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Salv-E
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Post subject: DaedalusX64 Beta 3 Update Release and Discussion Thread!!!  Posted: Sat Apr 23, 2011 5:25 pm |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2897
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As promised the next public release of Daedalusx64 is out! This mostly to address issues found in Beta 3 (thx to all the members that reported the issues), and also to improve the stability of the emulator. Several risky optimizations from B3 were removed to favor stability, but no fear, several speed improvements were squeezed onto this released as well. Also we added a highly requested feature: support for cheat codes. This is based from 1964, any cheat for 1964 works perfectly in Daedalus (you can simply copy and paste any cheat from their database onto Daedalus.cht file) Other big improvement is the implementation of env mapping and software culling. PS: You can find an eastern egg if you try the cheat feature in Mario 64 Files: DaedalusX64 Beta 3 UpdateAttachment:
Daedalusx64 Beta3 Update.7z [673.25 KiB]
Downloaded 8229 times
Changelog:DaedalusX64 Beta 3 Update - 23 April 2011 (Major changes since Beta 3, See SVN log for full list) ---------------------- Salvy:
Fixed multiple suns glitch in Zelda Fixed wrapping issues in Zelda Added cheat support (routines and format based from 1964) Front-end for cheats Rewrote how we generate cic codes (code is 90% smaller now) Only update viewport when it changes Unlocked extra memory for all psps, except phat of course (note : if using a loader, make sure is supported) Rewrote display list PC stack (this heavily based from Rice plugin) Fixed error I did in Patch_Hacks (was causing the oshle scanning fail in certain ROMS) Fixed trees in Dream Land (SSB) (no need to add fraction in integer part) Fixed bug that caused PSP screen to stretch when tv out cables were connected Fixed nasty texture to work along blendmode maker in Combiner Explorer (just press triangle to use it) Corrected (huge)mistake from 597 that caused slim cache to be ignored (small speed up in slim and newer models) Made osAiSetNextBuffer thread safe, also added several asserts to make sure we handle everything. Removed Conker shadow hack (no longer needed, generic blendmode takes care of the shadow) Ignore IMEM transfers for speed (we don't use low-level RSP plugin for the PSP version anyways) Simplified Sprite2D Implemented correctly DLParser_TexRect_Last_Legion (fixes BSOD in sub menus) Use 32bit screenmode for tv out Force struct alignment for our ucodedefs (generates better code) Added several blendmodes (Salvy, Corn, Bdacanay)
Corn:
Small optimization for graphics loading/adding triangles. Some minor optimizations to the VFPU TnL. Optimized loading vector planes for clipping Alpha channel gets passed along even when doing lighting on a tris. Fixed critical rendering bug (and Dlist counter bug) in Conker. Optimized triangle rendering in Conker. Speed up using early FRONT/BACK tris culling in software. Added display render stats on screen as an option (only available in Display list debug mode) Made CPU rendering compatible with VFPU rendering (insert-matrix and ENV MAP) Implemented Env mapping which is done (very fast) in the VFPU (Fixes SM64 stars and OOT stones, SSV ship) Some optimizations on Bcopy(), memcpy() and CRC() Improved hack for Wonder project J2 with a speed up (require setting texture check to 4 or so) Fix the chopped off graphics(bug) in the ROM selector menu Optimized Proj matrix sceGU load (Only reaload Project matrix to sceGU if its updated) Fixed blocks in New Tetris lining up backwards Replaced swizzle_fast with Raphael's version Note: There's a known issue in Phat PSPs, that causes the emulator to hang when pressing HOME button. Other PSP models aren't affected by this bug.
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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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Cloud strife
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Post subject: Re: DaedalusX64 Beta 3 Update Release and Discussion Thread!  Posted: Sat Apr 23, 2011 6:51 pm |
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Joined: Sat Feb 06, 2010 8:01 pm Posts: 34
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:O gracias y el trabajo de kreationz aun no esta listo ?
