Endless Paradigm

Full Version: DaedalusX64 (Revision 736)
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Hi Another huge update, enjoy. Adore
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Revision 736

Spoiler:
Revision: 473
Author: Salvy
[~] Simplified ObjLoadTxtr abit
Revision: 472
Author: Corn
[!] Optimized Yoshi memrect for a small speed up when moving
[!] Fixed compile warning in S2DEX
Revision: 471
Author: Salvy
[!] forgot this
Revision: 470
Author: Salvy
[+] Implemented S2DEX ObjRectangleR (untested, I can't find any game taht uses it.. but it should work fine)
Note : All S2DEX funcs are now implemented, S2DEX is fully supported :)
Revision: 469
Author: Salvy
[+] Implemented S2DEX ObjRectangle (Pokemon Puzzle League is now playable) Note : You need a savestate to get in game
[!] Refactor S2DEX codebase (bye bye redundant code)
[!] Several clean ups in S2DEX
Revision: 468
Author: Corn
[!] fixing a blend to make sun rays transparent in XG2
Revision: 467
Author: Corn
[!] Semi fixed Extreme-G2 with a hack(does not clear zbuffer and uses setprimdepth on geometry)
[!] Made old TMEM implementation compatible with recent changes in S2DEX
[!] Big overhaul on Debug Dlist formating to make it easier to read
Revision: 466
Author: Salvy
[+] Implemented S2DEX ObjSprite (Bomberman 64 - The Second Attack! is now playable)
Revision: 465
Author: Corn
[!] Improved texture check accuracy for Yoshi
[!] small speed up for texture check
Revision: 464
Author: Corn
[!] Fixed broken sprites in Yoshi
Revision: 463
Author: Salvy
[!] Optimized Draw2DTextureR and Draw2DTexture
[!] Remove 4:3 viewport fix for S2DEX, no longer needed
Revision: 462
Author: Salvy
[!] Implemented proper sprite rotation (Fully fixes all the issues I had in Yoshi yay, also animations work now)
[+] Added blendmode for dust in Yoshi
Note : Rendering is now complete for Yoshi \o/
Note(2) : For some reasons one vertice is missing :/, will figure out later..
Revision: 461
Author: Corn
[!] Fix for TUC in OOT and MM
[!] Simplified S2DEX checks in GBI2
Revision: 460
Author: Salvy
[!] Videos, cut scenes etc are now rendered in Neon Evangelion, also fixes crash in intro, as well as several glitches in game.
PS: Rendering is now complete for this game :)
Revision: 459
Author: Corn
[~] some clean up in Audio List code
[~] some clean up in PSPrenderer
Revision: 458
Author: Corn
[!] Fix for Yoshi audio (tnx Salvy for tracking it down)
Revision: 457
Author: Salvy
[+] Implemented S2DEX ObjLdtxRect (Draws the Intro logo, (cool)command screen and HUD in Neon Evangelion)
[+] Enabled calls to ObjMtx and SubMtx ucode used by Neon Evangelion
[!] ALLOW GBI2 to use S2DEX ObjLdtxRect
Revision: 456
Author: Salvy
[!] Fixed crash in yoshi when pressing R
[!] Fixed 4:3 mode not working in S2DEX
Revision: 455
Author: Salvy
[+] Implemented S2DEX ObjLdtxSprite (this renders pretty much everything in Yoshi) - Yoshi is now playable \o/
Note : Sprites are inverted, will figure out later
Revision: 454
Author: Salvy
[+] Implemented S2DEX ObjMoveMem (Used for sprite rotation)
[+] Implemented S2DEX ObjLdtxRectR (renders text, smoke, and items in Yoshi)
[!] Replace texture»Touch() with texture»UpdateIfNecessary() in S2DEX (Corn)
Revision: 453
Author: Corn
[+] Add correct triangle culling for DKR (speed up)
[+] Blendmodes for DKR car slids and plane streamers
Revision: 452
Author: Corn
[!] proper blend for Mario Kart 64 (see balloons at race start among other things)
Revision: 451
Author: Corn
[+] Fixed texture update/purging with hash
[+] Added blendmode to MK64
[!] changed buttons in Debug Dlist single stepping frames»(SELECT) Exit debug»(HOME)
Revision: 450
Author: Corn
[!] Small speed up avoiding doing texture hash twice if a texture needs updating
[!] Avoid reloading textures used by S2DEX if still in use.
[!] Avoid scaling down temporary texture buffer below 128kB (should be ok for most games)
Revision: 449
Author: Salvy
[!] Allow GBI2 to use S2DEX ObjLoadTxtr
Revision: 448
Author: Salvy
[!] Fixed bgcopy
Revision: 447
Author: Corn
[+] Added hack for more thorough texture check in Yoshi
[!] WIP for S2DEX
Revision: 446
Author: Salvy
[!] Fixed Yoshi BG stretching in the edges (I'm sure BGCopy is now broken, I'll fix it later :P)
[!] Use old texture update (temporarily)(slow as hell), pretty much to show up Yoshi BG is rendered perfectly
Revision 735

