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PSP homebrew - DaedalusX64 Alpha Rev 632 |
Listed in: PSP Tags: Daedalus, DaedalusX64, daedalusx64 team, emulator, psp homebrew
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| 1. PSP homebrew - DaedalusX64 Alpha Rev 632 |
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Courtesy of the DaedalusX64 Team, here comes a new build of the ever-popular Nintendo 64 emulator for PSP.

Changelog:
- [=>] Merged from Daedalus-Dev branch :
- [+] Implemented blendmode maker (blendmodes can be made in real time now, and now is really easy for anyone to make blendmodes) - Corn
- [!] Fixed Display Debugger not working in Paper Mario - Corn
- [~] Debug build compiles again (got broken in 630) - Corn
- [~] Corrected regression that caused DKR and other games to crash
- [~] disable loop opt for Cybertiger (fixes crash when starting the game)
- [~] Corrected regression that broke pokeballs in Pokemon Stadium 2
- [=>] Merged from Daedalus-N64 branch :
- [+] 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.)
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STFU and thank people for their hard work or go back to playin' with your barbie dolls!
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@hamed - No, 633 will NOT be the next Beta. There will not be another Beta until we the devs are satisfied with the stability, compatibility, and speed of the emu.
To answer both trolls:
There will likely be hundreds of versions of DaedalusX64 before it's done. There will likely several dozen if not more before the next Beta. The first Beta was a bug fix of R14 (to fix regressions) and a proof of concept of moving the audio to the ME. For Beta 2 we felt it was stable and took care of enough graphical glitches to be more "Playable" to the average user. The Update was my fault do to lack of testing before releasing the Beta to fix major issues.
Since the Beta 2 stage there have been many graphical and speed improvements. Also around that time goals were set for Beta 3. These include moving the CPU to the ME processor and working out the "Async Bug" which is unstable but provides a large speed-up. When these are completed and we work out most of the crash scenarios then Beta 3 ill be on the horizon.
P.S. Go try playing any N64 emu for the PC on a Pentium II 333Mhz with 128Mb of RAM and TNT2 graphics card and tell me how fast they are? (Even a modern PC will bog down at times on some games.) Which BTW, through my process of reverse merging our code back into the original project, I will be bringing Daedalus back to it's PC roots.
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However, who are you, to tell me that you developed the project ?
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Apparently, you've never been to the offici04
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Anyways, I've always thought this project was one of the most amazingly challenging ever, but I keep myself looking to the outcome, wanting to be surprised, really surprised, more like "mind-bent".
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Chad
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Why you don't move it for google code to accelerated the development joining more and more developers?
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