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StrmnNrmn's Daedalus legacy not dead: DaedalusX64 project begins |
Listed in: Homebrew Development, Homebrew Emulators, Emulators Tags: Daedalus, N64, psp homebrews, shinydude100, StrmnNrmn, Zelda
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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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I'll be working on getting this done before october ends, how's that for a spooky hallows' eve?
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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. ^_^
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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.
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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
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Anyway, great job at bringing this back guys, way to go, look forward to it!
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Plesase meake this whish come true;)
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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.
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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.
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"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.
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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
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Myspace.com/DaedalusPspComp atibility
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