DaedalusX64 BETA 3

1, 2, 3
El Zelda en el bosque Kokiri va a 10-8 fps pero en el resto del juego suele ir mas rapido.

Yo estoy jugando al mario 64 en 3d con plugin psp3d y en muchas zonas sigue estando a fullspeed, y no veas que chulo en 3d XD XD XD
Increible que se siga puliendo este emulador. Tiene mucho mérito emular tan decentemente juegos como Mario 64, Wave Race o Mario Kart 64 en un hardware tan limitado como el de la PSP.
DaedalusX64 r747

DaedalusX64 SVN Changelog:

r737
[=>] Merged from Dev branch:
Rev 474 - Corn
[!] Reorganized and optimized MemRect for Yoshi (small speedup)
Rev 475 - Corn
[!] bail audio mixer when called with bogus values (YOSHI)
[!] small improvement in color adjustment process
[!] call popDL directly instead of endDL if possible
[!] Instruction count should now match in debug dlist with value shown in Dlist length
[!] reworked blend explorer and cleaned up debug info and reordered some code
Rev 476 - Corn
[!] Rayman2 hack (WIP, it still have issues but should be playable now)
Rev 477 - Corn
[!] Optimized RDPStateManager
[~] Forgot to add ROM hack for RAYMAN 2
Rev 478 - Corn
[!] Rayman 2 textures stretching should work now
[-] Reverted GBI1_EndDL change
Rev 479 - Corn
[!] Fixed Profiler
r738
[=>] Merged from Dev branch:
Rev 480 - Corn
[!] Fixed DKR/JFG texture scaling issue
Rev 481 - Salvy
[!] Avoid wasting time loading the same texture in S2DEX Obj** (happens quiet often in yoshi, a good example are the white dots that appear around the screen)
Rev 482 - Corn
[!] Fixed potential ROM hack bug
[!] Updated S2DEX_ObjLoadTxtr
[~] Trimmed some debug info
Rev 483 - Corn
[!] Made inline of some functions in PSPRenderer
[!] Made Debug Dlist spam less for cleaner looking output to file
Rev 484 - Corn
[!] DKR only needs 80 verts array after all (no need for 128)
[!] Updated CPU TnL
Rev 485 - Salv
[!] Some small optimizations in PSPRenderer
[!] Made debug only sanity checks in GBI0 Vtx
[!] Do not render degenerated or empty? tris in Tri4 (GE and PD)
Rev 486 - Corn
[!] Fixed some compile errors and rendering logic
r739
[=>] Merged from Dev branch:
Rev 487 - Salvy
[!] Some clean ups
[!] Removed sanity checks from release mode in WRUS Vtx (it should never happen anyways)
[!] Removed sanity checks from release mode in GBI1 Vtx (Only game that sets this is Quake II which eventually crashes anyways due clipping too many verts)
Rev 488 - Corn
[!] Force disable loop opt for Rayman2
[!] Removed a forced blend mode that made shadows in Rayman2 invisible
[!] Minor fix to texture scaling to proper match 1.000 scale
[!] Removed extra test for disabling blending
Rev 489 - Salvy
[!] Some clean ups and made several globals static in DLParser.cpp
[!] Implemented bg1cyc correctly (fixes sprite errors in Worms - Armageddon and other games that use this cmd)
[!] Tidy GBI1/2_Texture
Rev 490 - Salvy
[~] Forgot this
Rev 491 - Salvy
[!] limit huge sprite (2045x2047) over 4mbs! that Worms Armageddon tries to load (props to Corn for spotting it)
Rev 492 - Salvy
[!] Fixed compiling error from previous commit
Rev 493 - Salvy
[-] One more try xD
Rev 494 - Salvy
[-] Final touch up to previous commit
Rev 495 - Salvy
[!] Forgot one more thing
Rev 496 - Corn
[!] removed some redundant variables in PSPRenderer
[!] small fix to audio and made buffers smaller for less delay
[!] add disassemble when BSOD happens (debug only)
r740
[=>] Merged from Dev branch:
Rev 497 - Corn
[!] Optimized TexRect, TexRectFlip and FillRect to avoid copy same data twice and more effective parameter loading
[!] Optimized clipped tris handling to avoid copying unnecessary data thus saving 240 bytes per tris
Rev 498 - Salvy
[!] Texrect, Texrect Flip, and Fillrect now uses 60% less vertices (PSP only)
[+] Added STRIP version for texrect as reference for future ports
[-] Removed annoying assert from fillrect
Rev 499 - Salvy
[-] No need for s/t for fillrect as we don't do any texturing
Rev 500 - Corn
[!] small speed up making use of VFPU for converting vertices's to PSP hardware format when clipping tris
Rev 501 - Salvy
[!] Fixed scaling bug in Sprite2D
[!] Small optimization in RDPHalf1_GoldenEye
Rev 502 - Corn
[!] Fixed a rendering bug from rev 486
Rev 503 -Salvy
[~] Temporary reverted a few changes from 450 (was breaking Worms game) (texture update for S2DEX needs to be revised)
r741
[=>] Merged from Dev branch:
Rev 504 - Corn
[!] VFPU TnL recoded into one function (with optimizations)
[!] Integrate TnL flags into TnL parameters
[!] small fix to texture UpdateIfNecessary
[!] small optimization to convert vertices
Rev 505 - Salvy
[!] Clear color buffer aka clear screen in fillrect (fixes several glitches in many games ex Worms - Armageddon, Superman, Command & Conquer and other games)
[!] Add back check to ignore unnecessary loads to fillrect (Issue breaking the sky in Superman is sorted, we can add this back)
[~] Removed scissoring check in fillrect (no longer needed)
[!] Proper fillrect for 1/2 cycle mode
Rev 506 - Salvy
[!] Forgot this
Rev 507 - Corn
[!] avoid downsizing texel buffer
[!] some optimizations in copying data with vectors
[!] TnLVFPU Passing more data through a struct rather than function parameters
Rev 508 - Salvy
[!] Don't use primitive colour when filling rectangles in 1/2 cycle, just fill to black (was causing issues in MK64)
Rev 509 - Salvy
[!] Simplified CombinerTree
r742
[=>] Merged from Dev branch:
Rev 510 - Corn
[+] Added VFPU code for perfect dark TnL path (speed up)
[!] Fixed copy n paste bug in lighting
Rev 511 - Corn
[+] DKR TnL is now done on the VFPU (speed up)
Rev 512 - Corn
[+] Conker TnL is now done on the VFPU (including ENV map)
Rev 513 - Salvy
[!] Fix clean scene not working properly when games are clearing the screen (PD)
[!] Simplify check to clear screen
[!] Decode fill color even when clearing screen (fixes bug in PD)
[!] Simplify DLParser_FillRect
[!] Load RDP_Combine in one go (saves 2 ops)
[!] Ignore mem0+mem1 blend in fillrect (is cheaper than handling in general blender after all..)
Rev 514 - Salvy
[!] Update RDP_Combine struct
Rev 515 - Salvy
[!] Bring back changes from 450 (Degraded texture cache for S2DEX, need to find a different approach to fix worms, but the only way to properly fix it is to hash palettes :( and we ain't going to do it just for this game since is really CPU intensive..)
Rev 516 - Corn
[!] use texture hash check in cache for now (fixes OOT and MM text and other issues in other games)
r743
[=>] Merged from Dev branch:
Rev 517 - Salvy
[!] Check as early as possible if texture is the same as last time around
[!] Some more optimizations in copying data with vectors (~50 ops)
Rev 518 - Salvy
[!] Simplified fillrect even more
Rev 519 - Salvy
[!] Fixed height calculation of video interface (borrowed fix from glide plugin)
Rev 520 - Corn
[!] Reuse project matrix stack for DKR matrices
[!] Avoid copying DKR matrix data twice under some circumstances.
Rev 521 - Corn
[!] Fix debug dlist compile error (tnx salvy)
Rev 522 - Salvy
[!] Use LoadUcode when switching to S2DEX2 ucode to avoid adding overhead to GBI2 ucodes (our ucode cache eliminates any overhead from LoadUcode anyways)
[!] Added detection for S2DEX2 ucodes
[!] Some more optimizations in copying data with vectors (~30 ops)
Rev 523 - Salvy
[~] By mistake broke S2DEX1 name table
[!] Fixed wrong fill colour in Automobili Lamborghini (still not correct since we can't really handle 32b size in fillrect (yet))
Rev 524 - Corn
[!] load matrix directly to stack to avoid copying data twice (setproject, setmodelview and force_matrix)
Rev 525 - Corn
[!] fixed debug dlist compile error
[!] compacted MatrixFromN64FixedPoint code
r744
[=>] Merged from Dev branch:
Rev 526 - Corn
[-] Removed old VFPU TnL code
[!] Small optimization in DKR TnL
Rev 527 - Corn
[!] Increased billboard sizes in DKR
Rev 528 - Corn
[+] Added VFPU TnL code for DKR billboards (small speed up)
Rev 529 - Salvy
[!] Tidy up LoadTile/LoadBlock
Rev 530 - Corn
[!] Fixed texture loading regression from rev 529
[!] Fixed Debug Dlist text output
Rev 531 - Corn
[!] Fixed Debug Dlist text output
Rev 532 - Salvy
[!] Optimized DMA_Tri_DKR
Rev 533 - Corn
[!] some clean up
r745
[=>] Merged from Dev branch:
Rev 534 - Corn
[!] Reworked Insert and Force matrix (speed up for games that uses it and WWF games should work better now)
Rev 535 - Corn
[!] Additional fix to Insert and Force Matrix
Rev 536 - Corn
[+] Added bitwise feature hacks to speed up checks and make it easier to have same hack in many games
[+] Donald Duck is a bit more playable with T1 texture hack (same as Rayman2)
[-] Alternative TLUT hack is now a part of bitwise hacks
Rev 537 - Corn
[!] Avoid reloading projection matrix to sceGU more than necessary
Rev 538 - Salvy
[!] Another try to remove Aidyn hack (doesn't break Rampage this time around..)
Rev 539 - Salvy
[!] Fixed bug? in FPU rendering (was breaking SSV's shade)
[!] Simplified abit HLE handling
Rev 540 - Corn
[!] Fixed TexRectFlip to do proper flip
[-] Reverted previous change to make Aidyn sky show up
Rev 541 - Corn
[!] Small optimization in Dynarec/fragments
[!] Disabled Loop Opt for Donald Duck Going Quackers
[~] Reverted Loop Opt to old code (pre 618)
Rev 542 - Salvy
[!] Added many blendmodes for WWF games (getting closer to be playable)
Rev 543 - Salvy
[!] Really small change to MemoryUpdateSPStatus
r746
[=>] Merged from Dev branch:
Rev 544 - Corn
[+] Save more memory using TMEM table with only 64 entries for palette pointers
[+] TLUT hack for Resident Evil 2
[!] Disable Loop Opt for all WWF games
Rev 545 - Corn
[!] Graphical fix for Tom and Jerry (T1 hack)
[!] Fixed BSOD in top gear rally (seems to have other issues too with floats)
[!] Fixed BSOD in Star Soldier - Vanishing Earth
Rev 546 - Corn
[+] Using volatile memory for PSP Dlists (saves 2Mbyte of regular memory)
[!] Reduced the time a texture is cached unless used (should help Phat owners a bit since it saves some texture memory)
[!] Added TLUT hack and disabled Loop Opt. for Star soldier-vanishing earth
Rev 547 - Corn
[+] added assert for PSP Dlist overflow
Rev 548 - Salvy
[!] Disable Dynamic Loop Optimization by default (It causes instability and other issues in many games, to enable go to Advanced Settings, enable at your own risk!)
Note: Make sure to reset your setting before using this rev -> Global Settings -> Reset Settings (follow on-screen instructions)
Rev 549 - Salvy
[!] Use T1 hack for Earthworm Jim (game looks awesome now)
Rev 550 - Corn
[!] Auto speed adjustment hack for Rayman/Donald duck/Tom and Jerry
[!] Removed some redundant checks for SOTE
Rev 551 - Corn
[+] Added speed hack to Earthworm jim and powerpuff Girls
Rev 552 - Corn
[!] Improved sync filter for audio and speed matching
Rev 553 - Salvy
[!] Keep texture image address in range for Shadow of Empire (game is now playable with some minor issues, is recommended to use a savesatate to get in game)
Rev 554 - Salvy
[+] Added option to enable Corn's newly hack to smooth up games (helps mostly with games with poor framerate ex Earthworm Jim, Golden Eye, Donald Duck etc)
Note: Option can be found in Advanced Options -> Video Rate Match
Rev 555 - Corn
[-] Removed forced speed hack since its optional now
[-] Removed forced Loop Opt. off from roms.ini
[+] Brought back Pilotwing 64 hack (since cheat version still has issues)
Rev 556 - Corn
[+] Hack for SOTE to show text and menus (clean scene has to be enabled)
Rev 557 - Salvy
[!] FillRect don't set any colour when not in fill mode (fixes SOTE's text)
[~] Removed SOTE and Wave Racer hacks (no longer needed)
Rev 558 - Salvy
[!] Fixed bug errg typo in cheat parser for large cheats (Pilot Wing's shadow fix works properly now)
[-] Removed Pilot Wings hack (again), no longer needed ^
Rev 559 - Salvy
[!] Parse cheat file when ROM boots if cheat feature is enabled or forced (this is required when forcing cheat feature)
[!] Forced cheat feature to Pilot Wings and Pokemon Snap (we need cheats for these games to work properly *wink*)
r747
[!] Updated roms.ini with latest changes



