[+] Add Copyright headers to new files except S2DEX and SPRITE2D files.
[!] Moved DLParser_DumpVtxInfoDKR to gspCustom.
ops typo on blendmode.cpp
[!] Minor edits to rom.ini
[!] Moved DKR code out of GBI1_MoveWord
[~] Corrected a couple of warnings from my past commit
[~] Super Bowling hack will now simply call RDP_MoveMemViewport
[+] Added blendmode for RARE logo
Added new files for gSP Macros, Sprite2D, S2DEX and Custom Microcodes
No se puede compilar, alguna han liado con el SRC
[!] Fixed Profiler which got broken on rev403 [grazz]
[!] Made writing and dumping missing_mux debug only
[~] Removed duplicated commands now GBI1, GBI2_ModifyVtx, and GBI1_RDPHalf_1 GBI2_RDPHalf_1 share their respective functions
[~] Corrected small type on ultra_gbi.h
[+] Added GC versions of MM and OOT to the rom.ini [thanks TechXero]
[+] Added a hack to fix the viewport of Super Bowling 64
[+] Added a hack to fix the shading effect issues on Tigger's Honey Hunt
[!] Changed the namings of S2DEX, added the rest of GBI1 S2DEX to ultra_gbi.h, also moved G_DMATRI and G_DLINMEM there.
[+] Implemented custom ucode: GBI0_Vtx_Gemini
[~] Changed abit how DKR ucodes are loaded, so Jet Force Gemini can use the same functions.
[+] Implemented custom ucode commands for : Last Legion UX, Dark Rift, Toukon Road 1, Toukon Road 2. [TexRect_Last_Legion not implemented yet]
[!] Added WIP custom ucode for Star Wars - Shadows of the Empire [not working yet]
Thanks Grazz for helping me fix the display lists!
Cleaned up warnings in OSHLE and me.c
[!]Fixed debug mode compile issue
[~]Cleaned up 50+ compiler warnings for release mode. The result is slightly smaller and very slightly faster code when building in release mode. (Still more work to do)
[~] Removed duplicated command now Load_Ucode share the same function, also L3DEX access Load_Ucode (Fixes Airboarder 64)
[~] Removed duplicated microcodes of WRUS (If they have the same string, the naming won't matter when executing them)
Add L3DEX to the ucode enum list. Fix call to GBI1 BgCopy.
[!] Add correct save type to several games.
[~] Corrected bad blendmodes, and added 2 more.
[~] Removed duplicated code from GBI1_S2DEX.
Simplified GBI1 and 2 BranchZ to share the same function. Add ucode for GBI1_S2DEX_BgCopy and make it use GBI2 bgcopy function.
[!]Fixed GBI1_BranchZ, GBI2_BranchZ uCode commands (Fixes Crash on Pokemon Snap on Phat)
[~]Cleaned up some warnings
[!]Reduced ROM Buffer on Slim to 8Mb
[!]Fixed Speed regression in ROM Cache for Roms over 16Mb
[!]Reworked Rom cache to provide slight speed increase
[!]Optimized Buffers for stability (Needs testing on Phat)
[~]Turned of Release mode build options that were on by mistake
[!]Forgot an include in Microcode.cpp
[!] Fixed ucodes.txt being generated on every rom run. (Now Debug only and optional even then)
[~] Small sln change to ensure compatibility with modification on VC++ Express and in prep for new continuous integration (All Alphas will be posted after commit at the SF site soon.)
[~] Change version to Alpha for the SVN (No more need to change releases will get individual titling at release time.)
[+]Switched from JenkinsHash to two types of Murmur2Hash (Using endian neutral hash for persistent hashes non byte fiddled textures, otherwise using faster non neutral method)
[+]Added improved auto uCode detection (Works better with unknown roms, but may break some games needs testing)
[+]Using smaller ROMFileCache to save memory
[-]Commented out added commands from Rev 402 @ Salvy's request (Will be restored once purpose is known and can be tested)
[+] Implemented SetConvert, SetKeyR, SetKeyGB. [Wally and Salvy]
[!] Added framework to debug S2DEX (Still missing a couple of ASSERTS for GBI1)
[+] Added blendmodes for :
*International superstar soccer 64
*Command & Conquer
*Kirby 64
Fixed 399 regression (oops).
