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Daedalus R12 update: GoldenEye, done; next stop, Super Smash Bros. |
Listed in: Homebrew Development, Homebrew Emulators, Emulators Tags: Daedalus, N64, psp homebrews, StrmnNrmn
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Glad to see more updates from StrmnNrmn today. We're starting to believe that the more we're given updates on the progress of developing his homebrew N64 emulator Daedalus R12, the more a lot of us are getting excited for it. This time around, it directly concerns GoldenEye (and indirectly Super Smash Bros. as well).
Last we heard, he had been able to run GoldenEye on the WIP R12 version that he has right now (note: GoldenEye used to work in previous Daedalus version, but somehow botched itself up in further releases), however this only worked with dynarec disabled. That's the biggest issue of running GoldenEye on the emulator, really: dynarec was the root of the problem.
Cool beans. He's been able to progress with this bug fixing. Despite the major drawbacks of the dynarec bug, StrmnNrmn has actually already been able to fix it by just implementing one line of code! (yeah, the biggest problems are solved by the simplest solutions):
I'm pleased to say that GoldenEye is now running fine with dynarec, so it now boots and runs the intro sequence very quickly. Although the intro and menu run at around 30-60fps, in-game is still very slow (around 5-8fps) so I need to profile this and see what's going on.
So, where do we go from here? GoldenEye, done. Next stop...? StrmnNrmn is now looking forward to the future, stating:
I'm hoping that it will fix dynarec issues with a few other roms too. Unfortunately it looks like the bug which is preventing dynarec working with Super Smash Bros. is a different issue, so I'll have to spend some more time investigating that.
Great. The dynarec bug fix had potentially hit more than just one bird after all: one stone hitting a lot of other birds, except, as he says, Super Smash Bros. His speculation on SSB is that the problem "has something to do with how traces are selected and the resulting fragments are linked together."
Let's remain hopeful, guys. If these updates are any indication of StrmnNrmn's homebrew dev capabilities, Daedalus R12 is looking like the most promising in the bunch. We'll most probably get an update on his progress with SSB sometime next week, so keep your eyes peeled!
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and I gay
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Still though, this is great news and I look forward to every update.
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Hey,you should try and make battle tanx run next.The game ran at 60 fps on the 64,so it should be the same on the psp.
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right.
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if you think 2-8FPS is playable.. then you will be very happy!
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like make the emulator for just one game and release it as a stand alone emulator exclusively just for that game, instead of trying to just getting it to boot and then going on to the next fanboy game.
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What are you gonna play on ps1? Medal of Honor? Disruptor? Give me a break...
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drool...
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I FOUND DAEDALUS R17 ON EMULE AN D NOW MY PSP WONT TURN ON AGIAN!!!!!!!!111
WHA T CAN I DO??? IS IT BRICK ???????
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If you do have CF then hold R while turning on your psp and then go to USB, get a 3.30 OE-A Flasher and a DATA.DXAR and reflash.
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Please work on this, strmnnrmn
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Keep 'em comin'.
BTW, anyone seen the new PSP? Looks V cool.
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MY PSP IS 1.5 AND NOTHING HAPPENS :((((((
WHAT CAN I DO ??? R17 BREAK PSP ????
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That's one of the reasons that devs stop making homebrew you know.....
I look forward for this release, glad to see you're still updating this awesome project!
Thanks StrmnNrmn
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Forget it guys, a 32 MB rom is an extremely tall order. Don't expect it in the immediate future.
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i guess daddy never hugged you...
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I'll go back to playing Tetris on the Gameboy Advance emulator on my PSP.
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The fact that those games will run on Daedalus is fine, but they run so bad that no normal player is interested, only a geek.
I'll come back when R20 is releases, maybe some progression is then made.
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the 007 feeling is up on us.
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I swear id kill to have that on my psp.
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Please...get Perfect Dark to work...
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Keep up the Excellent Coding
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