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Fixer upper: DaedalusX64 Beta 2 Update released |
Listed in: Homebrew Emulators, Emulators Tags: DaedalusX64, Kreationz, N64, psp homebrew emulators, Zelda
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The DaedalusX64 team is back with a quick update for the latest beta version of their DeadalusX64 emulator for the PSP. As Kreationz states, this update is just a quick fix, but it's still recommended that you update your version of Beta 2 to this one. Quick fix as it may be, just look at that changelog, man:
Changes:
- [!] Fixed crash when loading 2nd ROM on Phat (Kreationz)
- [+] Roms up to 16Mb loaded into Slim Memory (Kreationz)
- [-]Removed Double Display Lists (To be replaced with proper paging code)(Kreationz)
- [-]Temporarily Removed DynarecLoopOptimisation (Causes most games to crash under current CPU code)(Kreationz)
- [+] Added resources from upgrade in prep for new GUI(No Lite version for future releases(Kreationz)
- [~] Fixed typos in rom.ini (Salvy)
- [~] Added 2 games to rom.ini (Salvy)
- [!] Compiler shouldn't make too much noise now (ex:blendmodes)(Salvy)
- [!] Fixed performance decrease per game loaded.(Salvy)
- [!] updated intrafont to 0.31, contains various bug fixes and enhancements(Salvy)
- [+]Added blendmodes: (Salvy)
- *Zelda Oot:
- Big tree on Kokiri Forest is now rendered
- Hearts should blend better now, (still WIP)
- Rupees show up better. (Wally/Salvy)
- *Batman Beyond
- Characters, enemies,foes, and other things should show up now
- *Pilot Wings
- Beaches should blend correctly
- *Super Bowling 64
- Needs more work, but now should be more "playable"
- [~] Move RSP logic out of CPU core(Howard0su)
- [!] Change KnownValue of a register from s32 to REG32. So that we can cleanup the code a bit(Howard0su)
- [~] Simplify the logic to handle register cache in LoopOptimization(Howard0su)
- [~] Cleanup the logic for JAL, JALR in the PSP code generator(Howard0su)
- [~] Simplify the parameters for GenerateCode.(Howard0su)
- [+] Delay initialize MediaEngine. So that we can suspend if we don't use Async Sound. (If you use async sound once, before you exit to XMB, you can not suspend anymore.)(Howard0su)
- [+] Improve Batch Test framework abit and bring it to PC platform(Howard0su)
- [+] Declare MAKE_UNCACHED_PTR for PSP(Howard0su)
- [+] Move all I/O access to Hardware component. (Merged from -N64 tree by Howard0su)
It's just a quick update for stability and some other fixes and prep work. Nothing major concerning speed or the like, but it is recommended you update. (For Alpha Testers it is equivalent to Rev 333.)
Download: DaedalusX64 Beta 2 Update
Related articles:
Via DaedalusX64
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Comments
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Perfect Dark: Didn't start and thus my PSP got stuck.
Banjo-Kazooie: Stucked PSP early on the game. Reason partially may have been I played with settings during playing.
Zelda OOT Master Quest: Switched sound on in the middle of cutscene --> blue screen of death.
So, needs a little more stability, but nice to see there is a capable team working with this.
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The framerate is appalling compared to beta1.
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Mario 64 is playable without the sound and even then it's not full speed. Hardly anything else even runs, much less plays at a framerate that is worth bothering to even turn the system on with.
The SNES has almost perfect emulation so why not fix some games on there that don't run full speed rather than a proceed with the worthless endeavor that is Daedalus PSP.
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Mario 64 - the black gooey liquidy stuff you jump in to get to Hazy Maze Cave is gone. its just a hole now, same for the hole to get to the metal cap place but the screen went black after jumping in (could get back to the rom menu tho).
Rush 2 - timers and speedometer looks a little glitched up, but not terrible.
Super Smash Bros - both synchronized and asynchronized audio gets out of sync with the intro by about 3 seconds behind the video. i think i noticed a small speed up in gameplay. fs:2, no audio, links stage. getting an average of 43 fps.
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I'm a member on the official site and see a lot of progress being made for this emulator, so don't sell out the emulator to fast ok.
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It pisses me off that Star Wars Ep1 Pod Racer wasn't released for the PSOne. Man I used to love that game ! I think the N64 version would supplement it nicely. And of course, Mario 64.
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http://daedalusx64.com/index.php
And the compatibility list here:
http://www.gamerspress.com/index.php?title=N64_on_PSP_Compatibility_List
Laters,
Kreationz
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I suggest you check the compatibility list. Have you even tested the latest version? or are you upset not every game is 100% speed... if so go play Donkey Kong without FrameSkip and tell me even SNES is 100%.
I don't might trolls as long as they think before they speak and at least do a little research first.
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Banjo-Kazooie like all Rare games uses custom micro-codes that are not fullyemulated. DKR is a good expample of this.
OoT Master was designed for GC and the Async sound is currently broke due to the beginnings of moving the CPU emulation to the ME for a speed increase. Async will be dropped if the CPU move is successful. Sync sound should be working however. (Not sure which type you used.)
Cutscenes in OoT are very slow for some reason I haven't tracked down yet, but I will will look more at speed after I finish fixing a few regression issues up.
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Wait another 6 months I guess...
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But, yeah in six months even you'll probably think it is playable.
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Bye,
Kreationz
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