Endless Paradigm

Full Version: DaedalusX64 (Revision 629)
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Hi I am only updating every Wednesday now, just because the revs are really frequently updated and Wednesdays suck like Mondays. Facepalm
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Revision 629
[!] DOOM64 should render lightmaps + textures correctly now
[!] Zoom has 150% (GE 007 using in game option WIDE screen and PSP scaled 4:3 needs 135%)


Revision 628
[!] Fixed and enabled osRestoreInt (moderate speed up, Doom64 is about 15%+ faster)
[~] Commented out unused code in TLB.cpp

Revision 627
[~] Fixed compiling issue

Revision 626
[!] Updated and enabled osSpTaskLoad
[!] Added a workaround to allow Killer Instinct to work with OSHLE
[~] Removed GoldenEye scissor hack, zoom works alot better (make sure to set it to 120%)
[~] Simplified osSpDeviceBusy
[!] Made debug only an assert that shouldn't be exposed in release

Revision 625
[+] Optimations in dynarec codegen and R4300
[+] Fog a bit denser (SM64, Starfox64)
[!] Cosmetics for OS HLE load screen
[!] Max zoom is now 125%

Revision 624
[!] Removed Increase VI Event (No longer needed with the new screen update method)
[!] Moved specific hacks for SOTE and GE into into its own custom ucodes
[~] Cleaned up excess of code and comments
[+] Added the rest of custom ucodes for SOTE (they are disabled, a bug on dlist doesn't alow me to test them..)
[~] Simplified CPU_SetCompare

Revision 623
[!]Revert removed libs in R307 (Fixes freeze in MM without OSHLE)
[+]Small speed-up in N64RegisterCachePSP.cpp

Revision 622
[+] Implemented osAiDeviceBusy (small speed up in aerogauge and other games that use it)
[!] Fixed a bug in osAiGetLength (fall back to get length from mem if osAiSetNextBuffer wasn't found)

Revision 621
[+] Implemented osAiSetNextBuffer
[!] Updated roms.ini and compat codes (bdacanay)
[!] Removed rev # from recommended settings screen (bdacanay)

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YayYayYayalways good for another update.
oh poo poo...wednesday...nevermind

Well at least it has improvements than nothing.
so liek... there is only one thing I have/will ever need to know for this app

Does it run The Legend of Zelda: Ocarina of Time or Majora's Mask with decent frames yet e.e
Slushba132 Wrote: [ -> ]so liek... there is only one thing I have/will ever need to know for this app

Does it run The Legend of Zelda: Ocarina of Time or Majora's Mask with decent frames yet e.e

It can actually play the whole intro (Majora's Mask) without crashing.
Augusta Wrote: [ -> ]
Slushba132 Wrote: [ -> ]so liek... there is only one thing I have/will ever need to know for this app

Does it run The Legend of Zelda: Ocarina of Time or Majora's Mask with decent frames yet e.e

It can actually play the whole intro (Majora's Mask) without crashing.

yipee
Yea after testing this build for the first time I can honestly say I believe they have what it takes to make this work. The progress they've made in the last couple of builds are amazing...
It really keeps getting better and better.
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