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HatCat 21st August 2010 06:51 AM

Plugin Information
 
The information given forth is written for those who need to know it in order to answer performance questions during emulation that are caused by the emulator plug-ins used but not definitively the main emulator itself.

Throughout the information here, a plugin is an add-on for main memory emulators supporting zilmar's Common Plugin Spec, the most accepted specifications for recognizing plug-in files which may be accessed externally by various emulators.
  • Project64
  • 1964
  • Mupen64
  • TR64
  • Daedalus
  • Apollo
  • Nemu64
These plug-in specifications are bundled with official releases of Project64. They define four types of plugins.
  • Graphics
  • Audio
  • Controller
  • RSP
Some emulators implement their own system for recognizing plug-in files, but those plug-ins are not discussed many times in Project64 user support because Project64 only supports zilmar's plug-in specifications.

A listing of plugins is organized in the next post.

HatCat 21st August 2010 06:52 AM

Plugins
 
5 Attachment(s)
In theory, not all plugins can be known, but it is thanks to the Emulation64 network that they have been organized through years of communication and development since the Common Plugin Spec. Some of those plugins have become well-known to many testers of Nintendo 64 emulators for their extensive development and support.

Of all the plugins organized at EmuTalk, the ones known to be useful when playing some games are mentioned hereafter.

Graphics
  • Basic CFB Plugin
    • Uses DirectX4. Good for testing initialization and debugging. Compatibility plugin written to demonstrate the Common Plugin Spec.
  • ziggy's LLE OpenGL
    • Low-level emulation "LLE" graphics plugin designed to solve problems such as microcode support and to answer questions of LLE functionality. Contributed code to the active projects Glide64 and Jabo's Direct3D.
  • Glide64
    • Uses GLIDE. Active development is done using the new OpenGL wrapper, Glitch64, if Voodoo graphics technology is not used. Supports software depth buffer rendering, hardware frame buffer emulation, variant degrees of LOD precision, and many other features important for accurate emulation. Features texture export from and import to volatile texture memory. Check here for WIP releases.
  • Jabo's Direct3D
    • Originally Jabo wrote plugins for OpenGL and Direct3D. Development continues using DirectX8 (later RGB software rasterization), but Jabo's Direct3D6 1.5.2 solves certain glitches with games and is better for compatibility with old graphics technology. See the Project64 documentations for more support information.
  • Rice's Video Plugin
    • Supports DirectX and OpenGL. Based on the graphics emulator used by Daedalus. Has much compatibility and flexibility for low-end graphics rendering hardware. Debugger included. Highly customizable and detailed on many different configurations. Features texture filter methods. Most popular today for its features of texture export from and texture import to volatile TMEM.
  • glN64
    • Early plugin while featuring hardware frame buffer emulation. Needed for Jiggywiggy's challenges within Banjo-Tooie. Draws many textures nicely in OpenGL. Experimental support for the dissolve effect used in certain games. Supports texture filter methods.
  • Direct64
    • Uses DirectX9. Based on the glN64 plugin. Supports the dissolve effect used in certain games. Supports texture filter methods.
  • Lemmy's Direct3D
    • Uses DirectX8. Originally written as a plug-in for Nemu64 then released with Nemu64 as a plugin conforming to the Common Plugin Spec. Supports VRML model export and a texture viewer. Partial support for the custom microcode used by Star Wars: Rogue Squadron.

Audio
  • No Sound
    • Compatibility plugin for games with any issues related to audio.
  • zilmar's Audio Plugin
    • Originally written to instantiate the Common Plugin Spec. Version of Basic Audio Plugin with pre-buffer control.
  • Jabo's DirectSound
    • LLE audio emulation plugin. Features game-to-audio synchronization and sound logging to raw PCM WAV. Will support games with MusyX. See the Project64 documentations for more support information.
  • 1964 Audio
    • 1964 Audio Plug-in by schibo and Gerrit [...] This plug-in was created by decompiling RSP microcodes to the C language. The C code was then compiled to a DLL using a C compiler. [...] This plug-in uses SSE for speed. Features game-to-audio synchronization. Supports games using MusyX.
  • Azimer's Audio
    • Originally released with either HLE or LLE audio emulation (currently HLE). Features three synchronization methods and an option to simulate AI.

