Fixer upper: DaedalusX64 Beta 2 Update released

Posted Apr 20, 2009 at 8:41AM by QJ Staff Listed in: Homebrew Emulators, Emulators Tags: DaedalusX64, Kreationz, N64, wally, Zelda
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DaedalusX64 - Image 1


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)
From Kreationz:

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

 
 
 

Comments [refresh]

by sickofitall - 2009-04-20 03:40
» wow!

thanks for the update. Will try this out when I get home.

by batanen - 2009-04-20 06:14
» Field report

Tested briefly this emu for the first time using three games.



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.

by shivadow - 2009-04-20 06:42
» PSP1000

Not really much difference in this. Sure the textures are a little smoother and the sound is slightly better. It still doesn't pick up many games though.



The framerate is appalling compared to beta1.

by jgr9 - 2009-04-20 07:10
» ...

I think the framerate is a bit better in beta 2 than in beta 1 and OoT actually runs in beta 2, but there seems to be a camera issue in the castle. It doesn't move and thus breaks the game (it is supposed to move right? I haven't played in so long :P). (Using a phat psp).

by jagrege - 2009-04-20 07:32
» Man, cant wait

I cant wait till the day this actually gets to a good speed. I have tried nearly every update, even the 1st Daedalus R1. But well have to wait probably another 1-2 years.

by kupomogli - 2009-04-20 08:38
» No need to even keep going

Sure a few more games may be compatible, but there aren't any games that will actually be playable.



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.

by Metallica101 - 2009-04-20 10:42
» Not even that

Who's going to want to play old N64 games?

by 93pauott - 2009-04-20 10:51
» omfg

we NEED n64 games for our psp's.

by Metal Jody - 2009-04-20 11:09
» yes, we NEED n64 games!

anyway.. no matter how much awesomer this emulator gets, my phat psp will ALWAYS be crap. :]

by Metal Jody - 2009-04-20 11:35
» Field Report

OK, new stuff i noticed in this update.



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.

by Metallica101 - 2009-04-20 12:38
» Really?

Really?

by jagrege - 2009-04-20 14:14
» Of course

YES!!!

by Shuma-Gorath - 2009-04-20 18:42
» Here.

Well here is the wiki for the compatibility list. http://www.gamerspress.com/index.php?title=N64_on_PSP_Compatibility_List . I hope by posting this link, it would help people find the games that actually play.



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.

by DSpider - 2009-04-20 19:18
» »

Yes, yes we do. I mean WHY NOT ?



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.

by whitecloud - 2009-04-20 23:55
» oh look

thanks allot to the guys who spend there time working on this

by StrikeFear13 - 2009-04-21 02:57
» Wishful thinking.

Highly unlikely PD will ever work, unfortunately :-\ Maybe goldeneye, but even that would probably run at a few fps.

by Kreationz - 2009-04-24 07:38
» As I said

As I said quick update to squash a few crash issues with the Phat PSP and a little bit of minor stuff. The list is long but they are all small items. The next major update will be Beta 3, but I don't expect it to be finished until at least late summer. For Beta 3 you should see a decent amount of compatibility and speed improvements. Several things are in the works for both, but part of the dev team is on haitus due to busy personal lives. However, Salvy and Wally have helped to pick-up some of the slack. I myself have tried to be a little more active than I was with Beta 2. (It got released in a hurry with several bugs still in it, which is why the update release.) I'm currently working on regression issues at the moment. Things like the missing flag and the flashing pause screen from Mario Kart. You can always check the forum for the latest info at:

http://daedalusx64.com/index.php

And the compatibility list here:

http://www.gamerspress.com/index.php?title=N64_on_PSP_Compatibility_List



Laters,

Kreationz

by Kreationz - 2009-04-24 07:44
» No need to even keep going

Try Rampage or Bust-A-Move. Those are playable at Full speed with sound and then some... Others are getting there and by Beta 3 Mario 64 should be 100% on speed 90%+ of the time with sound and very close to 100% graphically as well.



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.

by Kreationz - 2009-04-24 07:51
» Actually...

Wally has sucessfully gotten Perfect Dark to show a few things, but that was random triangles and the opening logo, but that was it.



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.

by blackthorn - 2009-04-29 09:32
» So...

I assume most N64 games run like dog***** on this EMU still?



Wait another 6 months I guess...

by Kreationz - 2009-05-01 05:26
» Update as of Rev 354 (Update Ver was 333)

Update, Master Quest should be working with Async sound now. I believe the Banjo Crash might be fixed as well. I fixed a bug recently that was causing some crashes.

by Kreationz - 2009-05-01 05:29
» :P

And I guess you still trolling...

But, yeah in six months even you'll probably think it is playable.

by Kreationz - 2009-05-01 05:33
» Further Update

As of Rev 354 some stability bugs have been fixed and the Mario Kart Flashing/Missing Flag Bugs are now gone.



Bye,

Kreationz

by batanen - 2009-05-02 20:13
» Thank you!

Ok. Thanks for looking into the matter. I might do some more test runs when the next installment is released.

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