Showing posts with label N64 Emulator. Show all posts
Showing posts with label N64 Emulator. Show all posts

DaedalusX64 SVN r690 – N64 Emulator For PSP released

Posted by newbie Wednesday, May 4, 2011 0 comments

DaedalusX64 SVN r690 is released. DaedalusX64 is a N64 Emulator for PSP. DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn. It is a GPL Open Source project.

DaedalusX64 SVN Changelog:
r688
[=>] Merged from Dev branch:

Rev 202 - Salvy
[!] Reworked Viewport codebase (WIP)
Rev 203 - Salvy
[!} Workaround for MM crashing with Memory Access opt
[!] More work for viewport codebase (less hacky than my previous attempt)
Rev 204 - Salvy
[-] Small error from last commit..
Rev 205 - Salvy
[+] Added hack to work around the wrapping issues we have in Zelda [can't think a proper way to handle this :(]
[+] Ucodedef for SetOthermode
Rev 206 - Salvy
[+] Unlocked extra memory for all psps, except phat of course (note : if using a loader, make sure is supported)
[!] Silly mistake from last commit
[~] Move mem access opt to advance settings
[+] Added info for mem access in crash dump
Rev 207 - Salvy
[+] Rewrote how we generate cic codes (code is 90% smaller now)
[!] Frameskip HandleEndOfFrame
[~} Small change when set the flag to unlock the extra mem
[~] Some cleaning in frameskip options
r689
[=>] Merged from Dev branch:

Rev 208 - Corn
[!] Fix for Conker_Tri4
Rev 209 - Salvy
[!] Reverted changes from last commit (was causing Conker to keep reloading its ucode)
[~} Some clean ups to ROMImage.cpp
[~] Small optimization to DLParser_RDPHalf1_GoldenEye (saved around 12 ops)
[!] Implemented correctly DLParser_TexRect_Last_Legion (fixes BSOD in sub menus)
[!] Fixed bug I introduced when viewport not being changed in some occasions
Rev 210 - Corn
[-] Removed sm64 unneeded blendmode
[-] Removed leftover printouts
[-] Reverted change that made compiling fail if only DEBUG_DLIST and CONSOLE are defined
[+] Added back struct for Conker_tri4 as option (with more optimizations)
Rev 211 - Corn
[!] Reverted change devs-revs 130 causing PHAT to run out of memory when pressing home button
r690
[=>] Merged from Dev branch:

Rev 212 - Salvy
[!] Speculative bug fix that caused to keep rehashing Conker's ucode
[!] Fixed bug that caused viewport to to be override if it didn't changed
[!] Made if viewport changed check less hacky and cheaper
Rev 213 - Salvy
[-] Forgot to delete some debug code..
Rev 214 - Salvy
[!] Fixed clean scene no longer working in Mario Party and other games
[!] Simplified texture filter
[!] Checked if viewport changed earlier
Rev 215 - Corn
[+] Made CPU rendering compatible with VFPU rendering (insert-matrix and ENV MAP)
[!] Rearranged Clip_tri_to_frustum and made CPU and VFPU versions accessible

Note: CPU->Clip_tri_to_frustum is broken and has been so for quite some time.
Rev 216 - Corn
[!] Removed "feature" that allowed to swap home with select button (no longer needed)
[+] added more comments and removed legacy debug code from ucode detector
[+] Spread randomly cache ucode entries if we hit max of entries allowed


Download: DaedalusX64 SVN r690
Source: Here

Project64k 0.19: Nintendo Emulator with Kailera Multiplayer support

Posted by newbie Friday, April 29, 2011 0 comments

Project64k v0.19 is released. Project64k is a version of the Project64 emulator that supports multiplayer games using the Kaillera network. This Nintendo 64 emulator can enable user to play Nintendo 64 games multiplayer online via Kailera Network. Let's read the changes:

New

- Entirely new Menu (This fixes the menu text errors)

-Unnecessary options are disabled

-New, improved and faster Short cuts.

-Gaudy, and Henry's config files (Cht, rdb, rdx)

-Kailleraclient update 1.2 (Owna's client's source modified)

-Open time and close time increased

-GFX glitch is fully fixed (When you start it up first time it will happen but once you actually choose a plugin it will save it)

-Flamin hot cheetos w/lime


Fixed

-GFX Casual error

-Menu glitches

-Emulating bug 4 fixed (see emulation fix list)



Short cut keys
- Ctrl C for cheats
- Ctrl N for Netplay (Kaillera(Online))
- Ctrl S for Settings
- Ctrl D for Rom folder
- Ctrl S for settings

Download

Source

Nintendo 64 Emulator: 1964mod v1.4.2(beta) Quickfix v2 is released

Posted by newbie Monday, March 7, 2011 0 comments

1964mod is a N64 emulator using the codes from original 1964 by Schibo & Rice.
It is not created as a replacement to the original 1964 emulator.
Hopefully, its enhancement will benefit people who loves the original 1964.

Author Notes:

1964mod is currently at an early stage of experimentation & development.
It is used as a learning platform to improve my programming knowledge and skills.

Source

paulscode from ngemu.com porting Mupen64Plus to Android

Posted by newbie Saturday, March 5, 2011 0 comments

It's just a matter of time when Android user to enjoy Nintendo 64 game on their Android Device. Still a lot of job to be done. Of course it will be not perfect at this moment. But take a look at DaedalusX64 a Nintendo 64 for PSP nowadays. Nothing impossible :)

Here's what paulscode say's

Having been out of the emulation scene for a few years, I recently decided to play some of my old N64 ROMs. I went with Mupen64Plus 1.99.3 for the emulator, and I was so impressed with the program that I had to dig around in the source code. I really like the modular nature of this library - it is perfectly structured to facilitate porting to new systems.

I've decided to take a crack at porting it to Android, using the NDK (so I can use native c/c++ directly rather than having to translate the entire project into Java). I realize that current devices are probably not at a level to run N64 emulation smoothly yet, but by the time I finish the port, who knows?

I'll be using pelya's Android SDL port, which doesn't require the target device to be rooted (allowing for easy distribution through the Android Market and avoiding any licensing/warranty concerns that can come with rooting). My initial challenge is translating the Makefiles used by the Mupen64Plus source into NDK-speak (I'm rather new to the whole Makefile concept, so it will be a bit of an initial learning curve). I'll post my progress on this project here. Comments and suggestions are welcome. Also, if anyone else is already working on an Android port of Mupen64Plus, I'd be happy to collaborate.

Source

DaedalusX64 BETA 3 – N64 Emulator For PSP released

Posted by newbie Monday, February 28, 2011 0 comments


Official DaedalusX64 BETA 3 released. This version is a must update if you are playing emulating N64 game on your PSP right now. This version have a lot of changes from many skilled developers. High compatibility, mnore fixes and more speed. Enjoy playing N64 on go.



DaedalusX64 BETA 3 CHANGELOG
# Corn:

* 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
* Z-fighting Fixed
* 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)

# Salvy:

* 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 hashin
g)
* 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

# Kreationz:

* 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

# Grazz:

* Implemented S2dex and Sprite2D
* Auto uCode detector (Grazz/Kreationz)
* Implement per game SaveState support

# Howard0su:

* 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)

Source and Download