Hello guys, I signed DaedalusX64 SVN r687 for
ALL Firmwares ;)
DaedalusX64 is a N64 Emulator for PSP. DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn.
It is a GPL Open Source project.
Changelog:
Code:
DaedalusX64 SVN Changelog:
r678
[=>]Merged from Dev branch
Corn - 160
[!] removed some blender text spam in DAEDALUS_PUBLIC_RELEASE mode
Bdacanay - 161
[+] Added a single blend for Mega Man 64 that fixes multiple incorrect blends
Corn - 162
[+] Only reaload Project matrix to sceGU if its updated
[!] fix/speed up bzero patch
Note: This build happens to be very fast
Salvy - 163
[!] Simplified Sprite2D
Corn - 164
[!] Optimized Proj matrix sceGU load a bit more
[+] Optimized Bcopy() and MEMCPY_TEST() OSHLE patches
[!] Reverted check that made OOT bug (thnx salvy)
r679
[=>] Merged from Dev branch:
Rev 165 - Corn
[!] Optimized loading vector planes for clipping
Rev 166 - Salvy
[!] Ignore IMEM transfers for speed (we don't use low-level RSP on the PSP anyways)
[!] Clear/Set a couple of registers I removed by mistake
Rev 167 - Salvy
[!] Commented out a couple of dead variables in DMA.cpp
[!] Added a blender for Conker's experiment
[+] Added experimental check odd len sp (debug only atm)
Rev 168 - Salvy
[!] Only try to detect ABI once (WIP)
Rev 169 - Salvy
[!] Leveraged comparing ints with floats in DLParser_GBI1_Sprite2DDraw (chops down 38 ops) (needs more work)
[~] Inlined Audio_Ucode_Detect (I reverted it by error)
[!] Add SVN # to about menu (we'll change it back once we get close to release)
Rev 170 - Corn
[+] Fix for home button issues
Rev 171 - Corn
[!] This should fix the cut off graphics(bug) in the ROM selector menu
r680
[=>] Merged from Dev branch:
Rev 172 - Salvy
[!] Removed Conker shadow hack (no longer needed, generic blendmode takes care of the shadow)
[~] Commented it out ZScreen (doesn't do anything anyways)
Rev 173 - Salvy
[!] Disabled osSendMesg for Clay Fighter 63 1-3 (It works with oshle now)
[!] Revert recent change that added memcpy in bcopy (breaks Clay Fighter 63 1-3)
[~] Made osAiSetNextBuffer thread safe, also added several asserts to make sure we handle everything.
Rev 174 - Bdacanay
[+] Added some comments about conflicting blends
[+] Added a THPS blend for the text
[~] Fixed the Espona horse dust blend by adding it from the old blend file (corn)
Rev 175 - Corn
[!] Fix for 16bit mode on TV, should look better now.
[!] Using CPU instead of VFPU in memcpy_patch() since VFPU breaks clay fighter 63 1/3
[!] Optimized the little endian memcpy()
Rev 176 - Corn
[!] Force Zbuffer hack for Fzero X, Ridge racer 64 and Wipe out 64 no longer needed
r681
[=>] Merged from Dev branch:
Rev 177 - Salvy
[!] Fixed nasty texture to work along blendmode maker in Combiner Explorer (just press triangle to use it)
[~] Do not force magenta as default for blender explorer (just use nasty texture now)
[~] Removed Rice's Alpha test checks (wasn't used anyways)
[~] Moved code used for nasty texture and blend explorer out of RenderUsingCurrentBlendMode (to maintain code clean)
Rev 178 - Salvy
[!] Fixed trees in Dream Land (SSB) (no need to add fraction in integer part)
[!] Added blendmodes for Command & Conquer
[~] Moved more debug code out of RenderUsingCurrentBlendMode
Rev 179 - Corn
[!] Improved hack for Wonder project J2 with a speed up (require setting texture check to 4 or so)
[!] Moved clean scene to BeginFrame()
[-] Removed residual fraction calculation in Insert matrix
[!] Corrected a few warnings
Rev 180 - Salvy
[+] Experimental new SI/PI/SP interrupts (based from 1964, nightmare creatures, body harvest work now)
r682
[=>] Merged from Dev branch:
Rev 181 - Salvy
[!] Fixed stupid error I did in Patch_Hacks (was causing to stop the oshle scanning when Patch_Hacks returned true!)
[~] Disable __osDispatchThread and __osEnqueueAndYield for Body Harvest (it boots now with oshle)
Rev 182 - Salvy
[!] Make sure we set MI_MODE_REG and MI_INTR_MASK_REG registers every time.
