StrmnNrmn's Daedalus legacy not dead: DaedalusX64 project begins |
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N64 emulator for PSP">Daedalus ain't dead yet! I'm sure a lot of you guys (myself included, actually) have been wondering what's been cooking for the PSP's all-time fave Nintendo 64 emulator, so here's some good news for you.
See we haven't heard from StrmnNrmn for close to a year now. His blog has been pretty quiet of late, and his latest release for his Nintendo 64 emulator on the PSP was (the sort-of-unofficial-but-not-really) Daedalus R14. So now, a couple of Daedalus fans got together to help get the N64 emulator project going.
The team is being led by Shinydude100, and he aims to help out the community by continuing where StrmnNrmn left off. Thus starts the DaedalusX64 project. Shinydude100 managed to get a hold of the Daedalus source code and, with two other devs in tow, has already made known his plans.
"This should be supported for the PSP, and if all goes well, we should see increased performance, and even better texture rendered on the floors of games like Legend Of Zelda: Ocarina of Time, and Diddy Kong Racing with actual polygons appearing. By change, i do not mean i'm suggesting, i mean i'll change the graphics plugin to an 07 graphics based Plugin which should support our PSPs. GRAPHICAL IMPROVEMENT is a BIG thing when it comes to the emulated FPS we get on Deadalus."
~Shinydude100 Deadalus Coder--Keeping it Alive...
No specific date yet for when Shinydude100 plans to release the initial version of DaedalusX64, however, the strmnnrmn forums indicate the end of October as a potential date for its release.
Our hats off to chuck for the tip!
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Comments
Finnaly, these people seem a little bit more dedicated then the original programmer
I'm glad someone's taking up the Daedalus project. I hope they stay committed and not run off after every release.
hopefully it will be phat compatible
n64 is one of my all time favorite systems and to see this program being continued by others is a good thing. Just about everything that can be done to a psp has been done, except for a playable n64 emulator. I know that strmnnrmn has worked hard on this but i get frustrated when supermario 64 laged like hell. Good luck with improving the emulator and I look forward to seeing a finished product.
I have everything i need, just need to make sure everything is placed snug-n-secure unto the application ;) I am surprised to see myself on Qj, just made an account Today for this website, yes this is the Real Shinydude100, and anyone have something they'd like to suggest for future add-ons they can e-mail me at my e-mail adress: www.shinydude100@gmail.com I'll be working on getting this done before october ends, how's that for a spooky hallows' eve? :P
Nice to see you drop by Shinydude100! Wishing you and your team the best for this project! If you got any updates or announcements about a release, you can also contact us so we can post it and share it with everyone as well. ^_^
glad to see this project isn't dead yet. Best of luck Shinydude100, looking forward to the release :)
is it compatible on phat?
you have no idea how long i've been waiting for this day. lol
The PSP community is so great, its really nice to see everyone helping out and getting along. Huge props to StrmnNrmn to getting us to where we are and bigger probs to Shinydude100 and his friends for continuing this adventure =]. Thanks so much. And everyone please stop hating.
There's still no good quality, fast and stable MAME release for the PSP as yet...
People stop hating when devs who promise to deliver follow through instead of putting out buggy, half finished code to the masses and then disappearing when their egos have gotten enough massage from the salivating masses. It's now at a point that if you're a dev yapping on about grand plans you either put up or stfu and deal with the cynicism. We've seen it time and again... Dev : I'm programming (insert wonderful app/emu) PSP Community : Awesome! You rock! Dev : Here's my offering! PSP Community : WTF is this buggy *****? Dev : It's still a work in progress, bear with me! PSP Communtiy : Awesome! You rock! (6 months later) PSP Community : Where the ***** did the dev go? sigh
>> "~Shinydude100 Deadalus Coder--Keeping it Alive..."
I come from the school of thought where the first thing a programmer should know is how to spell the name of the project they're "improving".
At least we have someone working on this again; I'm still waiting for the day I can play SSB on the PSP without major lag. This is one of the PSP's best homebrew apps and he deserves our support.
3vi1 ^_^ Nobody is perfect, and I spell it Deadalus instead of Daedalus because I like it better the other way, plus, I AM going to improve it so if i can get it agreed with Captain Morgan and Moers, then it WILL be Deadalus, so it isn't an error, just my opinion on how i think is the way it should be named, so far we're thinking of calling it: "DaedalusX64"
Maybe the slim will be able to run it at full speed with the extra ram.
