DaedalusX64 SVN r729


File Name daedalusx64_729.rar
File Type RAR
Developer Unknown
Operating System PSP
File Size 1.91 MB
Created 09/20/2011
Updated 09/20/2011
Downloads 3365 times
Download time  
Modem: 5 min
ISDN: 2 min
DSL: 0 min 10 sec
CABLE: 0 min 7 sec
T1: 0 min 3 sec

DaedalusX64 SVN r729
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Rated by: 23 users
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File Description

Revision 729 of DaedalusX64, the ever-popular Nintendo 64 emulator for the PlayStation Portable is now out folks. What's new in the latest update?


Changelogs:

  • revision 729
    • [~] Forgot to update roms.ini..
  • revision 728
    • [=>] Merged from Dev branch:
      • Rev 386 - Salvy
        • [!] Tidy check to update when rumble is active
      • Rev 387 - Salvy
        • [!] Simplified memory access analysis (shoves off 3k+ ops in StaticAnalysis.cpp)
        • [!] Simplified parameters in CodeGen
      • Rev 388 - Salvy
        • [!] Simplified even more memory access analysis (~1k ops in StaticAnalysis.cpp, I think this the fastest it can get)
      • Rev 389 - Salvy
        • [!] Disable SimulateDoubles for Power Puff game (fixes the ingame gfx etc)
      • Rev 390 - Corn
        • [!] Some rendering pipeline fixes and optimizations
        • [!] Changed amount and order of render states
        • [!] Updated DList debug output
      • Rev 391 - Salvy
        • [~] Minor optimizations in GFX plugin
        • [!] Don't declare blendmodes as statics since it only makes the binary larger and most games only use a few blends.
      • Rev 392 - Corn
        • [!] modified/reverted some of the previous commit since it breaks scaling and debug outputs
      • Rev 393 - Corn
        • [!] TEXRECT seems to work fine even in GE when discarding decimal part in coordinates (tnx Salvy)
      • Rev 394 - Corn
        • [!] Fixed texture scaling glitch (and simplified transform pipeline) in Conker.
        • [!] Small change in Vector clipping ASM (scale whole matrix rather than just one vector at the time).
        • [!] Some clean up in gspmacros and PSPRenderer.
        • [+] Alternative transform pipeline (using CPU/FPU) for Conker (WIP)
      • Rev 395 - Corn
        • [+] Semi fixed missing sprites in DKR (still needs more work, at least now they show up).
        • [!] Optimized the DKR TnL rendering pipeline.
      • Rev 396 - Salvy
        • [!] Unified DKR and JFG ucode tables
        • [!] Simplified DKR/JFG's Vtx ucode
        • [!] Simplified abit MoveWord_DKR
      • Rev 397 - Corn
        • [!] Optimized TnL paths for DKR
        • [~] Fixed compile error for enable texture (debug Dlist)
      • Rev 398 - Salvy
        • [~] Some code reordering and small clean ups
      • Rev 399 - Corn
        • [-] Reverted Texrect since it does not work well with GE after all
        • [!] Reduced MaxUcode to 11 (saves some memory)
      • Rev 400 - Salvy
        • [!] Forgot to update the vertex multiplier table (this was breaking most custom ucodes, sorry!)



 

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