DaedalusX64 - Beta 3!!!
Nintendo 64 emulator for PSP
DaedalusX64 Beta 3 - Full
DaedalusX64 Beta 3 - No Previews
- Copy the Daedalus folder to the \PSP\GAME\ folder on your PSP.
- Daedalus requires Custom Firmware 4.00 or higher, failing to install CFW 4.00 or higher will mean Daedalus does not load past the firmware check screen.
- Get the latest build from subversion / compiled in mirror
- Remove all HLE files from the SaveGames folder
- Remove rom.db and preferences.ini
- This will ensure that Daedalus is fresh.
- Roms can be placed in two locations, either the Daedalus Folder Rom directory or you can create a directory in the root of the memory stick (eg: F:\N64\).
- Daedalus supports most rom formats (.v64, .z64, .rom etc)
- We support zipped roms, however if zipped the rom will extract itself onto the memory stick anyway so it defeats the purpose of having a zipped rom. If you are running low on space, it is recommended that you extract the rom you want into the Rom Directory.
[SPOILER="changelog"]DaedalusX64 Beta 3 - 25 February 2011
(Major changes since Beta 2 Update, See SVN log for full list)
Screen zoom (up to 150%) to get rid of black borders
Show patch progress instead of black screen while patching (Corn/Salvy)
Optimization/Speed-up in Dynarec/Loop Opt. and simplified the Fragment Cache Hash
Faster D-list processing for a speed-up
Faster N64 Fixed Point Matrix loading and other optimizations in rendering
Added option to use Cover-Flow or Classic GUI
Added battery info in pause menu (Salvy/psppwner300/Corn)
64 SaveState slots (psppwner300/Corn)
New faster Double Display List processing
16bit screen rendering (Using dithering for smoother colors)
Missing HUD(heart) fixed in OoT/MM
Faster texture check/hash
Faster audio conversion code and optimizations, fixed left/right sound swap
New DMA transfer mode using VFPU
Frame-rate limiter no longer stalls CPU
Added more patches in OSHLE GU function library using VFPU
Added Auto Frame Skip 1 & 2
Added hacks for Wonder Project J2, SM64 stars blend, Kirby 64 in DLParser_S2DEX_Bg1cyc & copy
Hack for alternative TLUT (MM, SSV, Animal Crossing, Sin and Punishment(Tsumi to Batsu) & Flying Dragon)
Hack for Wipeout, F-Zero and RR64 to proper Z-buffer rendering of geometry
When N64 uses Average as texture filter we do Bi-linear on PSP (Smooths Gex 3 and others textures properly)
Fixed Model-view matrices for Gex games to render properly
Added Blend Explorer now takes a selection from Combiner Explorer to test blends in real-time
Set Prim Depth works -> SSV, Road Rash, Glover, Rayman 2, Donald Duck
Insert Matrix works -> Kirby enemies and SSB animation
Force Matrix works -> Tarzan, Donald duck, Rayman2 and Star Wars Episode I - Racer
Proper texture loading -> F-Zero, Flying dragon (menus)
New home button library (works on newer FW's 6XX + button wrapper for easy usage)
New blender using a 16bit hash
Generic blend-mode (handles over 70% of all inexact blends)
Reworked COP1 Unusable Exceptions ( Increased compatibility greatly )
Added support for uCode tables and uCode definitions
Added a more robust and faster uCode cache (All used uCodes are retained, to avoid unnecessary hashing)
Reworked uCode detection (faster, and fixed several annoying bugs)
Simplified greatly interrupts
Implemented AI OS functions, also several fixes and optimizations throughout OSHLE
Updated Audio code base to latest Azimer's plug-in (Salvy/Corn)
Implemented several custom uCodes (Conker, GE sky etc)
Recursive deletion + Reset settings/oshle cache
Deprecated RSP LLE emulation from PSP build
Properly transfer palettes to Video Memory after loading texture (Fixes annoying spots)
Added Forced Filtering, can be changed on Global Settings (Salvy and Kreationz)
Fixed memory region 0xA500 0xA5FF (Pokemon Stadium 1 and F-Zero(U) boot now)
Panic Button -> L-TRIG + R-TRIG + START pressed for 2 sec (Salvy/Corn)
Add compatibility for using gprof for profiling
