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DaedalusX64 alpha build finally compiled, screens released, video later |
Listed in: Homebrew Development, Homebrew Emulators, Emulators Tags: Chilly Willy, Daedalus, psp homebrews, shinydude100

Woot for progress! For the past couple of days, all we've been hearing from the DaedalusX64 team were updates and partial changelogs. Time to change all that with some concrete evidence. Shinydude100 has announced that they've finally managed to compile their first alpha build for DaedalusX64! Congrats to Captain Morgan, shinydude100, Kreationz, Moers, and Wally!
For now, shinydude100 has only managed to check a few games if they worked or not. He says that though the alpha build isn't at full speed yet, the general FPS speed has increased. It seems he even had quite a good run on Legend of Zelda: Ocarina of Time!
Certain games have dramatic speed-increases that are sustained in certain spots like main menus and logos. I almost screamed when I saw the Nintendo Logo on The Legend of Zelda: Ocarina of Time run for like a good second at 129 FPS. Then of course it dropped down, but the menu before initiating game-play ran at about 55-60 Frames per second. The area of the game where Link walks out of his house to be greeted by Sarah, that seemed to run at about 8 Fps Average, but it goes up and down, the Z target makes it jump up to 9 FPS and running around drops it to a 6.8 to 7.. Each PSP may run this differently due to: If your psp is at 333 Mhz, if your options are set the same way I have mine, etc.
Of course, this being an alpha version, it doesn't get released to the public. As Kreationz said in the previous post, the first public beta (yes, beta) will come out around early December.
Be that as it may, we get a special treat from the DaedalusX64 team. They're letting us in on the progress - visually! Chilly Willy has posted a couple of screens of Mario 64 running on his TV with the following message:Just a teaser for those of you not a dev.
Screenshots of Mario64 running on my TV. The aspect ratio in the pictures looks off, but remember these are a shots of an NTSC TV. I have it set for no overscan. Oh - fixed the screenshot function too. It was dumping the screen after one update when it needed to be dumping after two updates. Now you actually get an image instead of a blank screen.
Finally, here's something we can all look forward to: shinydude100 is promising to upload a video of Ocarina of Time! Hey shinydude100, give us a heads up once you get it live!
Related articles:
- DaedalusX64 R14 update: R14 based code is a go *Update*
- The undaed to rise again: DaedalusX64 progress report reveals partial changelog
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P.S. You think you could get super smash brother running another 3 or 4 frames per second faster? lol, its on the border between good and playable now, and its one of the best 64 games ever made! I'd definitely donate to you guys if you can get that game in specific running well, it'd b more then worth my money!
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BTW: no wonder you guys make such fast progress. You are five compared to one, after all ;)
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I hope this Cinderella story (of sorts) works out. I've been waiting with bated breath for a Daedalus update for 11 long, hard months now...Ever since the Yuletide article seen here on Qj.
/Gets boner at thought of playing Zelda and Goldeneye on the go
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not like he HAD to even work on this project at all..
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When it is released a compatibility list can be found at Myspace.com/DaedalusPspComp atibility
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Kreationz says on the project forum:
"Nope, long way too go. I plan on at leas two more alpha builds before public release. December is still the current plan... early, mid or just before Christmas. It all depends on if I can finish a few things I want done by then."
Do I remember right or these guys were promising a released by the end of October. Now it's going to December... It'll then move to February to finally be aborted.
Don't expect anything... If these guys truly put something out I'll be first to retract, but I still belive that they must show something downloadable for everyone to be considered.
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The SVN is up dumbass. The code you see in the above pics is from Chilly Willy AKA the guy who added the ME code to SNES9X TTYL
I expected it to take till December myself, but it has actually progressed faster than expected. (Expected release is in less than a week now with possible 2nd release in December or January.) We have more we want to add, but right now we are only fixing bugs. There are two bugs left. One is a Phat compatibility bug, one is a sound lock-up bug. We know the source of both and are working on a solution. Alpha three is currently RC1, but those two bugs were reported by the Alpha testing team. There are about 10 Alpha testers who have all been able to use it. After these bugs are fixed there will be a final round of Alpha testing after which the beta will be online.
Research a bit for yourself first before jumping to conclusions next time.
@majorbb100
Strmnnmrn had personal had a work related conflict and other personal matter to take care of. All I will say is many of you will see his work without even knowing it. No, he's not part of this team at the moment, a member or two does have a contact for him. Long story short, similar to what I said to Damik, "Back-off!!"
@Both
ASSuming makes an A.S.S. out of you.
@Everyone else (Including those w/questions about sound)
Thx for the support, and sound does work better now. Not perfect, but better and with less slowdown. (I'm working on a freeze bug concerning that and then for Beta 2 going to work to minimize the impact.)
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