Posted Nov 27, 2008 at 10:16AM by Gino D. Listed in: Homebrew Development, Homebrew Emulators, Nintendo 64 Tags: StrmnNrmn, Daedalus, N64, DaedalusX64, Kreationz
Ó

DaedalusX64 - Image 1


Woot! Yes, indeedy: StrmnNrmn is back in the scene! (Not that he left to begin with - he was just laying low on the radar.) We just got confirmation from Kreationz that StrmnNrmn, the original coder of the Daedalus N64 emulator on the PSP, has been in contact with the DaedalusX64 team for the past few days now.

The long and short of it is this:
  1. StrmnNrmn is back.
  2. He approves of the DaedalusX64 project. (As long as we stay open source.)
  3. He also said he will contribute to the project after he gets done with his current port.
  4. He also said he might stop by the IRC sometime.
  5. He may eventually update his blog.
  6. There are no plans to merge the Daedalus and DaedalusX64 code at this point in time, but both sides will be keeping each other informed of changes.
  7. And just in case you were asking how he's been: he's been doing well, except that life's been quite busy for him.
As for that #3 bit - the one about the port - see, StrmnNrmn is apparently still working on the Daedalus project. Not as much as before, but yeah, he's still on it. Kreationz reports that StrmnNrmn's working on a port of the original.

Meanwhile, he's also looking into the DaedalusX64 code. He's officially in the team, but as Kreationz points out "don't get overexcited as he said life is still very busy for him and he won't have much time for Daedalus and will be on more of a consulting role until he gets more time."

Ha. Haters got pwned. All those who didn't believe the DX64 project was legit may retract their statements now.

StrmnNrmn is back!



Article originally posted Nov 26, 2008 at 07:40AM

*Update* Kreationz has posted a comment below to clarify a few matters. While we could have just left it at that and assumed you oh-so-loyal QJ readers would have eventually stumble upon his comment, we're making it easier for you guys by updating this article and posting his comment (a wealth of knowledge!) right here:

» Answered Questions

Q:"The fact that theyre keeping the two projects seperate worries me....Seems like something thats gonna work in reverse in the long run"
A: It's only temporary, but the plan is to merge it. Strmnnrmn wants a team on it as he said that was one of the suffering of the original.

Q:"I figure someone should point out that there's nothing within any statement that says that the "port" refers to the PSP. The fact of the matter is Daedalus PSP has always been a port of the PC emulator. "
A:True, but it has come a long way since then and can still be built in W32 mode. However, Strmnnrmn is working on another port.

Q:"Using the latest/best version of D64, how well does Mario64 run with sound enabled?" and "It playable. Its practically full speed until you enter a level, then it slows down, but still playable. "
A:Speed is a major concern for the next release. Compatibility does nothing if the game is too slow to enjoy. The next version will have a significant speed increase, but how much is not yet known as more ideas have yet to be fully implemented and some are still be bug tested.

Strmnnrmn will be merging our changes with his after he's done with the port. Afterward it is likely the two projects will be fully merged (no talk about which name or version type has been done), but he has said he will be working on the PSP version as well in the meantime, just not as much as he would like. He and howard0su (who helped him with the original Daedalus PC project) are back in communication after many years and have been starting to work together again. Chilly Willy wrote the MediaEngine.prx that we use and all the TV out code. We have many contributors and the list is still growing. Other site members are also learning. As the dev team stands right now, those who have contributed new code since R14 are:

Strmnnrmn - Yes, he is active on the team. Will be more active after the port is finished and code is merged.
Chilly Willy - Did ME and TV out, and some Dynrec work.
Hlide - Thread work and resident VFPU expert.
Howard0su - OSHLE and Dynarec
Kreationz - Code Clean-up, Graphics Code, and Custom Blend Modes, minor sound work. (I do a little of everything)
ShinyDude100 - Custom Blend Modes(fix a bug in SSB) (He learns quick.)
Wally - Graphics, Custom (Been around Daedalus scene a long while)

Non-active(for various reasons):
z2442 (Has emu experience)
Mistercal (Also has code experience)
Moers (Learning C++)
Zack (Getting started on the new GUI)

I expect by Beta 2 at least 10 individuals from at least 6 countries and 4 continents ranging in age from 17 to over 40 will have contributed code. We have a very international team with many years of code experience both w/Daedalus and the PSP and otherwise. They range from beginners to professionals.

I hope this settles any doubts about the future on Daedalus and DaedalusX64.

P.S. The official IRC is located at:
irc.freenode.org:6667 #daedalusx64
Devs stop by once in a while and questions can get answered there and also Strmnnrmn himself has plans to stop by eventually.




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18 Comments


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   by Advertising -
   by PinCushion - 2008-11-26
 » Yet another update to the progress of DX64

and its a good one too. They have the man's blessing. maybe he can give em a few pointers since he did the original all by himself. this is good news.


   Re: Strongbadunit2 - 2008-11-26
 » +]

Loving the activity of this project! Can't wait to see what this MASSIVE team can do!
   by JaXeRiR - 2008-11-26
 » Huh..

"Ha. Haters got pwned. All those who didn't believe the DX64 project was legit may retract their statements now."

And what is that supposed to mean? Of course it's legit >.>

They already released a beta version of DaedalusX64, hello?


   Re: dra6onfire - 2008-11-26
 » Dude ...

... if you rip code from a project without permission and improve it and even release a beta version, it doesn't make the code yours and it would still be illegitimate. This just points out that they have the approval of the original coder and their usage of the code is legit.