Implemented Sprite2D_Base, Sprite2D_Flip, and partially, Sprite2DDraw. Improved speed of Draw2DTexture. Changed some var names.
Fixed a regression by 395. Fixed Draw2DTexture dest coordinates and size calculation.
Implemented BgCopy and Draw2DTexture
[!] Fixed crash when loading 2nd ROM on Phat (Kreationz)
[+] Roms up to 16Mb loaded into Slim Memory (Kreationz)
[-]Removed Double Display Lists (To be replaced with proper paging code)(Kreationz)
[-]Temporarily Removed DynarecLoopOptimisation (Causes most games to crash under current CPU code)(Kreationz)
[+] Added resources from upgrade in prep for new GUI(No Lite version for future releases(Kreationz)
[~] Fixed typos in rom.ini (Salvy)
[~] Added 2 games to rom.ini (Salvy)
[!] Compiler shouldn't make too much noise now (ex:blendmodes)(Salvy)
[!] Fixed performance decrease per game loaded.(Salvy)
[!] updated intrafont to 0.31, contains various bug fixes and enhancements(Salvy)
[+]Added blendmodes: (Salvy)
*Zelda Oot:
Big tree on Kokiri Forest is now rendered
Hearts should blend better now, (still WIP)
Rupees show up better. (Wally/Salvy)
*Batman Beyond
Characters, enemies,foes, and other things should show up now
*Pilot Wings
Beaches should blend correctly
*Super Bowling 64
Needs more work, but now should be more "playable"
[~] Move RSP logic out of CPU core(Howard0su)
[!] Change KnownValue of a register from s32 to REG32. So that we can cleanup the code a bit(Howard0su)
[~] Simplify the logic to handle register cache in LoopOptimization(Howard0su)
[~] Cleanup the logic for JAL, JALR in the PSP code generator(Howard0su)
[~] Simplify the parameters for GenerateCode.
[+] 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.)(Howard0su)
[+] Improve Batch Test framework abit and bring it to PC platform(Howard0su)
[+] Declare MAKE_UNCACHED_PTR for PSP(Howard0su)
[+] Move all I/O access to Hardware component. (Merged from -N64 tree by Howard0su)
Derby escribió:Ya podrias haberlo puesto en el otro hilo, aunque alegra saber que siguen ahí.
Cuando llegue lo pruebo, aver, si alguien lo prueba antes, y dice si mejora.
zulykat escribió:Yo la verdad es que no creo que se llegue a emular decentemente la N64 en PSP, pero espero que en la siguiente portátil de Sony si que se consiga, por lo menos, el OoT a fullspeed. Sería la caña.
largeroliker escribió:zulykat escribió:Yo la verdad es que no creo que se llegue a emular decentemente la N64 en PSP, pero espero que en la siguiente portátil de Sony si que se consiga, por lo menos, el OoT a fullspeed. Sería la caña.
Yo me he echado unas viciadas y estoy satisfecho.
Yo creo que ésto ya es decente (por decirlo de alguna manera), y en no mucho tiempo ya podríamos tener un emulador full-speed.
Saludos!
joertio escribió:largeroliker escribió:zulykat escribió:Yo la verdad es que no creo que se llegue a emular decentemente la N64 en PSP, pero espero que en la siguiente portátil de Sony si que se consiga, por lo menos, el OoT a fullspeed. Sería la caña.
Yo me he echado unas viciadas y estoy satisfecho.
Yo creo que ésto ya es decente (por decirlo de alguna manera), y en no mucho tiempo ya podríamos tener un emulador full-speed.
Saludos!