[+] Added hack for Aidyn's sky (dunno what up here..breaks completely our logic with alpha threshold..)
Rev 183 - Corn
[!] Some clean up in graphics and audio
Rev 184 - Salvy
[!] Replaced swizzle_fast with Raphael's version (Corn)
[~] Code clean ups
[~} Removed usage of pspFpuMin/pspFpuMax
[!] Proper fix for width issues in Lode Runner (removed hack I had for it too)
r683
[=>] Merged from Dev branch:
Rev 185 - Salvy
[!] Added a hack to fix the sun in Zelda (still needs abit of work though with the height)
[~] Temporally disabled check to wrap certain textures (was breaking the sun and other textures in Zelda, and Mario's hat in SSB) (Note: We need to make that check more robust if disabled the castle in Link's stage in SSB is broken..)
Rev 186 - Corn
[~] Some cleaning and commenting
Rev 187 - Salvy
[!] Force struct alignment for our ucodedefs (Gives better code)
[!] Added ucodedef for SetPrimDepth (thx corn for pointing out we need low 15bits for it)
[!] Simplified SetColor struct
Rev 188 - Salvy
[!] Simplified CRC hash
[!] Zelda sun hack works for OOT as well
r684
[=>] Merged from Dev branch:
Rev 189 - Corn
[!] Some optimizations on Fast memcpy and CRC
Rev 190 - Corn
[-] Removed SM64 star hack (no longer needed)
[+] Made it easy to switch between CPU&FPU vs VFPU vertice transformation
[+] Added correct env mapping for textures to VFPU and CPU/FPU (needs more work to fully integrate) (tnx Salvy for spotting the issue)
Rev 191 - Salvy
[!] Removed old ucode cache (no longer used anyways)
[!] Simplified both ucode detector and cache
[!] Simplified ModifyVtx
Rev 192 - Salvy
[+] Add back disable simulate doubles entry in roms.ini for Mario Party (not sure who removed it)
[~} Small typo from last commit
Rev 193 - Corn
[-] Reverted modifyVTX change (always better to bail as soon as possible)
[+] Optimized ENV mapping (uses VFPU for the normals and CPU for Acos())
[+] some commenting and reordering
r685
[=>] Merged from Dev branch:
Rev 194 - Corn
[!] Corrected a lightning bug (I introduced earlier)
[!] Env mapping is now done (very fast) in the VFPU
[~] Move some defines
Rev 195 - Salvy
[!] undef EXPERIMENTAL_INTERRUPTS
[+] Check viewport etc only when is changed (ex: user changed it in menu)
Rev 196 - Salvy
[!] Fixed blocks in New Tetris lining up backwards (Corn)
r686
[=>] Merged from Dev branch:
Rev 197 - Salvy
[+] Rewrote display list PC stack (this heavily based from Rice plugin) (Note: This a large commit)
r687
[=>] Merged from Dev branch:
Rev 198 - Corn
[!] Env mapping trimming
Rev 199 - Salvy
[!] Some housecleaning around
[+] Added correct blendmode for OOT Lens of Truth
[+] Blendmode for bubbles in Quest 64 (bdacanay)
Rev 200 - Corn
[-] Revert env map changes from last commit
Rev 201 - Corn
[!] Re-adjusted envmap so OOT stones looks nice
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(For a fast download without waiting time, click on the Download picture below)
And here's DaedalusX64 SVN r687 signed with Preview Pack or without it on Megaupload: http://www.megaupload.com/?f=RRUAKJI8
Did you like my thread? So please be fair and rep+ me
Nice! Gonna see if it works with WipEout 64!
Hmmm, wipeout ain't working for me. Oh well
Yeah, some Games aren't working also for me...
But the good games like Zelda and Mario are working.
SVN stands for subversion and it's usually a development branch, considered somewhat an alpha version (meaning prior to beta). And while some new features may sound great, it may cause a compatibility breakage with various games that used to work before.
As far as I know, DaedalusX64 is now at Beta 3. You should probably use that instead.
flofrucht Wrote: [ -> ]bsanehi Wrote: [ -> ]This was already posted ages ago....
http://endlessparadigm.com/forum/showthr...?tid=26646
Are you kidding?
This is another version, this is the SVN version take a look at the changelog
So read before you post.
Salv-E Wrote:Started merging the changes from B3 Update to the public SVN.
Anybody that is interested you can keep an eye here : http://daedalusx64.svn.sourceforge.net/ ... /?view=log
Salv-E just added the full changelog of Beta 3 to the SVN.... Soo there is no changes in Beta 3 and rev 687