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 Post subject: [Released] Daedalusx64 for Windows/OSX/Linux
PostPosted: Sat Jun 01, 2013 12:43 pm 
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Today we have just merged all the changes for public distribution, source code can be obtained here: https://github.com/hulkholden/daedalus
There's been over 1000 changes since the last public release, the most significant change is that Daedalusx64 been ported to Windows, OSX and Linux, more info here: viewtopic.php?f=38&t=4160

Changes can be found here: https://github.com/hulkholden/daedalus/commits/master
To sum up things:

[*] Cross-platform support (W32/OSX/Linux)
[*] Better compatibility
[*] Better stability
[*] Better performance

This topic is only for discussion of W32/OSX/Linux port of Daedalusx64
Any discussion related to the PSP goes here : viewtopic.php?f=38&t=3688
Also binaries for PSP will be available there shortly.

Downloads

There's two versions to choose from:
First one with accurate TMEM (Much more accurate but still work in progress, is recommended to download the one with out accurate TMEM)
Second one without accurate TMEM, instead it uses the fast TMEM from the PSP version (recommended)

Before using this software, make sure to check the readme.txt which is also included in the download!

Make sure you have the Microsoft Visual C++ 2012 Redistributable Package installed.
If not, download it here and make sure to choose the x86 version.
http://www.microsoft.com/en-us/download ... x?id=30679

Spoiler: show
Quote:
Daedalus v1.00 Readme File for PC/OSX/Linux
Copyright (C) 2001-2013 StrmnNrmn
Copyright (C) 2008-2013 DaedalusX64 Team

This document last edited 31 May 2013

This is the binary distribution of Daedalus. If you are a
developer, you may find the source distribution more useful.

What is Daedalus?
*****************

Daedalus is a Nintendo64 emulator for PSP/Windows/OSX/Linux. Daedalus is named
after the craftsman at King Minos's court who designed the
labyrinth for the Minotaur.

Getting the Latest Version
**************************

Binaries are currently hosted on http://www.daedalusx64.com
Source can be found on https://github.com/hulkholden/daedalus
The most recent version of Daedalus will always be available there (and hopefully mirrored on some of the other emulation sites).

Using Daedalus
***************

Loading Roms
------------

Daedalus should be very easy to use. To open a rom, just drag it to the Daedalus executable.

Configuring Audio and Graphics
------------------------------

Daedalus has built-in graphics and audio handling, no futher configuration is required.

Configuring Input
-----------------

Input is provided by GLFW, gamepads are supported too (PS3 controller is recommended).
To use a gamepad, make sure is connected before starting Daedalus, also make sure the drivers for your gamepad are correctly installed.
Currently input configurations are not supported, also gamepad support is very limited.

Digital Pad : Num 4, Num 6, Num 8, Num 2
C Buttons : Delete, PageDown, Home, End
A : X
B : C
Z Trigger : Z
Z Trigger : Y (German keyboards)
L Trigger : A
R Trigger : S
Start : Enter


Save Games
------------

Daedalus supports Eeprom, Mempack, SRAM and FlashRam saves in the
same format as Nemu (.sav, .mpk and .sra respectively).

To use other people's saves with your roms, you must
rename them so they have the same filespec as the rom, and
place them in the same directory. For instance, for:

C:\Roms\wibble.rom

The eeprom would be

C:\Roms\wibble.sav

And the mempack would be

C:\Roms\wibble.mpk


Saved States
------------

All the save states are created using this name format : quickXX.save ( XX can be from 0 to 9 )
Save states are saved by default at SaveStates/<quickXX.save>

To create a save state, press Ctrl 0-9 and for loading press 0-9.
Each number corresponds to each slot where the save state was created.

Rom Support
-----------

Daedalus currently supports .v64, .z64, n64, .rom, .jap, .pal
and .usa formats (let me know if you know of any other common
filetypes).
Daedalus largely ignores the filetype, but it will only
recognise files with these extensions as roms. You can
also archive roms into a .zip file and Daedalus will
automatically load the rom from there. Daedalus only
recongnises the FIRST rom in the zip file, so there is
no point in putting multiple roms into the same zipfile.


Minimun Requirements
************


Video card with support for atleast OpenGL 3.2
Please refer to your hardware vendor and make sure to always have the latest drivers installed


Support, Bugs, Comments ,Chat etc
***************************

This version of Daedalus should be considered a BETA RELEASE and as such, bugs are expected.

For support issues, bug reports, comments and so on, please visit
the Daedalus homepage:

http://www.DaedalusX64.com

irc.freenode.net #daedalusx64

Who / What is StrmnNrmn?
************************

StrmnNrmn is short for Storming Norman. "Storming Norman" is
slightly too long to use as a nick on IRC, so it has been
shortened to "StrmnNrmn".

