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N64xdude
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Thu Sep 02, 2010 11:30 am |
| Wanderer |
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Joined: Sun May 30, 2010 2:10 pm Posts: 49
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Im sticking with 32 bit because OOT looks like crap in 16
bdacanay, Will you be compilling both 32 and 16 bit releases with every revision? or just one or the other?
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bdacanay
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Thu Sep 02, 2010 2:15 pm |
| DX64 Site Staff |
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Joined: Sat Dec 19, 2009 3:21 pm Posts: 586
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N64xdude wrote: Im sticking with 32 bit because OOT looks like crap in 16
bdacanay, Will you be compilling both 32 and 16 bit releases with every revision? or just one or the other? I plan on it for the next few revisions, then I will only post the version that the staff and community has chosen, unless people specifically ask me to post both versions, in which case I will gladly do.
_________________ Add me on XboxLIVE: bdacanay
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bdacanay
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Thu Sep 02, 2010 2:34 pm |
| DX64 Site Staff |
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Joined: Sat Dec 19, 2009 3:21 pm Posts: 586
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MasterChief wrote: When I was playing it, it seems that there was a very slight speed up but the sound seemed to be effected by the 16 bit. I also noticed that in some places the 32 bit was faster than the 16 bit and the 16 bit was faster than the 32 bit. I was using Super Mario 64. Then hopefully the devs will make this an Advanced Option as it seems to have both positive and negative effects.
_________________ Add me on XboxLIVE: bdacanay
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MasterChief
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Thu Sep 02, 2010 3:35 pm |
| Wanderer |
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Joined: Tue Aug 31, 2010 10:34 pm Posts: 34
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bdacanay wrote: MasterChief wrote: When I was playing it, it seems that there was a very slight speed up but the sound seemed to be effected by the 16 bit. I also noticed that in some places the 32 bit was faster than the 16 bit and the 16 bit was faster than the 32 bit. I was using Super Mario 64. Then hopefully the devs will make this an Advanced Option as it seems to have both positive and negative effects. Yeah the sound seemed more choppy than normal. I don't mined the not so great quality because it not to much of an effect on it.
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N64xdude
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Thu Sep 02, 2010 5:22 pm |
| Wanderer |
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Joined: Sun May 30, 2010 2:10 pm Posts: 49
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I think adding an option in global settings would be a great Idea (you listening devs  ) but if not can't one just swap the 16 bit eboot with the 32 bit one? How can we do 32 bit anyway? I thought the psp was a 24 bit system
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FrameLover
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Thu Sep 02, 2010 6:16 pm |
| Warrior |
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Joined: Wed Apr 14, 2010 1:22 pm Posts: 88
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N64xdude wrote: How can we do 32 bit anyway? I thought the psp was a 24 bit system Hahaha, you really thought that ? 24 bit ?! It's a MIPS R4000 32bit (check wiki page for more)
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Canadian1309
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Thu Sep 02, 2010 9:48 pm |
| Warrior |
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Joined: Sun Aug 29, 2010 5:15 pm Posts: 61
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Id rather there be an option in the global settings to be able to switch between both, but for the sake of the poll I'll vote 16 bit
food for thought: wouldnt it be better if the program ran better than looked better (reason for my vote)
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Salv-E
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Fri Sep 03, 2010 12:26 am |
| Founder |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2939
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N64xdude wrote: Im sticking with 32 bit because OOT looks like crap in 16
bdacanay, Will you be compilling both 32 and 16 bit releases with every revision? or just one or the other? Checked OOT and looks fine to me, only the ground seems degraded, nothing serious that can affect gameplay  KingPepper wrote: Remember we have a sort of 16 bit & 32 bit modes already, the texture filter option on the Global settings page, that reduces or improves graphics quality. That's something difference, that option what it does it forces either linear or nearest filtering. N64xdude wrote: I think adding an option in global settings would be a great Idea (you listening devs  ) but if not can't one just swap the 16 bit eboot with the 32 bit one? How can we do 32 bit anyway? I thought the psp was a 24 bit system The PSP has a 32bit CPU. This doesn't have anything to do with that. You can read the changelog it refers to the graphics itself. To be more specific what this does is use a 16bit color mode vs the full 32bit color format for framebuffers to save cycles and save memory. NintendoBoy13 wrote: No...It was a typo you dumbass. Heh... Had a bad day sir? Canadian1309 wrote: Id rather there be an option in the global settings to be able to switch between both Sorry that's not possible.
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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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alexg1989
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Fri Sep 03, 2010 11:42 am |
| Mime |
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Joined: Wed Nov 04, 2009 10:26 pm Posts: 24
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so is the 16 bit version alot faster? Does it play well with sound? I'm not too hung up on the graphics but if this plays the games alot faster than count me in and my vote goes for the 16 bit version, if it's faster...
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N64xdude
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Fri Sep 03, 2010 12:36 pm |
| Wanderer |
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Joined: Sun May 30, 2010 2:10 pm Posts: 49
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FrameLover wrote: N64xdude wrote: How can we do 32 bit anyway? I thought the psp was a 24 bit system Hahaha, you really thought that ? 24 bit ?! It's a MIPS R4000 32bit (check wiki page for more) checked wiki confirmed it and I suppose that 16 bit doesnt look that bad and we do need the extra memory with 16 bit can we do full TMEM emulation and such ?
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alexg1989
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Fri Sep 03, 2010 1:33 pm |
| Mime |
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Joined: Wed Nov 04, 2009 10:26 pm Posts: 24
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hmmm.... I really wanted to see COnker in-game on the PSP but it doens't work. I had a similar problem with the last revision. It crashed when I hihglighted another game. In this rev (the 16 bit one) Conker just crashes... it didn't even go into the intro..
I'm on 5.00 m33.4 but I'm dual booting on my phat so I'm technically still on official firmware... could that be it?
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tsabrak
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Fri Sep 03, 2010 4:26 pm |
| Mime |
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Joined: Mon Aug 09, 2010 12:48 pm Posts: 1
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Can you make it like that. When loading Daedalus you can choose how many bits you like?
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