Controller
  • Basic KeyBoard Plugin
  • N-Rage's DirectInput
  • Jabo's DirectInput
    • Supports memory pak emulation and some controller devices. Features dead zone correction and controller settings profiling. See the Project64 documentations for more support information.
  • NetPlay Input Plugin
    • This plugin acts as a middleman to communicate with a second controller plugin for handling the controller input emulation as preferred, while also managing hosting or joining an online game traced to a server IP address. It is a recent experiment dedicated to allow for NetPlay on Project64 1.7 but may easily de-synchronize on any other emulator or version.
  • XInput Plugin
    • One of the newer plugins still in development using XInput as the software device that supports hot-plugging Xbox 360 controllers. Has support for both the memory pak and rumble pak. The plugin file is uploaded here.

RSP
  • zilmar-Jabo
    • Needed by Jabo's DirectSound. Based on experienced reverse-engineering of RSP operation codes. Features an RSP interpreter written by zilmar and an RSP re-compiler written by Jabo.
  • ziggy LLE
    • Needed by ziggy's LLE graphics plugin.
  • Hacktarux-Azimer HLE
    • Written alongside the development of Mupen64 version 0.2. Uses some of Azimer's code. Features selection between three targeting references for processing audio lists.

HatCat 26th August 2010 03:07 AM

Reference and Disclaimers
 
5 Attachment(s)
As things stand the data is up-to-date. Of course maintenance continues as new declarations are made on Emulation64 or those on EmuXHaven.
All attachments of graphics plugin mirrors are to the previous post.
All attachments of audio or controller plugin mirrors are to this post.

Recommendation. If the name of a plugin is colored or underlined, it's linked to a primary resource from which you can get more information or sometimes legacy downloads.
[If the name of the plugin next to a version number, indented further to the right, is colored or underlined, it's a convenience link to a secondary resource for direct download of a latest version, available for registered users.]

Disclaimer. No information in this thread, excluding the mirrors of the plugin downloads via ZIP archival and the excerpt from 1964 Audio's About function, is of primary resource. Rather, it is all re-phrasal through this author's understanding.
Disclaimer. This is not an official documentation of any sort, aside contextually from its agreement and compliance with lawful regularities. Official documentations for separate plugins are the resources behind which the logical or quantitative information here has been written; objectively this thread is a cross-reference resource for various users as requested.

Recommendation. Let replies to this thread have anything to do with its subject matter, focusing on questions and corrections or suggestions. It is preferred to ask questions about the plugins' issues with specific games at the plugin author's message forum.

Preemptive Disclaimer. The author of this thread reserves the equivocal indecisiveness to [semi-][un]consciously change her/his mind at any time, in precession to the uncalled revision of the text within the first, second, and third posts of this thread.

:eek: Notice :eek: that the hyperlinks in the indented listing of plugin mirrors share the same target URL as the attachment download links in each post. Click both links to request the same download twice, or click it just once to save time or disk space. :cool:

Disclaimer. The attachments of plugins to the second and third posts of this thread use 7ZFM's ZIP archival to store the same content as was released by plugin authors. No files were removed, changed or added to the original archives released by those authors.

squall_leonhart 26th August 2010 04:07 AM

nrage <2.1 has broken Silver/Gold reading.

HatCat 26th August 2010 04:40 AM

I decided to remove the text about the 2.00b version from the original post.

The attachment is still the latest official version, due to the complications introduced in the newest overhaul releases.
Like installing so that XINPUT device is loaded and what I find to be weakened controls in SSB.

squall_leonhart 26th August 2010 05:09 AM

controls shouldn't be any weaker, none of the actual directinput stuff was touched.

do you have n64 range enabled? thats been adjusted a tad and can screw devices with liimted range up.

dsx_ 26th August 2010 07:57 AM

MusyX support in Jabo's DirectSound has always been dodgy for me. Has it been fixed in 1.7.x?

HatCat 26th August 2010 10:04 PM

Quote:

Originally Posted by Squall_Leonhart (Post 15215)
controls shouldn't be any weaker, none of the actual directinput stuff was touched.

do you have n64 range enabled? thats been adjusted a tad and can screw devices with liimted range up.

I turned it off. I was sure before though, even with just a keyboard, that I had issues with triggering combo attacks, and it wasn't just on Kaillera heh.

Well it's fine now, and since none of the original DirectInput code was touched, that makes the organizing of N-Rage's plugin (in simultaneity to the overhaul releases) in my listing easier. Whew, such complications in just the name itself.

Attachment for the plugin is updated to version 2.2 beta, with the link to N-Rage's original development site moved down to the informational section.

Quote:

Originally Posted by dsxchallengernew (Post 15216)
MusyX support in Jabo's DirectSound has always been dodgy for me. Has it been fixed in 1.7.x?

This is sort of why I had said, "Will support MusyX." Like, it sort of already does, but it needs a 1.7 RSP plugin to fix some problems. Aside from some professional measures, giving information about what's changed in the beta versions from the current public version of Project64 used to be disallowed. It is safe to say though that it certainly will support the MusyX technology more completely.

HatCat 26th August 2010 10:35 PM

Disclaimer. The attachments of plugins to the second and third posts of this thread use 7ZFM's ZIP archival to store the same content as was released by plugin authors. No files were removed, changed or added to the original archives released by those authors.

As tempted as I was to replace Rice's inferior 6.1.0 INI configuration file with my FB and R-T testing, I recognized that doing so would differentiate from the official release of the 6.1.0c version and its liable consequences. Same thing goes with olivieryuyu's 1964 INI in the Glide64 releases, just because that guy creeps me out. :D Even though it had nothing to do with the plugin (or a more superior 1964 INI) I left it there cause otherwise it contradicts Gonetz's method of archival.

For some odd reason 7-Zip File Manager, set to maximum instead of ultra compression setting, beats all of the original ZIP file sizes if the plugin was released in ZIP archive. Sometimes "Ultra" setting is actually a couple hundred bytes more to the file, so weaker compression with less bytes in file size is advantage.

lamole234 11th January 2011 09:01 PM

All plugins of video works in VGA's ATI?

HatCat 11th January 2011 10:46 PM

ATI supports VGA.

masterofmymind 19th April 2011 05:17 PM

question about actually getting P64 to recognise plugins - umm. how, basically. i put rice's plugin into the plugin folder, but the front screen hasnt changed at all (four copies of Ogre Battle 64, all say the same thing, something about a black screen during combat), and i cant find any selection thing for plugins under the graphics configure button. apologies in advance for the trouble.

HatCat 19th April 2011 10:52 PM

If you are using Project64 then you can access plugin-switching using the "Settings..." command seen from in the "Options" menu.

ExtremeDude2 19th April 2011 10:58 PM

Quote:

Originally Posted by Iconoclast (Post 27777)
If you are using Project64 then you can access plugin-switching using the "Settings..." command seen from in the "Options" menu.

Quote:

Originally Posted by masterofmymind (Post 27774)
question about actually getting P64 to recognise plugins.

............

HatCat 19th April 2011 11:02 PM

No spamming allowed.

If he didn't specify the symbol "P64" or any of the sort, I would have asked him what emulator he was using.

masterofmymind 19th April 2011 11:58 PM

i did in fact mean project 64. and thank you for the advice, brain fart on my part for not seeing the settings tab.

HatCat 31st July 2011 06:31 AM

Have not been updating this list due to lack of frequent changes to N64 emulation plugin code. :D

I've updated the list with a couple items for addition.

The first has been around for a few months, the NetPlay plugin designed for the goal of promoting NetPlay in Project64 1.7.

The second is one of mudlord's progressing emulation codes, still under testing and experiment to add new things like rumble and memory pak support, for Xbox 360 controllers using the XInput device for emulating the N64 controller. The controllers will be successfully hot-plugged. Again, along with other projects, it's still in development. You can get it from his current website.

ExtremeDude2 31st July 2011 02:36 PM

You should add that wiimote plug-in I found :cool:

HatCat 1st August 2011 04:28 AM

I roughly remember that. :D If it's a zilmar-spec plugin that has a unique purpose from the other plugins then I will add it to the list when I get around to looking up where that info about it was again or if somebody links me.

