Quick Jump Daily Digest
Thank you for your interest in the Quick Jump Daily Digest. Get notified of all new content on QJ in our free Daily Digest. To subscribe, enter your email address below and click the subscribe button.
PSP homebrew - DaedalusX64 SVN r729 |
Listed in: Homebrew Emulators, News Tags: DaedalusX64, daedalusx64 team, emulator, psp homebrew
Revision 729 of DaedalusX64, the ever-popular Nintendo 64 emulator for the PlayStation Portable is now out folks. What's new in the latest update?

Changelogs:
- revision 729
- [~] Forgot to update roms.ini..
- revision 728
- [=>] Merged from Dev branch:
- Rev 386 - Salvy
- [!] Tidy check to update when rumble is active
- Rev 387 - Salvy
- [!] Simplified memory access analysis (shoves off 3k+ ops in StaticAnalysis.cpp)
- [!] Simplified parameters in CodeGen
- Rev 388 - Salvy
- [!] Simplified even more memory access analysis (~1k ops in StaticAnalysis.cpp, I think this the fastest it can get)
- Rev 389 - Salvy
- [!] Disable SimulateDoubles for Power Puff game (fixes the ingame gfx etc)
- Rev 390 - Corn
- [!] Some rendering pipeline fixes and optimizations
- [!] Changed amount and order of render states
- [!] Updated DList debug output
- Rev 391 - Salvy
- [~] Minor optimizations in GFX plugin
- [!] Don't declare blendmodes as statics since it only makes the binary larger and most games only use a few blends.
- Rev 392 - Corn
- [!] modified/reverted some of the previous commit since it breaks scaling and debug outputs
- Rev 393 - Corn
- [!] TEXRECT seems to work fine even in GE when discarding decimal part in coordinates (tnx Salvy)
- Rev 394 - Corn
- [!] Fixed texture scaling glitch (and simplified transform pipeline) in Conker.
- [!] Small change in Vector clipping ASM (scale whole matrix rather than just one vector at the time).
- [!] Some clean up in gspmacros and PSPRenderer.
- [+] Alternative transform pipeline (using CPU/FPU) for Conker (WIP)
- Rev 395 - Corn
- [+] Semi fixed missing sprites in DKR (still needs more work, at least now they show up).
- [!] Optimized the DKR TnL rendering pipeline.
- Rev 396 - Salvy
- [!] Unified DKR and JFG ucode tables
- [!] Simplified DKR/JFG's Vtx ucode
- [!] Simplified abit MoveWord_DKR
- Rev 397 - Corn
- [!] Optimized TnL paths for DKR
- [~] Fixed compile error for enable texture (debug Dlist)
- Rev 398 - Salvy
- [~] Some code reordering and small clean ups
- Rev 399 - Corn
- [-] Reverted Texrect since it does not work well with GE after all
- [!] Reduced MaxUcode to 11 (saves some memory)
- Rev 400 - Salvy
- [!] Forgot to update the vertex multiplier table (this was breaking most custom ucodes, sorry!)
- Rev 386 - Salvy
- [=>] Merged from Dev branch:
Developer's note:
This release of DaedalusX64 is currently in beta stages of development.
As for the past releases of Daedalus PSP, this project is intended to show the potential for a N64 emulator on the PSP, but the currentrelease has many missing features that make it far from usable:
- Many roms won't boot.
- Some roms have serious graphical glitches.
- Various roms have random lockups and crashes.
- Many roms run at a low framerate.
Having said all that, We believe most of these problems can be overcome in the near future.
Installation:
- Copy the Daedalus folder to the \PSP\GAME\ folder on your PSP.
- Daedalus requires Custom Firmware 4.00 or higher, failing to install CFW 4.00 or higher will mean Daedalus does not load past the firmware check screen.
Upgrade Procedure
- Remove all HLE files from the SaveGames folder
- Remove rom.db and preferences.ini
- This will ensure that Daedalus is fresh.
Download: DaedalusX64 SVN r729
Download: DaedalusX64 SVN r729 (signed)
And while your at it, don't forget to explore our DL page to grab hold of the latest homebrews from all around the scene.
Via [DaedalusX64]
| 55.6% of voters think this story ROCKS! |
|
|












Comments
Reply
Reply
Reply
Reply