Spoiler:
Rev 439 - Salvy
[!] BranchZ, given address from RDP_HALF1 rather display stack (cheaper)
[!] Yoshi_Memrect no longer adds any overhead to RDP cmds, instead wee'll just retrieve from LoadDetailsMap
[~] Small clean ups..
Rev 440 - Salvy
[!] forgot this
Rev 441 - Salvy
[!] Simplified when getting base address of texture in Yoshi_Memrect
Rev 442 - Corn
[!] Tentative fix for Extreme-G with new TMEM implementation
Rev 443 - Salvy
[!] Some code clean ups
[!] Simplified and unified GBI1/GBI2_PopMtx
Rev 444 - Salvy
[!] Initial work to get S2DEX_Bg1cyc working for Yoshi [WIP] (Note : the BG still segmenting and stretches mostly in the edges of the screen)
[!] Removed unused entries in MoveMemViewport
Rev 445 - Corn
[+] Possible to single step frames in Debug Dlist mode
[!] Textures and Dlist are not automatically dumped (need a button press)
[!] Rejigged Dlist processing
[!] Made gettexturepalette() safe and should not return NULL anymore (fixes Extreme-G and others)
Revision 734

Spoiler:
Rev 429 - Salvy
[!] Several clean ups and sorting in DLParser
Rev 430 - Salvy
[+] Background in Yoshi Story works now (This is based from Glide Napalm's ys_memrect, props to them \o/)
Note: There seems to be a bug in our bg1cyc code as the bg keeps stretching and segmenting.
Rev 431 - Salvy
[!] Simplified Yoshi_MemRect
Rev 432 - Salvy
[!] Some clean ups
[!] Moved Yoshi_MemRect to S2DEX, also it'll be used from S2DEX_RDPHalf_0 to avoid adding overhead to TexRect
[!] Fixed debug build
[!] Removed redundancy in makefile
Rev 433 - Corn
[!] Rewrote parsing of GeometryMode and how values are passed to PSP TnL
Rev 434 - Corn
[!] more optimizations passing TnL parameters
Rev 435 - Corn
[!] skip setting fog if disabled
[!] proper variable naming and corrected a typo
Rev 436 - Corn
[!] some fixes and touch up on TnL settings
Rev 437 - Salvy
[~] Fixed makefile
Rev 438 - Corn
[!] made set/clear GeometryMode in GBI0 and 1 to just one function
[!] Reenabled texture flush at end of frame
[!] some minor rendermode changes
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Thanks for the news. Madwin
I haven't used Daedalus since Beta 2... Can anyone tell me if there is any major improvements?
Tons, lol. Way to many to post.

Heres the changelog, you can look up B2 and see the updates from there but it might take a few days to read it all.
http://daedalusx64.svn.sourceforge.net/v.../?view=log

Also thanks gsmoke for the spoiler, couldn't remember how to do that, lol.
Me neither , it was too long post Olmighty , and still is.
The spoiler button is also in the posting options ,
i forgot how to make spoiler with name descriptions...

By the way thanks for this news!
Made it shorter, lol.
Great , for who wants to read the change log , inside the spoiler.
Yup.
I doubt Goemon will work, but ill try anyways lol, thanks for news.
So far really good on my PSP 1000, once I get the money I will get a new PSP and see what the extra 32MB or RAM does.

(64MB 3000 vs 32MB Phat)
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