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 Post subject: Re: Latest DaedalusX64 rev 563
PostPosted: Wed Aug 25, 2010 9:32 pm 
DX64 Site Staff
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Updated to rev 563. Sorry I missed the last few revs, but my PC crashed. Sorry for the inconvenience.



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 Post subject: Re: Latest DaedalusX64 rev 563
PostPosted: Thu Aug 26, 2010 10:51 am 
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its ok as long as we get the latest revs eventually :D


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 Post subject: Re: Latest DaedalusX64 rev 564
PostPosted: Thu Aug 26, 2010 7:36 pm 
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Updated to rev 564



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 Post subject: Re: Latest DaedalusX64 rev 564
PostPosted: Fri Aug 27, 2010 12:51 pm 
Wanderer
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good stuff! its really improving.


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 Post subject: Re: Latest DaedalusX64 rev 565
PostPosted: Sun Aug 29, 2010 3:06 pm 
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Updated to rev 565



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 Post subject: Re: Latest DaedalusX64 rev 565
PostPosted: Sun Aug 29, 2010 7:45 pm 
Warrior
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Great job! I am so happy that you guys are working in the audio code and making it all good. I hope that eventually, the audio will not even bring the framerate down at all, And users would only have it off because Some games are too slow and the sound hurts their ears.

Keep up the good work guys! By the way, is the ME move still just an idea, or has it been in the process for a while now. And aproximately how long will it take? Will it disable the emulator while it is being worked on? Sorry for the mass amount of questions.
Thanks.



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 Post subject: Re: Latest DaedalusX64 rev 565
PostPosted: Sun Aug 29, 2010 8:42 pm 
Global NintendoKing
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1. It hasn't been started yet.
2. No one knows.
3. I don't understand why you would think it would "disable" the emulator. It won't



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 Post subject: Re: Latest DaedalusX64 rev 565
PostPosted: Sun Aug 29, 2010 9:39 pm 
Warrior
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I guess what I meant was:

Since they are starting a new engine feature, It may make roms not load because of alot of Unfinished ME code. So revisions may start coming in scarecly until the ME move is finished. I hope that makes more Sense.

And may I ask why this hasn't been started yet? Is it because The devs want alot of time before they start, Or they are gathering more info on the Subject of using the ME?



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mexicouger (11:27:38 PM): tu tienes a panoca?
tom55 (11:27:58 PM): no se....
tom55 (11:28:35 PM): no
mexicouger (11:28:36 PM): what Did I ask?
tom55 (11:28:43 PM): no tengo con panonca
tom55 (11:28:49 PM): I googled it
mexicouger (11:28:49 PM): What did I ask
tom55 (11:28:58 PM): you asked if i had a f****** vagina
mexicouger (11:29:01 PM): LOLLLL!!!!!!!!!!
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 Post subject: Re: Latest DaedalusX64 rev 565
PostPosted: Sun Aug 29, 2010 9:42 pm 
Global NintendoKing
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I don't think revs would be publicly released while the move would be taking place. Kreationz had plans but got caught up with life. ATM the async bug is being worked on, and after that there are plans to work on the ME.



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 Post subject: Re: Latest DaedalusX64 rev 566
PostPosted: Mon Aug 30, 2010 12:35 am 
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Updated to rev 566



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 Post subject: Re: Latest DaedalusX64 rev 566
PostPosted: Mon Aug 30, 2010 2:35 pm 
Mime
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I have to say Im impressed with the work done to Daedalus. Thank you to all the people behind it and working on it everyday!

I remember back in the day the Daedalus R12, R13 and R14. New releases of the emulator took long time and I didnt see much improvement in my fav games.

Now, with Daedalus X64 R2 build 566, its a completely new experience. I first used your R1 and things were smooth, then upgraded to R2 4xx something and everything was just as good. I recently found out about the official forums and made a huge jump to release 560. Just when I was starting to have fun with that release, I find out 564 was out already (couple days ago). Today I come back and I see 566 is out! That is really impressive and something that makes me happy cause I know complete emulation might get here earlier than we think!

Keep it up guys!


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 Post subject: Re: Latest DaedalusX64 rev 567 [Voting Poll]
PostPosted: Wed Sep 01, 2010 5:02 pm 
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Updated to rev 567, and added a poll to test and vote for both the 16-bit and 32-bit versions. Please help test, and post your results :D.



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 Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p
PostPosted: Wed Sep 01, 2010 6:21 pm 
Warrior
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[+] 16bit screen mode as compile option on Config/Release/BuildConfig.h (taken from Kreationz patch)

What does that mean ? Is it about using 16-bit colours ?

What changes in performance and emulation accuracy are there ?


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 Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p
PostPosted: Wed Sep 01, 2010 6:57 pm 
Founder
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FrameLover wrote:
[+] 16bit screen mode as compile option on Config/Release/BuildConfig.h (taken from Kreationz patch)

What does that mean ? Is it about using 16-bit colours ?

What changes in performance and emulation accuracy are there ?


Go to the main post in this thread, and try the 16bit mode eboot and 32bit mode, and compare yourself :)
Actually is refereed to the framebuffer.



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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 567[16bit vs 32bit build voting p
PostPosted: Wed Sep 01, 2010 7:55 pm 
Warrior
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I played a little mario kart with both versions and I didn't notice any difference.

???


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