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DaedalusX64 SVN r687 signed with Preview Pack
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flofrucht
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DaedalusX64 SVN r687 signed with Preview Pack
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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:

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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


(For a fast download without waiting time, click on the Download picture below)
[Image: downloadm.png]

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 Madwin

01/05/2011 05:28 AM
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Rawrsor
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RE: DaedalusX64 SVN r687 signed with Preview Pack
Nice! Gonna see if it works with WipEout 64! Madwin
01/05/2011 05:35 AM
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St0rMaGe
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RE: DaedalusX64 SVN r687 signed with Preview Pack
Works Great!
01/05/2011 05:45 AM
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Rawrsor
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RE: DaedalusX64 SVN r687 signed with Preview Pack
Hmmm, wipeout ain't working for me. Oh well
01/05/2011 06:03 AM
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flofrucht
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RE: DaedalusX64 SVN r687 signed with Preview Pack
Yeah, some Games aren't working also for me...

But the good games like Zelda and Mario are working.

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01/05/2011 06:13 AM
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bsanehi
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RE: DaedalusX64 SVN r687 signed with Preview Pack
This was already posted ages ago....

http://endlessparadigm.com/forum/showthr...?tid=26646

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01/05/2011 08:32 AM
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Vegetano1
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RE: DaedalusX64 SVN r687 signed with Preview Pack
(01/05/2011 08:32 AM)bsanehi Wrote:  This was already posted ages ago....

http://endlessparadigm.com/forum/showthr...?tid=26646

Looked at the link in the signed homebrew thread and seems to be updated May 01,. mebbe not a big update,. ;)
http://daedalusx64.svn.sourceforge.net/v.../?view=log


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01/05/2011 10:48 AM
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flofrucht
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RE: DaedalusX64 SVN r687 signed with Preview Pack
(01/05/2011 08:32 AM)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 Facepalm take a look at the changelog Facepalm

So read before you post.

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(This post was last modified: 01/05/2011 11:25 AM by flofrucht.)
01/05/2011 11:24 AM
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DSpider
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RE: DaedalusX64 SVN r687 signed with Preview Pack
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.
01/05/2011 11:51 AM
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bsanehi
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RE: DaedalusX64 SVN r687 signed with Preview Pack
(01/05/2011 11:24 AM)flofrucht Wrote:  
(01/05/2011 08:32 AM)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 Facepalm take a look at the changelog Facepalm

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

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(This post was last modified: 01/05/2011 12:16 PM by bsanehi.)
01/05/2011 12:15 PM
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