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 Post subject: Re: Latest DaedalusX64 Revision: 766
PostPosted: Fri May 18, 2012 3:50 am 
Wanderer
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Joined: Thu Sep 16, 2010 9:12 am
Posts: 42
i downloaded it from emucr but i only see 757M


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 Post subject: Re: Latest DaedalusX64 Revision: 766
PostPosted: Fri May 18, 2012 5:13 am 
Wanderer
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Joined: Thu Sep 16, 2010 9:12 am
Posts: 42
i compiled it from sources
now it is 100% r766
i don t know what emucr did

here
http://www.mediafire.com/?012dsh4ku8tj212


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 Post subject: Re: Latest DaedalusX64 Revision: 766
PostPosted: Sat May 19, 2012 5:48 am 
Knight
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Joined: Sun Jan 11, 2009 6:24 am
Posts: 110
7ZIP cant decompress. May u upload it as a .rar oder .zip? Thanks


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 Post subject: Re: Latest DaedalusX64 Revision: 766
PostPosted: Sat May 19, 2012 12:54 pm 
Knight
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Joined: Sun Aug 15, 2010 3:38 am
Posts: 109
gio wrote:
i compiled it from sources
now it is 100% r766
i don t know what emucr did

here
http://www.mediafire.com/?012dsh4ku8tj212

Thanks body i will try it right now :D

pika9323 wrote:
7ZIP cant decompress. May u upload it as a .rar oder .zip? Thanks

http://www.mediafire.com/?ufgobdradizi1n1
here is a rar version i just re-compresed it & re-uploaded the rev that gio posted thanks to him :)



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O.O' it will be true that we are idiots monkeys??
hope we're not vv'
DaedalusX64 The best N64 emulator for Psp
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 Post subject: Re: Latest DaedalusX64 Revision: 766
PostPosted: Sun May 20, 2012 5:08 am 
Global Moderator
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Joined: Sat Nov 06, 2010 1:04 am
Posts: 586
I've arrived much earlier than I expected, so I've already prepared the update in the OP. Enjoy and please post here if there are any problems. Just getting home with jet lag and I hope I didn't mix anything up.


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 Post subject: Re: Latest DaedalusX64 Revision: 766
PostPosted: Sun May 20, 2012 4:06 pm 
Mime
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Joined: Fri Apr 08, 2011 5:36 pm
Posts: 11
I was wondering if it was possible to fix Goemon's Great Adventure so that it doesn't crash while Dynamic Recompilation is enabled? Is there any way I can help?

I have some save states that should give you guys some help.
This one is from the boss fight with Taisamba 3 with Dynamic Recompilation enabled. You can actually play.
http://www.mediafire.com/?o3935hotttnpax2

This one is from the level that comes after Taisamba 3. It will play for a second, and then freezes. This also has Dynamic Recompilation enabled.
http://www.mediafire.com/?fjwuzo4f3dzfrna

If these are not the right ones, let me know.
Thank you,
~Sepulcher


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 Post subject: Re: Latest DaedalusX64 Revision: 766
PostPosted: Mon May 21, 2012 2:15 am 
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Joined: Sat Jan 31, 2009 7:11 am
Posts: 444
Sepulcher wrote:
I was wondering if it was possible to fix Goemon's Great Adventure so that it doesn't crash while Dynamic Recompilation is enabled? Is there any way I can help?

I have some save states that should give you guys some help.
This one is from the boss fight with Taisamba 3 with Dynamic Recompilation enabled. You can actually play.
http://www.mediafire.com/?o3935hotttnpax2

This one is from the level that comes after Taisamba 3. It will play for a second, and then freezes. This also has Dynamic Recompilation enabled.
http://www.mediafire.com/?fjwuzo4f3dzfrna

If these are not the right ones, let me know.
Thank you,
~Sepulcher


This should have been posted in the testing section of the forum.

I would be nice to have more information from you, like what ROM you used (US,JPN,EURO?), what PSP model and what firmware you are running on and what revision of daedalus you used(eg. was is broken before current rev? has it ever worked on any rev?)...
I cant say for sure we can/will fix it, it depends on what is broken, Dynarec problems are the most difficult to find and fix. One can literally spend days trying to track it down.



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 Post subject: Re: Latest DaedalusX64 Revision: 766
PostPosted: Fri May 25, 2012 6:50 pm 
Knight
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Joined: Thu Oct 16, 2008 6:12 pm
Posts: 183
Location: USA
Nice I'm unbanned! This was my site! Awesome to see you guys still active, I'm going to try and be more active. I am in a new state so maybe it was just my ISP so if so, please unban me! I'm a good boy, lol.


