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Old 11-25-2008, 08:02 PM
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Quote:
Stupidly huge update committed to svn.

Updated:
- Added lookup table to the fragment cache lookup function. The original code only checked if the address to be looked up was the same as the last one to be looked up. Otherwise it just went through the entire list of fragments looking for the address. I added a 256 entry table using a hash on the address to help speed this up. Now if Howard can profile this for me, we can see if it was a waste or not.

- Cleaned up the prefs a little since the ROM prefs in particular had the descriptions overlapping the element list. I also changed the audio setting so that you can select synchronous or asynchronous processing of the audio. Synchronous is the old method where everything is done by the main CPU. There may be times when that is better, so now you can select it. So the three audio selections are Disabled, Asynchronous, and Synchronous.

- Big update to the asynchronous audio. Howard and I had been doing a semi-polled method of waiting for the MediaEngine before terminating the RSP task. I made the CPU AddEvent thread-safe so that instead we can just do a single AddEvent when the ME is done. This seems to be better. There are still some roms that don't work (well or at all) with asynchronous audio, hence the ability above to switch to sync audio.

One note: Switching ROMs is apparently not quite clean yet. I've noticed a few ROMs where you have to quit the emulator and start fresh or the ROM won't work (properly or at all depending on the ROM). The two I've noted by name are Wave Race 64 and Zelda:OOT.
to the above poster, read the last paragraph~ explains why you have that problem
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Old 11-26-2008, 06:48 PM
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StrmnNrmn has returned (in cases you missed the front page news)

Quote:
StrmnNrmn, whom you know as the original author of the Daedalus N64 emulator port, has returned to the scene with great regard for the new DaedalusX64 project. Well I shouldn’t say returned, he’s just been laying low limo tint rollin’ deep like the President… Yeah, he’s been busy.

Now as Kreationz reports via QJ: StrmnNrmn was and still is working on the Daedalus project. He’s been continuing his work on the original port, as well lending his expertise and insight to the other DaedalusX64 team members. Good lookin’ out.
~from his blog
Quote:
Yes, I am alive
No, I didn't choke on a mince pie

I'm sorry for the lack of updates, both to the blog and to Daedalus. I've been working on Daedalus for about 10 years now, and those that have followed the project from the beginning will know that I have fairly regular periods of 'radio silence' followed by bursts of activity. I have lot of inertia, so once my interest shifts elsewhere it can take a long time to get me back on track. That's just the way I am.

This time around it's because I've been really busy with work. I don't want to go into specifics, but for the past couple of years I've been working on a high profile game, and since January most of my energy has gone into helping to get it finished.

I am unbelievably out of touch with the PSP scene. Recently, Kreationz got in touch to tell me about the progress that has been made with DaedalusX64. I was really pleased to hear that the project was being actively updated, particularly because I have a lot of respect for the people involved. The whole reason for making Daedalus open source was to give people the opportunity to learn from the source code and update it as needed, so it's great for this to be happening.

I can't guarantee that I'll have the time to actively help with DaedalusX64, or even that I'll be able to regularly update this blog. I thought it would be a good idea to give my public backing to DaedalusX64 so that the team can get on with rolling out updates. I probably won't be making a PSP release of Daedalus any time soon.

For what it's worth, I'm currently working on a new port of Daedalus. I'm going to keep the target platform secret for now, but I think it's very exciting. At the very least it means that I'm working on Daedalus again - I'm hoping to keep merging changes from DaedalusX64 back into the Daedalus source, and hopefully provide DaedalusX64 with one or two fixes of my own.

That's all for now. Apologies in advance if the next blog post is in December 2009

-StrmnNrmn
http://strmnnrmn.blogspot.com/2008/1...-am-alive.html
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Old 11-26-2008, 09:04 PM
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Wow, i'm pretty stoked about strmnnrmn returning after about a year hiatus.
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Old 11-28-2008, 05:19 AM
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So. Trying to run F-Zero X just locked up the system and destroyed my memory stick. As in even after multiple formats and wipes, anything that gets written to it immediately turns into a load of garbage or just disappears. Doesn't matter if I use USB or the PC's card reader. It's completely toast. WTF.

[edit] I think this stick may have been a fake. Probably not the emulator that caused this, funny that it happened just then though... it was working fine before that.

BTW, Diddy Kong Racing's graphics don't show up. Other games are working well though.

[edit again] OK, I found that if I try to exit by pressing Home and selecting Yes at the Exit Game prompt, it will never exit. It shows "Please wait" but the game keeps running (music and sound effects still playing). I have to shut the PSP off. This was what happened when the stick got fried, except the game hadn't actually started (black screen) and didn't look like it was going to. I wonder if it was still accessing the memory stick (but not frequently enough to trigger the access LED), and shutting it off in the middle of that was enough to break it?

Also today it's taking a long time to load ROMs, and sometimes the circle/X buttons don't work in the menus (have to use Start instead). It wasn't doing that before.

Last edited by HyperHacker; 01-15-2009 at 05:17 AM. Reason: wtf, a sentence got pasted inside another one somehow
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Old 12-16-2008, 11:42 PM
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Quote:
This tutorial is for making YOUR OWN ALPHA , please don't share it or post it.
Too bad they've used that godforsaken MSVC, so I probably couldn't compile it even if I wanted too.
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Old 12-17-2008, 01:54 PM
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Exclamation sent us a personal message with DaedalusX64 Alpha

Quote:
Originally Posted by HyperHacker View Post
Too bad they've used that godforsaken MSVC, so I probably couldn't compile it even if I wanted too.
I tihink we could make a exception!
If somebody has made a DaedalusX64 Alpha please let us know.
Because you can sent it, those people who want it with a personal message.

PS: Please sent me an Alpha
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Old 12-21-2008, 03:02 PM
pringles pringles is offline
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ok nevermind, wen i played the game i switched it to full screen but now i see blotches of white even if i return it back 2, 4.3 scale is it the emulator?

Last edited by pringles; 12-22-2008 at 01:47 AM.
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Old 12-23-2008, 03:40 PM
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Exclamation Always the latest revison!

Hey,
If you want to have always the latest version of DaedalusX64, than you just have to click on the link below and move to Chat!
Then I will give you the download Link!

Have a nice christmas.
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Old 12-25-2008, 08:57 PM
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What do you mean by make your own DaedalusX64 ALPHA?
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  #10  
Old 12-29-2008, 09:31 AM
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Exclamation Download DaedalusX64_rev162

I´ve compiled a DaealusX64 rev162!
If you want it klick here: http://fenomeno0chris.fe.funpic.de/

It is a german site, but you should get it!
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