PS VITA / PS TV [UPDATE-4] Daedalus X64 v.0.4 by @Rinnegatamante --- N64 emulation is progressing on the PS Vita

Discussion in 'PS Vita News' started by STLcardsWS, Apr 12, 2020.

By STLcardsWS on Apr 12, 2020 at 2:54 PM
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    STLcardsWS

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    UPDATE 4 - v0.4 Released - See CHANGELOG tab for latest changes

    (Update May 1
    First Alpha Build (v0.1) Release!!!): Developer's Rinnegatamante & masterfeizz (provided ARM dynarec support for both Vita/3ds ports) have been making significant progress on the Vita port, while there is still improvements to be made the first build is ready for release of the first native Nintendo 64 emulation (DaedalusX64-vitaGL) on the PS Vita. Take a look at the development timeline below for a view of some details during the development cycle that got us to this point in the recent weeks. There is a new video attached below in the timelineas well that showcases some of the recent progress as well as what you can expect in this Alpha Release. If your using a PlayStation TV (PSTV) then rest assured that you have some features that take advantage of the micro console such as multiplayer support along with Rumble Support for connected DS3/DS4 controllers, Additional features and information about the Alpha Release can be seen in the v0.1 tab.
    (original article - pre release) Developer Rinnegatamante who we recently interviewed earlier this week in our Power Supply Series is back with another project as he tries to bring Nintendo 64 emulation to the PS Vita, with some assistance from xerpi & masterfeizz. With an experimental (native) Daedalus x64 build for the Vita (not through PSP emulation) that is utilizing VitaGL has been showing some significant progress in the early stages. First announced just a couple days ago Rinnengatamante has been posting various progress reports on the developer's official twitter and it appears there is some progress being made but still running without a dynarec currently

    Fellow developer's @xerpi has helped in the initial phase of porting the emulator. Then @masterfeizz tracked down some problematic code (from psp) that was glitching the VitaGL renderer and now that has solved many issues with rendering and is almost perfect in that aspect according to Rinngamante's recent tweets (seen below).. The developer has a preview video of the gameplay progress to give us a bit of insight of the progress that has been made to this Nintendo 64 emulator for the PS Vita.. Its appearing we could potentially have a real solution for N64 emulation on exploited PS Vita / PlayStation TV (Vita TV) devices. . This looks to be an incredible step up from the PSP port from the initial looks and details provided of the development. You can checkout the latest progress shown in Video/ Screenshots and various details the developer has shared in a small timeline we have put together below..
    maxresdefault.jpg

    • Update: See latest details and features about this port in the official release thread that now resides in the psx-place forums >>> Link <<<

      DaedalusX64-vitaGL
      DaedalusX64-vitaGL is a port of Daedalus X64 to PSVITA/PSTV. Daedalus X64 was an experimental N64 emulator for Linux/PSP whose target was speed over accuracy. From the original codebase of this emulator, we're building a new N64 Emulator whose target will be best compatibility possible without sacrificing speed. The emulator is being built up through combined work of me and MasterFeizz, thus implying that Daedalus X64 3DS will stay on par with the Vita build most likely and viceversa.

      Features

      - Working savestates
      - Native resolution (960x544) with MSAA 4x
      - Native support to dual analogs
      - vFlux implementation
      - Bilinear filtering
      - ARM DynaRec
      - Audio support (synchronous)
      - Rumble Pak support (with support to controllers rumbling on PSTV) and Controller Pak support
      - Support for multiple controllers on PSTV​

      Special Controls

      • While in game:
      • Touch = Handle in game menu
      • Select = Pause/Resume emulation

