N64 Emulator: DaedalusX64 Beta 3 Update

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emulator gets another official update from the team. After more months of hard work on the emulator the team has fixed many bugs present in Beta 3. And finally they have added code support. Something many users have been after for a long time.


DaedalusX64 notes:

As promised the next public release of Daedalusx64 is out! This mostly to address issues found in Beta 3 (thx to all the members that reported the issues), and also to improve the stability of the emulator. Several risky optimizations from B3 were removed to favor stability, but no fear, several speed improvements were squeezed onto this released as well.

Also we added a highly requested feature: support for cheat codes. This is based from 1964, any cheat for 1964 works perfectly in (you can simply copy and paste any cheat from their database onto .cht file)
Other big improvement is the implementation of env mapping and software culling.

DaedalusX64 Beta 3 Update changelog:

(Major changes since Beta 3, See SVN log for full list)
———————-
Salvy:

Fixed multiple suns glitch in Zelda
Fixed wrapping issues in Zelda
Added cheat support (routines and format based from 1964)
Front-end for cheats
Rewrote how we generate cic codes (code is 90% smaller now)
Only update viewport when it changes
Unlocked extra memory for all psps, except phat of course (note : if using a loader, make sure is supported)
Rewrote display list PC stack (this heavily based from Rice plugin)
Fixed error I did in Patch_Hacks (was causing the oshle scanning fail in certain ROMS)
Fixed trees in Dream Land (SSB) (no need to add fraction in integer part)
Fixed bug that caused screen to stretch when tv out cables were connected
Fixed nasty texture to work along blendmode maker in Combiner Explorer (just press triangle to use it)
Corrected (huge)mistake from 597 that caused slim cache to be ignored (small speed up in slim and newer models)
Made osAiSetNextBuffer thread safe, also added several asserts to make sure we handle everything.
Removed Conker shadow hack (no longer needed, generic blendmode takes care of the shadow)
Ignore IMEM transfers for speed (we don’t use low-level RSP plugin for the PSP version anyways)
Simplified Sprite2D
Implemented correctly DLParser_TexRect_Last_Legion (fixes BSOD in sub menus)
Use 32bit screenmode for tv out
Force struct alignment for our ucodedefs (generates better code)
Added several blendmodes (Salvy, Corn, Bdacanay)

Corn:

Small optimization for graphics loading/adding triangles. Some minor optimizations to the VFPU TnL. Optimized loading vector planes for clipping
Alpha channel gets passed along even when doing lighting on a tris.
Fixed critical rendering bug (and Dlist counter bug) in Conker. Optimized triangle rendering in Conker.
Speed up using early FRONT/BACK tris culling in software. Added display render stats on screen as an option (only available in Display list debug mode)
Made CPU rendering compatible with VFPU rendering (insert-matrix and ENV MAP)
Implemented Env mapping which is done (very fast) in the VFPU (Fixes SM64 stars and OOT stones, SSV ship)
Some optimizations on Bcopy(), memcpy() and CRC()
Improved hack for Wonder project J2 with a speed up (require setting texture check to 4 or so)
Fix the chopped off graphics(bug) in the ROM selector menu
Optimized Proj matrix sceGU load (Only reaload Project matrix to sceGU if its updated)
Fixed blocks in New Tetris lining up backwards
Replaced swizzle_fast with Raphael’s version

Source: DaedalusX64 Forums


Download: DaedalusX64 Beta 3 Update
(DaedalusX64 Beta 3 Update - 673.3 KiB - 26,381 Hits)


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  • Fishsticks910

    I can’t wait to try this. I’m wondering if I can somehow use the upper memory of my psp brite for this emulator

  • Aldebaran

    sorry for my bad English. there is any way to play the emulator with the arrows and not the analog? To play super smash bros.

  • BobbyB

    Okay Well I tried to download this on this site, and the link just sent to me a page full of code, which is messed up, but I downloaded it from the daedulus forums, ran a game exited that game and the menu on this n64 emulator fades completely blue. I don’t know what’s up with that. I’m running 6.35 pro b5 on a psp go.

  • PSP-2010

    I dont understand the changlog… but it sounds like alot of time and effort/skill was involved in this. Keep it up devs!

  • PSP4ever

    Very Nice! Thanks for new update=D

  • ven1x

    I;m sorry, but 10 fps are not quite playable. i was expecting to be blown away by the ingame video, but it seems to be the good ol’ laggy daedalus. Well, good luck in the future tho, and its a good effort after all.

