DaedalusX64 BETA 3 - N64 Emulator Updated


It's official: DaedalusX64 BETA 3! If you've been emulating the N64 then you'll no doubt want to upgrade as this version packs monster changes from many skilled developers, all of which is detailed in the change log below. And if you're a newcomer to the scene: download DaedalusX64, find your favourite roms using Google, and get emulated because the Nintendo 64 was one solid console.

The above video demos Legend of Zelda: Ocarina of Time Nightmare Mod and Super Smash Bros. While Zelda's frame rate isn't the best, you'll notice the opposite with Super Smash Bros (5 mins. in) -- it's very playable ... that and other games.

DaedalusX64 BETA 3 CHANGELOG

  • Corn:
    • Screen zoom (up to 150%) to get rid of black borders
    • Show patch progress instead of black screen while patching (Corn/Salvy)
    • Optimization/Speed-up in Dynarec/Loop Opt. and simplified the Fragment Cache Hash
    • Z-fighting Fixed
    • Faster D-list processing for a speed-up
    • Faster N64 Fixed Point Matrix loading and other optimizations in rendering
    • Added option to use Cover-Flow or Classic GUI
    • Added battery info in pause menu (Salvy/psppwner300/Corn)
    • 64 SaveState slots (psppwner300/Corn)
    • New faster Double Display List processing
    • 16bit screen rendering (Using dithering for smoother colors)
    • Missing HUD(heart) fixed in OoT/MM
    • Faster texture check/hash
    • Faster audio conversion code and optimizations, fixed left/right sound swap
    • New DMA transfer mode using VFPU
    • Frame-rate limiter no longer stalls CPU
    • Added more patches in OSHLE GU function library using VFPU
    • Added Auto Frame Skip 1 & 2
    • Added hacks for Wonder Project J2, SM64 stars blend, Kirby 64 in DLParser_S2DEX_Bg1cyc & copy
    • Hack for alternative TLUT (MM, SSV, Animal Crossing, Sin and Punishment(Tsumi to Batsu) & Flying Dragon)
    • Hack for Wipeout, F-Zero and RR64 to proper Z-buffer rendering of geometry
    • When N64 uses Average as texture filter we do Bi-linear on PSP (Smooths Gex 3 and others textures properly)
    • Fixed Model-view matrices for Gex games to render properly
    • Added Blend Explorer now takes a selection from Combiner Explorer to test blends in real-time
    • Set Prim Depth works -> SSV, Road Rash, Glover, Rayman 2, Donald Duck
    • Insert Matrix works -> Kirby enemies and SSB animation
    • Force Matrix works -> Tarzan, Donald duck, Rayman2 and Star Wars Episode I - Racer
    • Proper texture loading -> F-Zero, Flying dragon (menus)
  • Salvy:
    • New home button library (works on newer FW's 6XX + button wrapper for easy usage)
    • New blender using a 16bit hash
    • Generic blend-mode (handles over 70% of all inexact blends)
    • Reworked COP1 Unusable Exceptions ( Increased compatibility greatly )
    • Added support for uCode tables and uCode definitions
    • Added a more robust and faster uCode cache (All used uCodes are retained, to avoid unnecessary hashin
      g)
    • Reworked uCode detection (faster, and fixed several annoying bugs)
    • Simplified greatly interrupts
    • Implemented AI OS functions, also several fixes and optimizations throughout OSHLE
    • Updated Audio code base to latest Azimer's plug-in (Salvy/Corn)
    • Implemented several custom uCodes (Conker, GE sky etc)
    • Recursive deletion + Reset settings/oshle cache
    • Deprecated RSP LLE emulation from PSP build
    • Properly transfer palettes to Video Memory after loading texture (Fixes annoying spots)
    • Added Forced Filtering, can be changed on Global Settings (Salvy and Kreationz)
    • Fixed memory region 0xA500 0xA5FF (Pokemon Stadium 1 and F-Zero(U) boot now)
    • Panic Button -> L-TRIG + R-TRIG + START pressed for 2 sec (Salvy/Corn)
    • Add compatibility for using gprof for profiling
  • Kreationz:
    • Update Screen only called once per frame (Fixes Flashing and Shaking)
    • Updated clipping code to latest version from Irrlicht Engine
    • Fix of IA4 textures (OoT's Trees for example)
    • Fixed 4bpp texture padding
  • Grazz:
    • Implemented S2dex and Sprite2D
    • Auto uCode detector (Grazz/Kreationz)
    • Implement per game SaveState support
  • Howard0su:
    • Memory Access Optimization
    • Move Video Memory and Graphics Context initialization into system.cpp
    • Avoid strdup, use static array instead
  • Other Devs and People that helped greatly:
    • Added VFPU math (Zack/Corn)
    • Several improvements in our makefile (Maxijac)
    • Allows SaveState deletion (Maxijac)
    • Various improvements/updates to roms.ini (Wally, bdacanay, Yamagushi and Destroyer5150)
    • Cover-Flow Gui (Yamagushi)
    • Recommended Settings (Yamagushi)
    • Several custom blend-modes (Wally, Salvy, Kreationz, Corn, bdacanay, Darth_Sidious and NintendoBoy13)
    • Added ability to delete ROMs to GUI (psppwner300, Corn)
    • Download: DaedalusX64 BETA 3

      - source: forums.daedalusx64.com

      first bitches

      let's see how it bites >:D

      Ogre Battle 64 get fixed?