      Compatibility List


      Contributions and suggestions

    • Changelog v0.2
      • Emulator will now set maximum allowed userland clocks at boot (444/222/222/166 Mhz),
      • Frame Limit is now defaulted at Disabled and Audio is defaulted at Synchronous. This is done since audio already limits framerate on its own in a better way than frame limit option.
      • Fixed a bug preventing Debugger window to be closed by pressing the related close (X) button.
      • Several improvements and optimizations to the DynaRec.
      • Renamed Debugger window to Console Logs.
      • Added a Debugger window showing cartridge ID and currently in-use RSP microcode.
      • Fixed Mortal Kombat Mythologies: Sub-Zero upside-down rendering while in game for 3D geometries.
      • Fixed an issue causing screen to flicker in several games (Eg. Paper Mario).
      • Fixed Ogre Battle 64 not drawing backgrounds properly.
      • Added support for Pokemon Stadium Jap Exclusive jpeg decompression microcode.
      • Added support for YUV textures (Fixes some textures being displayed incorrectly, eg: Pokemon Stadium Jap Exclusive logo)
      • Fixed an issue causing 3D geometries getting rendered outside of screen viewport in some games when using an aspect ratio different from fullscreen.
      • Added Wait Rendering option: it fixes artifacting in several games at the cost of performances.
      • Added tooltip descriptions in the UI for some options considered less user-friendly to grasp.
      • Swapped Z and L mapping for more comfortable playing.
      • Made so that renderer uses generated vertices info without extra calculations (Display List code speedup).
      • Added Asynchronous audio option. It will offload majority of audio emulation code to another CPU core thus improving performances.
      • Fixed some issues with texture scaling. Fixes renderer in some games (eg. Yoshi's Story).
      • Added Textures Caching option. It improves performances but may cause glitches in some games. (Default On)

      Changelog v0.3
      • Added an hash check guard on textures updates (Huge speedup when Textures Caching is disabled).
      • Textures Caching is now Disabled by default.
      • Added a Rom Info window in Rom Selector showing several info related to currently hovered rom.
      • Added Box Arts showing in Rom Selector.
      • Integrated online Compatibility List inside the emulator itself. You'll now know how a rom actually works on the emulator from the Rom Selector itself.
      • Fixed a bug causing some textures to not be rendered during 3D geometries rendering.
      • Updated LiveArea assets (Thanks That One Seong & TheIronUniverse).
      • Optimized some dynarec operations and implemented some missing ones. (Thanks MasterFeizz & TheFloW).
      • Added an hack to make Rayman 2 properly display in game texts.
      • Removed Frameskip option.
      • Implemented CPU rendering support at rom boot (Fixes some games apparently freezing at boot eg. Rayman 2).
      • Properly resetting RDP frame counter at rom boot.
      • Fixed several issues with textures sizes calculation (Fixes a lot of glitches in several games).
      • Added an initial implementation of MuSyx v1 audio microcode.
      • Added an initial implementation of Resident Evil 2 custom gfx microcodes.
      • Added a new voice in the Debugger showing the currently installed audio microcode.
      • Fixed some out of bounds accesses that could have led to undesired behaviours.
      • Increased newlib heap size to 160 MBs (Fixes an issue preventing to launch 46 MBs roms after launching first another rom).
      • Added Mipmaps option that will make emulator use mipmaps for 3D geometries.
      • Fixed an issue causing viewport to be incorrectly calculated (Fixes scaling issues in several games, eg. Pokemon Stadium 2).
      • Added proper viewport scaling for PAL roms.
      • Added negative viewports support (Fixes renderer issues in some games, eg. Fighting Force 64)
      • Added controls remapping support. (Uses Presets files similar to PSP build ones).
      • Improved gfx microcodes detection code.
      • Improved DMA code.
      • Fixed an issue that caused some 2D rendering to be done with incorrect textures.
      • Fixed an issue with depth buffer usage that was causing some undesired clipping to happen (Fixes some clipping issues eg. invisible Link in interiors on The Legend of Zelda: Ocarina of Time)
      • Added an assert logging implementation for debugging purposes.
      • Moved to ARM Neon usage for several math operations (speedup math operations).
      • Improved PIF bootup code.
      • Added Cheats support.
      • Fixed an issue causing Rayman 2 and Donald Duck: Quack Attack 2D draws to be invisible.
      • Added Brightness option that allows to alter game brightness (Useful for too dark games like Doom 64).
      • Unbinded Pokemon Stadium and Pocket Monsters Stadium titles for proper compatibility list support.
      • Added an experimental 16:9 Unstretched aspect ratio (formerly 16:9 Widescreen Hack)

