Post Reply 
DaedalusX64 BETA 3 Update [SIGNED]
Author Message
bsanehi
Always use protection!

Posts: 988.2911
Threads: 151
Joined: 17th Jan 2010
Reputation: 1.21296
E-Pigs: 113.2728
Offline
Post: #1
DaedalusX64 BETA 3 Update [SIGNED]
[Image: 592e2e4e92bf85ac928ell.png]

Description: Chilly Willy, Kreationz, and Wally's adaptation of StrmnNrmn's Nintendo 64 emulator — DaedalusX64, for PSP.

Salv-E Wrote:As promised the next public release of Daedalusx64 is out! This mostly to address issues found in Beta 3 (thanks to all the members that reported the issues), and also to improve the stability of the emulator. Several risky optimizations from B3 were removed to favor stability, but no fear, several speed improvements were squeezed onto this released as well.

Also wee added a highly requested feature: support for cheat codes. This is based from 1964, any cheat for 1964 works perfectly in Daedalus (you can simply copy and paste any cheat from their database onto Daedalus.cht file)
Other big improvement is the implementation of env mapping and software culling.

PS: You can find an eastern egg if you try the cheat feature in Mario 64 Madwin


DaedalusX64 BETA 3 CHANGELOG
Spoiler for Changelog:
    Salvy:
  • Fixed multiple suns glitch in Zelda
  • Fixed wrapping issues in Zelda
  • Added cheat support (routines and format based from 1964)
  • Front-end for cheats
  • Rewrote how wee generate cic codes (code is 90% smaller now)
  • Only update viewport when it changes
  • Unlocked extra memory for all psps, except phat of course (note : if using a loader, make sure is supported)
  • Rewrote display list PC stack (this heavily based from Rice plugin)
  • Fixed error I did in Patch_Hacks (was causing the oshle scanning fail in certain ROMS)
  • Fixed trees in Dream Land (SSB) (no need to add fraction in integer part)
  • Fixed bug that caused PSP screen to stretch when tv out cables were connected
  • Fixed nasty texture to work along blendmode maker in Combiner Explorer (just press triangle to use it)
  • Corrected (huge)mistake from 597 that caused slim cache to be ignored (small speed up in slim and newer models)
  • Made osAiSetNextBuffer thread safe, also added several asserts to make sure wee handle everything.
  • Removed Conker shadow hack (no longer needed, generic blendmode takes care of the shadow)
  • Ignore IMEM transfers for speed (wee don’t use low-level RSP plugin for the PSP version anyways)
  • Simplified Sprite2D
  • Implemented correctly DLParser_TexRect_Last_Legion (fixes BSOD in sub menus)
  • Use 32bit screenmode for tv out
  • Force struct alignment for our ucodedefs (generates better code)
  • Added several blendmodes (Salvy, Corn, Bdacanay)

    Corn:
  • Small optimization for graphics loading/adding triangles. Some minor optimizations to the VFPU TnL. Optimized loading vector plan
    es for clipping
  • Alpha channel gets passed along even when doing lighting on a tris.
  • Fixed critical rendering bug (and Dlist counter bug) in Conker. Optimized triangle rendering in Conker.
  • Speed up using early FRONT/BACK tris culling in software. Added display render stats on screen as an option (only available in Di
    splay list debug mode)
  • Made CPU rendering compatible with VFPU rendering (insert-matrix and ENV MAP)
  • Implemented Env mapping which is done (very fast) in the VFPU (Fixes SM64 stars and OOT stones, SSV ship)
  • Some optimizations on Bcopy(), memcpy() and CRC()
  • Improved hack for Wonder project J2 with a speed up (require setting texture check to 4 or so)
  • Fix the chopped off graphics(bug) in the ROM selector menu
  • Optimized Proj matrix sceGU load (Only reaload Project matrix to sceGU if its updated)
  • Fixed blocks in New Tetris lining up backwards
  • Replaced swizzle_fast with Raphael’s version


I have signed this should work on OFW.


[Image: psp_download_button_en.png]

[Image: pluginslist2.png]
(This post was last modified: 25/04/2011 06:22 PM by bsanehi.)
25/04/2011 03:06 PM
Find all posts by this user Quote this message in a reply
blackwing182
Paradigmatic Apprentice

Posts: 36.3459
Threads: 2
Joined: 20th Apr 2011
Reputation: 0
E-Pigs: 2.3298
Offline
Post: #2
RE: DaedalusX64 BETA 3 Update [SIGNED]
thanks.... ps where can i find the cheats for this emulator?
25/04/2011 05:09 PM
Find all posts by this user Quote this message in a reply
FreakAlchemist
Paradigmatic Entity

Posts: 258.3123
Threads: 5
Joined: 3rd Jul 2010
Reputation: 1.36544
E-Pigs: 10.9363
Offline
Post: #3
RE: DaedalusX64 BETA 3 Update [SIGNED]
they are probably build in.

[Image: FWUwd.png]
3DS: [SdCard 16GB] R4i Gold [32GB]
PS3 CECH2001A: 4.30.1 Rebug [2.0TB]
Xbox360 Falcon: 16179 Freeboot [2.5TB]
25/04/2011 05:28 PM
Find all posts by this user Quote this message in a reply
Liquid-_-
Neophitic Presence

Posts: 6.2060
Threads: 0
Joined: 21st Feb 2011
Reputation: 0
E-Pigs: 1.3296
Offline
Post: #4
RE: DaedalusX64 BETA 3 Update [SIGNED]
(25/04/2011 05:09 PM)blackwing182 Wrote:  thanks.... ps where can i find the cheats for this emulator?

Open the Daedalus CHT file then copy and paste

Cheat Codes for Daedalus

Here are the code regions
  All Countries: ,0=0,
  USA - NTSC : ,1=0,
  Japan - NTSC : ,2=0,
  USA & Japan NTSC: ,3=0, [In other words JU Region]
  Europe - PAL: ,4=0,
  Australia - PAL: ,5=0,
  France - PAL: ,6=0,
  Germany - PAL: ,7=0,

Region Code should be right after code name look below for sample

For example

[SUPER MARIO 64]
  NumberOfGroups=(Amount of Cheats)
  Cheats Name,1="Cheats Note",0,Code,
  Cheats Name,(Region),Code,

up to 6 cheats because it only supports that many.

One more note all the codes are based on the v1.0 of the roms

Hope you can understand
(This post was last modified: 25/04/2011 05:54 PM by Liquid-_-.)
25/04/2011 05:51 PM
Find all posts by this user Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 1 Guest(s)

 Quick Theme: