[Emulador] Daedalus X64 (Nintendo 64)

Moderadores: Kravenbcn, largeroliker, fidelcastro, cerealkiller, pspCaracas, dark_sasuke, m0skit0, LnD, ka69, zacky06, jjblanco93

Avatar de Usuario
largeroliker
Administrador
Administrador
Mensajes: 8283
Registrado: 03 Sep 2009, 09:46
PSN ID: larger0o
Gamertag Xbox Live: larger0o
Steam ID: larger0o
Twitter: larger0o
Ubicación: Málaga
Contactar:

[Emulador] Daedalus X64 (Nintendo 64)

Mensaje por largeroliker »

Daedalus X64 - Emulador de N64 para PSP
Actualizado: 27/FEB/11


Imagen
Beta 3
Página oficial


Daedalus es actualmente el emulador de Nintendo 64 más avanzado que hay, permitiendo jugar a la mayoría del catálogo de N64, llegando con algunos títulos casi a full-speed. Además incluye opciones configurables, y opción para activar y desactivar el sonido.

Controles en el menú

Cuando inicia, te sale la lista de roms. Para cambiar de apartado pulsa L o R, :circulo: es para cancelar y :equis: para aceptar. Durante el juego, mantén select para salir.


Compatibilidad

Perfecta compatibilidad tanto con 5.00 M33-6 como con 5.03 ChickHEN R2 (probado)

Existe versión para Half Byte Loader (descarga más abajo)

Unas capturas

Imagen Imagen Imagen Imagen Imagen Imagen Imagen Imagen


Descargas
Daedalus X64 Beta 3
Daedalus X64 para Half Byte Loader

Revisiónes actuales de la beta 3

DaedalusX64 Beta 3 r783

cambios en la rev783 (en Inglés):
Spoiler:
r783
[!] Fixed the joystick bug
778
[=>] Merged from Dev branch:
Rev 757 - Salvy
[+] Use a jump table for ConvertImage
Rev 758 - Corn
[!] Use jump table to select native textures
Rev 759 - Salvy
[!] Optimized VI read/write
[!] Fixed a bug in PI write
Rev 760 - Salvy
[!] Implemented osAiSetNextBuffer correctly (optimized it too)
[!] Allocate 8 bytes of memory to handle SP_PC_REG and SP_IBITS_REG (so we can use the pointer table opt and fix some bugs in OSHLE when setting pc)
[~] Removed nasty hack from osAiGetLength (no longer required since osAiSetNextBuffer is implemented correctly)
Rev 761 - Salvy
[!] Optimized OS_HLE_osCreateMesgQueue (we now cache the base address)
[!] Free up 8k bytes from MEM_UNUSED region (dunno why we were using this excess of memory..)
Rev 762 - Salvy
[!] Optimized osSpTaskStartGo (HLE tasks will be loaded directly now when using OSHLE)
[!] Fixed a bug in osSpTaskLoad when setting the status reg, also optimized it to DMA directly
[+] Enabled osSpTaskYield/osSpTaskYielded (I noticed it was used in OOT)
[!] increased MEM_UNUSED alloc to store word size data
Rev 763 - Salvy
[!] Use vfpu memcpy for osSpTaskLoad (since copy is always 64 bytes, we gain from the the VFPU)
Rev 764 - Corn
[!] Disable Dynarec implementation of LWR/LWL and SWR/SWL unaligned load/store used in OOT animations (buggy)
Rev 765 - Salvy
[!] [OSHLE] ALL SP patches will call call DMA and Status directly, instead of going through the memory handler
[!] Clean ups and commenting in Memory.cpp
Rev 766 - Corn
[!] fixed missing "break;" in switch/case for CIC_6105 boot option (tnx Strmn)
Rev 767 - Salvy
[!] [OSHLE] CALL DMA functions directly for SI/PI patches
[+] Added no-check-zero-division flag to disable divide by 0 checks for integers
Rev 768 - Salvy
779
(speed up)
[!] Optimized guNormalize_Mario
[!] Implemented osSpTaskYielded correctly (OSHLE works for Yoshi again)
[!] For memory write funcs only use offset for look up
Rev 774 - Salvy
[!] Enabled osSetIntMask (ATM we just NOP it.. for some reasons games don't seem to bother, perhaps not important for emulation?) (Let me know if any game no longer works with OHSLE so I can try to implement it)
Rev 775 - Salvy
[!] Fixed previous rev not compiling
Rev 776 - Salvy
[!] Use new hash for texture update
[!] Ignore MakeTextureWhite in auto combiner (causes unnecessary texture updates in Zelda, anyways we ignore it in blendmodes, and have yet to see an issue)
[!] Wait abit longer before trashing textures (texture cache failures in Aerogauge is now 0, VRAM usage seems fine in my PHAT PSP)
[~] Some clean ups, disable osSetIntMask (for now, need to implement it correctly)
Rev 777 - Salvy
[!] Rewrote "full tmem emulation for palettes" implementation (based from Rice plugin, doesn't need TLUT hack, and can be modified by Sprite2D and S2DEX)
[!] Implemented correctly tlut state in Sprite2D (fixes Wipeout and other games, only when DAEDALUS_FAST_TMEM is undefined)

