new release - PN643D (based off DaedalusX64-3DS by MasterFeizz)

xbc66yearsnow

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https://github.com/layeraudioai/pn643d

DaedalusX64​

-- 0: remove all !s in file names if they exist, essential​

1: install the dependencies by double clicking the bat in the deps folder​

2: double click the romconvert.exe after place the roms in the Roms dir​

Credits​

  • cmf028: Major contributer of the ARM DynaRec code
  • rinnegatamante, xerpi: Porting DaedalusX64 to the Playstation Vita
  • TheFloW: Contributions to the DynaRec code
  • kreationz, salvy6735, Corn, Chilly Willy: Original DaedalusX64 code
  • Wally: Optimizations, improvements and ports
  • z2442: Compilation improvements and updating, optimizations
  • mrneo240: Optimizations, compilation help
  • TheMrIron2: Optimizations, wiki maintenance
  • MrHuu: Default DaedalusX64 Icon, banner
  • MasterFeizz: 3DS Port of DaedalusX64, PicaGL, and imgui-picagl
  • FFMpeg: for FFMpeg
  • Google: for Gemini
  • OpenAI: for GPT Luna
  • CodingFleet: for AI chat services
 
Last edited by xbc66yearsnow,
Can you say more about this project? For example how does it run on O3DS vs New 3DS?

Also an updated readme would be very helpful.

For example what is the purpose of installing dependencies and of the romconvert.exe? Is there an alternate method for converting roms for non-windows computers?

Just some questions to consider.
 
https://github.com/layeraudioai/pn643d

DaedalusX64​

very simple stuff​



1: install the dependencies by double clicking the bat in the deps folder​

2: double click the romconvert.exe after place the roms in the Roms dir​

3: ignore the outdated readme in the release zip(s)​

Credits​

  • cmf028: Major contributer of the ARM DynaRec code
  • rinnegatamante, xerpi: Porting DaedalusX64 to the Playstation Vita
  • TheFloW: Contributions to the DynaRec code
  • kreationz, salvy6735, Corn, Chilly Willy: Original DaedalusX64 code
  • Wally: Optimizations, improvements and ports
  • z2442: Compilation improvements and updating, optimizations
  • mrneo240: Optimizations, compilation help
  • TheMrIron2: Optimizations, wiki maintenance
  • MrHuu: Icon, banner
  • MasterFeizz: 3DS Port of DaedalusX64, PicaGL, and imgui-picagl
This is a silly question, but what is this supposed to be? An emulator? A converter to .cia for N64 games? Are the games stable, or just some of them?
 
For example what is the purpose of installing dependencies and of the romconvert.exe?
We need to compile DaedalusX64 and bundle the games into them to get the self-contained cias.
romconvert you run after installing the dependencies needed to compile.

Is there an alternate method for converting roms for non-windows computers?
Not yet.

It is a simple n64->3ds cia and 3dsx maker
 
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For example what is the purpose of installing dependencies and of the romconvert.exe?
We need to compile DaedalusX64 and bundle the games into them to get the self-contained cias.
romconvert you run after installing the dependencies needed to compile.

Is there an alternate method for converting roms for non-windows computers?
Not yet.

It is a simple n64->3ds cia and 3dsx maker
Am I suppose to find ffmpeg because it is failing

​

 
Am I suppose to find ffmpeg because it is failing

​

install ffmpeg to windows place ffmpeg.exe in msys2/usr/bin in devkitpro

see post below: update no longer should need manual ffmpeg install, just re-run or 1st time run the bat in deps
 
Last edited by xbc66yearsnow,
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oh no i just made my time im converting roms on v0.64 ; and i see no cia converted so just regular rom title name with no space or no gap. So i replace all roms what i recent converted and place in Daedalus x64? what is new update??
there IS a new release just now, but you'll want reinstall picagl (its as easy as going through double clicking the installdependencies.bat file as going through that process again). for any release you'll find the cias in a folder called dist once they are ready. provide me with more details please (screenshots and details)

This vibe code needs work lol. The repo is a mess
it's cleaned up alot from the masterfeizz repo (which wont compile or boot games off its latest source)
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
see https://github.com/layeraudioai/pn643d/releases/tag/v0.7

edit: https://github.com/layeraudioai/pn643d/releases/tag/v0.705
 
Last edited by xbc66yearsnow,
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there IS a new release just now, but you'll want reinstall picagl (its as easy as going through double clicking the installdependencies.bat file as going through that process again). for any release you'll find the cias in a folder called dist once they are ready. provide me with more details please (screenshots and details)


it's cleaned up alot from the masterfeizz repo (which wont compile or boot games off its latest source)
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
see https://github.com/layeraudioai/pn643d/releases/tag/v0.7

edit: https://github.com/layeraudioai/pn643d/releases/tag/v0.705
Im waiting until they reach 100% they are at 70% right now plus I tested Banjo-tootie cia on my new 3DSXL it crash
 
Just tried it for some minutes with Aerogauge on New3DS, runs excellent, you got the stereo3d working which is awesome. Set up took around an hour on Windows for an user with little coding knowledge; had to troubleshoot multiple issues with Gemini and almost gave up, but got it working in the end.

To share my findings: using stereoscopic3d in 'depth' mode sets the far plane at 0 depth (or just a little less), while everything else pops out, which is rather unusably uncomfortable. 'Pop-out' mode seems to swap left and right eyes, breaking 3d. A quick n easy solution for this would be providing separate options for both custom depth and convergence (allowing negative values for depth).

I think the head tracking feature is a brutally good idea ahah, but I imagined it'd be rotational instead of positional, which would give the graphics a hologram feel when combined with super stable 3d. A sensitivity setting for it seems like a good idea too, especially since it seems to change depending on the stereo3d value both on the slider and the 'stereo:' option.

I very much appreciate this, it's very cool to have n64 working so well, which seemed kinda impossible. I'm so looking forward to your next updates :grog:
 

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