Yo tb lo creo..teniendo en cuenta q esto sigue siendo una beta, es porq va a mejorar. weno, ya estamos viendo q esta mejorando con cada update
zulykat escribió:Hombre, lleva en beta desde que salió por allá en 2006, y sinceramente no creo que salga de beta. Ojalá me equivoque, pero dudo que veamos el zelda a corriendo a una velocidad decente.
Pedasote69 escribió:¿Alguien a probado el Mario Kart 64?
kiwoore escribió:StrmnNrmn ha lanzado la nueva beta del Deadalus llamada finally R13.
Al parecer funciona con el HEN de davee.
Saludos!
El_RapEro escribió:kiwoore escribió:StrmnNrmn ha lanzado la nueva beta del Deadalus llamada finally R13.
Al parecer funciona con el HEN de davee.
Saludos!
Cómo?
Hasta donde yo se la versión R13 es de hace más de año y medio.
kiwoore escribió:El_RapEro escribió:kiwoore escribió:StrmnNrmn ha lanzado la nueva beta del Deadalus llamada finally R13.
Al parecer funciona con el HEN de davee.
Saludos!
Cómo?
Hasta donde yo se la versión R13 es de hace más de año y medio.
Me referia a que la version final del r13 funciona en el HEN de davee.
Actualmente estan con la beta 2 r14, (Si no me equivoco xD).
Saludos!
PD: Creo que se me ha entendido muy mal xD
chiribe escribió:Pues abrochensé los cinturones, porque con la beta 3 estiman que alcanzarán una mejora de un 70%. Las especificaciones técnicas están en el foro de Dark_Alex.
http://www.dark-alex.org/forum/viewtopi ... =5&t=13913
Revision: 369
Author: kreationz
Date: 5:00:34, martes, 19 de mayo de 2009
Message:
[+] Re-enabled Double Display Lists fixed not working correctly
[!] Fixed Double Display Lists breaking roms
[!] Fixed OSHLE not re-enabling after loading non-OSHLE rom
[+] All settings saved in Preferences.ini (Whether default or not)
[!] Fixed controller configs not being properly saved
(Note: All settings related bugs should be fixed.)
Revision: 368
Author: wally4000
Date: 16:49:47, viernes, 15 de mayo de 2009
Message:
add some WIP blendmodes for F1 World GP
and semi-fix S.C.A.R's Sky Blend
Revision: 367
Author: salvy6735
Date: 2:03:17, jueves, 14 de mayo de 2009
Message:
[+] Added lot of blendmodes around 20+
* Fixed skies on, Wave Race, Pilot Wing, Monster Madness Truck, Pokemon Stadium.
* Several more blendmodes for Majora's Mask, OOT, and Pokemon Stadium 2.
[!] Corrected several bad blendmodes.
[~] Removed a bad blendmode which was breaking some games.
[!] Improved and cleaned up some of my old blendmodes.
Revision: 366
Author: kreationz
Date: 1:21:34, miércoles, 13 de mayo de 2009
Message:
[+]Modified Config to further silence messages in Release mode (very slight speed up)
[+]Added Dynamic trace threshold to speed up fragment creation while allowing few fragments to be created for games with high fragment creation (Small Speed-up)
[~]Minor code clean-up to remove some white space and some code warnings, added comments
[+]Cleaned up part of PSPRenderer logic (small speed-up)
(Note: speed-ups will be most noticeable during scene changes and games with high fragment counts)
Revision: 365
Author: kreationz
Date: 23:59:37, domingo, 10 de mayo de 2009
Message:
[~]Cleaned up a few compiler warnings and excess commented out data
[+]Increased Max instruction cache buffer to reduce cache invalidations (Should help games where speed is unstable)
Revision: 364
Author: salvy6735
Date: 0:35:30, viernes, 08 de mayo de 2009
Message:
[!] Simplified and improved a bunch of my old blendmodes.
[!] Declared one of Wally's blendmodes : S
[~] Fixed up one bad blendmode.