Descarga DaedalusX64 r747

Fuente: EmuCR
Alguien me dice como funciona el Mischief Maker?

Se pone lento?
Edito:
Na preguntaba sobre unos juegos para saber como ivan, si eran decentes con sonido para jugar, pero ya vi en la pagina oficial la lista de compatibilidad asi que ya no hay problema, el mario 64 y mario kart 64 y los zelda y el star fox van bastante bien segun la lista, que son los que mas me interesan [Ooooo]
chao, un saludo!
alguien ha probado la ultima versión a ver si ha mejorado algo los zeldas o algun otr juego?
Yo estoy en ello, pero los juegos tardan mucho en cargar. Voy a probar copiandolos a la tarjeta descomprimidos, a ver que tal.

Tenemos un command & conquer, y un starcraft cojonudos en este sistema, espero que funcionen bien.
Yo despues de ver como van los juegos que menciono arriba que "segun la lista" van bien, creo que deberian de empezar a modificar este emulador para Vita, no creo que nunca llegue a funcionar decentemente :S es una pena jugar un zelda sin sonido por que no vaya bien con el, o un mario kart, y eso usandolo en una slim con la ram extra, en una FAT imagino que sera injugable jeje

Ojala lo mejoren lo suficiente como para poder jugar estos juegos decentemente, pero me huelo que esto daria mejores resultados terminando el proyecto en la vita, con su potencia no tendrian problemas (es en estos momentos, en el tema de la emulacion, cuando portatiles como "Open Pandora" se echa de menos xDD)
De los que he tenido oportunidad de probar es sin duda el Super Mario 64 el que mejor emulación tiene, incluso con el audio activado. Despues, juegos como Mario Kart 64, Wave Race, Lylat Wars, etc van bastante bien con el audio deshabilitado.
yo lo he probado ...y a decir verdad me decepciono un poco, viendo que psx va perfecto....pero claro, el hardware esta preparado para psx y emular una n64 , que de por si es mas potente que una psx le iba a costar. a mi con el emu de SNES y los de CPS2 , mas los juegos de PSX voy surtido hasta que desvirguen la VITA

PD:para que van a optimizar el emulador para VITA , si aun no se ha conseguido ejecutar homebrew en modo VITA.... si es que la gente habla por hablar...pffff [360º] [360º] [360º]
bueno yo no quiero entrar al trapo en si es bueno o no este emulador, la verdad es que para PSP va de puta madre y mas despues de haber visto las otras betas.
yo escribo para ver si hay algun artista que me diga como ponerle caratulas a los juegos. que no encuentro la manera por ningun lao cojones. saludos pa todos
aquí tienes el pack de caratulas: http://www.megaupload.com/?d=R71UOOWB

las imagenes van en la carpeta Resources/Preview/ del emulador.
ok muchas gracias tio por responder y por el "detallazo" de las caratulas. jejeje saludos
DaedalusX64 SVN Changelog (en inglés):
r748
[=>] Merged from Dev branch:
Rev 560 - Corn
[!] Fixed BSOD in Duck Dodgers (TMEM palette)
Rev 561 - Salvy
[!] ForceMtx(2) takes two cmds so skip' em (reduces significantly Dlist size of games that use it)
Rev 562 - Corn
[!] avoid concatenation/multiplication of world and projection matrices for CBFD and PD (small speed up)
[!] use aligned loads and saves for matrix multiplication in psprenderer (small speed up)
Rev 563 - Corn
[-] Reverted some of the aligned matrix multiplications since for some reason they are unaligned?
Rev 564 - Corn
[!] Fixed matrix alignment (including DKR)
Rev 565 - Corn
[!] Refinements in VFPU TnL code for small speed up
[!] Fixed matrix stack limits to proper values
[!] Save some memory with smaller indices buffers
Rev 566 - Salvy
[!] Some more optimizations in copying data with vectors (~20 ops)
Rev 567 - Salvy
[!] Simplified Light Colour (VFPU TnL needs to be updated!!)
Rev 568 - Corn
[!] Ambient light change is now compatible with VFPU TnL code (standard and Perfect dark)
r749
[=>] Merged from Dev branch:
Rev 569 - Corn
[!] Indice buffer is now 256
[!] Clean up among the hacks
Rev 570 - Salvy
[!] Some optimizations in copying data with vectors in Texrect/Flip (~29 ops)
Rev 571 - Corn
[!] Pass values by reference in coordinate translation function
Rev 572 - Salvy
[+] Daedalus can now be translated to any language (not used yet, will add Spanish translation as example and leave the rest to the community)
[~] Some clean ups to some redundant code
Rev 573 - Salvy
[!] Identified most strings to be translated (We can start translating now)
[!] Some improvements and clean ups to Translation codebase
Rev 574 - Salvy
[+] Added menu to switch languages (WIP!!!) can be found in Global Settings
Rev 575 - Salvy
[!] More work and clean ups when loading languages to GUI
Rev 576 - Salvy
[!] Reverted 573 (I'll use a way better method to identify strings =)
Rev 577 - Salvy
[+] Use a more robust method to identified strings (we'll hash each string and thus we can translate any string without having all the redundant stuff all over our strings)
Rev 578 - Salvy
[~] Forgot to update makefile
r750
[=>] Merged from Dev branch:
Rev 579 - Corn
[!] small optimizations in TnL for CBFD and PD
Rev 580 - Salvy
[!] Alot of improvements and fixes to translation codebase (Is fully working now)
[+] Added Spanish translation by niccoooodu61
Rev 581 - Salvy
[!] Made language switching friendlier (language changes will happen instantly too)
[!] More clean ups to remove redundancies
Rev 582 - Salvy
[!] Fixed translated strings not showing correctly when wrapping
[~] Simplified codebase abit more (All strings are interpreted as UTF8 anyways)
[!] Use INTRAFONT_CACHE_ALL instead of INTRAFONT_CACHE_ASCII (was causing some random issues with unicode strings)
Rev 583 - Salvy
[!] Updated Spanish translation (Ricot)
[+] Added Russian translation by Scarecrow
[+] Added French translation by niccoooodu61
[+] Added Brazilian translation by Lev Tolstoi
Rev 584 - Salvy
[!] Fixed ancient regression that was breaking most unicode strings
[!] Translations will fall back to use intrafont's manual linebreaking feature (our auto-linebreaking can't handle unicodes)
[+] Handle special chars as newline when parsing language files (Needed by intrafont's linebreaking)
Rev 585 - Salvy
[!] Fixed memory leak in cheat feature
[!] Fixed translations switching to default when accessing pause menu (thnx Ricot for reporting it)
[!] Fixed language list being inconsistent (thnx Ricot for reporting it)
[!] One more fix when wrapping translated text (thnx pzu for reporting it)
[!] Simplify getting language name
[!] No longer register a sysevent handler when using volatile memory (Was breaking exception handler, also volatile memory now works in signed builds)
[!] Use scePowerLock to disable power switch and thus "disable" suspend mode (needed when using volatile memory)
Rev 586 - Salvy
[!] Avoid translating strings when hash fails
[!] Increased translated text array
Rev 587 - Salvy
[!] Updated Spanish translation (Ricot)
Rev 588 - Salvy
[-] opps!
Rev 589 - Salvy
[!] Fix translated text height is not calculated correctly when breaking lines
[!] Load translations to volatile memory and only unload if using a different language
r751
[=>] Merged from Dev branch:
Rev 590 - Corn
[!] Check for Off screen rendering in Tri1, 2 and 4 is now for CBFD only and skips the whole list at once thus avoiding checking individual tris (small speed up)
[!] If Off screen rendering is true, TnL is skipped for Conker (small speed up)
[~] Small cosmetic change in GUI text (will this break translations?)
Rev 591 - Salvy
[!] Is now possible to translate savestate menu, battery/time status, splash screen, daedzone screen and other strings.
[!] Some clean ups in translation codebase
[!] Only fetch language files once
[!] Updated Brazilian Portuguese translation (Scarecrow)
[!] Updated Spanish translation (Ricot)
Rev 592 - Salvy
[!] More text in About screen can be translated
Rev 593 - Salvy
[!] Fixed Min/Max text overlapping in ***** Screen
[!] Typo from last commit that broke time/bat stats display_height
[!] Updated Spanish translation (Ricot)
Rev 594 - Salvy
[!] Cosmetic changes to battery/time stats
[!] Draw battery/time stats in one go
[!] Center align battery/time stats
Rev 595 - Salvy
[!] Updated Brazilian Portuguese (Scarecrow)
[!] Simplified translate parsing
Rev 595 - Corn
[+] Added SM64 Star Road and Christmas Carnival ROMs
[+] Added Camera Control Cheat code for SM64 Star Road
[!] Fixed a typo in cheats file
Rev 597 - Salvy
[!] Removed both CoverFlow GUI and compatibility info (RomSelector is now ~2k lines smaller). As discussed here: http://forums.daedalusx64.com/viewtopic.php?f=38&t=3799
Rev 598 - Salvy
[!] Updated Russian translation (pzu)
[-] Removed all compatibility codes from roms.ini
[-] Removed GUI selector option (no longer used)
r752
[=>] Merged from Dev branch:
Rev 599 - Corn
[!] Bigger cover art picture and other rearrangements in classic GUI
[!] Changed chunk size for ROM cache
[!] added -fpredictive-commoning to makefile, 5% speed up in some cases (tnx Salvy)
Rev 600 - Salvy
[!] Reduced number of ucode cache entries to 6 (Max ucodes I ever seen per game is 4 anyways)
[!] Don't cache ucodes globally, only per game (to avoid hitting max of entries and spreading too far)
[!] Revert change to chunk size for ROM cache
Rev 601 - Salvy
[!] Removed sysevent.prx (no longer needed)
[!] Tidy ME initialization
Rev 602 - Corn
[!] Fixed small bug in VFPU TnL code for PD
Rev 603 - Salvy
[+] Added Italian translation by kakarotto
[+] Added Dutch translation by grivy
[!] Is now possible to hash/dump your own strings erg hash.txt (Just use DAEDDAED value in your language file to prompt Daedalus to do so)
[~] Minor corrections to Spanish translation
[-] Removed compatibility with compressed ROMs (Daedalus no longer reads compressed ROMS, didn't work well in the PSP due the limited amount of memory anyways, and just the unzip lib alone added a good amount of bloat to the binary)
[!] Updated unzip lib from 0.15 to 1.01h
Rev 604 - Salvy
[!] Forgot this
Rev 605 - Salvy
Rev 606 - Salvy
[!] Updated Spanish translation (Ricot)
[!] Updated French translation (niccoooodu61)
[!] Tyde compile flag to disable compressed Roms support, also disabled remaining code used for it.
[~] Reverted Rom cache size change for Phat PSPs
[~] Some small cleans ups
r753
[=>] Merged from Dev branch:
Rev 607 - Salvy
[!] Allocate the entire extra memory of PSP Slim and newer models (32mbs in total)
[+] Added a new option (Found in Global Settings) which allows you to use either Rom cache (default, slower but faster boot time) or Rom Buffer (faster, but slower boot time, since it has to buffer the entire Rom to the Ram, Note: Any Rom bigger than 32mbs will fall back to use Rom Cache)
[!] Don't allocate RomCache if we load the whole ROM (Rom Buffer)
[!] Don't allocate memory for VideoManager (Was used to fall back if running out of VRAM, happens very rare [about 3 known games, we could use the volatile memory for this eventually?] )

All of these is a nop for PSP Phat and any PSP not using CFW or HEN
Note: This is a WIP!!!!
Rev 608 - Salvy
[!] Clean ups and fixes to previous commit
Rev 609 - Corn
[+] Add 1.5MB of volatile RAM to the memory pool for textures (SLIM->5.5MB and PHAT->3.5MB)
Rev 610 - Salvy
[!] Fixed PHAT compatibility with recent changes
[!] Made conditions when using large Rom cache or Rom buffer, more safely to avoid any unwelcome bugs ;)
[!] Some clean ups
r754
[=>] Merged from Dev branch:
Rev 611 - Corn
[!] Made ROM cache lines equal length regardless of cache size
[-] Removed debug info
[!] Changed description text for ROM buffer/cache
Rev 612 - Salvy
[~] More clean ups to ROMFileMemory
[!] Made more robust when Allocating and freeing ROM Cache/Buffer
[+] Create memory pool for PHAT as well to avoid fragmentation and keep things neat
Rev 613 - Salvy
[!] Updated French translation (niccoooodu61)
[!] Huge clean up (redundant code, unnecessary checks/asserts etc) in our RomFile code
[!] Removed nasty hack I had when either reading to header of Rom or loading Rom completely (everything is allocated separately now to avoid this sort of bugs..)
Rev 614 - Salvy
[+] Added quick loading bar for ROM buffer (based from our compressed Rom loading bar, pretty much a test...)
Rev 615 - Corn
[!] Fixed ROM buffer loading screen showing progress bar
[!] fixed text for buffer modes
Rev 616 - Salvy
[!] Fixed typo in hash in all translations
[!] Only try to load language files once when system inits
[!] Fixed crash when number of language files changed
[+] Conserve the order of languages, regardless if their number was changed
[!] Increase ROM cache size for PHAT from 2MB to 4MB
Rev 617 - Salvy
[!] Fixed potential bug in our home button implementation with signed builds under FW 6XX or higher
[!] Slight change to our loading screen for ROM buffer
r755
[!] Updated roms.ini with latest changes


Cambios:
[!] Actualizado roms.ini con los últimos cambios.

Cambios en r754: ([=>] Fusionado de la rama desarrollo:

Rev 617 - Salvy
[!] Corregido potencial error al usar el botón HOME en entregas firmadas; en FW 6XX o mayores.
[!] Leves cambios a la pantalla de carga para el buffer de la ROM.
Rev 616 - Salvy
[!] Corregido error tipográfico de hash en todas las traducciones.
[!] Solamente intenta cargar los archivos de idioma una vez cuando el sistema inicia.
[!] Corregido cuelgue cuando el número de archivos de idiomas ha cambiado.
[+] Conserva el orden de idiomas, no importa si la cantidad ha cambiado.
[!] Aumentado el tamaño de cache de la ROM para PSP FAT de 2MB a 4MB.
Rev 615 - Corn
[!] Corregido buffer de ROM durante pantalla de carga al mostrar la barra de progreso.
[!] Texto corregido para modos de buffer.
Rev 614 - Salvy
[+] Añadida pequeña barra de carga para el buffer de ROM . (basada en la barra de carga de ROM comprimido, es más una prueba...)
Rev 613 - Salvy
[!] Actualizada la traducción al Francés (niccoooodu61).
[!] Gran limpieza de código (código redundante, verificaciones innecesarias etc) en código RomFile.
[!] Removido hack al leer la cabecera de Rom o cargar Rom completamente. (todo está separado ahora para evitar estos bugs..)
Rev 612 - Salvy
[~] Más limpieza de código en ROMFileMemory.
[!] Más robusto al asignar y liberar buffer en cache de ROM.
[+] Se crea lista de memoria para PSP Fat para evitar fragmentación.
Rev 611 - Corn
[!] Líneas de cache de ROM hechas de igual medida que el tamaño del cache.
[-] Removida información de depuración.
[!] Cambiado el texto de descripción para ROM buffer/cache.


Fuente/Descarga
vamos...que sigue todo igual, no??? XD

Alguna mejora en frames?
Ya conseguí funcionar algo decente el Ocarina of time en mi PSP fat con la versión 755. Me va bastante fluido y no se me a trabado ninguna vez. El sonido se oye lo justo pero se oye. Los textos se ven mal pero si cambiais a la opción every frame en el emulador los ponéis bien. Tambien subí lo de la CPU Clock de XMB y Game a 333/166.
Los controles al final los puse invertidos porque es la única forma que te deja coger objetos en el inventario. Tirachinas, ramas y cosas de esas.
Tengo una duda de el Mejoras Mask que tambien me funciona bien pero no se ven los textos no sé porque.
ibrahimovic_28 escribió:Ya conseguí funcionar algo decente el Ocarina of time en mi PSP fat con la versión 755. Me va bastante fluido y no se me a trabado ninguna vez. El sonido se oye lo justo pero se oye. Los textos se ven mal pero si cambiais a la opción every frame en el emulador los ponéis bien. Tambien subí lo de la CPU Clock de XMB y Game a 333/166.
Los controles al final los puse invertidos porque es la única forma que te deja coger objetos en el inventario. Tirachinas, ramas y cosas de esas.
Tengo una duda de el Mejoras Mask que tambien me funciona bien pero no se ven los textos no sé porque.


configuración estandar o tocas algo de la configuración del emulador?
me ocurre lo mismo solucion?
¿que juegos van a una velocidad decente en este emulador?
Sabeis si hay manera de que el Banjo Kazooie vaya decente? lo he probado con la beta 3 y me va regular la verdad... tengo la psp fat si sirve de algo, la primera.
Angel sefirot escribió:http://forums.daedalusx64.com/viewtopic.php?f=9&t=3596

Este post te vá a ayudar ;)

Saludos.



Muchas gracias!!!.
DaedalusX64 SVN r766

DaedalusX64 SVN Changelog:
r758
[=>] Merged from Dev branch:
Rev 618 - Corn
[!] Fixed T1 hack (textures in Donald Duck and Rayman2 should look very good eg. non blocky)
Rev 619 - Corn
[!] Additional fixes to T1 hack
[!] Clean up tris culling
[!] Optimization of zero size tris for GE and PD
Rev 620 - Salvy
[!] Do not render Conker's shadow (even though our generic blendmode does hide it fine, we can save some cycles by not rendering at all)
Rev 621, 622, 623 ignored
r759
[=>] Merged from Dev branch:
Rev 624 - Salvy
[!] Optimizations to CodeGen (small speed-up)
Rev 625 - Corn
[!] fixed missing function in previous rev
Rev 626 - Corn
[+] improved T1_HACK it now merges T0 with T1 so PSP can render textures properly(Rayman2, Donald Duck, Earth worm jim, Tom & Jerry)
Rev 627 - Corn
[!] optimization and additional fixes for rayman hack
Rev 628 - Salvy
[~] Removed unused code from Fragment.cpp
[+] Added const and pure attributes which when given correctly the compiler can do some additional optimizations
Rev 629 - Corn
[!] Fix rayman hack
Rev 630 - Salvy
[!] Simplified as much as possible DMA_PI_CopyToRDRAM (based from Mupen's dma_pi_write)
[~] Some clean ups
r760
[=>] Merged from Dev branch:
Rev 631 - Corn
[!] Clean up and optimizations in Dynarec
[!] Clean up and nicer looking tool tip
[!] Clean up in T1_HACK
Rev 632 - Salvy
[!] Removed overhead of Buck Bumble hack from Cop1_D_ADD, biggest win is for games that need simulate doubles disabled
[!] Enabled simulate doubles for Buck Bumble (slight speed up)
[!] Use pspfpu math for interpreted Opcodes that use floorf,roundf,truncf etc (generates much better assembly, for example our own implementation added mfc1)
[!] Do proper floorf,roundf,truncf for Double precision Opcodes that use them (we should use double precision from libc actually( Im sure this the reason we didn't handled them in the first place?).. but since we simulate doubles for most games and doing it natively with single precision is alot faster, better than not handling them at all ;).
Rev 633 - Salvy
[~] Forgot this
Rev 634 - Corn
[!] Fix float to int conversion
Rev 635 - Corn
[!] more optimizations to float to int conversions
Rev 636 - Salvy
[!] Removed completely overhead of "Disable Simulate Doubles" (we now patch the R4300 jumptable as needed)
[~] Removed some unused code
r761
[=>] Merged from Dev branch:
Rev 637 - Salvy
[!] Simplified RDP_MoveMemLight (~30 ops)
Rev 638 - Salvy
[!] Some small optimizations
Rev 639 - Corn
[!] Fix for invalid light direction (avoid div zero) and debug output
Rev 640 - Corn
[!] Fixed various compile errors for debug versions (Dynarec stats work now)
Rev 641 - Corn
[+] Dynarec: Added K0 and K1 to available cashed regs
[!] Dynarec: Skip sign extension on GP and SP regs on update
[!] Dynarec: Optimized ADDU when when source reg is R0
[!] Dynarec: Optimized ADDUI not to store sign extension on SP reg
[+] Dynarec: Implemented LWC1 and SWC1 to load and store directly to FPU
[!] Fixed some ASSERTs
[-] Removed automatic fragment dump on ROM exit
Rev 642 - Salvy
[!] Code clean ups, mostly made debug only code which is obsolete in release
Rev 643 - Corn
[-] Reverted LWC1/SWC1 FPU OPs (caused to many issues need more work)
[!] Reorganized Build Config flags
r762
[=>] Merged from Dev branch:
Rev 644 - Salvy
[!] Rewrote COP1 unusable handler (again..) (Based from Strmn's original approach which is alot cheaper, since it doesn't add overhead to FPU heavy games like Zelda) - Note : All games that didn't like it, work fine now.
Rev 645 - Salvy
[!] Removed SimulateDoubleDisabled option (was replaced with specific game hacks)
[!] Tyde R4300_Cop1_CTC1 (saves 7 ops)
[!] Made all instances of FPUControl[31] to 32bit (Compiler was already optimizing it off anyways)
[!] Fixed languages not being unloaded properly when switching to default language
[!] Tyde when loading languages
Rev 646 - Corn
[+] Optimized MemOpt static analyzer
[+] Implemented LWC1/SWC1 (Skipping MTC1/MFC1 for every access to or from FPU)
[+] Re-use old base register if possible for LW/LWC1 and SW/SWC1 (skipping address calculation for every load and store, most effective with MemOpt enabled)
[!] LoopOpt should be much more stable now
Rev 647 - Salvy
[!] Made last stances of FPUControl[31] and CPUControl 32bit (Only the CPU inits are left)
[!] Some optimizations to OSHLE
Rev 648 - Salvy
[!] Some CodeGen logic optimizations
r763
[=>] Merged from Dev branch:
Rev 649 - Corn
[+] Optimized non swizzled loads and stores when MemOpt fails
[!] Some cleanup in non handled OPs in dynarec
Rev 650 - Salvy
[!] Fixed build
Rev 651 - Salvy
[!] Fixed a bug in osSpRawStartDma
[!] Fixed Daedalus not building under linux
Rev 652 - Corn
[!] HLE: changed code for CPU/FPU register save (better for CPU cache)
[!] HLE: Fixed annoying warnings
[!] DYNAREC: more optimizations for float load/stores (speedup)
[!] DYNAREC: Skip using full 64bit compare for SLT/SLTI/SLTU/SLTIU (speedup)
Rev 653 - Salvy
[!] Some clean ups and simplifies
Rev 654 - Salvy
[~] Fixed debug build
Rev 655 - Salvy
[!] Fixed DKR from previous commit
[!] Removed RecolourTextureWhite from blendmode (not used)
Rev 656 - Salvy
[~] opps
r764
[=>] Merged from Dev branch:
Rev 657 - Salvy
[!] Removed number of cycles from blendmodes (blendmode explorer needs to be updated!)
[~] Fixed debug build
Rev 658 - Corn
[!] Dynarec: More improved in SLTx functions (32bit bit)
[!] Fixed BlendExplorer to work with new blend functions