   Re: PimpFriedRice - 2008-11-26
 » of course they did

People were doubting it since it's announcement a couple of months ago because StrmnNrmn disappeared for about a year and the homebrew scene was left without an update except false hope from fake coders. The haters got PWNED.

   Re: jagrege - 2008-11-26
 » @ dra6onfire

They never ripped any code. It was a source code that StrmnNrmn released himself. GOSH!

   Re: omegaridley - 2008-11-29
 » @jagrege

Exactly right, @ dra6onfire, this project was always open source... they never ripped the code, it was from the source code that StrmnNrmn released
   by _YOUR_MOM_ - 2008-11-26
 » .

Great news. Glad to hear that StrmnNrmn has been doing well.

   by seargent007 - 2008-11-26
 » err

the fact that theyre keeping the two projects seperate worries me....Seems like something thats gonna work in reverse in the long run

   by NeilR - 2008-11-26
 » Hmmm

"Kreationz reports that StrmnNrmn's working on a port of the original."

I figure someone should point out that there's nothing within any statement that says that the "port" refers to the PSP. The fact of the matter is Daedalus PSP has always been a port of the PC emulator.

   by prime - 2008-11-26
 » Mario 64

Using the latest/best version of D64, how well does Mario64 run with sound enabled?


   Re: jagrege - 2008-11-26
 » Well

It playable. Its practically full speed until you enter a level, then it slows down, but still playable.
   by FiremanSam - 2008-11-26
 » Actually, according to the GPL

Anyone can take the code, build it and release it. As long as they don't claim copyright of the code, and they also have to release their changes under the GPL, so the point "as long as we keep it open source" is moot. The *X64 developers do not own copyright to the original code and therefore are unable to change what software license they use the code under (GPL). The only way they could make the X64 fork closed source is if they get explicit permission from StrmnNrmn to change the license to his code to no longer be covered by the GPL (or at leased dual licenced).

   by itzzspencer - 2008-11-27
 » pffft

suureee nooooow he appears after a better release comes out. jk. still makes no sense why they wont merge it into one, if theyre going to inform each other on the changelog and such. sounds more like a competetion to me.

   by Kreationz - 2008-11-27
 » Answered Questions

Q:"he fact that theyre keeping the two projects seperate worries me....Seems like something thats gonna work in reverse in the long run"
A: It's only temporary, but the plan is to merge it. Strmnnrmn wants a team on it as he said that was one of the suffering of the original.

Q:"I figure someone should point out that there's nothing within any statement that says that the "port" refers to the PSP. The fact of the matter is Daedalus PSP has always been a port of the PC emulator. "

A:True, but it has come a long way since then and can still be built in W32 mode. However, Strmnnrmn is working on another port.

Q:"Using the latest/best version of D64, how well does Mario64 run with sound enabled?" and "It playable. Its practically full speed until you enter a level, then it slows down, but still playable. "

A:Speed is a major concern for the next release. Compatibility does nothing if the game is too slow to enjoy. The next version will have a significant speed increase, but how much is not yet known as more ideas have yet to be fully implemented and some are still be bug tested.

Strmnnrmn will be merging our changes with his after he's done with the port. Afterward it is likely the two projects will be fully merged (no talk about which name or version type has been done), but he has said he will be working on the PSP version as well in the meantime, just not as much as he would like. He and howard0su (who helped him with the original Daedalus PC project) are back in communication after many years and have been starting to work together again. Chilly Willy wrote the MediaEngine.prx that we use and all the TV out code. We have many contributors and the list is still growing. Other site members are also learning. As the dev team stands right now, those who have contributed new code since R14 are:

Strmnnrmn - Yes, he is active on the team. Will be more active after the port is finished and code is merged.
Chilly Willy - Did ME and TV out, and some Dynrec work.
Hlide - Thread work and resident VFPU expert.
Howard0su - OSHLE and Dynarec
Kreationz - Code Clean-up, Graphics Code, and Custom Blend Modes, minor sound work. (I do a little of everything)
ShinyDude100 - Custom Blend Modes(fix a bug in SSB) (He learns quick.)
Wally - Graphics, Custom (Been around Daedalus scene a long while)

Non-active(for various reasons):
z2442 (Has emu experience)
Mistercal (Also has code experience)
Moers (Learning C++)
Zack (Getting started on the new GUI)

I expect by Beta 2 at least 10 individuals from at least 6 countries and 4 continents ranging in age from 17 to over 40 will have contributed code. We have a very international team with many years of code experience both w/Daedalus and the PSP and otherwise. They range from beginners to professionals.

I hope this settles any doubts about the future on Daedalus and DaedalusX64.

P.S. The official IRC is located at:
irc.freenode.org:6667 #daedalusx64
Devs stop by once in a while and questions can get answered there and also Strmnnrmn himself has plans to stop by eventually.

   by marcosatti1 - 2008-11-27
 » .

This reminds me of all the haters that team M33 got... even though D_A was still in there...

All I can say is, lol.

   by seargent007 - 2008-11-27
 » Thank you

Thanks for the reply Kreationz. It's always nice to have the devs answer questions so quickly.


   Re: majorbb100 - 2008-12-01
 » agreed

but still, i dont like strmnrm at all, it is very gay that he decides to come back now that other people are working on the project and improving. He was jealous of that people greatly appreciated it, and now he wants back some of the glory.


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