      NEW Changelog v0.4
      • Fixed a bug that caused bilinear filter to be enabled in certain circmustances when it shouldn't.
      • Improved generic mixer audio code.
      • Improved GoldenEye audio microcode.
      • Impplemented some missing instructions in Nead audio microcode.
      • Fix for some sprites being drawn with incorrect depth in Donald Duck: Quack Attack and Rayman 2.
      • Added support for zipped roms.
      • Added Super Mario 64 (O2) entry in the roms list.
      • Added several romhacks entries in the roms list.
      • Added support for some unhandled cartridge domains.
      • Fixed several issues related to palettized textures support.
      • Added Audio Sync option to sync audio rate to framerate. (experimental)
      • Added Video Sync option to sync video rate to framerate (Greatly improves experience for some games not running fullspeed, eg: Rayman 2).
      • Fixed an issue causing some texts to be drawn with incorrect sizes in Donald Duck: Quack Attack.
      • Implemented some missing instructions in the ARM DynaRec.
      • Optimized some DynaRec instructions with ARMv7 specific instructions.
      • Fixed a bug causing CPU rendering to be used only at emulator boot. (Fixes some screens not being rendered in Rayman 2 and Donald Duck: Quack Attack).
      • Added an hack to disable CPU rendering in Conker's Bad Fur Day. (Fixes some graphics corruption at game boot)
      • Added Cached Interpreter mode as CPU emulation option (Safer as Interpreter but faster).
      • Added DynaRec (Safe) mode as CPU emulation option (Makes Conker's Bad Fur Day get in game).
      • Added an option to disable MP3 instructions (doubles Conker's Bad Fur Day framerate but makes voice acting be mute).
      • Added specific F-Zero X audio microcode support.
      • Fixed an issue causing some models to be rendered at incorrect depth in some games.
      • Added a Texture Dumper function that will dump every texture the running game will load in memory.
      • Added High Level Emulation for OS calls (Greatly improves performances, eg: Doom 64 is now fullspeed).
      • Added a feature to sort rom list alphabetically.
      • Added HVQM RSP task microcode support.
      • Added an option to disable Expansion Pak usage.
      • Fixed an issue causing viewport to be incorrect with CPU rendering under certain circumstances.
      • Made so that CPU rendered frames are properly scaled to screen size.
      • Added NEON usage to several math related calculations (Improves performances).
      • Added a feature that allows to save and load settings globally and on a per game basis.
      • Added some premade configs for some games with better emulator setups (Conker's Bad Fur Day, Rayman 2, Mischief Makers).
      • Optimized 3D rendering pipeline (Improves performances).
      • Added Texels1 hack support (Fixes some graphical glitches in some games, eg: Rayman 2 incorrect lum colors and missing candles fires in Ogre Battle 64).
      • Enabled palette caching for paletted textures.
      • Added an hack for Pokemon Stadium 1 and Pokemon Stadium 2 that improves pokemons selection screen rendering.
      • Added several new blend modes support (Fixes rendering issues in several games).
      • Added possibility to fully disable texture cache for games updating textures frequently (Fixes texts garbling in Mischief Makers).
      • Reduced covers filesizes thanks to palettized PNGs usage.
      • Improved negative viewports support.
      • Added DD64 CIC types detection.
      • Improved CIC type detection code.
      • Added an alternate audio resampler based on libspeexdsp (Disabled by default, currently in debugging phase).
      • Greatly improved stability of async audio code.
      • Fixed a bug causing async audio code to become mute if the user closed a rom and launched another one.
      • Added high-res texture packs support.
      • Added support for creation of custom bubbles that will launch directly a rom through the emulator.
      • Improved analogs deadzone detection.
      • Added support for roms in uma0: partition.
      • Added possibility to disable compatibility list update at boot.
      • Added auto updater feature (Will update to latest nightly build available at boot).
      • Minor bugfixes and generic code cleanup.
      • Made so that analogs and physical buttons can be used to interact with the UI when a game is paused.
      • Added L2/L3/R2/R3 support for PSTV users.
      • Added possibility to use rear touchpad as extra four virtual buttons (Allows to use L2/L3/R2/R3 grips on normal PSVitas).
      • Added multilanguage support with support to Catalan, Danish, German, English, French, Greek, Italian, Polish, Brazilian Portuguese and Spanish
      • Fixed an issue causing Derby Stallion 64 saves to fail.
      • Fixed an issue causing some games with FlashRam save types to fail saving games.
      • Improved emulator loading times and performances thanks to NEON usage in memory copies operations.
      • Improved SP registers management code.
      • Improved SP DMA code.
      • Added customizable Anti-Aliasing feature with Disabled, MSAA 2x, MSAA 4x options.
      • Replaced Livearea assets with new ones.
      • Added an alert that will show on bottom left of the screen when settings or savestates are saved/loaded.
      • Added an alert that will shot on bottom left of the screen when a rom is being loaded.
      • Changed UI font to Roboto-Regular one.
      • Added a feature that allows to scale UI (Useful for PSTV users with big displays).

