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 Post subject: Re: Latest DaedalusX64 rev 729
PostPosted: Sun Oct 02, 2011 5:31 pm 
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??? which one do I download ?


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 Post subject: Re: Latest DaedalusX64 rev 729
PostPosted: Sun Oct 02, 2011 6:58 pm 
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confused wrote:
??? which one do I download ?

depends if you have cfw or not. If you do download the unsigned one it is better.



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 Post subject: Re: Latest DaedalusX64 rev 729
PostPosted: Tue Oct 04, 2011 11:24 pm 
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As of Rev 733 All zelda games have the freeze problems again when trying to enter the start menu on phat psps hope you can fix the problem along with the many graphics errors of zelda ty


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 Post subject: Re: Latest DaedalusX64 rev 729
PostPosted: Wed Oct 05, 2011 12:52 am 
Slayer
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thanks daedalusx64 team

Revision 733 - Directory Listing
Modified Wed Oct 5 00:48:12 2011 UTC (4 hours, 35 minutes ago) by Salvy6735

[=>] Merged from Dev branch:

Rev 416 - Corn
[!] Fixed CPU clipping (used for reference and is ~5% slower than VFPU)
[!] Fixed Kirby blend and removed offending blend for Rocket-robot on wheels (tnx Bdcanay)
[!] Disabled Loop Opt for Rocket-Robot on wheels
Rev 417 - Corn
[!] Optimized CPU and VFPU VectorClip
[!] Reduced max number of clipped verts to 192 from 1024 (saving some memory)
Rev 418 - Corn
[!] Use another(faster) way to front/back face cull to avoid using 1/w for the cross product.
[!] small update/boost to reference CPU clip.
[!] optimized both VFPU and CPU clip flag generation
[+] added hack to make memory opt work in PD
Rev 419 - Salvy
[+] Add back compile option to disable VFPU code(Note : Not all VFPU code is suppressed yet)
Rev 420 - Corn
[!] fixed compiler adding more mults than needed for front/back face culling test
[!] fixed all compile warnings in release mode
Rev 421 - Salvy
[!] Optimized LoadFPR_Long
[!] Don't use pspFpuFloatToDouble (adds too much bloat and is only used by a few games, anyways I doubt it helps at all..)
[!] Small optimization in TLBP
Rev 422 - Salvy
[!] Forgot this
Rev 424 - Corn
[!] Various improvements and simplifications in TnL of Conker and PD
Rev 426 - Salvy
[!] Simplified set/fetch ucode names
[!] Patch ucode name tables to create custom name tables (Dlist dumps of custom ucodes are accurate now)
[+] Added GBI1_S2DEX ucode name table
Rev 427 - Corn
[!] fixed dlist debug text and warnings
Rev 428 - Salvy
[!] Clean ups in DLParser_SetUcode
[~] Reverted change from 421, was breaking several games (thx re4thewin for reporting it)

Revision 732 - Directory Listing
Modified Wed Oct 5 00:31:55 2011 UTC (4 hours, 51 minutes ago) by Salvy6735

[=>] Merged from Dev branch:

Rev 408 - Corn
[+] Optimized palette loading (bypassing copy to TMEM) for a speed up in some games
[+] Old TMEM emulation is a compile option in buildconfig.h
[-] removed redundant texture info in struct
[-] TMEM is not using VRAM (was no speed benefit)
Rev 409 - Salvy
[!] Forgot to sort MoveMem and MoveWord
[!] Some clean up, mostly in S2DEX
[!] Reverted changes to DLParser_InitGeometryMode, it only made the code less readable
Rev 410 - Salvy
[!] Code clean ups and simplified some things here and there
[!] Make DLParser_PopDL static to hint compiler to inline (saves ~20 ops)
[!] Reverted changes to DLParser_GBI2_GeometryMode, only made code less readable
Rev 411 - Salvy
[~] Opps, removed SetTextureGenLin by error :P
Rev 412 - Salvy
[+] Patch normal ucode tables to create "custom" ucode tables
[!] Removed all custom ucode tables since they aren't needed anymore (saves alot of space to binary)
[!] Set ucodes, patch ucodes, set vtx multiplier in one go (ToDo : set ucode names in one go too)
Rev 413 - Corn
[!] Reduced (even more) memory usage for new TMEM implementation(1/4 of original)
[!] Fixed textures in Golden Eye
[~] Some cleaning in DLParser.
Rev 414 - Salvy
[!] Simplified and added comments to SetUcode (~100 ops)
Rev 515 - Salvy
[~] Silly typo from last commit

Revision 731 - Directory Listing
Modified Wed Oct 5 00:15:23 2011 UTC (5 hours, 8 minutes ago) by Salvy6735

[=>] Merged from Dev branch:

Rev 407 - Salvy
[!] Sorted all ucodes and moved them to headers to make development easier and make sure cod placement is optimal (Note : More clean ups and sorting are needed)