Credits
*******

StrmnNrmns Credits:
********************

The Audio HLE code used in Daedalus was adapted from Azimer's great
plugin for PC-based emulators. Thanks Azimer! Drop me a line!

A special thanks to everyone who was involved with Daedalus on the PC in
the past. Sorry I was so rubbish at keeping the project ticking along. You
know who you are.

Hello to everyone I used to know in the N64 emulation scene back in 2001 -
hope you are all doing well!


Many thanks to 71M for giving me the inspiration to get this ported over
and lots of pointers along the way.

A big hello to the Super Zamoyski Bros :)

Many thanks to all the people who suggested using the Circle button to
toggle between the Dpad and C buttons. I received over two dozen emails and
comments suggesting this approach, so thanks for that :)

Many thanks to hlide and Raphael in the PS2Dev forums for advice on
various VFPU issues.

Many thanks to Exophase and laxer3A for their continued input.

Thanks to Lkb for his various improvements to the PC build. The current
savestate support is derived from his work.

Daedalusx64 Credits:
*********************

A big thanks to all our testers, and believers for giving us a hand when we need it.
A huge thanks to StrmnNrmn for getting the ball rolling with this excellent emulator and for providing tips to our developers when he can.
And many thanks to the following developers who have helped in improving this emulator.

Howard0su
Salvy
Corn
Hlide
Grazz
Chilly Willy
Maxi_Jack
Wally
Kreationz

Copying
*******

Daedalus is released under the GNU General Public License,
and the sourcecode is available from the Boob site.

Disclaimer
**********

The Daedalus distribution comes with absolutely no warranty of any kind.


Attachment:
DaedalusPC (Accurate TMEM).zip [509.43 KiB]
Downloaded 187 times


Attachment:
DaedalusPC.zip [507.13 KiB]
Downloaded 257 times


Note:
OSX and Linux packages will be available shortly.



_________________
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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: [Released] Daedalusx64 for Windows/OSX/Linux
PostPosted: Sat Jun 01, 2013 2:40 pm 
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WOW
I just come back to check the forum and wow, perfect timing, lol

I will test, of course.
And from which library is MSVCP110.dll? Is missing here.

Congratulations for you guys!


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 Post subject: Re: [Released] Daedalusx64 for Windows/OSX/Linux
PostPosted: Sat Jun 01, 2013 3:04 pm 
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Joined: Mon Feb 21, 2011 9:46 pm
Posts: 98
Trying out now, looks great!



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 Post subject: Re: [Released] Daedalusx64 for Windows/OSX/Linux
PostPosted: Sun Jun 02, 2013 11:46 am 
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Scarecrow wrote:
WOW
I just come back to check the forum and wow, perfect timing, lol

I will test, of course.
And from which library is MSVCP110.dll? Is missing here.

Congratulations for you guys!


Yes you need to install the Microsoft Visual C++ 2012 Redistributable Package, I'll add it in the main op
Download it here and make sure to choose the x86 version.
http://www.microsoft.com/en-us/download ... x?id=30679

May I ask what version of windows are you using? Also is it 32bit or 64bit?

GhettoBeta59 wrote:
Trying out now, looks great!


Any feedback is welcomed ;)



_________________
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: [Released] Daedalusx64 for Windows/OSX/Linux
PostPosted: Sun Jun 02, 2013 6:13 pm 
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Salv-E wrote:
Yes you need to install the Microsoft Visual C++ 2012 Redistributable Package, I'll add it in the main op
Download it here and make sure to choose the x86 version.
http://www.microsoft.com/en-us/download ... x?id=30679

May I ask what version of windows are you using? Also is it 32bit or 64bit?


I'm on a Windows 7 x64. :)

I installed the properly libraries, but still it doesn't work.
When I open the emulator, it shows up two windows ("GLFW Windows" and "Daedadus.exe") and crashes to desktop.

Yes, I rebooted the system and even tried to install the x64 version of MVC to see if works, but no luck.

My system is ok, latest driver here.
I know that OpenGL apps don't fall in love with AMD Cards, but I think it should at least boot, lol

EDIT: I'm stupid, sorry.
I've just drag & drop the ROM and now works fine (when I was reading the readme, my eyes jumped out to commands, lol).

I've done a quick test with OoT, and looks amazing.
It can't reach full framerate here (~20FPS), but seems smooth and I can see just minor glitches (just started a new game, so far only walk through Kokiri Forest).
Audio is working fine too.

