DaedalusX64 (Revision 736) (N64 emu for PSP)

DaedalusX64 (Revision 736) (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:

Revision: 473
Author: Salvy
[~] Simplified ObjLoadTxtr abit
Revision: 472
Author: Corn
[!] Optimized Yoshi memrect for a small speed up when moving
[!] Fixed compile warning in S2DEX
Revision: 471
Author: Salvy
[!] forgot this
Revision: 470
Author: Salvy
[+] Implemented S2DEX ObjRectangleR (untested, I can’t find any game taht uses it.. but it should work fine)
Note : All S2DEX funcs are now implemented, S2DEX is fully supported ๐Ÿ™‚
Revision: 469
Author: Salvy
[+] Implemented S2DEX ObjRectangle (Pokemon Puzzle League is now playable) Note : You need a savestate to get in game
[!] Refactor S2DEX codebase (bye bye redundant code)
[!] Several clean ups in S2DEX
Revision: 468
Author: Corn
[!] fixing a blend to make sun rays transparent in XG2
Revision: 467
Author: Corn
[!] Semi fixed Extreme-G2 with a hack(does not clear zbuffer and uses setprimdepth on geometry)
[!] Made old TMEM implementation compatible with recent changes in S2DEX
[!] Big overhaul on Debug Dlist formating to make it easier to read
Revision: 466
Author: Salvy
[+] Implemented S2DEX ObjSprite (Bomberman 64 – The Second Attack! is now playable)
Revision: 465
Author: Corn
[!] Improved texture check accuracy for Yoshi
[!] small speed up for texture check
Revision: 464
Author: Corn
[!] Fixed broken sprites in Yoshi
Revision: 463
Author: Salvy
[!] Optimized Draw2DTextureR and Draw2DTexture
[!] Remove 4:3 viewport fix for S2DEX, no longer needed
Revision: 462
Author: Salvy
[!] Implemented proper sprite rotation (Fully fixes all the issues I had in Yoshi yay, also animations work now)
[+] Added blendmode for dust in Yoshi
Note : Rendering is now complete for Yoshi \o/
Note(2) : For some reasons one vertice is missing :/, will figure out later..
Revision: 461
Author: Corn
[!] Fix for TUC in OOT and MM
[!] Simplified S2DEX checks in GBI2
Revision: 460
Author: Salvy
[!] Videos, cut scenes etc are now rendered in Neon Evangelion, also fixes crash in intro, as well as several glitches in game.
PS: Rendering is now complete for this game ๐Ÿ™‚
Revision: 459
Author: Corn
[~] some clean up in Audio List code
[~] some clean up in PSPrenderer
Revision: 458
Author: Corn
[!] Fix for Yoshi audio (tnx Salvy for tracking it down)
Revision: 457
Author: Salvy
[+] Implemented S2DEX ObjLdtxRect (Draws the Intro logo, (cool)command screen and HUD in Neon Evangelion)
[+] Enabled calls to ObjMtx and SubMtx ucode used by Neon Evangelion
[!] ALLOW GBI2 to use S2DEX ObjLdtxRect
Revision: 456
Author: Salvy
[!] Fixed crash in yoshi when pressing R
[!] Fixed 4:3 mode not working in S2DEX
Revision: 455
Author: Salvy
[+] Implemented S2DEX ObjLdtxSprite (this renders pretty much everything in Yoshi) – Yoshi is now playable \o/
Note : Sprites are inverted, will figure out later
Revision: 454
Author: Salvy
[+] Implemented S2DEX ObjMoveMem (Used for sprite rotation)
[+] Implemented S2DEX ObjLdtxRectR (renders text, smoke, and items in Yoshi)
[!] Replace texture->Touch() with texture->UpdateIfNecessary() in S2DEX (Corn)
Revision: 453
Author: Corn
[+] Add correct triangle culling for DKR (speed up)
[+] Blendmodes for DKR car slids and plane streamers
Revision: 452
Author: Corn
[!] proper blend for Mario Kart 64 (see balloons at race start among other things)
Revision: 451
Author: Corn
[+] Fixed texture update/purging with hash
[+] Added blendmode to MK64
[!] changed buttons in Debug Dlist single stepping frames->(SELECT) Exit debug->(HOME)
Revision: 450
Author: Corn
[!] Small speed up avoiding doing texture hash twice if a texture needs updating
[!] Avoid reloading textures used by S2DEX if still in use.
[!] Avoid scaling down temporary texture buffer below 128kB (should be ok for most games)
Revision: 449
Author: Salvy
[!] Allow GBI2 to use S2DEX ObjLoadTxtr
Revision: 448
Author: Salvy
[!] Fixed bgcopy
Revision: 447
Author: Corn
[+] Added hack for more thorough texture check in Yoshi
[!] WIP for S2DEX
Revision: 446
Author: Salvy
[!] Fixed Yoshi BG stretching in the edges (I’m sure BGCopy is now broken, I’ll fix it later :P)
[!] Use old texture update (temporarily)(slow as hell), pretty much to show up Yoshi BG is rendered perfectly

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

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