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Reamer87
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Post subject: Re: Latest DaedalusX64 Revision: 755  Posted: Sat Feb 18, 2012 11:50 pm |
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Joined: Sat Nov 06, 2010 1:04 am Posts: 567
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loveyy wrote: guess i expected too much....  I know what that feels like. I know I said this before, don't get your hopes up, but don't give up either. Just be happy there's still work being done. 
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loveyy
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Post subject: Re: Latest DaedalusX64 Revision: 755  Posted: Sun Feb 19, 2012 2:21 pm |
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Joined: Thu Nov 17, 2011 7:23 am Posts: 337
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Quote: I know what that feels like. I know I said this before, don't get your hopes up, but don't give up either. Just be happy there's still work being done.  thanks reamer87
_________________ EarthBound
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MadZiontist
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Post subject: Re: Latest DaedalusX64 Revision: 755  Posted: Mon Feb 20, 2012 7:49 am |
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Joined: Mon Feb 20, 2012 7:30 am Posts: 2
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Thanks for the continued work on this emu. It's truly awesome to see devs still committed to working on the PSP. That being said, I have noticed what appear to be some steps backwards with this latest revision. For one thing, .zip files are no longer being recognized/supported (not a fan of this at all). Not sure if that was an oversight or not, but I really wanna see .zip support return in the next revision. Second, when I press square [] on the ROM menu screen, suggested/recommended settings aren't showing up. Hopefully a new revision gets cranked out soon with these features reinstated. Anyways, keep up the good work. I hope my feedback is of use to y'all!
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MadZiontist
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Post subject: Re: Latest DaedalusX64 Revision: 755  Posted: Mon Feb 20, 2012 9:16 am |
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Joined: Mon Feb 20, 2012 7:30 am Posts: 2
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n64 fan wrote: all in good time seems there trying something new out just wait ok
everything is done for a reason im sure and i think its nice and organized and if u needed to know whats settings check the charts >.> No doubt. I'm patient, and can wait for them to work out whatever it is they're doing right now. The emu is indeed nice and organized. I like the improvements. I mention the things that I'm not fond of, to give feedback, hopefully be helpful, and let their fans know what does and doesn't work well for many, and what we'd like to see out of it. Not to be contentious with you good n64 fan, but I def have no interest in checking out a settings chart online, when I have my PSP in my hands, and my emu loaded and I'm ready to quickly roll with it. Not to mention that in many circumstances when we're using our PSPs, internet access may not be available or convenient. Just giving some feedback, ya know? Anyways, good day to you, and peace!
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Corn
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Post subject: Re: Latest DaedalusX64 Revision: 755  Posted: Mon Feb 20, 2012 1:05 pm |
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Joined: Sat Jan 31, 2009 7:11 am Posts: 442
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n64 fan wrote: the info the emulator provided when u press square isn't always up to date that why i said you should look at charts some of the charts have better settings to use the pressing square also for most games you can use the following settings texture update check every frame frameskip auto 1 to 2 high emulation enabled audio disabled clean scene enabled some times you can use video match rate like for 007 and other games Sorry to say but you pretty much got it all wrong... Texture check should *not* be turned on since it will lower the FPS. Further more its only needed for a handful of games and some can have it reduced to act only on every 4 frame or so (OOT, MK64, J2) Frames skip is highly individual and some don't like the stutter it produces. Clean scene is not needed for most games (again enabling it will reduce FPS even if only by a negligible amount) HLE is not 100% stable but can give a nice boost for those who choose speed over stability.
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Amin0152
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Post subject: Re: Latest DaedalusX64 Revision: 755  Posted: Mon Feb 20, 2012 2:32 pm |
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Joined: Tue Feb 07, 2012 10:14 pm Posts: 368 Location: Ottawa, ON
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Don't worry about the compability setting. I will check what's the best. I will check if it or it dosen't crash, if enabling speed up. But, unfortunatly I'm too busy with my school works, projects and tests. So I will barely play with my PSP. That means that I won't help with the bugs, the questions and for the update of the compability list. Sorry. 
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Salv-E
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Post subject: Re: Latest DaedalusX64 Revision: 755  Posted: Mon Feb 20, 2012 8:19 pm |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2895
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MadZiontist wrote: Thanks for the continued work on this emu. It's truly awesome to see devs still committed to working on the PSP. That being said, I have noticed what appear to be some steps backwards with this latest revision. For one thing, .zip files are no longer being recognized/supported (not a fan of this at all). Not sure if that was an oversight or not, but I really wanna see .zip support return in the next revision. Second, when I press square [] on the ROM menu screen, suggested/recommended settings aren't showing up. Hopefully a new revision gets cranked out soon with these features reinstated. Anyways, keep up the good work. I hope my feedback is of use to y'all! You should read this, if you haven't : viewtopic.php?f=38&t=3799 and if you don't want to read the whole thread: Salv-E wrote: Need to add, that another feature will be removed in the next commit (sorry for not letting you guys know before BTW)
*Support for compressed Roms aka zipped Roms will be removed, this is due since it doesn't work very well due the limited memory of the PSP and also the slow memory stick speeds, and lastly it requires a large library (unzip) that adds some weight to the binary. To go more in detail, there's' no much benefit in having zipped Roms since there's no enough RAM in the PSP (and thus it has to decompress the Rom into the memory stick which is a really slow process and ends up using the space yo are trying to save..)
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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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Salv-E
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Post subject: Re: Latest DaedalusX64 Revision: 755  Posted: Mon Feb 20, 2012 8:28 pm |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2895
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chito wrote: los botones de panico no funcionan L R start .. no funcionan los rom war gods . glover .y dkr no inicia con el audio activado................ panic buttons do not function L R start .. rom do not work the war gods. glover. and dkr not start with the audio enabled Did you reset your settings/hle cache? I can assure you the "panic" combo works fine since I always use it when debugging, and is been working fine for me. Can anyone confirm any of the issues chito posted? loveyy wrote: i dont know what t1 texture bugs are but none of the bugs i posted were fixed,not a single one even though they were downloaded  and paper mario didnt start when i tried to play it also,and kirby 64 seemed slower and still has the same freeze  Yep, if you check the changelog you can see no changes were done for Yoshi etc. Pretty much the major changes: Translations Rom Buffer feature* Bigger Rom cache (Up to 32Mbs*) Better usage of our (limited) available memory. (This allowed us to bring Rom Buffer feature to the PSP). Remove bloat from the emulator ex CoverFlow Update Classic GUI to keep things fresh Usual bugs fixes/clean ups (read changelog for details) *Slim and newer PSP only + CFW or HEN required
Did you reset your settings/hle? I recall testing Paper Mario afew days ago and worked fine for me. PS: Don't spam please! We already know you are disappointed by this update, but there's no point to keep repeating the samething.
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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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chito
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Post subject: Re: Latest DaedalusX64 Revision: 755  Posted: Mon Feb 20, 2012 10:10 pm |
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Joined: Sun Mar 06, 2011 10:38 am Posts: 234
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salvy si funciona el boton de panico L R start al parecer mi boton R esta fallando sorry ........... Salvy if it works the panic button start LR apparently my R button is failing sorry
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