DaedalusX64 SVN r716


File Name daedalusx64_716.rar
File Type RAR
Developer Unknown
Operating System PSP
File Size 2.24 MB
Created 06/09/2011
Updated 06/09/2011
Downloads 1451 times
Download time  
Modem: 6 min
ISDN: 2 min
DSL: 0 min 12 sec
CABLE: 0 min 9 sec
T1: 0 min 4 sec

DaedalusX64 SVN r716
Rating: 4.00/5.00
Rated by: 6 users
Rate it:
Please scroll down for the download button and more file information.

Download!
File Description

The DaedalusX64 team has updated thier Nintendo 64 emulator project for the PlayStation Portabl, DaedalusX64.


Changelogs:

  • Revision 716
    • [=>] Merged from Dev branch:
      • Rev 299 - Salvy
        • [~] Small optimizations in ProcessEeprom/ProcessController
      • Rev 300 - Salvy
        • [+] Added a hack to fix the shadows in ISS64
        • [-] Remove delay when entering pause menu in PHAT PSPs
      • Rev 301 - bdacanay
        • [+] Added cheats to a lot of popular games
        • [+] Repaired some incorrect Kirby 64 blends
        • [!] Forced a Hexen blend to fix the invisible hands
        • [+] Added a blend to fix the shadow issue in Killer Instinct Gold
        • [!] Forced a Killer Instinct Gold blend to partially fix the characters and HUD
        • [+] Fixed the Pokeball blend in Pokemon Stadium 2
      • WARNING : Before using rev 715+ back up your saves first!
  • Revision 715
    • [=>] Merged from Dev branch:
      • Rev 297 - Salvy
        • [+] Implemented internal N64 clock (props to Shapyi and Zoinkity)
        • [+] Rewrote PIF to make it simpler (PIF.cpp is now 50% smaller, only draw back is that we need to flip the data, but the gains overcome this) [WIP]
        • [!] Removed Chameleon Twist mempak hack (This is handled by a cheat now)
        • [!] Fuse 4 reads and 4 writes to just one to speed up when flipping data in PIF.
      • Rev 298 - Salvy
        • [!] Games that read/write in rumblepak area work now, ex OOT (based from mupen source)
        • [~] A couple of clean ups in PIF.cpp
  • Revision 714
    • [=>] Merged from Dev branch:
      • Rev 296 - Salvy
        • [+] Optimized/rewrote Process PIF (cmds are processed in one go now )
        • [!] Refactored ProcessCommand in PIF (bye bye redundant code)
        • [~] Only call GetPreciseTime when we need to delay in framelimeter (Corn)
        • [!] Fixed controllers not working in certain games when loading a savestate directly.
        • [~] Moved back GetState where it was (is called fewer times there than in CONT_READ_CONTROLLER)



 

Become a Member of QJ.Net!

If you want your comments to go live without waiting for moderation, you need to be logged in. Being logged in has its benefits:
  • Logged in members do not wait for their comments to be approved.
So why wait? Create an account or login now! It's easy, quick, and free.

To get started, use the LOGIN boxes, or the REGISTER link at the top right!

Add comment

Security code
Refresh


















































































Welcome to QJ.Net!

If you want your comments to go live without waiting for moderation, you need to be logged in. Being logged in has its benefits:
  • Logged in members do not wait for their comments to be approved.
So why wait? Create an account or login now! It's easy, quick, and free.

To get started, use the LOGIN boxes, or the REGISTER link below!



Want to learn more about the team who brings you the QJ news?

Read about them now!


 Username: 
 Password:

HOT FLASH GAMES

Monster Truck Jumper

Left to Die

The Empire 2

Dark Dimension

Town Drift Competition

Heroes of the Sword

RSS Feeds Follow us on Twitter Find us on Facebook