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DaedalusX64 (Revision 736)
Nintendo 64 Emulator
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OMightyBuggy
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DaedalusX64 (Revision 736)
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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.rar  Daedalusx64 Rev 736.rar (Size: 1.92 MB / Downloads: 2232)
(This post was last modified: 04/11/2011 12:18 PM by OMightyBuggy.)
04/11/2011 02:47 AM
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nickxab
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RE: DaedalusX64 (Revision 736)
Thanks for the news. Madwin

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04/11/2011 03:59 AM
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Insidexdeath
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RE: DaedalusX64 (Revision 736)
I haven't used Daedalus since Beta 2... Can anyone tell me if there is any major improvements?

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04/11/2011 11:04 AM
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OMightyBuggy
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RE: DaedalusX64 (Revision 736)
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.
(This post was last modified: 04/11/2011 11:12 AM by OMightyBuggy.)
04/11/2011 11:08 AM
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gsmoke
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RE: DaedalusX64 (Revision 736)
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!

“Fear not for the future, weep not for the past.”
04/11/2011 11:24 AM
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OMightyBuggy
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RE: DaedalusX64 (Revision 736)
Made it shorter, lol.
04/11/2011 12:18 PM
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gsmoke
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RE: DaedalusX64 (Revision 736)
Great , for who wants to read the change log , inside the spoiler.

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04/11/2011 10:36 PM
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OMightyBuggy
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RE: DaedalusX64 (Revision 736)
Yup.
05/11/2011 03:32 PM
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xBu
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RE: DaedalusX64 (Revision 736)
I doubt Goemon will work, but ill try anyways lol, thanks for news.
05/11/2011 07:26 PM
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OMightyBuggy
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Post: #10
RE: DaedalusX64 (Revision 736)
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)
06/11/2011 11:31 PM
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