusX64 rev 545
PostPosted: Sun Jul 18, 2010 1:00 pm 
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Its the only way i know on how to compile, i have no idea how to do it any other way, simple as that really. LOL



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I use a Phat(Fat) 1003 PSP with 6.60 Pro C
My top 5 Favorite games on the N64 are:-
GoldenEye 007, Mario Kart 64, Ridge Racer 64, Pokemon Stadium 1 or 2, Super Smash Brothers.
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 Post subject: Re: Latest DaedalusX64 rev 545
PostPosted: Sun Jul 18, 2010 1:07 pm 
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Ridge Racer runs full speed in game (about 90-100% sync). Some parts of the roads are see through, but this does not inhibit gameplay
Fs: 2
Audio: (sync for smother sound async for more speed)
Increase IV Event: Enabled
Super Smash Bros. runs like it has in previous versions. About 70-90% sync in Vs. mode with one enemy (note: the more enemies you want, the slower the Emulator). This is the same in 1Player mode except the sync is about 60-80%.Yoshi's nose in 1Player mode is still colored wrong. Both Mario and Luigi's hats have three symbols on them in 1Player mode. Pikachu is a bit miscolored (stripes in front and brown at the base of the ears) in 1Player mode. The starting lights board is missing from Samus's level in 1Player mode. Samus's Gun Ball does not show properly. The lava in Samus's level is not shown properly (starts out orange then loses all color to become white). Metal Mario's right side does not show properly (shows mostly black). The camera in race to the finish does no work properly (to move the camera to your position press start). The bombs in race to the finish are half visible (the black part is invisible). The star power-up has three sets of eyes. The end credits show as lines rather than names, and when shot they do not show.
The Recommended settings are:
Fs: 3
HLE: Disabled
Increase IV Event: Enabled


Last edited by bdacanay on Sun Jul 18, 2010 10:40 pm, edited 1 time in total.


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 Post subject: Re: Latest DaedalusX64 rev 545
PostPosted: Sun Jul 18, 2010 3:28 pm 
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KingPepper wrote:
Its the only way i know on how to compile, i have no idea how to do it any other way, simple as that really. LOL


You should check my tutorial to compile daedalus :p
Anyways to compile just search your hard drive for "cmd.exe" grab a copy of it and drop it on the same directory where your daedalus' makefile is. Then open and just type make and click enter, it should start compiling.



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Image

<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: Latest DaedalusX64 rev 545
PostPosted: Sun Jul 18, 2010 5:04 pm 
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Salv-E wrote:
KingPepper wrote:
Its the only way i know on how to compile, i have no idea how to do it any other way, simple as that really. LOL


You should check my tutorial to compile daedalus :p
Anyways to compile just search your hard drive for "cmd.exe" grab a copy of it and drop it on the same directory where your daedalus' makefile is. Then open and just type make and click enter, it should start compiling.


Oh really i will have to check that out the cmd.exe method, sounds good, thanks........Salvy

BTW.........whats in store for the emulator in the near future, what are you dev's working on next?



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I use a Phat(Fat) 1003 PSP with 6.60 Pro C
My top 5 Favorite games on the N64 are:-
GoldenEye 007, Mario Kart 64, Ridge Racer 64, Pokemon Stadium 1 or 2, Super Smash Brothers.
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 Post subject: Re: Latest DaedalusX64 rev 545
PostPosted: Sun Jul 18, 2010 5:27 pm 
Knight
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@Salvy: Nooo... Don't get rid of the vis studio option. My version loves Daedalus :) .



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Through passion, I gain strength.
Through strength, I gain power.
Through power, I gain victory.
Through victory, my chains are broken.
The Force shall free me.

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 Post subject: Re: Latest DaedalusX64 rev 545
PostPosted: Sun Jul 18, 2010 7:14 pm 
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bdacanay fs 1 slows down the emulation and it doesnt skip any frames :(


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 Post subject: Re: Latest DaedalusX64 rev 545
PostPosted: Sun Jul 18, 2010 9:16 pm 
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KingPepper wrote:
Oh really i will have to check that out the cmd.exe method, sounds good, thanks........Salvy

BTW.........whats in store for the emulator in the near future, what are you dev's working on next?


Well so far I already finished my ToDos, mostly were regarding ucodefs and my wip for ucode tables and ucode sector which are done as now, unless somebody spots any bug though.
I won't be able to code the upcoming days, due my usb cable not working and the one I ordered seems that got lost *sigh* http://trkcnfrm1.smi.usps.com/PTSIntern ... 9947681694

I might get working in polishing tmem emulation, but maybe corn can help me on this one since he has more experience in optimizing and debugging etc.

DarthSidious666 wrote:
@Salvy: Nooo... Don't get rid of the vis studio option. My version loves Daedalus :) .


Mm, you should try the make method, you'll see is alot faster and easier when compiling. Other reasons are becasue xbox and w32 are gone from dx64 so that's one of the main reasons I don't see keeping em is a good idea. Might take a while until I decide when to remove them.

re4thewin wrote:
bdacanay fs 1 slows down the emulation and it doesnt skip any frames :(


Yep, fs 1 actually slows down in most games, so it's either no frame skip or fs 2.



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Image

<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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