DaedalusX64 (Revision 733) (N64 emu for PSP)

DaedalusX64 (Revision 733) (N64 emu for PSP)

DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn and other contributors. It is a GPL Open Source project.

Release notes:

[=>] Merged from Dev branch:

Rev 416 – Corn
[!] Fixed CPU clipping (used for reference and is ~5% slower than VFPU)
[!] Fixed Kirby blend and removed offending blend for Rocket-robot on wheels (tnx Bdcanay)
[!] Disabled Loop Opt for Rocket-Robot on wheels
Rev 417 – Corn
[!] Optimized CPU and VFPU VectorClip
[!] Reduced max number of clipped verts to 192 from 1024 (saving some memory)
Rev 418 – Corn
[!] Use another(faster) way to front/back face cull to avoid using 1/w for the cross product.
[!] small update/boost to reference CPU clip.
[!] optimized both VFPU and CPU clip flag generation
[+] added hack to make memory opt work in PD
Rev 419 – Salvy
[+] Add back compile option to disable VFPU code(Note : Not all VFPU code is suppressed yet)
Rev 420 – Corn
[!] fixed compiler adding more mults than needed for front/back face culling test
[!] fixed all compile warnings in release mode
Rev 421 – Salvy
[!] Optimized LoadFPR_Long
[!] Don’t use pspFpuFloatToDouble (adds too much bloat and is only used by a few games, anyways I doubt it helps at all..)
[!] Small optimization in TLBP
Rev 422 – Salvy
[!] Forgot this
Rev 424 – Corn
[!] Various improvements and simplifications in TnL of Conker and PD
Rev 426 – Salvy
[!] Simplified set/fetch ucode names
[!] Patch ucode name tables to create custom name tables (Dlist dumps of custom ucodes are accurate now)
[+] Added GBI1_S2DEX ucode name table
Rev 427 – Corn
[!] fixed dlist debug text and warnings
Rev 428 – Salvy
[!] Clean ups in DLParser_SetUcode
[~] Reverted change from 421, was breaking several games (thx re4thewin for reporting it)

http://forums.daedalusx64.com/viewtopic.php?f=12&t=2640&start=0

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