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 Post subject: Re: Latest DaedalusX64 rev 725
PostPosted: Wed Aug 24, 2011 5:17 am 
Knight
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Joined: Sun Jan 11, 2009 6:24 am
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moonyagami666 wrote:
when will be ready the kreationz work? the asynch fix would be nice for SM64 & super smash bross :D


Kreationz wasnt online in IRC for a long time (at least i didnt saw him).
He is very busy


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 Post subject: Re: Latest DaedalusX64 rev 725
PostPosted: Fri Aug 26, 2011 11:57 am 
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Thanks Kreationz and wally for your suporrt we will be working more with windows 7 and live and the internet to unlock the microcodes as you see fit as an unofficial nintendo rep. Just keep at it and we all will be able to appreicate the effort all the devs put into daedalusx64. And if you listen to me in dreams just support 666 and well unlock the full speeds of any games on the n64 you can imagine. Once agian homicidalmaggot says keep up the good work.

P.S. i cream for future builds of daedalusx64

p.p.s. i will communcate if you communicate (I as God) and we will make sure that you guys can have an easier time making future builds of daedalus capable of running at 100% compatiblity so devs just pm me and ill try my best to give you answers about your code in C++ if i can. And yrs thats the only programming langue humans in heaven can communicate with so use it wisely its your code its all we have. Later days.


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 Post subject: Re: Latest DaedalusX64 rev 725
PostPosted: Fri Aug 26, 2011 12:35 pm 
DX64 Site Staff
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homicidalmaggot wrote:
Thanks Kreationz and wally for your suporrt we will be working more with windows 7 and live and the internet to unlock the microcodes as you see fit as an unofficial nintendo rep. Just keep at it and we all will be able to appreicate the effort all the devs put into daedalusx64. And if you listen to me in dreams just support 666 and well unlock the full speeds of any games on the n64 you can imagine. Once agian homicidalmaggot says keep up the good work.

P.S. i cream for future builds of daedalusx64

p.p.s. i will communcate if you communicate (I as God) and we will make sure that you guys can have an easier time making future builds of daedalus capable of running at 100% compatiblity so devs just pm me and ill try my best to give you answers about your code in C++ if i can. And yrs thats the only programming langue humans in heaven can communicate with so use it wisely its your code its all we have. Later days.


smoke weed eryday


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 Post subject: Re: Latest DaedalusX64 rev 725
PostPosted: Fri Aug 26, 2011 5:26 pm 
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ExcruciationX wrote:
homicidalmaggot wrote:
Thanks Kreationz and wally for your suporrt we will be working more with windows 7 and live and the internet to unlock the microcodes as you see fit as an unofficial nintendo rep. Just keep at it and we all will be able to appreicate the effort all the devs put into daedalusx64. And if you listen to me in dreams just support 666 and well unlock the full speeds of any games on the n64 you can imagine. Once agian homicidalmaggot says keep up the good work.

P.S. i cream for future builds of daedalusx64

p.p.s. i will communcate if you communicate (I as God) and we will make sure that you guys can have an easier time making future builds of daedalus capable of running at 100% compatiblity so devs just pm me and ill try my best to give you answers about your code in C++ if i can. And yrs thats the only programming langue humans in heaven can communicate with so use it wisely its your code its all we have. Later days.


smoke weed eryday


lmfao. very true very true


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 Post subject: Re: Latest DaedalusX64 rev 725
PostPosted: Mon Aug 29, 2011 9:27 am 
Slayer
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Joined: Sun Mar 06, 2011 10:38 am
Posts: 234
32 bit mode is very stable in psp phat
has the same speed as 32 ​​or 16 bit PSP phat no loss of fps tested conker


thanks corn


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 Post subject: Re: Latest DaedalusX64 rev 725
PostPosted: Mon Aug 29, 2011 2:03 pm 
Mime
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Joined: Mon May 02, 2011 4:54 pm
Posts: 24
Can you please post a download for r726 cannot wait to try it out!!!!!!!!!!!!!!!!!!!


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 Post subject: Re: Latest DaedalusX64 rev 725
PostPosted: Tue Aug 30, 2011 12:46 am 
Slayer
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Special thanks to bdacanay for compiled
r726
[=>] Merged from Dev branch:

