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It is currently Sun May 19, 2013 6:56 pm
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SloppyJ
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Post subject: Re: Latest DaedalusX64 rev 601  Posted: Tue Nov 23, 2010 4:53 pm |
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Joined: Sat May 09, 2009 6:46 pm Posts: 40
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probably that's because the dude only has free time on sundays, that and you could always get like stated before from emu cr
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Salv-E
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Post subject: Re: Latest DaedalusX64 rev 601  Posted: Tue Nov 23, 2010 9:09 pm |
| Founder |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2895
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psppwner300 wrote: Hey Salv-E, is battery info and time looking OK as of 602 (haven't tested it out yet)? Edit: Oops, 602 won't compile because `KernelPeekBufferPositive' was not declared in main.cpp Make sure you are updating your source correctly, that error shouldn't happen since Buttons.h is included there.
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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 rev 601  Posted: Sun Nov 28, 2010 5:29 am |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2895
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codebreaker09 wrote: Is there a way that the Daedalusx64 can be made better for aidyn chronicles? i really wanna play this game on my psp and ive been waiting for about a year now.  I fixed all the bugs that made this game unplayable about 6 months ago or so, unless you are talking about speed that won't be resolved from day to night though.
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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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