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 Post subject: Re: Latest DaedalusX64 Revision: 766
PostPosted: Thu Jun 07, 2012 5:33 am 
Founder
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CaptainMorgan4 wrote:
Nice I'm unbanned! This was my site! Awesome to see you guys still active, I'm going to try and be more active. I am in a new state so maybe it was just my ISP so if so, please unban me! I'm a good boy, lol.


Errg please no drama :P
Welcome back CM4! Just checked and Wally unbanned you a while ago, yes atleast Corn and I still developing.

You'll be happy to hear your favorite now works thanks to Corn :)



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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 Revision: 766
PostPosted: Fri Jun 08, 2012 5:38 pm 
Knight
Knight

Joined: Thu Oct 16, 2008 6:12 pm
Posts: 183
Location: USA
Thanks Salvy! You won't see any drama from me, I'm 23, life and other stuff make people grow up fast. This is just what I need it to be, something fun when I have free time. Just because I've been gone for a few years doesn't mean I haven't been lurking. Always testing and checking for updates on the rev list. Special thanks from me to Corn, for DKR, you better know I've beaten the game 100% on PSP. Still some font issues but really amazing. I still remember R1 and StrmnNrmn, this emulator has come so far. I love that you and Corn are still developing. How active are you guys? Where did Kreationz go?

edit: Just some DKR notes, just a FYI really, some of the graphics aren't perfect yet (ex. smog from dropping oils in a plane, show up as light gray instead of green. And tiny stuff like skid marks and the fumes that come off the karts after boosting. Also Async audio has stopped working (no audio) for DKR on my psp1001. Some objects aren't the right size. For example, character selection screen: these plants and bushes that are on the sides, they appear like 7x normal size on PSP. And the "Get Ready" letters that start the race. Map during gameplay. Eggs in Dino Domain mini game. Icons for balloons and banana count icon. All of those appear like 3x smaller than normal. Lastly when you drive/fly near object like trees and etc, they start leaning/bending towards the perspective of the camera. I know these notes will probably never be addressed, they are cosmetic at best. It just felt better getting them out.


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 Post subject: Re: Latest DaedalusX64 Revision: 766
PostPosted: Sun Jun 17, 2012 3:20 pm 
Mad Scientist
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Joined: Thu Oct 16, 2008 2:27 pm
Posts: 3045
Location: Texas, in the middle of nowhere...
I'm still lurking once in a while and still paying for the site. I'm busy with politics and other endeavors in life. I may dust of my C++ eventually and go back to work on merging with the PC side and other ports. I still keep track of progress and keep staff updated on anything server related. Corn and Salv-E have been awesome with the updates and looking at the Dev side, I see we have more improvements including another playable title or two coming with the next update.



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 Post subject: Re: Latest DaedalusX64 Revision: 766
PostPosted: Sun Jun 17, 2012 5:26 pm 
Knight
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Joined: Thu Oct 16, 2008 6:12 pm
Posts: 183
Location: USA
Awesome to hear from you Kreationz, thank you. Nice to see all the progress, this emulator has come so far. Thank you everyone that has sacrificed and still does, their free time to work on DaedalusX64.


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 Post subject: Re: Latest DaedalusX64 Revision: 766
PostPosted: Sun Jun 17, 2012 6:28 pm 
Slayer
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Joined: Tue Feb 07, 2012 10:14 pm
Posts: 368
Location: Ottawa, ON
Kreationz wrote:
I'm still lurking once in a while and still paying for the site. I'm busy with politics and other endeavors in life. I may dust of my C++ eventually and go back to work on merging with the PC side and other ports. I still keep track of progress and keep staff updated on anything server related. Corn and Salv-E have been awesome with the updates and looking at the Dev side, I see we have more improvements including another playable title or two coming with the next update.

So this that mean that a game that wasn't working (ex: Donkey Kong 64) will work next rev.
If yes, cool and you guys are doing a great job on this.


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 Post subject: Re: Latest DaedalusX64 Revision: 766
PostPosted: Mon Jun 18, 2012 1:52 am 
Developer
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Joined: Sat Jan 31, 2009 7:11 am
Posts: 444
@CaptainMorgan4
Yes DKR still have some issues in the graphics but the rendering is very different from all other games, it will have to do for now...
At least its very playable.



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 Post subject: Re: Latest DaedalusX64 Revision: 766
PostPosted: Tue Jun 19, 2012 1:53 pm 
Knight
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Joined: Thu Oct 16, 2008 6:12 pm
Posts: 183
Location: USA
Oh yeah, I just wanted to get that out. Thank you so much for DKR Corn. It's more than playable.


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