I will test more later, but amazing work for first public release.


Last edited by Scarecrow on Sun Jun 02, 2013 6:49 pm, edited 2 times in total.

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 Post subject: Re: [Released] Daedalusx64 for Windows/OSX/Linux
PostPosted: Sun Jun 02, 2013 6:35 pm 
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Scarecrow wrote:
I'm on a Windows 7 x64. :)

I installed the properly libraries, but still it doesn't work.
When I open the emulator, it shows up two windows ("GLFW Windows" and "Daedadus.exe") and crashes to desktop.

Yes, I rebooted the system and even tried to install the x64 version of MVC to see if works, but no luck.

My system is ok, latest driver here.
I know that OpenGL apps don't fall in love with AMD Cards, but I think it should at least boot, lol


Good to know, since Windows XP is not supported yet.
May I ask what video card you have?

On the daedalus.exe window, do you get anything printed? ex "Failed to initialize GLEW".
Also are you starting Daedalus by dragging a rom into the executable?



_________________
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: [Released] Daedalusx64 for Windows/OSX/Linux
PostPosted: Sun Jun 02, 2013 6:47 pm 
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Posts: 11
Location: Brasil
God, you are fast. xD
I was editing my message, check it out. xD

I'm using a AMD HD6870.


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 Post subject: Re: [Released] Daedalusx64 for Windows/OSX/Linux
PostPosted: Sun Jun 02, 2013 6:56 pm 
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Lol yes I receive email alerts when there's a reply on this thread, I can reply easily with my phone :)
Good to know you got it working, yes you're video card is good, as a matter of fact is better than the card I'm using for testing Daedalus, it should handle anisotropic and antialiasing filtering fairly well once is implemented, which is my todo to make graphics smoother.

PS: Zelda is fullespeed at 20fps. We sync the game with audio (smoother sound) it might go a bit lower or higher than that, also I would recommend to read the readme.txt, it explains many things, ex how to start a ROM.



_________________
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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 Profile  
 
 Post subject: Re: [Released] Daedalusx64 for Windows/OSX/Linux
PostPosted: Sun Jun 02, 2013 9:04 pm 
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Joined: Mon Feb 21, 2011 9:46 pm
Posts: 98
I get a "failed to open GLEW window" error. :/

I'm running on a pretty crappy computer right now, Windows Vista 64-bit with the C++ package installed above.



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 Post subject: Re: [Released] Daedalusx64 for Windows/OSX/Linux
PostPosted: Sun Jun 02, 2013 9:52 pm 
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Salv-E wrote:
PS: Zelda is fullespeed at 20fps. We sync the game with audio (smoother sound) it might go a bit lower or higher than that, also I would recommend to read the readme.txt, it explains many things, ex how to start a ROM.


Yeah, I got a little confused since in main menu the framerate jumped to 60FPS, but indeed runs great in game.

I'm using my headphone right now, and audio is perfect also.


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 Post subject: Re: [Released] Daedalusx64 for Windows/OSX/Linux
PostPosted: Mon Jun 03, 2013 12:26 am 
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The Linux build is going to come a bit later.


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 Post subject: Re: [Released] Daedalusx64 for Windows/OSX/Linux
PostPosted: Mon Jun 03, 2013 1:29 am 
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GhettoBeta59 wrote:
I get a "failed to open GLEW window" error. :/

I'm running on a pretty crappy computer right now, Windows Vista 64-bit with the C++ package installed above.


Auch it seems your video card doesn't support opengl 3.2 or higher :(
I'll add a better error dialog for it, also what video card you have?



_________________
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: [Released] Daedalusx64 for Windows/OSX/Linux
PostPosted: Thu Jun 13, 2013 2:06 am 
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It instantly crashes for me too. I am using Windows 8 64 bit. Already tried to start it as an admin and in Windows XP mode.


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 Post subject: Re: [Released] Daedalusx64 for Windows/OSX/Linux
PostPosted: Thu Jun 13, 2013 3:05 am 
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berserkerdrache wrote:
It instantly crashes for me too. I am using Windows 8 64 bit. Already tried to start it as an admin and in Windows XP mode.


Salv-E wrote:
Also are you starting Daedalus by dragging a rom into the executable?


If yes:
What video card do you have?
Any error msg?



_________________
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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 Profile  
 
 Post subject: Re: [Released] Daedalusx64 for Windows/OSX/Linux
PostPosted: Thu Jun 13, 2013 2:05 pm 
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There pop up cmd and GLFW Window (or something like that) but i can´t read anything, because it closes instantly.

Using 1 Nvidia GeForce GTX 560 Ti.


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