    • Credits
      - All the original Daedalus X64 developers
      - xerpi for the original Vita port
      - m4xw for the help sanitizing PIF code
      - MasterFeizz for the ARM DynaRec
      - TheFloW for his contributions to the DynaRec code
      - frangarcj for several improvements and bugfixes
      - That One Seong & TheIronUniverse for the Livearea assets
      - withLogic for the high-res preview assets
      - Everyone who submitted donations through PayPal to me or MasterFeizz for the development of this emulator
      - All my patroners for their support:
      - Tain Sueiras
      - UnrootedTiara
      - psymu
      - @Sarkies_Proxy
      - drd7of14
      - polytoad
      - The Vita3k project
      - Waffeleisen
      - Al Capwn
      - Creckeryop
      - Wiese
      - The Libretro Team
      - Mark Vdovychenko
      - Mored4u
      - Igor Kovacs Biscaia
      - rsn8887
      - Count Duckula
      - Miles Calloway
      - Andyways
      - Daniel Krusenbaum
      - Elwood Blues
      - Justin
      - spriteice
      - gnmmarechal
      - Thomas Radeck
      - Neil MacAlasdair
      - Thomas Würgler
      - GregoryRasputin
      - styroteqe
      - Des
      - suLac4ever
      - BOBdotEXE
      - Daniel
      - Lars Zondervan
      - Pirloui
      - PSX-Place.com
      - 2Mourty
      - Dieter B​

    • Reported Playable Games (v0.3)
      See latest updates and other tested games via https://daedalusx64.rinnegatamante.it
      (Compatibility List)

      n64.jpg
      Game NameStatus
      007 - The World is Not EnoughPlayable
      40 WinksPlayable
      AeroGaugePlayable
      Army Men Sarge Heroes 2 Playable
      Automobili LamborghiniPlayable
      Banjo-KazooiePlayable
      Bust-A-Move 2 - Arcade EditionPlayable
      Bust-a-move 3 DXPlayable
      Chameleon TwistPlayable
      Clay Fighter - Sculptor's CutPlayable
      Cruis'n ExoticaPlayable
      Cruis'n WorldPlayable
      Daffy Duck Starring as Duck Dodgers Playable
      Destruction Derby 64Playable
      Diddy Kong RacingPlayable
      Donkey Kong 64Playable
      Duke Nukem 3DPlayable
      Excitebike 64Playable
      Extreme-GPlayable
      Extreme-G XG2 Playable
      F-Zero XPlayable
      Fighter Destiny 2Playable
      Forsaken 64Playable
      Gex 3 - Deep cover GeckoPlayable
      Gex 64 - Enter the GeckoPlayable
      Harvest Moon 64Playable
      Hybrid HeavenPlayable
      Hydro ThunderPlayable
      John Romero's DaikatanaPlayable
      Lylat WarsPlayable
      Mario Kart 64Playable
      Mischief MakersPlayable
      Mortal Kombat Mythologies - Sub-ZeroPlayable
      Mortal Kombat TrilogyPlayable
      Paper MarioPlayable
      PaperboyPlayable
      PilotWings 64Playable
      Pokemon SnapPlayable
      Rally Challenge 2000Playable
      Rampage - World TourPlayable
      Rayman 2 - The Great EscapePlayable
      Rocket - Robot on WheelsPlayable
      RR64 - Ridge Racer 64Playable
      San Francisco Rush - Extreme RacingPlayable
      Snowboard KidsPlayable
      Spacestation Silicon ValleyPlayable
      Star Fox 64Playable
      Star Soldier - Vanishing EarthPlayable
      Super Mario 64Playable
      Super Smash Bros.Playable
      Superman - The New Superman AdventuresPlayable
      TarzanPlayable
      Tony Hawk's Pro SkaterPlayable
      Tony Hawk's Pro Skater 2Playable
      Tony Hawk's Pro Skater 3Playable
      Wave Race 64Playable
      World Cup 98Playable
      Xena - Warrior Princess - Talisman of FatePlayable
      Yoshi's StoryPlayable