[+] A lot of blendmodes:
* SCARS - Building Stages Effect and Sky - Finally phew....
* Water Temple / Water Current / Lost forest light.
* Butterflies.
* Water Temple Blocks.
* Goron city symbol design.
* Ice.
* Triforce Light.
Revision: 363
Author: salvy6735
Date: 4:27:29, miércoles, 06 de mayo de 2009
Message:
[+] More blendmodes for Zelda Oot
Revision: 362
Author: salvy6735
Date: 1:19:29, miércoles, 06 de mayo de 2009
Message:
[+] Several graphical bugs fixed for Oot.
[!] Fixed up logic of one of Wally's blendmdoes now looks better and should fix the desert's sand as well.
[!] Improved Sin and Punishment Sky.
Revision: 361
Author: salvy6735
Date: 5:11:48, martes, 05 de mayo de 2009
Message:
[-] Forgot to delete this guy : S
Revision: 360
Author: salvy6735
Date: 5:06:24, martes, 05 de mayo de 2009
Message:
[+] Added one more ucode. (Nintro64)
[+] More blendmodes 7 in total for Sin and Punishment and Zelda Ocarina of Time.
[!] Declared one blendmode and did a bit of clean up.
Revision: 359
Author: kreationz
Date: 4:34:04, martes, 05 de mayo de 2009
Message:
[!] Fixed IA4 Texture conversion (OoT Trees, Drawing on Link's treehouse, probably others... )
Revision: 358
Author: salvy6735
Date: 0:43:45, lunes, 04 de mayo de 2009
Message:
[+] Added 4 games to rom.ini
* Castlevania v1.2
* Hybrid Heaven.
* Super Mario 64 - The Missing Stars.
* Wayne Gretzky's 3D Hockey v1.1
[+] Added blendmodes for:
* AeroGauge - Water, Waterfalls, Lava, and other stuff under stages.
* Fighting Force - Backgrounds and Stages.
* Majora's Mask - Background Forest.
[+] Added 7 ucodes, more games should start showing up or working.
[~] Commented out left overs from AdaptFrequency.
[!] Added 3 ucodes which lack RSP info, left them commented out.
Thanks King Pepper for the 2 ucodes.
Revision: 357
Author: salvy6735
Date: 4:29:19, sábado, 02 de mayo de 2009
Message:
[+] Added missing ucode.
Revision: 356
Author: salvy6735
Date: 4:15:57, sábado, 02 de mayo de 2009
Message:
[+] Fixed up SCARS graphical bugs, sky still missing. as well as some textures....
[+] Majora's Mask:
* Fog is visible now.
* Corrected Intro Glitch, Trees and Floor 2nd Placeholder.
[+] Batman Beyond - Enemies dying animation and explosions are rendered now.
Revision: 355
Author: kreationz
Date: 0:11:52, sábado, 02 de mayo de 2009
Message:
[~]Cleaned up prior bug fix (Removed unnecessary includes)
[+]Added Batch Test framework back to RSP_HLE (Needs Testing)
[!]Finished Fixing RSP_HLE Logic (TLoZ:OoT(E)(M3), Space Station Silicon Valley, and Super Bowling 64 all load correctly as they did in Beta 2)
Note: RSP_HLE still needs work to finish moving RSP out of the CPU core without Breaking the above games
Revision: 354
Author: salvy6735
Date: 3:50:47, viernes, 01 de mayo de 2009
Message:
[+] More blendmodes for Space Station Silicon Valley, Pokemon Stadium 2, and Zelda Oot.
[~] Declared one of Wally's blendmode : P
Revision: 353
Author: kreationz
Date: 3:23:29, viernes, 01 de mayo de 2009
Message:
[~]Revert Most of prior commit to fix Space Station Silicon Valley (Other ROMs broke by 316 still working )
Revision: 352
Author: kreationz
Date: 0:39:01, viernes, 01 de mayo de 2009
Message:
[-]Move RSP logic back to CPU Core (Was breaking several ROMs)
Revision: 351
Author: salvy6735
Date: 2:43:56, jueves, 30 de abril de 2009
Message:
[+] Various blendmodes for Space Station Silicon Valley and Zelda Oot.