Update Screen only called once per frame (Fixes Flashing and Shaking)
Updated clipping code to latest version from Irrlicht Engine
Fix of IA4 textures (OoT's Trees for example)
Fixed 4bpp texture padding
Implemented S2dex and Sprite2D
Auto uCode detector (Grazz/Kreationz)
Implement per game SaveState support
Memory Access Optimization
Move Video Memory and Graphics Context initialization into system.cpp
Avoid strdup, use static array instead
Other Devs and People that helped greatly:
Added VFPU math (Zack/Corn)
Several improvements in our makefile (Maxijac)
Allows SaveState deletion (Maxijac)
Various improvements/updates to roms.ini (Wally, bdacanay, Yamagushi and Destroyer5150)
Cover-Flow Gui (Yamagushi)
Recommended Settings (Yamagushi)
Several custom blend-modes (Wally, Salvy, Kreationz, Corn, bdacanay, Darth_Sidious and NintendoBoy13)
Added ability to delete ROMs to GUI (psppwner300, Corn)[/SPOILER]
[SPOILER="the readme"]Daedalusx64 Pre-Beta 3 Readme File
Copyright (C) 2006-2009 StrmnNrmn
Copyright (C) 2008-2010 DaedalusX64 Team
This document last edited 20 May 2010 by Wally
What is Daedalus?
Daedalus is a Nintendo 64 emulator for Windows and PSP. Daedalus
is named after the craftsman at King Minos's court who designed
the labyrinth for the Minotaur.
Getting the Latest Version
Visit http://sourceforge.net/projects/daedalusx64/ and if you can compile you may compile the latest alpha otherwise source it off the net elsewhere.
About this Release
This release of DaedalusX64 is currently in beta stages
As for the past releases of Daedalus PSP, this project is intended to show the potential for a N64 emulator on the PSP, but the current release has many missing
features that make it far from usable:
* Many roms won't boot.
* Some roms have serious graphical glitches.
* Various roms have random lockups and crashes.
* Many roms run at a low framerate.
Having said all that, We believe most of these problems can be
overcome in the near future.
Compatibility List / Forums
http:// compat.daedalusx64.com / http://www.daedalusx64.com
Please check the compatibility list frequently as changes may be made to specific versions which could mean your favourite game might start working.
We would also like you to register on the forums which would give you many benefits such as:
a) ability to update the compatibility list and report bugs.
b) ability to possibly join the team as a tester / developer if interested.
c) tell us any ideas you may have for the emulator.
d) join a great community.
Copy the Daedalus folder to the \PSP\GAME\ folder on your PSP.
Daedalus requires Custom Firmware 4.00 or higher, failing to install CFW 4.00 or higher will mean Daedalus does not load past the firmware check screen.
Get the latest build from subversion / compiled in mirror
Remove all HLE files from the SaveGames folder
Remove rom.db and preferences.ini
This will ensure that Daedalus is fresh.
Roms can be placed in two locations, either the Daedalus Folder Rom directory or you can create a directory in the root of the memory stick (eg: F:\N64\).
Daedalus supports most rom formats (.v64, .z64, .rom etc)
We support zipped roms, however if zipped the rom will extract itself onto the memory stick anyway so it defeats the purpose of having a zipped rom. If you are running low on space, it is recommended that you extract the rom you want into the Rom Directory.
All previews are included in a stable release or on subversion.
Preview pictures can be found in Resources\Preview which you can modify to your liking.
The Pictures are required to be in .png format, in a 4:3 aspect ratio.
To let Daedalusx64 know which picture to use for each rom, you need to
add a line to the corresponding entry in the main roms.ini file,
with this format:
All the save game types are currently supported, if you have issues saving any game,
check the roms.ini and make sure the save type is correct.