    • Synthccp

      Haha true but update from 2008 version and you notice a slight speed increase :D

      Its a nice project and i bet it could work out great in the future

      • ven1x

        i wish it would…but with the NGP drawing near, it will not be long before the NGP will be the gravestone of the daedalus project…

      • HaloFreak

        We don’t know that. Maybe once the NGP is hackable, Daedalus will be ported over? :D

      • crashbfan

        You know, they put the music in the video to make it seem like the emulator can play sound and make the video less boring. Well I say no. Take out the music to illustrate how boring the actual gameplay is.

  • zelda

    nah just play Zelda 3DS

  • codebreaker

    Yeah this project will never work! i dunno why thy keep on trying. They are simply not good enough to do it (and the psp does not have enough ram).

    • Sudoflex

      Just think if these people had been working on something productive, we might have a SNES emulator that isn’t a piece of shit.

      • crashbfan

        This whole N64 thing is a clusterfuck, if it ran properly it might not be but the games are just not playable.

  • dan

    does shadowman work on this?

  • Anon

    3 years and they’ve gotten about 3 more frames from their zelda that they showcase in every single video, and seem to only be focusing on, leaving most other ones to be completely unplayable with no attention.

    It’s pointless “filler news” almost at this point.

    • Hiro

      It’s due to the fact Zelda is a seriously hard to emulate properly. For instance look at the dolphin emulator, im sure you can play most of the games till a zelda comes around and your pc starts to over Charge. But i think they should work on attempting to make other good games work like ogre battles 64.

      • Anon

        That’s the point really.

        There’s a thread somewhere around there that even states like “Ogre battle 64, errors, unplayble, but easily fixed” but it’s been like that for YEARS while they try and add 1-3 frames to zelda’s.

        It’s stupid for lots of reasons, lol..

  • pepSIZ

    mario face make me sick -.-

  • Doritoes

    It’s still something to bet on, hopefully PSP2 will encourage more development.

  • Nooblet

    I know that this is a noolet question, but I am not a dev and therefore do not have a clue, but can you not take a good working emu and just kinda adjust it to PSP? If not, ok, but I am curious.

    • arbayer2

      Good question, man. That’s actually a really hard question to answer. It might technically be possible depending on what platform the emulator was on. If on straight ol’ PC, it most likely wouldn’t, because the system layout of a PC and a PSP are waaaaay too different in order to be able to just run the emulator straight without some source code modification, and if you’re extremely LUCKY it might just work afterward, if the emutator was designed to be cross-platform. If it was meant for another system that shared a somewhat similar processor/programming environment, it would be easier, but there are obvious reasons why there aren’t too many electronic devices that share the PSP’s internals.

      Anyway, besides the PHYSICAL/programming differences, you gotta worry about how much memory the emulator would take up, how well written it was BEFORE you converted it to something like the PSPSDK, whether or not it was an open-source emulator, whether or not you have permission to USE the code from it in order to make a port to the PSP, etc. Add time constraints from real live, not being hired as your main JOB to make the emulator, and there’s plenty of reasons why it wouldn’t happen. But who knows. All computers run on code, and beyond the logistics I’m sure there’s a way to make some sort of conversion from an emulator on ONE platform to an emulator on ANOTHER. But this is all speculation because I’m not much of a programmer myself.

      TL: DR; Possible, but you’re probably better off just sticking to the platform the emulator was originally on. XD Anyone want to correct me on this stuff, go ahead. You’re probably more knowledgable on PSP programming than I am.

  • deezy

    i put this on my psp and it says it can not be started what do i do or what did i do wrong

    • codebreaker

      nothing, the emulator sucks!!!!!!!!!!!!! its a waste a time just play it on your computer

      • D-TeK-DeV

        I wish that yall can shut the fuck up. Be glad that there ARE N64 emulator creators STILL working on their work. You people are already cryin and bitchin about the NDS emulator creators to come back. You never know what you got until its gone.

  • XxdarkwavexX

    good job team!!!
    at least i apreciate your hard work (:
    keep it up.

  • http://pspslimhacks.com/n64-emulator-daedalusx64-beta-3-update/ Jakerzz xD

    hey this mite be a really dumb question but how do i get the pics for my roms to show up like in the video ?? do i just search for the game cover and drop the image in the roms folder 0_o?….

  • http://www.sitrawnad.com AhmadliAhmadi

    i have naver see befor thesite ….good luck

  • Pandorizer

    A newer version (777) is out, this one is now outdated.