[~] Simplified Batman Beyond blendmodes, smoke is now visible.
Revision: 350
Author: wally4000
Date: 6:55:00, miércoles, 29 de abril de 2009
Message:
Fix some Zelda blends as mentioned in forum. (fixes temple cows, lizard, yellow switch, few other things)
Revision: 349
Author: wally4000
Date: 3:33:54, miércoles, 29 de abril de 2009
Message:
Sort out Blendmodes file, add guide and Alphabetical Order, please follow this it makes our life easier
Revision: 348
Author: salvy6735
Date: 5:39:58, martes, 28 de abril de 2009
Message:
[+] Added microcode for Puzzle Master 64
[+] Skies and menu on Majora's Mask are rendered correctly now. (Thanks to Wally for tips)
[~] Modified MM blendmode from 347,shows up better and now it covers trees, forest, and inside rooms.
[!] Committed a bunch of WIP blendmodes for MM (they don't work yet)
Revision: 347
Author: salvy6735
Date: 7:47:47, lunes, 27 de abril de 2009
Message:
[+] Fixed Majora's Mask water, bells, and grass.
Revision: 346
Author: wally4000
Date: 15:53:38, domingo, 26 de abril de 2009
Message:
:/ DOH!
Revision: 345
Author: wally4000
Date: 15:40:16, domingo, 26 de abril de 2009
Message:
Forgot to commit Lake Hylia fix, this fixes the transparency issue also may fix the water temple too.
Revision: 344
Author: wally4000
Date: 15:36:31, domingo, 26 de abril de 2009
Message:
Fixed up various Zelda blends (including partial zora's domain and Hyrule Lake's transparency)
Revision: 343
Author: kreationz
Date: 2:17:04, domingo, 26 de abril de 2009
Message:
[+]Fixed Mario head, only partially fixes Duke 64 (Textures are white, but transparency is correct)
Revision: 342
Author: kreationz
Date: 20:55:06, sábado, 25 de abril de 2009
Message:
[+] Fixed I.S.S. 2000 Preview Pic
Revision: 341
Author: salvy6735
Date: 7:20:28, sábado, 25 de abril de 2009
Message:
[+] Several blendmodes for Pokemon Stadium 2. [Nine in total]
Revision: 340
Author: kreationz
Date: 5:31:06, sábado, 25 de abril de 2009
Message:
[+] Fixed OSHLE Function causing flag not to show in Mario Kart and flashing pause screen bug
Revision: 339
Author: salvy6735
Date: 5:54:18, viernes, 24 de abril de 2009
Message:
[+] 3 games were added to rom.ini (thanks lupus)
[+] Added more blendmodes:
*Mario 64 :
Bowser's picture is displayed now.
Peach picture needs T1. (thanks for reporting it Matt)
*Pokemon Stadium 2:
Texts displays correctly and Pokeballs are rendered now.
Revision: 338
Author: salvy6735
Date: 11:22:16, jueves, 23 de abril de 2009
Message:
[+] Fix up F-Zero X
*Added proper microcode.
*Added blendmodes to correct several graphic issues. (needs more work)
*Declared one of Strmnnrmn's old blendmode. [0x00147e045ffefbf8LL]
Note: Make sure to use F-Zero X (E) [h1] (cartname), other versions do not load.
Runs fullspeed ! : )
Revision: 337
Author: wally4000
Date: 3:22:51, jueves, 23 de abril de 2009
Message:
Fixed up Duke 3D a bit, textures now show.