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Kirby5588
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Post subject: Re: DaedalusX64 Beta 3 Update Release and Discussion Thread!  Posted: Sat Apr 23, 2011 7:50 pm |
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Joined: Mon Jun 08, 2009 2:49 pm Posts: 227
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Note: There's a known issue in Phat PSPs, that causes the emulator to hang when pressing HOME button. Other PSP models aren't affected by this bug. And thats when i cry 
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chito
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Post subject: Re: DaedalusX64 Beta 3 Update Release and Discussion Thread!  Posted: Sat Apr 23, 2011 8:06 pm |
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Joined: Sun Mar 06, 2011 10:38 am Posts: 234
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gracias a ti salvy y al equipo daedalusx64 y una pregunta cual es la ultima rev para finalizar completamente daedalusx64
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Cloud strife
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Post subject: Re: DaedalusX64 Beta 3 Update Release and Discussion Thread!  Posted: Sat Apr 23, 2011 8:31 pm |
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Joined: Sat Feb 06, 2010 8:01 pm Posts: 34
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Salvy when do you update SVN log? esque entre y aun seguia siendo la ultima la 677 thanks!! Salvy and Corn for this Update
and Kreationz espero que actualizes tu code work ^^
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Salv-E
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Post subject: Re: DaedalusX64 Beta 3 Update Release and Discussion Thread!  Posted: Sat Apr 23, 2011 10:06 pm |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2897
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Cortland wrote: Tysm Daedalus Team! But what about the Daedalusx64 with the pictures(previews)?
EDIT: Just tested F-Zero X and Super Smash Bros. and they are still slow, and the emulator didn't run on official so i had to sign it. Was there any speedhacks on this at all? Yes, if you read clearly, you'll see this mostly a "service update" for Beta 3 to fix bugs and such. We did work in a few optimizations, but speed improvements were never any goal, just fixing bugs , improve stability etc. Let's be happy we could squeezed a couple of improvements as env mapping and cheat support  BTW Daedalus as any homebrew is not meant to be run in OFW, but anybody is free to sign it to run it on OFW.
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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: DaedalusX64 Beta 3 Update Release and Discussion Thread!  Posted: Sat Apr 23, 2011 10:10 pm |
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Joined: Sun Mar 06, 2011 10:38 am Posts: 234
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salvy como se instala los trucos tienes tiempo que no me contesta mis preguntas
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Salv-E
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Post subject: Re: DaedalusX64 Beta 3 Update Release and Discussion Thread!  Posted: Sat Apr 23, 2011 10:12 pm |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2897
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chito wrote: gracias a ti salvy y al equipo daedalusx64 y una pregunta cual es la ultima rev para finalizar completamente daedalusx64 Nose, pero el tiempo lo dira. <Not sure, but time will tell you.> Cloud strife wrote: Salvy when do you update SVN log? esque entre y aun seguia siendo la ultima la 677 thanks!! Salvy and Corn for this Update
and Kreationz espero que actualizes tu code work ^^ Ahorita estoy algo cansado, y tengo planes para salir manana, pero en los sigientes dias voy a enpesar a unir los cambios al svn. <ATM I'm abit tired, and I have plans to go out tomorrow, but on the following days I'll start merging the changes to the SVN.> EDIT: chito wrote: salvy como se instala los trucos tienes tiempo que no me contesta mis preguntas La manera mas facil es de agarrarlos del 1964.cht : http://emu-1964.googlecode.com/svn-hist ... g/1964.chtSolo copeas los trucos que quieras de ahi al Daedalus.cht, solo asegurate que no rebases de 6 trucos por juego. <The easiest way is just to grab them from the 1964.cht : http://emu-1964.googlecode.com/svn-hist ... g/1964.chtJust copy them over to the Daedalus.cht file, just make sure not to go over the mac of six cheats per game.>
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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: DaedalusX64 Beta 3 Update Release and Discussion Thread!  Posted: Sat Apr 23, 2011 10:16 pm |
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Joined: Sun Mar 06, 2011 10:38 am Posts: 234
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gracis salvy por todo tu ezfuerzo y tambien el equipo daedalusx64 yo me encargare que todo mundo se de cuenta de este esfuerzo en daedalusx64 y gracias te lo agradesco infinitamente y en que carpeta los debo de instalar como puedo colaborar en el daedalusx64 para mejorarlo puedo ayudarte a actualizar compatibylity list del forum tu que opinas a testear todos los roms o dime tu en que puedo ayudar y si la comunidad daedalusx64 me podria aceptar otra vez en en el irc chat para ahi comunicarte todas las novedades o dame tu correo electronico
Last edited by chito on Sat Apr 23, 2011 10:28 pm, edited 1 time in total.
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Salv-E
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Post subject: Re: DaedalusX64 Beta 3 Update Release and Discussion Thread!  Posted: Sat Apr 23, 2011 10:22 pm |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2897
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chito wrote: gracis salvy por todo tu ezfuerzo y tambien el equipo daedalusx64 yo me encargare que todo mundo se de cuenta de este esfuerzo en daedalusx64 y gracias te lo agradesco infinitamente y en que carpeta los debo de instalar En ninguna carpeta, solo abre el Daedalus.cht y pega los trucos ahi. <Just open the Daedalus.cht file and paste the cheats 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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