N64 on PSP


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From TheGamersPress

How to run N64 games on your PSP with Daedalusx64

N64 on PSP Compatibility List


Contents

History of Daedalusx64

Daedalus began as an N64 emulator for windows by StrmnNrmn.

The windows version isn't supported anymore but with the ability to run homebrew on the PSP StrmnNrmn tried a port. In May 1, 2006 the first public release came to light named as Daedalus R2.


StrmnNrmn became too busy to work on Daedalus for over a year after the R13 release. The R14 beta was compiled from svn and released. Two versions were released in Mid-May of 2008: One released by Captain Morgan dubbed "CPM R14beta" and the other by Wally and was simply named as "Unofficial Daedalus R14 Beta"


No more than a year after Strmnnrmn's R13 release, someone under the name of Shinydude resolved to pick up the project. Shinydude's work on a new graphics plugin was unusable as the PSP used native rendering methods. Shinydude and Kreationz then began working on different aspects of the emulator. Wally, Chilly Willy joined to help and Howard0su after. Howard0su having already helped on the original Daedalus for windows.


StrmnNrmn has since come back adding the odd feature cleaning up the code and bug fixing. He also has plans to port Daedalus to a yet to be named platform.

Daedalusx64 Beta 2

After several months of development and over 300 revisions, Beta 2 was released on 1st of March 2009. This time around 3 versions were released:

Lite: Just what you need to play (Less than 1Mb)

Expansion: The controller configs, Box Art Previews for most ROMs

Full: Lite + Expansion (Recommended for most users)


Changelog


[+] Added exception handler to emulation (Chilly Willy)

[+] Made UI selection wrap at top and bottom (Chilly Willy)

[+] Cleaned up the ROM preferences (Chilly Willy)

[+] ME Audio uses CPU event (CPU event system made thread-safe) (Chilly Willy)

[+] ME Audio made conditional (Async = ME, Sync = Old Audio) (Chilly Willy)

[+] Several Custom Blends Added (Kreationz, ShinyDude100, Wally)

[+] Rewrote microcode detection to fix a couple of bugs (StrmnNrmn)

[+] Added support for LOAD_UCODE, fixes a number of rendering glitches (StrmnNrmn)

[+] Speed hack detection (howard0su)

[+] Added JPEG support (howard0su)

[!] Fixed an assert causing some homebrew not to run (StrmnNrmn)

[!] Added support for FlashRam and Eeprom16k save type (howard0su)

[!] Reworked saving/loading system (howard0su)

[^] OSEHLE Enabled with several OSHLE commands (Small speed up)(howard0su)

[^] Improved Audio ME code (Faster with Audio on) (Chilly Willy)

[^] Use VFPU to handle more transform and lighting (StrmnNrmn)

[^] Various rendering optimisations (StrmnNrmn)

[^] Various ucodes, many games show up correctly now (Wally)

[^] Corrected many savetypes in rom.ini (Wally)

[~] Various code cleanup (howard0su)


Future Plans for Beta 3

After Beta 2 was shipped some of the Devs already started planing was coming next.


Kreationz


1. New GUI (a Coverflow kinda of GUI )

2. Buffers Dynamic based on ROM size, PSP type, etc.

3. Fixing bugs.


Howard0su


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.)


Wally


1. Finding and implementing Rom savetypes if the rom needs it. (Perhaps making my own list of what roms need what, this will help us get the emu the best compatibility of all N64 emus)

2. Checking for Major Graphical issues, if they are minor then I will not worry too much about them because we might not be relying on the current system in the future. Adding any Microcodes as needed.

3. Writing any rom that isn't in the Rom.ini file and any rom that doesn't have a preview down.

Media

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