Revision: 336
Author: kreationz
Date: 9:47:02, miércoles, 22 de abril de 2009
Message:
[+] Added Preview for 40 Winks (Thx lupus)
Revision: 335
Author: wally4000
Date: 5:54:02, miércoles, 22 de abril de 2009
Message:
oops
fixed up stuff
Revision: 334
Author: wally4000
Date: 5:50:09, miércoles, 22 de abril de 2009
Message:
Paper Mario Blendmodes added, experimental as I can not debug individual modes (Let me know thanks)
Revision: 333
Author: kreationz
Date: 9:41:33, lunes, 20 de abril de 2009
Message:
Updated files to denote Beta 2 Update Release
FJTR escribió:yo me conformaria con que el mario 64 vaya a full speed con sonido
Revision: 374
Author: salvy6735
Date: 2:10:40, sábado, 23 de mayo de 2009
Message:
[+] Added Several blendmodes.
[+] Added 2 more ucodes .
[!] Added several comments on blendmode.cpp for devs to start using more features from SDK GU/GE libs.
Thanks King Pepper for the ucode.txt !
Revision: 373
Author: kreationz
Date: 23:38:13, viernes, 22 de mayo de 2009
Message:
[+] Made the Large ROM Buffer optional on PSP Slim (For faster debugging and to speed loading at the expense of FPS during scene changes for those that want it.) (Phat users not affected, Slim only option)
Revision: 372
Author: salvy6735
Date: 8:26:46, viernes, 22 de mayo de 2009
Message:
[!] Corrected typo on build.
Revision: 371
Author: kreationz
Date: 6:34:34, viernes, 22 de mayo de 2009
Message:
[!]Completely Fixes FPS Display (Works on all titles)
[+]Double Display List is now permanent (Only one known bug and it doesn't break the game)
[!]Fix Frame Skip not working with Double Display Lists on some titles ( GoldenEye and other shaking titles )
[+]Removed some excess logic
(Note: Only bug found during extensive testing is the Title Screen in Automobilli Lamborghini when using an even Frame Skip #, just use an odd number or disable FS until in game. )
Revision: 370
Author: salvy6735
Date: 2:21:53, viernes, 22 de mayo de 2009
Message:
[~] DD should wait until display list finishes executing.
Miniviciao@ escribió:Joer macho yo no se hacer eso
Yo tampoco.
maxhack escribió:Miniviciao@ escribió:Joer macho yo no se hacer eso
Que verguenza tio, mira que no saber compilar...Yo tampoco.
zulykat escribió:Para los que les interese, en el foro oficial podeis ver el resultado de los test con las revisiones más nuevas
http://daedalusx64.com/viewforum.php?f=9
La verdad es que es interesante, hay un video del Banjo testeandolo en la revision 365 y va prácticamente a fullspeed.
Miniviciao@ escribió:zulykat escribió:Para los que les interese, en el foro oficial podeis ver el resultado de los test con las revisiones más nuevas
http://daedalusx64.com/viewforum.php?f=9
La verdad es que es interesante, hay un video del Banjo testeandolo en la revision 365 y va prácticamente a fullspeed.
EL Banjo?? joer pero ese debe ser muy dificil de hacerlo funcionar, tb iba con el expansion pack ese de los super graficos , en el hilo de ahi del Banjo no vi ningun video el que no vi funcionar bien ni en un emulador de PC es el Donkey KOng 64, hace sosas raras el juego, los personajes que se estiran y temblequean, poligonos que desaparecen del escenario, no se si sera de la rom, pero con varias distintas pasa lo mismo.
Venga vá me animo a compilaros DaedalusX64 Revision385
http://www.4shared.com/dir/16053906/13e ... r_PSP.html
Los archivos modificados són (Que son los validos Actualizados desde la R383)
PARAM.SFO
mediaengine.prx
EBOOT.PBP
exception.prx
dvemgr.prx
Daedalus.prx
Daedalus.elf
La carpeta al descomprimirla se llama Rev383 , basandome en el emulador Entero Con sus carpetas ya creadas .
Saludos.
Como asi en el link ya esta compilado? si es asi gracias
Miniviciao@ escribió:EL link estab bien? me pone "The file link that you requested is not valid."