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[Release] DaedalusX64 Makefile update with build

Running old school games on your PSP? It's definitely possible
z2442
Posts: 25
Joined: Sat Mar 03, 2012 2:27 am

[Release] DaedalusX64 Makefile update with build

Post by z2442 » Fri Jun 15, 2018 7:09 pm

I made a small change to the Makefile for daedalus. It seems to provide quite the speed up. Also it seems to allows the audio to run in Async mode without crashing ateleast for oot. Please test this build and let me know how it goes.
https://github.com/z2442/daedalus/releases/tag/1.1.1
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PSP 1000 6.60 ME

Nemo1984
Posts: 21
Joined: Thu Mar 23, 2017 10:56 pm

Re: [Release] DaedalusX64 Makefile update with build

Post by Nemo1984 » Fri Jun 15, 2018 8:00 pm

Hi,

Was this based off R1909?

Regards,

Nemo
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z2442
Posts: 25
Joined: Sat Mar 03, 2012 2:27 am

Re: [Release] DaedalusX64 Makefile update with build

Post by z2442 » Fri Jun 15, 2018 8:04 pm

Yes! Rebuild with some more optimisation options!
PSP 1000 6.60 ME

Nemo1984
Posts: 21
Joined: Thu Mar 23, 2017 10:56 pm

Re: [Release] DaedalusX64 Makefile update with build

Post by Nemo1984 » Fri Jun 15, 2018 8:22 pm

I'll take it! Thanks!

Nemo1984
Posts: 21
Joined: Thu Mar 23, 2017 10:56 pm

Re: [Release] DaedalusX64 Makefile update with build

Post by Nemo1984 » Fri Jun 15, 2018 11:49 pm

So, here are my thoughts:

Testing in 32 bit mode
-Mario 64 still crashes with async sound
-Zelda OOT still crashes with async sound sometimes but far less often.

I'm not sure about a definite speed increase so far. Maybe slightly.

Still, it is worth it!

Thanks!

Ushilives
Posts: 9
Joined: Thu Aug 27, 2015 1:35 pm

Re: [Release] DaedalusX64 Makefile update with build

Post by Ushilives » Fri Jun 22, 2018 9:22 pm

I will have to test this out on my psp 3000 to see what it's like with 64mb used. Also wonder what this would be like using this on PS vita.

Butcher
Posts: 317
Joined: Mon Dec 12, 2016 11:58 pm

Re: [Release] DaedalusX64 Makefile update with build

Post by Butcher » Sat Jun 23, 2018 9:28 pm

No much i think such speed becouse PS Vita - emulate PSP 1:1 so clock and ram 32MB like in FAT (PSP 100x) so will by 1:1 like on PSP normal . But who have PS Vita will nice test and write something about

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dmaskell92
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Re: [Release] DaedalusX64 Makefile update with build

Post by dmaskell92 » Sun Jun 24, 2018 12:30 pm

Adrenaline has the ability to use 64mb ram since version 2, however don't expect the same performance as the PSP.
Does it quit? If not, then it's legit... Too legit.

Nvidia Shield Portable 48gb
Dreamcast: SEGA Sports - 80gb IDE HDD
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1K PSVita: Ensō 32GB - 64GB SD2VITA - 128GB PSVSD
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Butcher
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Re: [Release] DaedalusX64 Makefile update with build

Post by Butcher » Sun Jun 24, 2018 7:57 pm

No have PS Vita - readed of 32MB support only last time when i was interest about it . But nice unlocked 64MB but in point still is Emulation PSP 1:1 so 333/333 clocks and 64MB ram so 1:1 what u have on PSP

Boarlord
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Joined: Tue Jun 05, 2018 6:38 pm

Re: [Release] DaedalusX64 Makefile update with build

Post by Boarlord » Mon Jun 25, 2018 8:06 am

Do you plan to continue updating? If so I would like to make a request for a few things if they are even feasible. The option to lower resolution (would that increase fps?) and maybe a fork specifically designed for SM64 and it's rom hacks with accuracy pointing soley towards the SM64 engine and no other game. Idk if that's possible or if it would even make a difference in speed but I made an account litteraly just to bring up this topic lol. I've asked around on github but I realized it's not the place for that. Regardless of your answer, I appreciate your work greatly. The JPN SM64 practice rom w/o music plays amazing since the async speed boost is now accessible. Your the candle in the dark bro, bring Odyssey to the PSP!

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