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EmuCR: DaedalusX64DaedalusX64 SVN r766 is compiled. DaedalusX64 is a N64 Emulator for PSP. DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn. It is a GPL Open Source project.

DaedalusX64 SVN Changelog:
[=>] 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
[=>] 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
[=>] 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
[=>] 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
[=>] 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
[=>] 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
[=>] 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
[=>] 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
[-] 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!)
*Updated roms.ini with latest changes
*Moved Language folder to DATA directory

Download: DaedalusX64 SVN r766
Download: DaedalusX64 Preview Pack (2010-07-27)
Source: Here


  1. Now that's some nice changes!

  2. real nice speed ups if it had the async audio without crashes it would be perfect (even without the complete ME move)

  3. When I can play StarCraft 64???


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