Note: These changes are NOP unless DAEDALUS_FAST_TMEM is disabled, by default is not since "full tmem for palettes" is slower and uses more memory than our fast implementation *Hopes Corn can port these improvements eventually :)
Rev 778 - Salvy
[!} Some cleanups in S2DEX and Sprite2D
[!} Made palette loading in S2DEX compatible with recent changes (when not using DAEDALUS_FAST_TMEM)
Rev 779 - Salvy
780
[=>] Merged from Dev branch:
Rev 780 - Salvy
[!] Optimized Dlist loop (Now it only checks the Dlist counter when needed, also counter resets in go)
Rev 782 - Corn
[!] Reverted to old hash for texture check
[!] Removed unneeded XORing of pointers for TLUTs while copying them (using TMEM)
Rev 783 - Corn
[!] New TMEM implementation (that fixes palettes in a few games) now works without the need to copy TLUTs to TMEM.
Rev 784 - Corn
[!] Fixed typo in texture hash code
[!] Improved texture cache hash (still ain't strong enough for character selection in MK64)
Rev 785 - Corn
[!] Fixed Worms sprite flipping in S2DEX
[!] tweaked and fixed texture cache hashing
[!] fixed MK64 character selection textures (don't recall if this broke other stuff?)
Rev 786 - Corn
[!] Improved changed texture detection for Worms Armageddon
Rev 787 - Corn
[!] Fixed most texture/palette issues in Worms Armageddon and Yoshi
Rev 788 - Corn
[!] Need to check more data in Worms texture to be sure to detect a change
Rev 789 - Corn
[!] Fixed most of the blocky textures in Space station silicon valley
Rev 790 - Corn
[!] Fixes some broken SSV textures
Note: probably need to rework how RDPStateManager loads textures for a proper fix.
Rev 791 - Corn
[!] Fixed blocky textures in Paper Mario (old blend not needed anymore)
Rev 792 - Corn
781
[=>] Merged from Dev branch:
Rev 793 - Salvy
[ignored]
Rev 794 - Corn
[!] Use less resources to handle valid TMEM entries
Rev 795 - Salvy
[ignored]
Rev 796 - Corn
[!] Tidy up RDPStateManager
Rev 797 - Salvy
[!] Increased hash table size for fragment cache to 2048 entries
Rev 798 - Corn
[!] Fixes BSOD when loading a SS of SSV after running OOT (and possibly other similar BSODs)
r782
Rev 799 - Corn
[!] Add support for mapping analog stick as digital button (PSP.JoyUp/JoyDown/JoyLeft/JoyRight)
[!] NDC clipping planes moved out since PSP hardware clipping does a better job (see edges in OOT and Lamborghini)
Rev 880 - Corn
[!] Joystick can be swapped with Dpad (Swap=B) or with right side buttons (Swap=C). (default is no swap Swap=A )
Rev 881 - Corn
[!] Optimized Joystick swap code (and uses JoystickSwap=A, JoystickSwap=B and JoystickSwap=C as tag label in the config.ini)
[!] Added "PSP.Select" and "PSP.Note" tags for support of the buttons with the same names in controller configs
[-] Removed Assert in rdpstatemanager as it gave false positives.
[+] Added controller ini for swapping PSP Joystick as N64 Dpad (highly recommended for Kirby!)
Rev 882 - Corn
[-] Reverted NDC change for clipping (fails in Rocket Robot and Lego Racers)
Rev 883 - Salvy
[!] Simplified when setting TlutAddress when DAEDALUS_FAST_TMEM is defined
[!] Simplified and inlined TLutFormat
[!] Moved out gVertexStride outside the Tris loop
[!] Call directly TlutAddress (saves function call)
[!] Bring back recolour white texture (Is needed by Krby's clouds)
[~] Code clean ups etc
Rev 884- Salvy
[!] Fixed controllers initialization state


Descarga/mirrors

Descomprimir en ms0:/PSP/GAME/

Anteriores revisiones de la beta 3

Spoiler:
DaedalusX64 Beta 3 rev777

mejoras en la rev777:

Más compatibilidad con juegos como Cruisn' USA, Toy Story 2, A bug's Life, Flying Dragon y probablemente otros.

Nota: algunos de estos juegos tienen bugs, con esperanza de que podemos mejorarlos finalmente

Descarga DaedalusX64 Beta 3 rev777


r755

Cambios en r755:

[!] Actualizado roms.ini con los últimos cambios.