    • Development Timeline via @rinnegatamante Twitter
      • April 10: Just experimenting stage, thanks to @xerpi for dealing with the initial porting phase.
        • EVPHcpYVAAE2p7c.jpg EVPHoUyUwAASkX6.jpg
      • April 10: For those wondering, this is an experimental native Daedalus X64 build running with vitaGL as renderer. No dynarec and still some disabled stuffs. Renderer itself seems to have some issues with texturing in general atm. (That's OOT3D logo screen)
        • EVPt7JMU8AkBLX_.jpg
      • April 10: Progresses on rendering side. Got texturing partially work (there's still some issues with texels mode and lighting in general).
        • EVQJuBOWkAEIzzE.jpg EVQJyxbXgAEY1XO.jpg
      • April 10: (screenshot)
        • EVPzTJ9UcAIO8xf.jpg
      • April 11: Audio support got added too. Super Mario 64 main menu is actually fullspeed, glitchless and with perfect audio. Sync audio code is way less CPU stressful than the one available in PSP build (PSP code caused two cores to get to 100% and 75% workload whilst mine gets a core to 8%).
      • April 11: Kudos to @masterfeizz for finding the PSP-only code that was glitching vitaGL renderer. Now Daedalus X64 has a nearly perfect renderer!
        • EVWInQhXQAAr1Zy.jpg EVWIofnXYAE1XoD.jpg
      • April 11: Gonna show progresses with Daedalus X64 in few mins :
      • April 12: Started working on the in game options menu in Daedalus X64. Thanks to dear imGui usage, it won't need to pause emulation (unlike what happens on PSP). The menu will be fully touch.
        • EVZt_sAXgAI39gJ.jpg
      • April 12: Populating in game menu is going smooth. As of now there is: audio settings (sync/disabled), savestates, bilinear filter, vFlux and frameskip.
        • EVa0CSLWoAAcVfm.jpg
      • April 15: Spent some hours non stop adapting sceGu texture combiner + color adjuster code from Daedalus X64 PSP codebase to Vita one. Now renderer has way less glitches. Here's some screenshot for stuffs fixed compared to the video i've recorded few days ago.
        • EVqTcQUXgAEvPiX.jpg EVqTd_MWkAIDcXa.jpg EVqTgwpXkAIkf2o.jpg EVqTqMMXgAAMZCf.jpg
      • April 17: Some more renderers stuffs had been fixed yesterday night. (Namingly texturing for tiled textures). As a result, another good portion of glitches had been dealed with.
        • EVywkt8WoAESUDr.jpg EVywndYXgAAri0P.jpg
      • April 17: Daedalus X64 PSP build, due to limits in sceGu, used to approximate texture wrap mode when mirroring was required thus breaking some textures (eg. Mario hat on Super Smash Bros). Correctly fixed this behaviour on Vita build.
        • EV0SaS0WAAAXbSB.jpg
      • April 20: First tests for fog support in Daedalus X64 (still too dense, needs tweaking). 4:3 Aspect Ratio support too got added
        • EWEZrvVWoAI_uGy.jpg EWEZsiKWsAAeAKB.jpg
      • April 21: Thanks to@frangar, original aspect ratio (no upscale) is now properly centered and working. Also zfight has been solved. (Notice the shadow under Mario and star requirements on doors rendered perfectly now)
        • EWH4vdwWAAEty9D.jpg
      • April 21: Concerning dynarec,@masterfeizz started working on an ARMv6 dynarec impl. for Daedalus X64 for his 3DS port. It will be easily adaptable to work with Vita too. Here's a little comparison between the original v.0.1 PoC and a barebone dynarec impl.
      • April 23: Hw fog finally fixed and tweaked! Perfect fog fully handled by GPU's now in place.
        • EWUddXzWkAIDrEe.jpg EWUdd6OWAAABbMg.jpg
      • April 30: For those who lost the stream or want to re-watch it, here's Deadalus X64 Vita with WIP DynaRec implemented:
      • May 1: Daedalus X64 v.0.1 by @Rinnegatamante can now be downloaded from VitaDB or VHBB! More info is available here: https://vitadb.rinnegatamante.it/#/info/549