Revision 730 - Directory Listing
Modified Wed Oct 5 00:07:53 2011 UTC (5 hours, 15 minutes ago) by Salvy6735

[=>] Merged from Dev branch:

Rev 401 - Corn
[!] Sprites are somewhat improved in DKR (still needs work)
[!] Fixed PD boot crash (tnx Bdcanay and Salvy)
[!] Share same global variable for special address in PD, DKR and CBFD
Rev 402 - Corn
[!] forgot to change these in last commit
Rev 403 - Corn
[!] Getting closer to proper rendering of sprites in DKR
[!] Simplified DRK TnL pipeline
[!] Fixed debug output of TnL for DKR
Rev 404 - Corn
[!] More refinements to DKR "sprites"
Rev 405 - Corn
[~] Correction to DKR "sprites"
Rev 406 - Corn
[!] small optimization for DKR, only load WPmatrix to GE when needed


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 Post subject: Re: Latest DaedalusX64 rev 729
PostPosted: Wed Oct 05, 2011 9:33 am 
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yeahhh
thanks :) :)



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 Post subject: Re: Latest DaedalusX64 rev 729
PostPosted: Wed Oct 05, 2011 1:31 pm 
Knight
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diddy kong racing and 733: things which became visible in 729 (bananas, the indicator left/right near a turn, the map, your weapon when you get one), are now still there but they're too little(tiny size)

ISS 64; fixed the problem with the field (before only good after a goal, now seems to be ok from the beginning), there's seems to be an issue with player's shorts/last part of the shirt which has a green color(before there wasn't this bug)


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 Post subject: Re: Latest DaedalusX64 rev 729
PostPosted: Wed Oct 05, 2011 8:23 pm 
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Nice to see another verson earlier today. I finally got to read all of the changes and that's quite a list! Hope to have some good luck with Perfect Dark later today.


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 Post subject: Re: Latest DaedalusX64 rev 729
PostPosted: Wed Oct 05, 2011 9:19 pm 
Wanderer
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can someone give me link to signed rev 713


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 Post subject: Re: Latest DaedalusX64 rev 729
PostPosted: Wed Oct 05, 2011 10:29 pm 
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kakarotto wrote:
ISS 64; fixed the problem with the field (before only good after a goal, now seems to be ok from the beginning), there's seems to be an issue with player's shorts/last part of the shirt which has a green color(before there wasn't this bug)


That's good to know, if you can point in what rev the the bug in the player's uniform started, I can take a look.



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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 729
PostPosted: Thu Oct 06, 2011 4:35 am 
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Salv-E wrote:
kakarotto wrote:
ISS 64; fixed the problem with the field (before only good after a goal, now seems to be ok from the beginning), there's seems to be an issue with player's shorts/last part of the shirt which has a green color(before there wasn't this bug)


That's good to know, if you can point in what rev the the bug in the player's uniform started, I can take a look.



for dkr, here viewtopic.php?f=77&t=3581&p=43642#p43642

for iss64, here viewtopic.php?f=77&t=3399&p=43643#p43643


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 Post subject: Re: Latest DaedalusX64 rev 729
PostPosted: Thu Oct 06, 2011 4:23 pm 
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I can confirm that the Perfect Dark boot crash is no longer there, but there's still random blue screens about 5 minutes into any game. I'd post a savestate if I could at the moment, but it'd be quick enough to start the first combat simulator challange.


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 Post subject: Re: Latest DaedalusX64 rev 729
PostPosted: Sat Oct 08, 2011 2:34 pm 
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I have just tested and
R733 is awesome :)
I have win 3~5 fps with super smashbros
(since rev 725)

great update
thanks

sorry for my bad english



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Sorry for my bad english I'm french ^^

PS3 6O Go + 3.55 kneaw + multiman 2.09.00
PS2 SCPH-39004 + FMCB 1.8b + OPL rev 590 + Ulaunchelf 4.42a + PS2ESDL v0.821
PSP 1004 +6.20 proB9 + daedalus 747 + IR shell 5.2
PSone
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 Post subject: Re: Latest DaedalusX64 rev 729
PostPosted: Sat Oct 08, 2011 2:36 pm 
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niccoooodu61 wrote:
I have just tested and
R733 is awesome :)
I have win 3~5 fps with super smashbros
(since rev 725)

great update
thanks

sorry for my bad english

you may want to fix your fps numbers haha


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 Post subject: Re: Latest DaedalusX64 rev 729
PostPosted: Sun Oct 09, 2011 8:38 am 
Wanderer
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sorry if it's already signed but didn't see it so i signed it :)


Attachments:
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 Post subject: Re: Latest DaedalusX64 rev 729
PostPosted: Sat Oct 15, 2011 1:59 am 
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Just wondering, is bdacanay the only one who can update the first post in this thread?


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