Cambios en r754: ([=>] Fusionado de la rama desarrollo:

Rev 617 - Salvy
[!] Corregido potencial error al usar el botón HOME en entregas firmadas; en FW 6XX o mayores.
[!] Leves cambios a la pantalla de carga para el buffer de la ROM.
Rev 616 - Salvy
[!] Corregido error tipográfico de hash en todas las traducciones.
[!] Solamente intenta cargar los archivos de idioma una vez cuando el sistema inicia.
[!] Corregido cuelgue cuando el número de archivos de idiomas ha cambiado.
[+] Conserva el orden de idiomas, no importa si la cantidad ha cambiado.
[!] Aumentado el tamaño de cache de la ROM para PSP FAT de 2MB a 4MB.
Rev 615 - Corn
[!] Corregido buffer de ROM durante pantalla de carga al mostrar la barra de progreso.
[!] Texto corregido para modos de buffer.
Rev 614 - Salvy
[+] Añadida pequeña barra de carga para el buffer de ROM . (basada en la barra de carga de ROM comprimido, es más una prueba...)
Rev 613 - Salvy
[!] Actualizada la traducción al Francés (niccoooodu61).
[!] Gran limpieza de código (código redundante, verificaciones innecesarias etc) en código RomFile.
[!] Removido hack al leer la cabecera de Rom o cargar Rom completamente. (todo está separado ahora para evitar estos bugs..)
Rev 612 - Salvy
[~] Más limpieza de código en ROMFileMemory.
[!] Más robusto al asignar y liberar buffer en cache de ROM.
[+] Se crea lista de memoria para PSP Fat para evitar fragmentación.
Rev 611 - Corn
[!] Líneas de cache de ROM hechas de igual medida que el tamaño del cache.
[-] Removida información de depuración.
[!] Cambiado el texto de descripción para ROM buffer/cache.

Descarga DaedalusX64 Beta 3 r755


Instalación
Descarga el archivo y descomprímelo en la raíz de la MS. No necesita BIOS, y las roms tienen que estar en la carpeta Roms sin comprimir.

Lista de compatibilidad

Saludos! ;)
No tiene los permisos requeridos para ver los archivos adjuntos a este mensaje.
Imagen
Steam Deck · Xbox Series X · PS5 · Switch · PS Vita · WiiU · PS3 · new 3DS XL · Xbox 360 · PSP · PS2

Avatar de Usuario
alejandro50082
Habitual
Habitual
Mensajes: 467
Registrado: 03 Sep 2009, 03:24
Ubicación: Guatemala

Re: [Emulador] Daedalus X64 (Nintendo 64)

Mensaje por alejandro50082 »

Muy buen emulador...
Última edición por alejandro50082 el 13 Sep 2009, 15:55, editado 1 vez en total.
Alejandro50082

igna94
Habitual
Habitual
Mensajes: 236
Registrado: 10 Sep 2009, 01:35

Re: [Emulador] Daedalus X64 (Nintendo 64)

Mensaje por igna94 »

alejandro50082 escribió:Donde puedo descargar los roms...???

De aqui viewtopic.php?f=4&t=2

Avatar de Usuario
alejandro50082
Habitual
Habitual
Mensajes: 467
Registrado: 03 Sep 2009, 03:24
Ubicación: Guatemala

Re: [Emulador] Daedalus X64 (Nintendo 64)

Mensaje por alejandro50082 »

igna94 escribió:
alejandro50082 escribió:

De aqui viewtopic.php?f=4&t=2

Perdon...
Última edición por alejandro50082 el 13 Sep 2009, 20:14, editado 2 veces en total.
Alejandro50082

Avatar de Usuario
Kracker
ViP Hordes
ViP Hordes
Mensajes: 1212
Registrado: 03 Sep 2009, 00:38
PSN ID: Mario_-Almada_-
Contactar:

Re: [Emulador] Daedalus X64 (Nintendo 64)

Mensaje por Kracker »

En DaXHordeS.org no damos soporte a la pirateria!!

Hay que leerse las normas.. A la proxima marchara warning!! smiles-afilant
Imagen

Avatar de Usuario
Kracker
ViP Hordes
ViP Hordes
Mensajes: 1212
Registrado: 03 Sep 2009, 00:38
PSN ID: Mario_-Almada_-
Contactar:

Re: [Emulador] Daedalus X64 (Nintendo 64)

Mensaje por Kracker »

Revision Alpha 430 disponible!!

Actualizado el primer post!!
Imagen

Avatar de Usuario
Bumblebee
Experto
Experto
Mensajes: 544
Registrado: 25 Sep 2009, 04:05
PSN ID: Bumblecito
Ubicación: Veracruz

Re: [Emulador] Daedalus X64 (Nintendo 64)

Mensaje por Bumblebee »

Hola a todos los ex-compañeros de DAX.org, un gusto ver a muchos por acá.