Note from Strmn that SLTI is buggy in 64bit mode
Rev 659 - Salvy
[!] Fixed issue in oshle that was breaking Star Soldier
Rev 660 - Corn
[!] use CPU only for memcopy in HLE Patch_memcpy()
[-] Disable osInvalICache HLE patch since it causes issues in some games(Fzero/Starfox)
Rev 661 - Corn
[!] reverted HLE cache patch (while it does cause issues there are more HLE issues in Fzero)
[-] removed redundant SP register update code in dynarec
r765
[=>] Merged from Dev branch:
Rev 662 - Salvy
[!} Optimizations to HLE gu patches (saved over 160 ops)
Rev 663 - Salvy
[!] Optimized HLE osSendMesg/osRecvMesg patches (saved 145 ops, yay QuickRead/Write)
Rev 664 - Corn
[!] Clean up of GU HLE patches and made them compatible with CPU only
Rev 665 - Salvy
[!] Some more optimizations with QuickWrite/Read methods
Rev 666 - Corn
[!] minor cleanup in Codegenerator
[!] Added K0 & K1 as non temp registers
r766
[-] Removed Memory_ReadInternal (only used for debug purposes anyways, saves memory too!)

Note: Debug build is busted!
Rev 669 - Salvy
[!] Simplified ConvertToPhysics (Check k0/1 in one go)
Rev 670 - Salvy
[~] Forgot this
Rev 671 - Salvy
[!] Fixed debug build
Rev 672 - Corn
[!] reverted change that causes Yoshi to BSOD
Rev 673 - Salvy
[+] Added Polish translation by malymi45
[!] Removed hacks used to correct string length of translated strings
[!] Avoid computing strlen twice when translating strings
Rev 674 - Salvy
[!] Update InsertTimer base pointer when is modified (fixes Animal Crossing no longer working with Quick methods in osInsertTimer)
[!] Enable TLUT hack for Beetle Racing (Game works fine now, Thanks King Pepper for reporting it!)
Misc:
*Updated roms.ini with latest changes
*Moved Language folder to DATA directory


Descarga/mirrors via EmuCR

Descarga/mirrors DaedalusX64 Previews pack:

lo probaremos a ver.

es increíble la gran cantidad de cosas que emula la PSP.
Sólo le faltaría emular a la Saturn y pulir más el Mame. XD

la Dreamcast lo veo demasiada complicada de emular.
La DC y la Ps2, las dejamos para la Vita. :p
superfenix2020 escribió:lo probaremos a ver.

es increíble la gran cantidad de cosas que emula la PSP.
Sólo le faltaría emular a la Saturn y pulir más el Mame. XD

la Dreamcast lo veo demasiada complicada de emular.
La DC y la Ps2, las dejamos para la Vita. :p


saturn ni de coña...la arquitectura de saturn es demasiado complicada como para que psp pueda emularla...mame es complicado pulirlo más, pero se puede (y daedalus es la prueba)...

Emular ps2 en vita, mejor olvidarse...dreamcast pasará como con el daedalus...tampoco podrá...

Si alguien prueba la ultima versión del daedalus que comente impresiones ;)
Señores ¿Hay algún juegos que sea jugable con sonido en este emulador?
¿El proyecto sigue activo o se abandonó?
weirdzod escribió:Señores ¿Hay algún juegos que sea jugable con sonido en este emulador?
¿El proyecto sigue activo o se abandonó?


Lista de compatibilidad

Web oficial
Muy bueno el emulador.

He estado probando algunos juegos como los zeldas y el smash bros, pero para mi por ahora son injugables, aunque me he quedado con la boca abierta, la verdad es que creí que iban a ir mucho peor.

Ojalá no se abandone el proyecto y podamos disfrutar de gran parte del catálogo de la N64 a una velocidad aceptable y con sonido en nuestras psp.
weirdzod escribió:Muy bueno el emulador.

He estado probando algunos juegos como los zeldas y el smash bros, pero para mi por ahora son injugables, aunque me he quedado con la boca abierta, la verdad es que creí que iban a ir mucho peor.

Ojalá no se abandone el proyecto y podamos disfrutar de gran parte del catálogo de la N64 a una velocidad aceptable y con sonido en nuestras psp.


esto fijo que transmuta a PS Vita cuando sea posible...poco creo que se pueda exprimir ya psp con este emu
Pues entonces espero que a la scene de vita le quede todavía muuuuucho tiempo para poder llegar a algo.
Pues yo tengo el emulador de la nintendo 64 para el android y va fluidísimo el zelda. Cómo es posible que un movil emule mejor todas las consolas que la psp?

La psx, la gba,etc van perfectas
Pues porque tendrás un pepino de móvil, la psp es de 2004 (¿ó 2005?) y ya está un poco desfasadilla. A mi me sorprende como emula la GBA y la NEO·GEO y... ¡Y la PSX! joder, ya quisiera mi galxy mini poder emular como la psp.
fshtravis escribió:Pues yo tengo el emulador de la nintendo 64 para el android y va fluidísimo el zelda. Cómo es posible que un movil emule mejor todas las consolas que la psp?

La psx, la gba,etc van perfectas



La PSP salió a la venta en 2005 y tu móvil será bastante actual. Es como preguntar ¿cómo es posible que la PS Vita tenga mejores gráficos que la PSP?
fshtravis escribió:Pues yo tengo el emulador de la nintendo 64 para el android y va fluidísimo el zelda. Cómo es posible que un movil emule mejor todas las consolas que la psp?

La psx, la gba,etc van perfectas


Para jugarlo "igual de fluido" con esos maravillosos controles??? No gracias...prefiero seguir esperando a ver qué consiguen esta gente con daedalus
Se puede conectar el mando de PS3 a cualquier dispositivo con android.
Bueno, y muchos mandos, no solo ese xDDD
BSTCloud escribió:Se puede conectar el mando de PS3 a cualquier dispositivo con android.
Bueno, y muchos mandos, no solo ese xDDD


entonces la portabilidad se va a tomar por culo...para eso juego a la n64 original
m4x1m0 escribió:
BSTCloud escribió:Se puede conectar el mando de PS3 a cualquier dispositivo con android.
Bueno, y muchos mandos, no solo ese xDDD


entonces la portabilidad se va a tomar por culo...para eso juego a la n64 original



+1


A ver quien es el guapo que se sube a un tren o a un metro con el smartphone/tablet por un lado y el mando de la PS3 por el otro XD
Seguramente habrán más guapos que hagan eso, que los que se lleven la nintendo 64 con un televisor.
¿Es un avance con respecto a esa idea, o no? La única forma de ahorrarlo sería comprando el xperia play ese que tiene botones cual psp.
BSTCloud escribió:Seguramente habrán más guapos que hagan eso, que los que se lleven la nintendo 64 con un televisor.
¿Es un avance con respecto a esa idea, o no? La única forma de ahorrarlo sería comprando el xperia play ese que tiene botones cual psp.


Yo lo tengo. Es una PsP+Android+telefono en uno.... y de va de vicio.
DarkRyoga escribió:
BSTCloud escribió:Seguramente habrán más guapos que hagan eso, que los que se lleven la nintendo 64 con un televisor.
¿Es un avance con respecto a esa idea, o no? La única forma de ahorrarlo sería comprando el xperia play ese que tiene botones cual psp.


Yo lo tengo. Es una PsP+Android+telefono en uno.... y de va de vicio.



Y también existen consolas Android como las de Yinlips o las de JXD. Mucho más práctico que empalmar un smartphone con un mando de PS3 y, a la vez, más llevadero y discreto a la hora de jugar con él en la calle.


