StrmnNrmn Returns & Joins the DaedalusX64 Project
greg | November 26, 2008
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.
And if you haven’t tried Daedalus and/or DaedalusX64 yet…
Download: Daedalus R13 | DaedalusX64 Beta 1
- source: qj
Comments (28)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 R13 Update!
greg | September 19, 2007
Its been along time coming, and still you must wait longer… Not much longer though! Developer StrmnNrmn shares his latest N64 emulation update with all the Daedalus disciples out there. Most interesting, R13 introduces “savestate” support…
StrmnNrmn explains it best:
For those not familiar with savestates, the basic premise is very much like ‘hibernate’ or sleep modes on PCs and laptops. A savestate can be created at any point during emulation. At a later time the savestate can be reloaded to restore the emulator to the exact state it was in when the savestate was created.
The plan: apply the finishing touches on Daedalus’ new savestate system, finish a number of additional optimizations, and then R13 is ready for prime time! It’s actually scheduled for release on the weekend of September 29th, or the first weekend in October.
In the meantime, occupy yourself with Daedalus R12.
Comments (122)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)Daedalus Update — Super Smash Bros!
greg | June 10, 2007
StrmnNrmn highlighting his latest astonishing Daedalus advancement…
Anyway, I managed to spend a few hours this weekend isolating the problem, and after a little experimentation I’ve been able to come up with a temporary workaround. With the fix in place SSB is running at around 30-40fps in game on the PSP, which is very exciting.
Very exciting indeed! Other roms suffering from the same Dynarec issues should be relatively easy to figure out; we’ll leave that to the skilled StrmnNrmn.
I don’t believe there is a scheduled date of release for R12 just yet; nevertheless, it’s a safe bet we’ll be enjoying [faster/usable] Nintendo 64 action on our PSP’s in the near future.
In the meantime, download Daedalus R11 — give that a try.
Comments (99)Daedalus R12 & GoldenEye Update!
greg | May 11, 2007
Not bad for a hour’s work indeed… StrmnNrmn’s latest indicates he has been successful with loading the GoldenEye ROM under Daedalus R12. Now, don’t be confused — there’s a fine line between loading a ROM and actually playing it… Nevertheless, StrmnNrmn’s on the right track — improvements aren’t far off.

Comments (43)There’s still quite a long way to go though. Firstly, I can still only get the rom running with dynarec disabled on the PSP, so the framerate is currently just 6-7 fps. Interestingly it runs fine with dynarec on the PC with the same set of changes, so this indicates a bug somewhere in the PSP dynarec implementation. Secondly, I’ve not been able to get in-game yet – it just seems to hang with a black screen shortly after starting to load the level. I’ve not figured out whether this is just running very slowly without dynarec and taking its time, or if there’s another bug to be fixed somewhere.
Daedalus R11 (N64 Emulator) Released
greg | May 6, 2007
StrmnNrmn comes storming through after much anticipation for Daedalus R11 — the Nintendo 64 emulator for the PSP. StrmnNrmn has devoted a significant amount of time and effort into Daedalus, and it certainly shows…
The R11 change list:
- [*] Large overhaul of rom settings and preferences. All settings should now be persistant.
- [+] Native support for palettised textures for faster rendering and less memory usage.
- [+] Provided a fixed size pool for all texture memory, to limit memory usage.
- [+] Expansion Pak enabled by default.
- [!] Updated rom info database to include save mechanism for many roms.
- [!] Fix memory leak in texture cache.
- [!] Fixed conversion of RGBA/32bpp textures with odd alignments.
- [!] Fix crash which occurred when recolouring textures in low memory situations.
- [^] Large rewrite of texture cache to reduce memory usage and improve performance.
- [^] Various optimisations to the way textures are looked up in the cache and installed.
- [^] Optimise offsetting/scaling of texture coordinates.
- [^] Improve performance of dynarec fragment cache and reduce memory fragmentation.
Download:
Daedalus R11 for 1.00 Firmware
Daedalus R11 for 1.50+ Firmware
Daedalus R11 Source
- source: StrmnNrmn
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