Bueno hablando del emulador como todos sabemos en la página de daedalusx64 viene toda la info acerca de este grandioso emu y de sus avances pero me pareció interesante publicar en lo que están trabajando cada uno de los devs.

Dejo aquí la cita:

Kreationz: Active, working on crashes, leaks, and the ME move (I'm back to working on code again.)
Salvy: Active, working on the memory leaks and regressions (Working with me on this stuff.)
Grazz: Active, working on compatibility (Been a bit busy as the last week or so.)
Strmnnrmn: Semi-active, he's ready to do work on the ME and other things, but hasn't had the time yet
Howard0su: Semi-active, got stuck on the ME and got busy with life, but gave me and Strmnnrmn his WIP code, but said he will help when he gets time.
ChillyWilly: Semi-active/Retired, said he's going to help on the ME stuff when Howard0su and Strmnnrmn join back in working on it and has been helping in other ways (recently he helped Salvy on the low battery warning and has answered some of my questions about the ME), but is busy and may or may not decide to help
ShinyDude100: Non-active, he's busy with school.
Wally: Retired, busy with life he's no longer working as a dev, but still hangs around and does testing.
Hlide: Inactive, working on other projects.
Zack, z2442, anyone not in the above list: As far as I know they are inactive/never contributed code to the project.

Summary: We currently have 6 individuals who are either active or likely to be in the near future. Life is coming at everyone pretty fast, so revs are likely to be slow for a while.


Fuente: http://forums.daedalusx64.com/viewtopic.php?f=38&t=1434

Saludos !!!
Imagen

Avatar de Usuario
lalo941013
Enteradillo
Enteradillo
Mensajes: 36
Registrado: 10 Sep 2009, 07:42

Re: [Emulador] Daedalus X64 (Nintendo 64)

Mensaje por lalo941013 »

corre con una gra velocidad solo que el sonido se distorsiona un poco. pero es muy bueno

Roxas
Enteradillo
Enteradillo
Mensajes: 36
Registrado: 04 Sep 2009, 20:19

Re: [Emulador] Daedalus X64 (Nintendo 64)

Mensaje por Roxas »

Alpha 432 Revision Alpha 432

y las cosas que faltan por mejorar antes de la beta 3 :)

WHAT I AM WORKING ON:
Move CPU to ME
1. Code Cleanup (done)
2. Delegate the CPU to ME (done)
3. Fix Cache consistence problems (working on)
4. Create threads in SC to spread out the working on DMA and RSP. (not started.)
5. Better MediaEngine lib to notify SC throw a hardware signal instead of polling. (not started.)

TO-DO:
This is a list I want to someone (including me of course) to work on. I don't think I have enough bandwidth to finish. Please contact me if you have the spare time, reasonable C++ skill, and willing to learn coding skills from practices. I am glad to see someone else can contribute to Daedalus.
1. LUA AS FRONTEND, DRIVER, TEST TOOL.
I am thinking to have LUA into the Daedalus to render the UI, load the configurations, and even creating a test tool. We need define the interface between core engine and LUA.
This will also benefit the people who can program well in LUA to help us to improve.
2. SPEEDHACK ENHANCEMENT
Current speedhack will be able to detect the infinite loop in 2 opcodes. (One jump and one delay slot.) However there are many complex code fragments can be treated as speedhack. We have a good static analyzer already which can be used to analyze speedhack.
3. MAKE DYNAREC CORE CPU INDEPENDENT
Our dynarec core is a wonderful technology. We are using it to simulate R4300. In the same time, the same technology can be used to simulate RSP in Low Level. We have to abstract the interface between the Core and the CPU, and make our core CPU independent.
4. RSP LLE
We can now running JPEG task in LLE without problem. How about graphics and sound?
We need complete a lot of unimplement vector opcode in RSP. (MAME is a good reference to do this.) Better we can leverage VFPU in PSP platform, SSE in PC platform.
5. OPENGL BASED RENDER
We already have native sound engine so that we don t need rely on sound plugin in Windows platform. We only have a Graphics render in PSP platform which is based on sceGu interface. we should move it to OpenGL to make it platform independent and it will eventually to help us on debug and profiling.
6. SOUND CODE CLEANUP
Sound code (ABI?.cpp) is written in a long ago which has a lot of room to improve and cleanup. VFPU like instructions are highly recommended to use.

Avatar de Usuario
Kracker
ViP Hordes
ViP Hordes
Mensajes: 1212
Registrado: 03 Sep 2009, 00:38
PSN ID: Mario_-Almada_-
Contactar:

Re: [Emulador] Daedalus X64 (Nintendo 64)

Mensaje por Kracker »

Disponible revision Alpha 435!!

Actualizado el primer post!!
Imagen

Responder