DaedalusX64 Beta 2 Update Released; Nintendo 64 Emulator Updated
greg | April 20, 2009
The talented and exceedingly skilled team behind the Nintendo 64 emulation project has issued an update for DaedalusX64 Beta 2. Kreationz notes there is nothing major concerning speed or the like; this update primarily focuses on stability, other bug fixes, and includes some prep work for future versions. It’s recommended you upgrade regardless.

Change log, download… (more…)
Comments (61)DaedalusX64 Beta 2 Released
greg | March 2, 2009
As promised, here is DaedalusX64 Beta 2 — the evolving Nintendo 64 emulator for the PSP. Combined forces — Chilly Willy, ShinyDude100, StrmnNrmn, howard0su, Wally, and Kreationz — have developed an emulator truly deserving its props. I’ll leave you to it… Share your experience below.

DaedalusX64 Beta 2 changes:
[+] Added exception handler to emulation (Chilly Willy) [+] Made UI selection wrap at top and bottom (Chilly Willy) [+] Cleaned up the ROM preferences (Chilly Willy) [+] ME Audio uses CPU event (CPU event system made thread-safe) (Chilly Willy) [+] ME Audio made conditional (Async = ME, Sync = Old Audio) (Chilly Willy) [+] Several Custom Blends Added (Kreationz, ShinyDude100, Wally) [+] Rewrote microcode detection to fix a couple of bugs (StrmnNrmn) [+] Added support for LOAD_UCODE, fixes a number of rendering glitches (StrmnNrmn) [!] Fixed an assert causing some homebrew not to run (StrmnNrmn) [^] OSEHLE Enabled with several OSHLE commands (Small speed up) (howard0su) [^] Improved Audio ME code (Faster with Audio on) (Chilly Willy) [^] Use VFPU to handle more transform and lighting (StrmnNrmn) [^] Various rendering optimisations (StrmnNrmn) [^] Various ucodes, many games show up correctly now. (Wally) [^] Corrected many savetypes in rom.ini (Wally)
Download: DaedalusX64 Beta 2
- source: daedalusx64
Comments (164)Another DaedalusX64 (Beta 2) Video
greg | February 26, 2009
Nintendo 64 emulation has never looked so fresh, so smooth… That’s DaedalusX64 Beta 2 baby, and it’s near… Or so we hope.
Well, really, this is a video of revision 306, a debug build from the team’s subversion repository. Wally does mention Beta 2 is coming soon though, and when it’s fully primed for release, you know where she’ll be.
- source: dcemu
Comments (49)DaedalusX64 Beta 2 Teaser Video
greg | January 21, 2009
There’s been much skepticism over the years concerning N64 emulation, especially that on the PSP. But now, prepare yourself for impact — the DaedalusX64 team has pulled off quite the feat:
Things are indeed shaping up nicely. The beta 2 release is imminent; the team still has some bugs to work out before it’s made official.
Now everyone sing — what what, in the nonbeliever’s butt.
- source: daedalusx64.com
Comments (74)DaedalusX64 Beta 1 Released: the N64 Emulator
greg | November 12, 2008
You’ve no doubt heard or read about this over the past couple weeks, and today, here it is: Chilly Willy, Kreationz, and Wally’s adaptation of StrmnNrmn’s Nintendo 64 emulator — DaedalusX64.
Daedalus R13 vs. DaedalusX64 Beta 1 comparison test; Ocarina of Time.
DaedalusX64 Beta 1 changes:
- [+] TV Out Support (Chilly Willy)
- [+] ME Audio Supported (Small speed-up with sound on.) (Chilly Willy)
- [+] Increased audio buffers for better sound quality (Kreationz)
- [+] Changed logo and graphics to represent new name (graphic by SynGamer)
- [!] Fixed screen shots (Chilly Willy)
- [!] Fixed an OoT custom blend mode (Wally)
- [!] Fixed shaking using double display lists (GoldenEye 007, others…) (idea Wally, code Kreationz)
- [!] Pause Menu Reset not working properly (Kreationz)
- [!] Fixed FPS Display and Framerate limiter (Kreationz)
- [!] Optimized code generation for fragments which branch to themselves is now optional. Fixes games that broke from R12-13 (Kreationz)
- [^] Improved thread communications in job manager (Hlide)
Leave your feedback/experience via the comments.
Download: DaedalusX64 Beta 1
- source: sourceforge
Comments (66)Daedalus R14 (N64 Emulator) Beta Released
greg | May 26, 2008
Update: Not having much luck with Wally’s Daedalus? Well another [unofficial] R14 release has sprung up from CaptainMorgan4. Here’s what the Captain had to say:
Since Wally released his updated version of the R14beta I find it basically harmless to release here the R14beta I have from the previous “Daedalus R14beta” thread not too long ago. Anyway I believe it’s pretty stable it works great with my PSP so I figured I’d let you guys check it out.
Daedalus Lives!
Wally has picked up the seemingly silent StrmnNrmn Daedalus project and has issued R14 beta.
Newcomers should know Daedalus emulates the Nintendo 64 console; it’s in the beta stages of development and many roms aren’t playable. Although, you should still give it a shot — Daedalus deserves it.
Longtime readers — R14 exhibits some improvement, but is said to be slightly buggier. You win some you lose some.
Daedalus R14 changes:
- A bit of ME support
- A tad faster
- A bit buggier.
- New Icons etc
Known issues:
- Debug menus popup – these are bypass-able by pressing the SQUARE button and shouldn’t be very often.
Download:
Wally’s Daedalus R14 Beta
CaptainMorgan4’s Daedalus R14 Beta (1.50 & Slim included)
- source: homebrewheaven & strmnnrmn.com
Comments (70)Daedalus R14 — Updated N64 Emulator Progress
greg | November 27, 2007
At last — worthwhile news! StrmnNrmn sharing his latest progress report on the seemingly controversial Nintendo 64 Emulator, known as Daedalus. StrmnNrmn goes on to detail R14’s audio upsampling code, which is now working on the PSP’s Media Engine (ME). Another feature will be the new UI font rendering using BenHur’s recently released intraFont library. Check out the example below.