Save games are created with the same name as the rom file, in the
IMPORTANT NOTE: For performance reasons Daedalus only saves out
modified save game files when the Pause menu is accessed (by pressing
the 'home' button while the emulator is running). I'll look at removing
this restriction ASAP.
All the save states are created using this name format : SaveSlotXX.ss ( XX can be from 0 to 15 )
Save States are saved by default at Daedalusx64/SaveStates/<gamename>/
But you can also create this directory ms0:/n64/SaveSates and Daedalus will use this directory
for save state creation and loading.
In total there's 16 slots for save states, each game has its own 16 slots to choose.
You can delete any save state easily, just choose the slot you want to delete and press square and then press triangle to confirm.
When you first run DaedalusX64 you will be presented with a nice coverflow menu (Devs will get a listing)
to select a game you will press DPad left or right then X to select a title,
there's various options you can choose from in the menu, every option is explained.
To cycle through options screens use the left and right shoulder buttons
When a rom is running, you can access the Pause Menu by pressing the
From the Pause Menu you can use the left and right shoulder buttons to
access various option screens. You can use the Pause Menu to take screenshots
and reset the emulator to the main menu. Screenshots are saved under
the Dumps/<gamename>/ScreenShots/ directory in the Daedalus folder on your
You can press the 'Home' button again to quickly return to the emulator.
When and indeed if the rom runs, the following controls are mapped
Analogue Stick Analogue Stick
Dpad O (Circle) + Dpad
A X (Cross)
B  (Square)
Z ^ (Triangle)
L Trigger L Trigger
R Trigger R Trigger
C buttons Dpad (Circle unpressed)
Daedalusx allows user-configurable controls to be specified.
The desired controls can be chosen from the Rom Settings screen.
In order to define your own controller configuration you need to add a
new .ini file to the Daedalus/ControllerConfigs directory. There are a
few examples provided which should give an overview of what is possible.
Helping us Develop Daedalusx64
Join us on the forums, post detailed logs for your title of choice, its recommended you include screenshots, save states and if possible debug logs.
To be rewarded official tester Status, you must remain active and post useful, clear and precise information for everyone to read then elected by staff.
Support, Comments, Chat
A big thanks to all our testers, developers and the believers for giving us a hand when we need it.
A huge thanks to the pspdev guys for all their work.
A huge thanks to StrmnNrmn for getting the ball rolling with this excellent emulator and for providing tips to our developers when he can. StrmnNrmn leads a busy life and due to that he sadly can not contribute to the emulator himself.
Another huge thanks to Rice and the Glide2X Napalm team for giving us access to source code and their brains.
The Audio HLE code used in Daedalus was adapted from Azimer's great
plugin for PC-based emulators. Thanks Azimer! Drop me a line!
A special thanks to everyone who was involved with Daedalus on the PC in
the past. Sorry I was so rubbish at keeping the project ticking along. You
know who you are.
Hello to everyone I used to know in the N64 emulation scene back in 2001 -
hope you are all doing well!
Many thanks to 71M for giving me the inspiration to get this ported over
and lots of pointers along the way.
A big hello to the Super Zamoyski Bros
Many thanks to all the people who suggested using the Circle button to
toggle between the Dpad and C buttons. I received over two dozen emails and
comments suggesting this approach, so thanks for that
Many thanks to hlide and Raphael in the PS2Dev forums for advice on
various VFPU issues.
Many thanks to Exophase and laxer3A for their continued input.
Thanks to Lkb for his various improvements to the PC build. The current
savestate support is derived from his work.
Daedalus is released under the GNU General Public License,
and the sourcecode is available from the sourceforge site.
The Daedalus distribution comes with absolutely no warranty of any kind.[/SPOILER]
source - DaedalusX64 Beta 3 Release!!!
Last edited by Stomp_442; 03-15-2011 at 05:13 PM.