        • See Next Tab for Info on Vita Port Release details
      • May 1: IMPORTANT NOTE: I've updated Daedalus X64 build on VitaDB. The new one is a development build one. For some unknown reasons, dev build actually is more stable (eg. Fixes the issues preventing Banjo Kazooie to boot). Everyone please update!
        • You can check if you're running the proper build by trying accessing Extra -> Debugger. If it shows no text, you're on the older build.
      • May 2: Nightlies for Daedalus X64 Vita are now available on: https://github.com/Rinnegatamante/DaedalusX64-vitaGL/releases
        • (Reminder: Nightlies are supposed to be in development build which means they could have more issues than stable releases too due to WiP code)
      • May 2: Some reports related to recent improvements:
        • EXBypxLXkAMU2S5.jpg
        • @masterfeizz dropped some ARMv7 optimizations to the DynaRec.
        • Fixed the upside-down issue in Mortal Kombat Mythologies: Sub-Zero
        • Fixed the screen flickering in several games (eg. Paper Mario)
        • Several minor adjustments
      • MAY 3 : Paper Mario backgrounds are now working. Several games blacksreening, now boot correctly. Also aspect ratio != fullscreen won't have anymore 3D geometries rendered outside of screen. Some DynaRec optimizations had also been implemented by @masterfeizz in latest nightly.
        • EXHM6WrWAAA9xBR.jpg
      • May 5: Some more progresses:
        • - Added tooltips on the UI for some less user-friendly options
        • - Partially fixed texture scaling issues (Fixes Yoshi's Story renderer and probably more)
        • - Some more DynaRec optimization from@masterfeizz
        • - Added YUV textures support (Fix Pokemon Stadium J)
      • EXQmKFeXsAELlmY.jpg EXQmvdDXsAEpW_3.jpg EXQmHFiXkAIppaZ.jpg EXQl6TMXQAEo2jq.jpg
      • May 5: Here comes a new challenger! Asynchronous audio support had been added in latest nightly. It will offload most of the audio processing code to another core thus improving performances!
        • EXR4NFZXsAEIS6n.jpg
      • May 8 - Some UI rework adding showing of some info related to selected rom as well as box arts (Required Resources folder from PSP build of Daedalus X64 to show box arts). Planning to also add showing of compatibility tag took live from GitHub compatibility list.
        • EXgIYV-WkAM2ZZw.jpg
      • May 8 - Online compatibility list has been integrated into Daedalus X64 too. Now you'll know from the emulator itself what to expect before booting a rom.
        • EXhovYxXgAATQ2y.jpg
      • May 9- Some more work over the UI: now it's possible to change UI theme and a downloader progress window for the compatibility list has been added. An hack to make Rayman 2 properly render texts (and some 2D elements like Ubisoft logo) has also been implemented.
        • EXl3dXUWsAECjRx.jpg EXl3jNXWkAEfPUe.jpg EXl3tO_XQAELN_u.jpg
      • May 10 - CPU rendering support partially implemented. Makes some games (eg: Rayman 2 and Donald Duck: Quack Attack) properly render boot sequences.
      • May 10- Fixed a lot of bitshift operations that were completely broken on original Daedalus X64 codebase unless compiling with O0 (pretty much). This solves a lot of 2D texturing related issues. Eg: menus in Neon Genesis Evangelion (attached before and after screenshots)
      • May 11 Some more DynaRec instructions got implemented as well as some optimization has been done by @theflow0, viewport scaling issues solved (fixes wrong scales in menus in several games, eg. Pokemon Stadium games). Added mipmaps support and some generic codebase cleanup.
      • May 11 Added negative viewport support. Fixes renderers of Fighting Force 64 and Tarzan and probably some minor bugs in other titles too.
        • EX0RacQWsAEueSp.jpg EX0RdnFWkAEAbY7.jpg