      THAAAANK YOUUUUU!!

      Wow, thats a huge changelog! Gonna try it out right now!

      These changes have been made since Beta 2 was released, hence why the change log is so huge, so yes......a lot has been improved on...........That is if you own a Slim or Bright or PSP Go that is, if you own a Phat PSP then no, its not good, as you get quite a few freezes / crashes / BSOD's on most games, but its being worked on, and hopefully cured.

      The only reason you may think Daedalus is "not good" on Phat PSPs is because Phat PSPs have RAM limitation; half of how much the PSP Slim has. So it can't boot certain games because the N64 had some games that were larger than 32 MB.

      damn.. i'll still try it, but i was wondering about the memory issue.

      Still Slow

      TRIED IT LAST NIGHT AND POKEMON STADIUM RUNS SMOOTH CANT WAIT FOR THE NEXT ONE

      yeah, sameDaedalus releases/updates are always sweet adding support more and more considering how long this project is going!Keep up the good work (:

      Hey, this is psppwner300. Thanks for showing my video. As a side note, the only reason gameplay was a bit slow was because I was using remotejoylite. If you play it straight off your PSP, you'll notice the framerate is a couple of frames faster.

      Awesome, thanks. Knowing this, I'll be downloading this now =]

      Im still waiting on a full speed Snes emulator...

      There already are a bunch....

      really show me!

      http://www.psp-hacks.com/2011/...this is the last for snes and it works really good, try it

      what? where are you? back in 2004 or something? theres plenty

      WHY D HECK PEOPLE WANT TO PLAY N64 in their PSP.THE PSP IS MEANT FOR PSP GAMES ONLY.

      Really shut up!

      yea shut up >:(

      Yeah, thanks for reminding us...now STFU or GTFO.

      Now I know why you like the n64 old geezer.

      I think i know why people would wanna play N64 games on their PSP, because the N64 has kick ass games ! :)

      WHY DON'T US JUST FIKE YOURSELF.GET It?FIKE (FUCK)ps. wat a nc last name OLD TIMER/

      Will this work on 6.20 TN-C?

      Yep! :)

      Pokemon stadium almost works smoothly and My favorite Game Wipeout 64 works pretty good (but slow). Just can't see the main menu on that game. (PSP go TN-C)

      Try Texture Update Check

      Um i cant get this to work on psp 3000 with 6.37 and half byte loader

      sorry but your out of luck

      Amazing work you guys, keep it up! :)

      does the sound work on this beta???? because I've been trying to play Mario 64 and Mario Kart and no sound come out....please help or Am I doing something wrong?

      Just tried Smash Bros, sound is really bad and had to change settings to hear at all. Running TH 6.20 C on PSP Go....

      Daedalus works with PSP Go, but Dynamic Recompilation has to be disabled or it will freeze the PSP Go (I think). Therefore games are really slow without the option on. Also, in the Advanced Options menu enable Audio Rate Match; the audio will be much more smoother.

      Is really easy to set up sound; when you select your ROM, go to Rom Preferences, then go to the "Audio" option. For Mario 64, use syncronous sound. For Mario Kart 64, use Asyncronous, although you may get an occasional freeze.

      good job guys keep it up! smash brother its really playable! now let see if you can put to work starcraft 64 in next releases ;) thanks a lot for all!!

      does this work on 6.35 pro-b?

      Sure does!

      cant even play catslevania or shadowman -_-

      XTC

      Zelda Master Quest works almost 100% with asynchronus audio and just about 100% without audio, today is a good day!Also it's on PSP Go 6.35 PRO-B

      i need a lil help here.. i downloaded dis emu and placed it in games.. den i downloaded sum roms and changed my settings as per da video but whnever i start emulation my mem stick light keeps flashing nd nothin happens! it happens on every rom evn if i w8 for 15min! i m usin 1001 gen d3 final..... i need help seriously

      I just wanted to say one thing, and one thing only.Holy Fuckballs. You guys rock.

      Is this working for anyone else using HBL? It's not working for me at all.

      lololol still so slow!!

      This one is uh-mazing! It is super smooth and super fast on psp go 6.35-B3. I also luv the new GUI! :D

      give me the site you use for roms -i need a link

      i cant get it to work on mine

      Freezes for me. Do I need a BIOS or somehthing?

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