En esta tienda física de Barcelona las venden: http://www.tienda-traxtore.com/tienda/i ... =COND&md=1
pues si hay un nintendo 64 portatil XD increible el ingenio de las personas jajajja http://www.youtube.com/watch?v=rWEs-V1qzGk sorry pero no se insertar videos
Este emulador me peta muchisimo, como pulse la tecla home jugando al super mario 64 se queda la pantalla en negro y se reinicia la psp. Os pasa tambien?
DaedalusX64 SVN r777 Changelog:
r767
[=>] Merged from Dev branch:
Rev 675 - Salvy
[!] Simplified branch type functions (Compiler was adding a bound checking, also reorder Enum to allow other optimizations)
[-] Removed svnversion.h (this created automatically anyways)
Rev 676 - Corn
[!] Dynarec: Improved performance of float compare and branching (BC1F/BC1T) (speedup)
[!] Dynarec: Removed exception check after interpreter calls from dynarec (speedup)
Rev 677 - Salvy
[!] Simplified branch type even more
Rev 678 - Corn
[!] Made BC1T/BC1F branching more robust (fixes RR64)
Rev 679 - Salvy
[+] Added known value optimizations to SLTx ops (32bit only!) in dynarec (they are disabled since I'm not sure is worth to handle them)
r768
[=>] Merged from Dev branch:
Rev 680 - Corn
[!] Dynarec implemented LD/SD (load/store 64bit integer)
[!] Dynarec partly implemented LDC1/SDC1 (load/store 64bit float)
[!] Dynarec if source reg is SP, ADDIU wont do sign extension.
[!] Dynarec Skip sign extending CFC1
Rev 681 - Corn
[!] reverted ADDIU optimization (CBFD BSOD)
Rev 682 - Corn
[!] Proper double handling in interpreter (and some clean up)
[!] Reverted PIF/DMA changes (Incompatible with older SaveStates)
Rev 683 - Salvy
[!] Bring back changes to PIF/DMA changes (This is was the proper way, PJ64 are compatible now)
[!] Added workaround to support older savestates created after rev 715
Rev 684 - Corn
[+] Added INS/EXT and CFC1 OpCodes to AssemblyWriterPSP
[!] Dynarec: Optimized float compare (no branch)
[!] Small fix/optimization to PIF swizzle
Rev 685 - Corn
[+] Dynarec: Added DADDI/DADDIU, DSRA32 and DSLL32
Rev 686 - Salvy
[!] Fixed regression in Aerogauge
[!] Optimization in XORI and ORI
Rev 687 - Corn
[!] Aerogauge fix
[!] small optimization in floats branching when fast mode fails
r769
[=>] Merged from Dev branch:
Rev 688 - Salvy
[!] Optimization in ADDIU & ANDI (Dynarec)
Rev 689 - Salvy
[!] Opps typo!
Rev 690 - Salvy
[-] Removed optimization in ANDI (since we zero'd the hi reg regardless)
[!] Optimization in OR
Rev 691 - Salvy
[!] Reverted optimization for ADDIU
Rev 692 - Corn
[+] New Speed up option: Dynarec Doubles Optimizations (advanced menu) when enabled dynarec compiles code to simulate doubles with floats
Rev 693 - Corn
[!] added dynarec simulated float caching in FPU and some clean up
Rev 694 - Salvy
[+] Implemented blit (code taken from The TriEngine)
[!] Use blitting to support large textures (since the PSP hardware can only handle up to 512x512)
Worms - Armageddon is now playable
Rev 695 - Salvy
[!] Use more complex blit algorithm from latest version of TriEngine (fixes large texture used in StarSoldier (640x320)
r770
[=>] Merged from Dev branch:
Rev 696 - Corn
[+] Added more float/double conversion to dynarec doubles optimization
Rev 697 - Corn
[!] Reverted MFC1 optimization, sign ext. is needed (broke DKR)
[!] Various cleanup/bugfixes to SimDoubles
Rev 698 - Salvy
[!] Made more robust optimizations in GenerateOR (we'll check more throughly if we need hi bits)
[!] New optimization in GenerateOR when rs/rt is R0 and register is known
Rev 699 - Corn
[!] Better compatibility using Doubles Opt. (fixes a few games)
Rev 700 - Salvy
[!] optimization in GenerateADD/U when rs/rt is R0 and register is known
[!] optimization in GenerateAND when high bits aren't needed
Rev 701 - Salvy
[!] Improved previous optimization in GenerateADDU
Rev 702 - Salvy
[!] Don't check hi part of known value when probing if high bits aren't needed (Fixes text being missing in OOT)
[!] Check if register is mapped as 32bit, this will improve detection when high bits aren't needed (Experimental!) (Note: This will be removed soon, the logic is completely wrong!)
Rev 703 - Corn
[!] Small optimation in dynarec simdouble loading
[!] rearrangement in Dynarec options
r771
[=>] Merged from Dev branch:
Rev 704 - Corn
[!] Additional fixes/optimizations to dynarec sim-doubles (SSV works now as well as most other games)
Rev 705 - Corn
[!] fixed audio pitch when using PAL ROMs (tnx re4thewin to point that out)
Rev 706 - Salvy
[!] Simplify IgnoreHi, It'll only check if gate logic is non negative
[!] Fixed Duck Dodgers not longer working with IgnoreHi optimization in GenerateAND
Rev 707 - Salvy
[-] Removed IgnoreHi optimization in GenerateAND (Breaks SW - Racer)
Rev 708 - Salvy
[+] Added compile flag to disable checking if logic is 32bit in dynarec
[!] More aggressive checking if logic is 32bit
Rev 709 - Corn
[!] Fix proper N64 to PSP scaling for large textures(see Worms, still don't work for 4:3 unscaled screen)
r772
[=>] Merged from Dev branch:
Rev 710 - Salvy
-Ignored
Rev 712 - Salvy
[!] Fixed blitting not scaling properly (we'll use the simple version of blit as well for now)
Rev 712 - Salvy
-Ignored
Rev 713 - Wally
Updated uCode files for case sensitive OS's
Rev 714 - Salvy
-Ignored
Rev 715 - Salvy
[!] Rewrote logic to check if 32bit in dynarec
[-] Removed checking if register was mapped as 32bit
[!] GenerateADDU : Sign extend when rt/rs is 0
Rev 716 - Corn
[!] optimization of Patch_strchr() (OSHLE)
[+] some comments
Rev 717 - Corn
[+] Added LWL and LWR OP codes to Dynarec
[!] Only use real doubles in dynarec if forced from ROM hacks
[!] Some clean up and removal of Dynarec test code
Rev 718 - Corn
[!] Fixed bug that never enabled LoopOpt. (LoopOpt still only works in a few games like SM64)
[!] Cleaned up BSOD text dump (shows when registers are pointing in RDRAM)
[+] added EXT & INS in disassembly and fixed MSB/LSB order
r773
[=>] Merged from Dev branch:
Rev 719 - Corn
[!] Made LoopOpt is more stable
Rev 720 - Corn
[!] Reworked exception/BSOD information screen and log
Rev 721 - Corn
[!] Dynarec: reimplemented LWL & LWR OPs with much simpler code (faster)
[!] Dynarec: implemented SWL & SWR OPs
[!] Framelimiter now averages with 4 frames (converge faster)
Rev 722 - Corn
[!] Removed redundant checks for operations on hi part of CPU regs in DynaRec
Rev 723 - Corn
[!] fix for CBFD using LWR op
[!] fix for CBFD using AND op
Rev 724 - Salvy
[!] SDC1,LDC1,LDL,LDR,COP0 (except ERET) don't need PC, removed entries which are already handled in dynarec too
r774
[=>] Merged from Dev branch:
Rev 725 - Corn
[!] Optimizing AND/OR/XOR for when one of the hi regs are known and =0, small speedup
Rev 726 - Salvy
[!] Improve detection when hi reg isn't needed in GenerateOR
Rev 727 - Salvy
[!] Improved previous optimization when register is known and is zero (they are basically a NOP), also added another opt for AND
Rev 728 - Corn
[!] reverted and corrected logic in previous rev
Rev 729 - Corn
[!] Added possibility to scroll ASM when PSP BSODs (require #undef DAEDALUS_SILENT)
Rev 730 - Corn
[!] CPUControl is now 32bit (from 64bit)
Rev 731 - Wally
[~] Fix SVNVersion so it compiles all times.
[~] Tidy up Text_Area Commands into new file UIArea.h (Saves 3KB)
Rev 732 - Wally
[<=] Reverted previous commit, broke several parts of the GUI
r775
[=>] Merged from Dev branch:
Rev 733 - Salvy
[!] FPUControl is now 32bit
[!] Some small optimizations in OSHLE
Rev 734 - Salvy
[!] FPU reg is now 32bit
Rev 735 - Corn
[!] Some cleanup after 64bit to 32bit register changes
Rev 736 - Salvy
[~] Fixed debug build
Rev 737 - Corn
[!] Added showing handled speed hacks (with OP code) in dynarec (undef DAEDALUS_SILENT)
[!] moved some code under DAEDALUS_SILENT to DAEDALUS_DEBUG_CONSOLE and DAEDALUS_DEBUG_DISPLAYLIST
Rev 738 - Corn
[!] It is now possible to map emulated CPU/FPUregs to psp scratchpad (disabled)
[!] Debug_console is now possible to compile without silent flag
[!] Adjustments to dynarec/traces parameters
r776
[=>] Merged from Dev branch:
Rev 739 - Salvy
[!] Rewrote N64 memory initialization
[!] Simplified ReadRom/WriteValue_Cartridge (FlashRam read/write is more robust too)
[!] Use attribute const for ReadAddress (hints compiler to optimize further)
[~] Lotsa of clean ups in Memory.cpp etc
Rev 740 - Salvy
[!] Games that use EPAK should work again
Rev 741 - Corn
[!] Fixed some dynarec constants that slowed down War Gods and PD
Rev 742 - Salvy
[+] Add support for games that write to ROM (Bug's Life and Toy Story 2 boot now)
[!] Use fast memory read for DPC, AI, and SI reg
[!] Removed memory bound checking (paranoid checks..this was already disabled in release mode anyways)
[!] Several clean ups in memory.cpp
Rev 743 - Salvy
[!] Do not allocate memory for RD_REG4,RD_REG4,and DPS_REG (They are unused anyways)
[!] Simplified mapping Rom region (It'll use new memory mapping, as a result will respect Rom boundary as well)
Rev 744 - Salvy
[!] Simplify a few more things in Memory.cpp
Rev 745 - Salvy
[!] Reduce PIF RAM usage from 2048 bytes to 64 (It can be reduced more, but need to do some tests first)
[!] Enabled SI hack for Cruisn' USA (it boots now)
[~] Some small clean ups
Rev 746 - Salvy
[!] Reduced PIF RAM even more, now is only 16 bytes
[!] Pre-swap when writing to PIF RAM, also simplified MemoryUpdatePIF
Rev 747 - Salvy
[!] Optimized memory pointer table optimization (faster, and no longer computes the address twice when table is invalid) (Note: Dynarec is broken! Need to update DynaRecStubs.s)
[~] Removed "fast" memory write table (pointer table was already optimizing out) (saves memory too!)
[!] Increased maximum of clipped verts (Fixes Mortal Kombat 4) (Thnx jeanpave for reporting it)
[-] Reverted previous commit (I assumed wrongly that memory alloc was done in word size.. thnx Corn for pointing out!)
Rev 748 - Salvy
[!] Made DAEDALUS_ALIGN_REGISTERS compatible with previous changes (Might be a good idea to give it another shot since we have decreased register pressure lately)
[~] Forgot to twiddle address in previous commit
[+] Add back svnversion.h (Still needed when compiling Daedalus in cygwin)
Rev 749 - Corn
[!] Fixed dynarec access to broken pointer from previous rev
Rev 750 - Corn
[!] Optimized branch delay slots in dynarec service routines
r777
[=>] Merged from Dev branch:
Rev 751 - Salvy
[=>] Merged from Daedalus js port:
[+] Added new hash for microcodes
Rev 752 - Corn
[!] Removed optimization of LBU for banjo while using dynarec mem opt.
[!] Changed to a simpler hash for texture indexing.
Rev 753 - Corn
[!] Abort texture generation if palette address is NULL for palette textures
[!] small optimization of hash function.
Rev 754 - Salvy
[-] Bye bye murmur2 hash
[!] Made slow memory access compatible with recent changes
[+] Added DKR64 hack which makes DK64 boot (This is disabled since we ignore IMEM transfers for speed which is required for DK64)
Rev 755 - Salvy
[!] Moved check if palette address is NULL for palette textures (Now is only check when trying to load a palletized texture)
[~] Removed unused tables from convert image
Rev 756 - Salvy
[!] Increase both MAX_VERTICES and MAX_CLIPPED_VERTS (Fixes Flying Dragon crashing)
[!] Fixed debug build
[~] Silenced some annoying asserts