    Downloads
    Compatibility List @: daedalusx64.rinnegatamante.it

    Release Thread @
    psx-place.com
     
    Last edited: Jul 3, 2020 at 11:47 AM
    UFC3, ed89, chrisp099 and 15 others like this.

Comments

Discussion in 'PS Vita News' started by STLcardsWS, Apr 12, 2020.

    1. Darkblade57
      Darkblade57
      Good job buddy!

      Sent from my RNE-L21 using Tapatalk
    2. -Ricardo-
      -Ricardo-
      Download???????
    3. STLcardsWS
      STLcardsWS
      Still in development,

      New Progress added to time line in article (April 15)
      -Ricardo- likes this.
    4. STLcardsWS
      STLcardsWS
      New progressed detailed and listed in timeline in OP
    5. STLcardsWS
      STLcardsWS
      Additional updates added to development timeline.
      Progress is being made :)
    6. Roxanne
      Roxanne
      A First Alpha Build has been released ! (check OP)
    7. STLcardsWS
      STLcardsWS
      Thanks @Roxanne
      Added details of the port in the 2nd tab as well.
    8. STLcardsWS
      STLcardsWS
      Just speculation but more then likely you did not follow the instructions correctly. Its just a observation based on:
      • The fact your in a Vita Release News talking about the 3ds.
      • The fact your @ PSX-Place talking about the 3ds.

      Not the best thread to get information about your 3ds issues. :)
      nCadeRegal and LuanTeles like this.
    9. CloudStrifeJava
      CloudStrifeJava
      awesome work OOT3D screen for main menu looks like its been inverted.
    10. STLcardsWS
      STLcardsWS
      Timeline updated
      'Nigthlies added:

      Recent changes from Nightly builds
      • d2f3bb1 Removing second gxm scene usage.
      • 2029e0d Fix for flickering screen in several games.
      • 2c03fb2 Added Cartridge ID in the Debugger menu.
      • b3900d5 Fixed Mortal Kombat Mythologies: Sub-Zero rendering upside down.
      • 8aa162f Code cleanup and minor adjustments.
      • ed8582d Renamed Debugger to Console Logs and added a generic debugger window.
      • 3abac1b Dynarec - Use MOVW to load 16-bit immediate (ARMv7)
      • 27f6e86 Set up Nightlies build through Azure Pipelines.
    11. psykosis
      psykosis
      Would love to see some of that n64 love brought to ps3.
      djluiluv and Louis Garry like this.
    12. MasterTurkey
    13. -Ricardo-
      -Ricardo-
      Tem que melhorar muito para ficar ruim.
    14. Malkz
      Malkz
      Will the nintendo leak help with this?
    15. STLcardsWS
      STLcardsWS
      v0.2 released, first post updated
    16. LuanTeles
      LuanTeles
      So do it better, it's on early stages
      Last edited: May 6, 2020
    17. LuanTeles
      LuanTeles
      I really wish Rinnegatamante can port to us after it beeing done

      you know since 2011 some of us are waiting for this kinda port
    18. kadorna2
      kadorna2
      lack of a proper dynarec implementation in cell is what's stopping ps3 becoming an emulation beast
    19. -Ricardo-
      -Ricardo-
      Melhorou Bastante :adoration:

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