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DaedalusX64 (Revision 629)
Nintendo 64 Emulator
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OMightyBuggy
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DaedalusX64 (Revision 629)
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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22/12/2010 10:21 AM
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FreakAlchemist
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RE: DaedalusX64 (Revision 629)
YayYayYayalways good for another update.

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22/12/2010 11:20 AM
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asurabp
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RE: DaedalusX64 (Revision 629)
oh poo poo...wednesday...nevermind

Well at least it has improvements than nothing.

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22/12/2010 07:14 PM
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Slushba132
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RE: DaedalusX64 (Revision 629)
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

22/12/2010 07:18 PM
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Augusta
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RE: DaedalusX64 (Revision 629)
(22/12/2010 07:18 PM)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.
22/12/2010 07:53 PM
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Barcelona
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RE: DaedalusX64 (Revision 629)
(22/12/2010 07:53 PM)Augusta Wrote:  
(22/12/2010 07:18 PM)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

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23/12/2010 12:42 AM
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Augusta
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RE: DaedalusX64 (Revision 629)
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...
23/12/2010 03:34 PM
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OMightyBuggy
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RE: DaedalusX64 (Revision 629)
It really keeps getting better and better.
23/12/2010 09:23 PM
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