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kristian696969 escribió:DaedalusX64 SVN r777 Changelog:
r767
[=>] Merged from Dev branch:
Rev 675 - Salvy
[!] Simplified branch type functions (Compiler was adding a bound checking, also reorder Enum to allow other optimizations)
[-] Removed svnversion.h (this created automatically anyways)
Rev 676 - Corn
[!] Dynarec: Improved performance of float compare and branching (BC1F/BC1T) (speedup)
[!] Dynarec: Removed exception check after interpreter calls from dynarec (speedup)
Rev 677 - Salvy
[!] Simplified branch type even more
Rev 678 - Corn
[!] Made BC1T/BC1F branching more robust (fixes RR64)
Rev 679 - Salvy
[+] Added known value optimizations to SLTx ops (32bit only!) in dynarec (they are disabled since I'm not sure is worth to handle them)
r768
[=>] Merged from Dev branch:
Rev 680 - Corn
[!] Dynarec implemented LD/SD (load/store 64bit integer)
[!] Dynarec partly implemented LDC1/SDC1 (load/store 64bit float)
[!] Dynarec if source reg is SP, ADDIU wont do sign extension.
[!] Dynarec Skip sign extending CFC1
Rev 681 - Corn
[!] reverted ADDIU optimization (CBFD BSOD)
Rev 682 - Corn
[!] Proper double handling in interpreter (and some clean up)
[!] Reverted PIF/DMA changes (Incompatible with older SaveStates)
Rev 683 - Salvy
[!] Bring back changes to PIF/DMA changes (This is was the proper way, PJ64 are compatible now)
[!] Added workaround to support older savestates created after rev 715
Rev 684 - Corn
[+] Added INS/EXT and CFC1 OpCodes to AssemblyWriterPSP
[!] Dynarec: Optimized float compare (no branch)
[!] Small fix/optimization to PIF swizzle
Rev 685 - Corn
[+] Dynarec: Added DADDI/DADDIU, DSRA32 and DSLL32
Rev 686 - Salvy
[!] Fixed regression in Aerogauge
[!] Optimization in XORI and ORI
Rev 687 - Corn
[!] Aerogauge fix
[!] small optimization in floats branching when fast mode fails
r769
[=>] Merged from Dev branch:
Rev 688 - Salvy
[!] Optimization in ADDIU & ANDI (Dynarec)
Rev 689 - Salvy
[!] Opps typo!
Rev 690 - Salvy
[-] Removed optimization in ANDI (since we zero'd the hi reg regardless)
[!] Optimization in OR
Rev 691 - Salvy
[!] Reverted optimization for ADDIU
Rev 692 - Corn
[+] New Speed up option: Dynarec Doubles Optimizations (advanced menu) when enabled dynarec compiles code to simulate doubles with floats
Rev 693 - Corn
[!] added dynarec simulated float caching in FPU and some clean up
Rev 694 - Salvy
[+] Implemented blit (code taken from The TriEngine)
[!] Use blitting to support large textures (since the PSP hardware can only handle up to 512x512)
Worms - Armageddon is now playable
Rev 695 - Salvy
[!] Use more complex blit algorithm from latest version of TriEngine (fixes large texture used in StarSoldier (640x320)
r770
[=>] Merged from Dev branch:
Rev 696 - Corn
[+] Added more float/double conversion to dynarec doubles optimization
Rev 697 - Corn
[!] Reverted MFC1 optimization, sign ext. is needed (broke DKR)
[!] Various cleanup/bugfixes to SimDoubles
Rev 698 - Salvy
[!] Made more robust optimizations in GenerateOR (we'll check more throughly if we need hi bits)
[!] New optimization in GenerateOR when rs/rt is R0 and register is known
Rev 699 - Corn
[!] Better compatibility using Doubles Opt. (fixes a few games)
Rev 700 - Salvy
[!] optimization in GenerateADD/U when rs/rt is R0 and register is known
[!] optimization in GenerateAND when high bits aren't needed
Rev 701 - Salvy
[!] Improved previous optimization in GenerateADDU
Rev 702 - Salvy
[!] Don't check hi part of known value when probing if high bits aren't needed (Fixes text being missing in OOT)
[!] Check if register is mapped as 32bit, this will improve detection when high bits aren't needed (Experimental!) (Note: This will be removed soon, the logic is completely wrong!)
Rev 703 - Corn
[!] Small optimation in dynarec simdouble loading
[!] rearrangement in Dynarec options
r771
[=>] Merged from Dev branch:
Rev 704 - Corn
[!] Additional fixes/optimizations to dynarec sim-doubles (SSV works now as well as most other games)
Rev 705 - Corn
[!] fixed audio pitch when using PAL ROMs (tnx re4thewin to point that out)
Rev 706 - Salvy
[!] Simplify IgnoreHi, It'll only check if gate logic is non negative
[!] Fixed Duck Dodgers not longer working with IgnoreHi optimization in GenerateAND
Rev 707 - Salvy
[-] Removed IgnoreHi optimization in GenerateAND (Breaks SW - Racer)
Rev 708 - Salvy
[+] Added compile flag to disable checking if logic is 32bit in dynarec
[!] More aggressive checking if logic is 32bit
Rev 709 - Corn
[!] Fix proper N64 to PSP scaling for large textures(see Worms, still don't work for 4:3 unscaled screen)
r772
[=>] Merged from Dev branch:
Rev 710 - Salvy
-Ignored
Rev 712 - Salvy
[!] Fixed blitting not scaling properly (we'll use the simple version of blit as well for now)
Rev 712 - Salvy
-Ignored
Rev 713 - Wally
Updated uCode files for case sensitive OS's
Rev 714 - Salvy
-Ignored
Rev 715 - Salvy
[!] Rewrote logic to check if 32bit in dynarec
[-] Removed checking if register was mapped as 32bit
[!] GenerateADDU : Sign extend when rt/rs is 0
Rev 716 - Corn
[!] optimization of Patch_strchr() (OSHLE)
[+] some comments
Rev 717 - Corn
[+] Added LWL and LWR OP codes to Dynarec
[!] Only use real doubles in dynarec if forced from ROM hacks
[!] Some clean up and removal of Dynarec test code
Rev 718 - Corn
[!] Fixed bug that never enabled LoopOpt. (LoopOpt still only works in a few games like SM64)
[!] Cleaned up BSOD text dump (shows when registers are pointing in RDRAM)
[+] added EXT & INS in disassembly and fixed MSB/LSB order
r773
[=>] Merged from Dev branch:
Rev 719 - Corn
[!] Made LoopOpt is more stable
Rev 720 - Corn
[!] Reworked exception/BSOD information screen and log
Rev 721 - Corn
[!] Dynarec: reimplemented LWL & LWR OPs with much simpler code (faster)
[!] Dynarec: implemented SWL & SWR OPs
[!] Framelimiter now averages with 4 frames (converge faster)
Rev 722 - Corn
[!] Removed redundant checks for operations on hi part of CPU regs in DynaRec
Rev 723 - Corn
[!] fix for CBFD using LWR op
[!] fix for CBFD using AND op
Rev 724 - Salvy
[!] SDC1,LDC1,LDL,LDR,COP0 (except ERET) don't need PC, removed entries which are already handled in dynarec too
r774
[=>] Merged from Dev branch:
Rev 725 - Corn
[!] Optimizing AND/OR/XOR for when one of the hi regs are known and =0, small speedup
Rev 726 - Salvy
[!] Improve detection when hi reg isn't needed in GenerateOR
Rev 727 - Salvy
[!] Improved previous optimization when register is known and is zero (they are basically a NOP), also added another opt for AND
Rev 728 - Corn
[!] reverted and corrected logic in previous rev
Rev 729 - Corn
[!] Added possibility to scroll ASM when PSP BSODs (require #undef DAEDALUS_SILENT)
Rev 730 - Corn
[!] CPUControl is now 32bit (from 64bit)
Rev 731 - Wally
[~] Fix SVNVersion so it compiles all times.
[~] Tidy up Text_Area Commands into new file UIArea.h (Saves 3KB)
Rev 732 - Wally
[<=] Reverted previous commit, broke several parts of the GUI
r775
[=>] Merged from Dev branch:
Rev 733 - Salvy
[!] FPUControl is now 32bit
[!] Some small optimizations in OSHLE
Rev 734 - Salvy
[!] FPU reg is now 32bit
Rev 735 - Corn
[!] Some cleanup after 64bit to 32bit register changes
Rev 736 - Salvy
[~] Fixed debug build
Rev 737 - Corn
[!] Added showing handled speed hacks (with OP code) in dynarec (undef DAEDALUS_SILENT)
[!] moved some code under DAEDALUS_SILENT to DAEDALUS_DEBUG_CONSOLE and DAEDALUS_DEBUG_DISPLAYLIST
Rev 738 - Corn
[!] It is now possible to map emulated CPU/FPUregs to psp scratchpad (disabled)
[!] Debug_console is now possible to compile without silent flag
[!] Adjustments to dynarec/traces parameters
r776
[=>] Merged from Dev branch:
Rev 739 - Salvy
[!] Rewrote N64 memory initialization
[!] Simplified ReadRom/WriteValue_Cartridge (FlashRam read/write is more robust too)
[!] Use attribute const for ReadAddress (hints compiler to optimize further)
[~] Lotsa of clean ups in Memory.cpp etc
Rev 740 - Salvy
[!] Games that use EPAK should work again
Rev 741 - Corn
[!] Fixed some dynarec constants that slowed down War Gods and PD
Rev 742 - Salvy
[+] Add support for games that write to ROM (Bug's Life and Toy Story 2 boot now)
[!] Use fast memory read for DPC, AI, and SI reg
[!] Removed memory bound checking (paranoid checks..this was already disabled in release mode anyways)
[!] Several clean ups in memory.cpp
Rev 743 - Salvy
[!] Do not allocate memory for RD_REG4,RD_REG4,and DPS_REG (They are unused anyways)
[!] Simplified mapping Rom region (It'll use new memory mapping, as a result will respect Rom boundary as well)
Rev 744 - Salvy
[!] Simplify a few more things in Memory.cpp
Rev 745 - Salvy
[!] Reduce PIF RAM usage from 2048 bytes to 64 (It can be reduced more, but need to do some tests first)
[!] Enabled SI hack for Cruisn' USA (it boots now)
[~] Some small clean ups
Rev 746 - Salvy
[!] Reduced PIF RAM even more, now is only 16 bytes
[!] Pre-swap when writing to PIF RAM, also simplified MemoryUpdatePIF
Rev 747 - Salvy
[!] Optimized memory pointer table optimization (faster, and no longer computes the address twice when table is invalid) (Note: Dynarec is broken! Need to update DynaRecStubs.s)
[~] Removed "fast" memory write table (pointer table was already optimizing out) (saves memory too!)
[!] Increased maximum of clipped verts (Fixes Mortal Kombat 4) (Thnx jeanpave for reporting it)
[-] Reverted previous commit (I assumed wrongly that memory alloc was done in word size.. thnx Corn for pointing out!)
Rev 748 - Salvy
[!] Made DAEDALUS_ALIGN_REGISTERS compatible with previous changes (Might be a good idea to give it another shot since we have decreased register pressure lately)
[~] Forgot to twiddle address in previous commit
[+] Add back svnversion.h (Still needed when compiling Daedalus in cygwin)
Rev 749 - Corn
[!] Fixed dynarec access to broken pointer from previous rev
Rev 750 - Corn
[!] Optimized branch delay slots in dynarec service routines
r777
[=>] Merged from Dev branch:
Rev 751 - Salvy
[=>] Merged from Daedalus js port:
[+] Added new hash for microcodes
Rev 752 - Corn
[!] Removed optimization of LBU for banjo while using dynarec mem opt.
[!] Changed to a simpler hash for texture indexing.
Rev 753 - Corn
[!] Abort texture generation if palette address is NULL for palette textures
[!] small optimization of hash function.
Rev 754 - Salvy
[-] Bye bye murmur2 hash
[!] Made slow memory access compatible with recent changes
[+] Added DKR64 hack which makes DK64 boot (This is disabled since we ignore IMEM transfers for speed which is required for DK64)
Rev 755 - Salvy
[!] Moved check if palette address is NULL for palette textures (Now is only check when trying to load a palletized texture)
[~] Removed unused tables from convert image
Rev 756 - Salvy
[!] Increase both MAX_VERTICES and MAX_CLIPPED_VERTS (Fixes Flying Dragon crashing)
[!] Fixed debug build
[~] Silenced some annoying asserts