Discuss!
Try Daedalus R13 in the meantime.
Comments (172)Daedalus R13 (N64 Emulator) Released!
greg | November 4, 2007
StrmnNrmn delivers Daedalus R13 — the long awaited update to his Nintendo 64 emulation project for the PSP. As you may or may not know, R13 introduces savestates and a number of optimizations to the dynarec core.
Savestates are accessible via the pause menu allowing you to save your progress at any point. They’re written to the memory stick and occupy ~ 1MB per slot. Load savestates from the same pause menu or the front end — tap the right shoulder button to swap between the rom & savestate list.
Depending on which rom is being played, you may notice a 10-20% speedup. Should you encounter any roms which once worked under R12, but are now broken using R13, try disabling ‘dynamic recompilation’ and/or ‘dynarec stack optimisation’ from the rom’s preferences screen.
Kudos StrmnNrmn. Keep up the awesome work!
Download:
Daedalus R13 fw 1.00
Daedalus R13 fw 1.50+
Daedalus R13 source code
- source: StrmnNrmn’s blog
Comments (195)Daedalus R13 Coming Soon, Real Soon (For Real)
greg | October 25, 2007
If you’re anything like me, you’ve been constantly refreshing StrmnNrmn’s blog in hopes the release of Daedalus R13 appears. And I’m sorry to say, you still need to wait, just a bit longer… Believe me, I’d rather be posting the actual download instead of saying, “try Daedalus R12 in the meantime.”
R13 is almost ready for prime time, according to StrmnNrmn’s latest blog update. It’s noted that the newly introduced savestates are working well and its current implementation provides for 10 save slots — shared across all roms. You will have the ability to save to & load from any slot at any given time.
Furthermore…
There are just a couple of things I need to finish off now before I can release. Firstly I need to check if the savestate you’re loading is for a different rom than is currently loaded. If this is the case I need to scan through your available roms looking for the correct one, and load it. To make this efficient I need to get the RomDB which I use for the PC build working on the PSP.
The second thing I need to do is come up with a decent way of linking some metadata to the savestate so I can show this in the UI. Just simple stuff like the full name of the rom, time the savestate was created and the total time spent playing when it was created. I figure without this information it’ll be quite difficult to figure out what it stored in each savestate slot. The alternative is to add a text entry system to the UI so you can name each savestate, but I think this will just delay things even more.
So, in the meantime, give Daedalus R12 a try. ;)
- source: StrmnNrmn’s blog
Comments (108)Daedalus R12 Released! N64 Emulation!
greg | June 26, 2007
Wow — two heavy hitters in one day! Mark it on your calendar folks; the day of earth shattering PSP releases, June 26th! First we saw Noobz’ 3.50 firmware downgrader, and now StrmnNrmn unleashes the highly anticipated Daedalus R12, bringing Nintendo 64 emulation goodness to the PSP! Can it get any better than this?!
R12 primarily focuses on minor compatibility and graphical fixes; there are no optimizations for this build. Super Smash Bros. (SSB) is now running much smoother than the previous Daedalus versions. With dynarec enabled you’ll achieve ~ 30-40 fps; still not quite full speed. Although it’s playable with frameskip set to 1 or 2.
StrmnNrmn also mentions:
Goldeneye is also running in R12. Although the intro sequence is running very quickly and with few noticable graphical issues, a lot more work is needed to it running at a playable framerate in-game. I think it’s a good start though, and something to get excited about for the future :)
Daedalus R12 changelog:
- [!] Fixed issue preventing Goldeneye from being loaded.
- [!] Fixed dynarec for Goldeneye.
- [!] Fixed dynarec for Super Smash Bros.
- [!] Fix various texturing issues with 4bpp and small or non power-of-2 textures.
- [!] Fix TexRect instructions with negative s/t components.
- [!] Fixed the HUD in Mario 64 (broken in R11.)
- [!] Fixed lights in F3DEX2 microcodes.
- [+] Correctly implement instruction fetch exceptions, improving compatibility.
- [+] Improved floating point compatibility.
- [+] Correctly handle mask_s/mask_t tile values.
- [+] Implemented a few custom blend modes.
- [+] Screenshots just cover visible viewport.
Thanks for the countless emails everyone.
Download Daedalus R12 for:
fw 1.00 | fw 1.50+ | src code
- source: StrmnNrmn
Comments (108)Affiliates
Video Games
PSP Hacks Archives
- November 2009
- October 2009
- September 2009
- August 2009
- July 2009
- June 2009
- May 2009
- April 2009
- March 2009
- February 2009
- January 2009
- December 2008
- November 2008
- October 2008
- September 2008
- August 2008
- July 2008
- June 2008
- May 2008
- April 2008
- March 2008
- February 2008
- January 2008
- December 2007
- November 2007
- October 2007
- September 2007
- August 2007
- July 2007
- June 2007
- May 2007
- April 2007
- March 2007
- February 2007
- January 2007
- December 2006
- November 2006
- October 2006
- September 2006
- August 2006
- July 2006
- June 2006
- May 2006
- April 2006
- March 2006
- February 2006
- January 2006
- December 2005
- November 2005
- October 2005
- September 2005
- August 2005
- July 2005
- June 2005
- May 2005
- April 2005
- March 2005