Rev 363 - Salvy
[!] inlined GetChunkStartAddress and AddressToChunkMapIndex (saving ~20 ops)
[!] Made ContainsAddress debug only
Rev 364 - Salvy
[+] Added QuickWrite_Long/QuickRead_Long (these are usually 50% faster when the compiler isn't able to optimize Read64Bits/Write64Bits, mostly happens when we need to combine two FPU registers into one long )
[!] Use QuickRead_Long for LDC1 (~24 ops)
Rev 365 - Salvy
[!] Revert previous commit, need to test further
Rev 366 - Corn
[+] Started work on DKR/JFG custom ucodes (WIP)
Rev 367 - Corn
[+] Fixes to polygons in Jet Force
[+] Fixed polygon clipping DKR/Jet force
Rev 368 - Corn
[!] Some additional fixes to DKR/Gemini
Rev 369 - Corn
[+] WIP on for rendering Perfect Dark
[!] Some optimizations in the rendering pipelines
Rev 370 - Corn
[!] Updates to PD rendering pipeline
[!] Some minor updates (TEXGEN) to other rendering pipelines
Rev 371 - Corn
[!] some minor tweaks in the rendering pipelines (DKR/PD/Conker)
Rev 372 - Corn
[!] Fixed Debug Dlist bug (crash in DKR)
[!] Alloc corrected meaning of video memory errors
[!] Added info to take picture or resume game in Debug Dlist menu
Rev 373 - Salvy
[!] Fixed static in textures in DKR/Mickey/JetForce Gemini
[!] Simplified DLInMem (heavily used by DKR)
[!] Fixed bug in ucode cache that was breaking menu in SSV
[+] Added blendmode for Mountains in Majora's Mask (thx chito for reporting it)
Rev 374 - Corn
[!] Fixed texture loading for JFG and Mickey
[!] Some small optimizations to BranchZ/TestVerts/FlushTris/AddTris
[!] Fixed some debug output status texts
Rev 375 - Corn
[!] This time it seems as if BranchZ really works for OOT & MM (more work is needed for proper function in Aerogauge and Penny racers)
[!] Remove custom back culling for DKR (use normal)
Rev 376 - Corn
[!] Optimized SimulateDouble and updated roms.ini
Rev 377 - Bdacanay
[+] Added cheats to most N64 games.
[+] Added some blends for DKR
Rev 378 - Salvy
[!] Optimized and simplified DKR/JFG's Mtx ucode
Rev 379 - Corn
[!] Some additional fixes to DLParser_Mtx_DKR()
[!] Rewrite CPU version of SetNewVertexInfo() to look more consistent(and faster)
Rev 380 - Corn
[!] Disable Simulate doubles for conker
[!] Fixed various debug output for DKR/PD
[!] Optimized standard CPU rendering a bit more
Rev 381 - Salvy
[!] Increase number of cheat slots per ROM to 16 (since we have plenty of memory now to allocate cheats)
[+] Added a very basic scroller for cheat list (needs work!)
Rev 382 - Salvy
[!] Truncate any excess of cheats to avoid wasting memory
Rev 383 - Salvy
[!] Reverted changes to Patch_memcpy from B3 Update (was breaking SpiderMan, thx chito for reporting it)
Rev 384 - Salvy
[!] Bring back changes to Patch_memcpy
[!] Check if len==0(NOP!) in Patch_memcpy (fixes SpiderMan)
Rev 385 - Salvy
[!] Fixed a blendmode for Majora's Mask
[-] Removed RDP_EMULATE_TMEM option (It only slowed down and never helped any game, also added more logic to our code)
[!] Avoid setting Tile/TileSize twice
[!] Simplified parameters for SetTile/SetTileSize
[!] Simplified setting pitch tile

http://hotfile.com/dl/128397066/ca1c77f ... 7.rar.html


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 Post subject: Re: Latest DaedalusX64 rev 727
PostPosted: Tue Aug 30, 2011 1:20 am 
DX64 Site Staff
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Uploaded 727



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 Post subject: Re: Latest DaedalusX64 rev 727
PostPosted: Tue Aug 30, 2011 1:59 am 
Mime
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Joined: Mon May 02, 2011 4:54 pm
Posts: 24
Can't get perfect dark to work did you remove the function to get it to work in this current rev 727?


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 Post subject: Re: Latest DaedalusX64 rev 727
PostPosted: Tue Aug 30, 2011 3:38 am 
DX64 Site Staff
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xXCgruntXx wrote:
Can't get perfect dark to work did you remove the function to get it to work in this current rev 727?

There is a regression that causes Perfect Dark to crash at the N64 logo. You can use a savestate to get past for now. I plan on hunting down the regression tomorrow, so hopefully it will be fixed in the next release.



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 Post subject: Re: Latest DaedalusX64 rev 727
PostPosted: Tue Aug 30, 2011 8:44 pm 
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Just making sure people see these.

Screen dimming issue:
viewtopic.php?f=85&t=3547

Controller config issue:
viewtopic.php?f=85&t=3546


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 Post subject: Re: Latest DaedalusX64 rev 727
PostPosted: Wed Aug 31, 2011 9:48 am 
Mime
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Posts: 24
So, does anyone have a "Perfect Dark" Save State so I can try it out?


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 Post subject: Re: Latest DaedalusX64 rev 727
PostPosted: Wed Aug 31, 2011 10:28 am 
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xXCgruntXx wrote:
So, does anyone have a "Perfect Dark" Save State so I can try it out?

Here you go:
Attachment:
saveslot2.ss [1.61 MiB]
Downloaded 67 times


EDIT: I forgot to mention, it's for the v1.1 U version.



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 Post subject: Re: Latest DaedalusX64 rev 727
PostPosted: Wed Aug 31, 2011 11:30 am 
Mime
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Thanks man!!!:D Trying it out now


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 Post subject: Re: Latest DaedalusX64 rev 727
PostPosted: Thu Sep 01, 2011 9:24 pm 
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I downloaded the save state for Perfect Dark, it showed up on the PSP but every time i run it it says "Loading..." and sits there does nothing. I've restarted the PSP and this didn't work last time i tried with Donkey Kong. Btw can you make Donkey Kong work it it's the best game. I was playing it yesterday on my Nintendo 64.


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