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04-21-2009, 10:39 PM
| | Joint Strike Fighter
My Mood: | | Join Date: Dec 2005 Location: Lancaster Pennsylvania USA Age: 22
Posts: 2,918
Points: 1,000,000,000,000.35 Donate | | | DaedalusX64 Beta 2 update - Nintendo64 Emulator for PSP The DaedalusX Team have released a new version of the Nintendo64 Emulator for PSP check out the new stuff Quote:
[!] 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)
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05-06-2009, 02:02 PM
| | Senior Member
My Mood: | | Join Date: Jan 2006 Location: In my house...
Posts: 681
Points: 0.06 Donate | | WOW! cool!  Nice release. Hopefully this will fix the slowness of Goldeneye 64. Hopefully it is playable now.  Good job guys!  | 
05-06-2009, 02:05 PM
| | Member
My Mood: | | Join Date: Apr 2007 Location: In a cardboard box! | | | | 
09-07-2009, 02:01 PM
| | | | were do we get it at | 
09-07-2009, 07:29 PM
| | Joint Strike Fighter
My Mood: | | Join Date: Dec 2005 Location: Lancaster Pennsylvania USA Age: 22
Posts: 2,918
Points: 1,000,000,000,000.35 Donate | | | Click the download link in the first post...
__________________ Here at PSP3D I am: - a Senior Member
- Moderator
- Game/Homebrew Reviewer
- Homepage News Poster
- Richest member (site points)
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