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DaedalusX64 (Revision 698)
Nintendo 64 Emulator.
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OMightyBuggy
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DaedalusX64 (Revision 698)
Hi Yay now .cht support! Yay
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Revision 698
This the last merge to B3 Update, Dev rev 249 is Beta 3 Update
[=>] Merged from Dev branch:
Rev 245 - Salvy
[!] Simplified cheat store/restore routine (now isn't hacky anymore \o/)
[!] Make sure to store even cheats that write multiple times (Thanks Corn for suggesting)
Rev 246 - Salvy
[!] Tagging as Beta 3 Update
[+] Added more cheats to the database
[-] Removed debug code from Cheat routines
[!] Killed a warning in R4300.cpp
Rev 247 - Salvy
[!] Bump up OSHLE version number
[!] Fixed assert in OSHLE
Rev 248 - Salvy
[~] Added more info for a cheat
Rev 249 - Salvy
[!] Typo in FW check


Revision 697
Rev 241 - Salvy
[+] Restore value if XXX cheatcode is no longer active, makes it possible to disable cheats instantly (hackish as hell atm though)
[~] Minor clean up in cheat UI
Rev 242 - Salvy
[!] Fixed was enable flag and made it safe (fixes certain cheats to be disabled by error)
Rev 243 - Salvy
[!] Fixed bug that caused certain cheats not be disabled correctly (Corn)
[+] Store original value before writing cheat codes to memory (allows us to undo cheats when disabled, thanks Corn and Kreationz for suggestions)
Rev 244 - Corn
[!] Small optimization for loading/adding triangles


Revision 696
Rev 237 - Salvy
[+] Implemented cheat list generator for GUI (yay)
[~] Removed several hacks etc I had for it (when I was attempting to get it working)
[!] Fixed bug that caused last cheat entry to always be enabled
Note - frontend for cheats work perfectly now
Rev 238 - Salvy
[+] check if country id of cheat codes match to the selected ROM, if not they'll be skipped
Rev 239 - Salvy
[+] Compensate empty entries of cheat codes in UI
Rev 240 - Corn
[!] Corrected Ucode description for Conker when debugging Dlists


Revision 695
Rev 233 - Salvy
[+] Added cheat menu (WIP, only disable and enable cheats option work atm)
Rev 234 - Salvy
[+] More WIP towards the GUI for cheats (everything is half or barely working atm)
[+] Added cheat codes for SSV
Rev 235 - Salvy
Disable temporally a couple of flags to enable or disable cheats (they don't work yet, due the UI part not working properly)
Rev 236 - Salvy
[!] Fixed bug that caused cheats to be displayed after loading a game with no cheats
[!] Fixed enable cheats option not working
[+] Implemented activation of cheat codes
[+] Show a msg if user opens the cheat menu with no cheats etc
[!] Fixed left and right pad not working in cheat menu
[+] Make read only cheat list if cheat code option is disabled


Revision 694
Rev 229 - Salvy
[-] Reverted changes from 64 » 32bit in interrupts (slightly slower but safer)
[-} Reverted change in GenerateCFC1 (it caused issues in the interpreter, it can be risky for the dynarec as well)
Rev 230 - Corn
[!] Alpha channel gets passed along even when doing lighting on a tris
[+] Added rendered Rects as screen debug info
Rev 231 - Corn
[!] reverted IRQ optimization that made Animal crossing fail(salvy)
[+] Some minor optimizations to the VFPU TnL
[+] Ucode names for Conker BFD to debug Dlist
Rev 232 - Salvy
[+] Implemented cheat support (this mostly based from 1964 and PJ64) [WIP]


Revision 693
Rev 225 - Corn
[!] Back/Front face culling now handle tris protruding near plane and culls zero area tris if in back face mode
Rev 226 - Salvy
[!] MemoryUpdateMI only write back when there's an interrupt (faster but risky)
[!] Fixed Conker's eyes
[!] Fixed Bad ucode detection in DrMario
[+] Added counter for rects clipped
Rev 227 - Corn
[!] fix compile error from prev rev
Rev 228 - Corn
[!] Fixed graphics bug (and Dlist counter bug) in Conker


Revision 692
Rev 221 - Corn
[+] Speed up using early FRONT/BACK tris culling in software.
[!] Some minor optimizations in VFPU rendering
Rev 222 - Corn
[+] Added display render stats on screen as an option (only available in Display list debug mode)
Rev 223 - Salvy
[!] Corrected (huge)mistake from 597 that caused slim cache to be ignored (small speed up in slim and newer models)
[+] Added PSP model in about screen
[!] Removed old blender and made debug text for blender not to sPa/\/\.
[+] Added blendmode for fences in SSV
[~} Minor clean up here and there.
Rev 224 - Salvy
[!] Use 32bit screenmode for tv out
[~] Moved PSP model info besides date


Revision 691
Rev 217 - Salvy
[-] Small typo from last commit
[!] Simplified DaedalusFWCheck
[!] Removed alot of flags in RenderUsingCurrentBlendMode (they cause more overhead than good)
[!] Only apply zfighting fix when zbufer is enabled
Rev 218 - Corn
[!] Reverted microcode changes to cure compile error with Debug Dlist
[!] Reverted Fzero ship blend to shiny look
[!] Fixed proper and independent Zfight/Zbuffer checks
Rev 219 - Salvy
[!] Read command in one go, copy done in 64bit (saves 6 ops)
[!] Disabled Epak for StarWars Racer (fixes scaling issues, in game still dodgy though)
[!] Do not force clean scene for StarWars Racer (no longer needed)
Rev 220 - Salvy
[!] Corrected typo that caused tv out not to work anymore
[~] Fixed bug that caused PSP screen to stretch when tv out cables were connected
[!] Removed software clipping option (Been optimized over time, there's no benefit to disable it anymore)
[+] Added PSP info and other stats in BSOD
[+] Cull texrects and fillrects
[~] Removed microcode debug code which is now useless

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(This post was last modified: 04/05/2011 12:15 PM by OMightyBuggy.)
04/05/2011 11:55 AM
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Grey Ghost
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RE: DaedalusX64 (Revision 698)
ok after trying this beta 3 for myself i can say im very impressed :D

Super smash bothers brawl pretty much works at full speed... so amazing!

The Legend of Zelda ocarina of time works really well to now. Its runs alot faster and less graphics glitchs.

And for the first time since ive been using this emulator i can finally run conkers bad fur day!

Brilliant release!
08/05/2011 10:05 PM
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