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supongo que aun no hay cambios relevantes no??? tengo la psp en la otra casa y no puedo probarlo ¬¬
Angel sefirot escribió:El Zelda en el bosque Kokiri va a 10-8 fps pero en el resto del juego suele ir mas rapido.



Ahora me vá en esta zona entre 12 - 14 fps.

Y el Mario 64 vá aún mejor.

Saludos.

Esta revisión si tiene mejoras, al menos en mi PSP xDDD

Edit:

Today I just merged all the changes Corn and I been cooking in the private branch to the DX64 branch.
Over 100 changes since our last merge, to sum up things.

Faster - Alot of work was put into the dynarec, also a new option options was added "Dynarec Doubles Optimisation" (Is found in Advanced options, make sure to turn it ON before starting a game), which gives a speed up, mostly in games that use double opcodes heavily.

More compatibility - More games work, Cruisn' USA, Toy Story 2, A bug's Life, Flying Dragon and probably others (Note: Some of these games are highly buggy, hopefully we can improve them eventually)

Osea mejoras en compatibilidad y velocidad ^^ Texto sacado de la web oficial.
la tuya era una 1000???
(mensaje borrado)
La mejora en algunos juegos es simplemente increible asi de claro, el Star fox va a entre 20 y 40 fps mientras antes tiraba a 10 fps y unos lleno de fallos visuales increible.

El tony haws pro skater a 30 fps estables.

Y el mario en algunas zonas supera los 50 fps, también el smash bros va fantástico, algunos no tiran como los turok o el golden eye que va fatal a poquisimos fps 7 o asi.

el Mario kart tira sobre los 20 fps en carrera estable y es jugable como los otros mencionados, estoy realmente sorprendido como a evolucionado el emulador con esta versión, eso si el zelda sigue para mi siendo injugable.

salu2
Cuandro logren hacer correr el Rogue Squadron, de verdad que me dará algo XD
jefe_rojo escribió:Cuandro logren hacer correr el Rogue Squadron, de verdad que me dará algo XD

Bueno, tampoco tanto XD.
que Rogue Squadron le daba problemas incluso a los emus de PC.
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