Ajnauron, I always thought that myself, I wish Strmmmnmnmnmnm would have done something with that extra Ram, he said it wouldn't help, but it wouldn't hurt either. Anyway, great job at bringing this back guys, way to go, look forward to it!
thats cool if you want to change the name. but why the X64?? just because it sounds cool? or because your emulating a 64bit system? i dunno, sounds kind of noobtarded to me, implies its a 64bit app imho, which is completely false of course.
This is great news! Make sure to go to Myspace.com/DaedalusCompatibility when it is released for speed and compatibility updates!
I know that this question's been posted before, but will DaedalusX64 be compatible with the original model of the PSP (a.k.a. PSP Phat)?
Are you sure you want to call this "Dead"-alus after all this time of StrmnNrmn's not working on it?
It would be great if I can finaly play one of the best games ever: Legend of Zelda - Ocarina of Time Plesase meake this whish come true;)
Thanks alot for picking up this project I actually forgot about it lol, anyways I think you should keep it as Daedalus instead of Deadalus (same reasons ajnauron said) but feel free to chuck in X64 as it shows its someone else now than Strmnmn. Hopefully we can now play super mario 64 and Zelda:OoT flawlessly? (It is the ultimate goal is it not for most people)
Yeah, the last anyone heard of StrmnNrmn was when he was eating some Christmas pie. I wonder what was in it? Anyway, Im really glad someones finally picking this up. Even though every release was not what I was expecting, I still enjoyed trying them out. And PLEASE make it for Phat too.
I own a Phat PsP, so it;ll definetely have to be Phat Compatible, it should also work on the Slim, and if it doesn't then so sorry. :P not my expertise, but I'm sure it won't be mission-impossible to make it slim-compatible, As of now, I'm having issues compiling it (Building it to the PSP Eboot file) So I'm going to hand over the new source code to someone I cannot mention who has built previous versions of Daedalus, and from there, He'll send me a copy so we can both Alpha test it, (if we see an error, we'll rebuild it until its ready for beta-testing,) from there we'll finally hand it over to the entire PSP Community!
Your inability to compile an eboot is not doing a lot to sway my earlier opinion.
hmmm, IDK. Maybe about 9-10 months?
if you cannot figure out how to compile the source, how do you expect to ever improve on the original code. im sorry but it is very very simple to compile an eboot. if it does not compile there is only 2 reasons. a) your code is full of bugs, therefor being unable to compile. passing it onto someone else is essentially asking them to fix the problem in the code you yourself is unable to solve. or b) you really have no clue to begin with. now im leaning to B based upon the comments you have posted here. now as for you getting ahold of the source, last time i checked its freely available on dl.qj (r13 anyways), so that in itself is nothing special... i dont like to hate on you. but produce some work, or else the community will call bull and as 3vi1 said. your inability to compile an eboot is not helping your cause.
also shiny dude.. looking at the forum via the qj link here is one of your comments... "So even with double ram, the 64's way of regular ordinary function doesn't even "know" how to use that extra ram, if I was ingenious enough to make it use more ram than RSP, then that wouldn't be a Nintendo 64, it'd be a "Nintendo512" (not actual calculation just a humourous name)" the nintendo 64 name does not come from how much ram it has, it is a 64bit system, ie its gpu process's 64bit calculations, not 32, not 16, not 8, but 64. so your comment is completely wrong. when the expansion pack was released with its oh so great extra 4MiB of ram, that did NOT make the n64 a n68. even wally, who im sure has way more experience with the daedalus code, says the psp slim's extra ram would have advantages for the emu. "There are advantages that the slim have over the fat.. The main one i guess is the Double VRAM (in the main components and the ME) So we have 8MB of VRAM to play with! Wally" please prove me wrong. however you look like someone with dreams but no way to back them. im not a hater, just a realist.
It has been decided as DaedalusX64
The extra advantage of the extra RAM is that is could load larger the 32Mb roms. This will have to be detected in the emulator as to whether is on on a Slim or Phat. 2nd "please prove me wrong. however you look like someone with dreams but no way to back them." Currently we are not dealing with the RAM issue and CM4 and myself are assisting with this project, so rest assured while shiny got the ball rolling, it will continue. I also plan to code on this project myself. It now has a new official forum @ http://daedalusx64.com/index.php
in the end you'll just end up playing without sound and only supports few games to run at near full speed.....I love emulators but I just hate to see half-as$ releases.
Compatibility Site has been changed to Myspace.com/DaedalusPspCompatibility
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>> I'll be working on getting this done before october ends, how's that for a spooky hallows' eve? :P
"and I'll port it to the Intellivision by April 1st."
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