TheRealM 2nd August 2011 04:11 AM

figured that all information about the input plugin goes here:
http://www.mudlord.info/blog/?p=80

people are bound to leak shit anyway so....cant beat them, join them.
Meh.

HatCat 8th August 2011 12:44 AM

Quote:

Originally Posted by TheRealM (Post 35447)
figured that all information about the input plugin goes here:
http://www.mudlord.info/blog/?p=80

people are bound to leak shit anyway so....cant beat them, join them.
Meh.

For some reason I missed this update when searching the forums one day and ran out of time.

The main link about the plugin goes to that blog, with a clarity link to the plugin download off the providing site at the end of the text.
(I also added that the plugin will support the rumble pak.)

ExtremeDude2 29th October 2011 11:39 PM

Imma suggest some stuff :rolleyes:

The latest Glide is Glide64 "Napalm WX" Release 1.22 (you also might want to link to the WIP code Google site)
Rice's latest (although technically beta I guess) plugin is 6.1.1 beta 10
N-rage is also now at 2.2 final
Also you might want to add that wiimote plugin I found awhile back (I can give you a link if you need)

I'm sure you know most of this stuff, but I thought I'd say anyways :p

HatCat 31st October 2011 03:29 AM

I forgot what that plugin was all about lmao. I was too lazy to read why it was worthwhile XD.

Quote:

Originally Posted by ExtremeDude2 (Post 38487)
The latest Glide is Glide64 "Napalm WX" Release 1.22 (you also might want to link to the WIP code Google site)

I added a link to the Google Code home site for Glide64 WIP releases.

Yes, I actually re-stumbled upon that resource three days after the Oct 24 WIP was released. I haven't re-uploaded to this thread yet because they are WIP and not official stable releases.

Quote:

Originally Posted by ExtremeDude2 (Post 38487)
Rice's latest (although technically beta I guess) plugin is 6.1.1 beta 10

Man, I got so sick of reading how everyone kept talking about 6.1.1.10 (or these distortions of the version tagging). It has a texture glitch that didn't exist with 6.1.0c, and most everything new in the 6.1.1 versions was all a massive channel of problems Rice had to solve with getting the hi-res texture replacement working more optimally. That's a good deal of what everyone else did to the plugin after that, though mudlord did some OpenGL-side fixes.

Basically as far as actual emulation quality the stable 6.1.0 version has always been better off than the beta for me, and they both use the same INI basing for some reasons.

Quote:

Originally Posted by ExtremeDude2 (Post 38487)
N-rage is also now at 2.2 final

Heh...remind me about that tomorrow.
Seems 2.1 RC3 by rabiddeity is the latest version to not have either of the new irks released later, but the XINPUT support and more GB fixes got added later. It's a tough call, and 2.2 final has this loading speed effect that wasn't present on 2.2 beta. It's complex at this point...I will think about it later. :D

ExtremeDude2 31st October 2011 11:50 AM

Quote:

Originally Posted by Iconoclast (Post 38514)
I forgot what that plugin was all about lmao. I was too lazy to read why it was worthwhile XD.

Just look at the links I gave in the thread.

http://forum.pj64-emu.com/showthread.php?t=2363

GotLoveForAll 15th April 2012 03:25 AM

What settings/texture pack would be best for HD Majora's Mask? I'm new to the whole emu scene and plugins confuse me.
Using 1.6. Gonna get 1.7 as soon as my PayPal is setup. :D

ExtremeDude2 15th April 2012 12:48 PM

Quote:

Originally Posted by GotLoveForAll (Post 40303)
What settings/texture pack would be best for HD Majora's Mask? I'm new to the whole emu scene and plugins confuse me.
Using 1.6. Gonna get 1.7 as soon as my PayPal is setup. :D

I dunno about setting, but go for glide64:

http://code.google.com/p/glidehqplus...downloads/list

Also good for you for donating ;)

HatCat 31st October 2012 03:04 PM

Updated to Glide64 Final.


Does anyone know if the EmuXHaven site is dead or might as well not be linked to anymore?


Sorry, there have just a lot of things to fix, like not linking to EmuTalk plugins forum after Gent jealously made downloading attachments require registration. ;) The attachment system in simultaneity to updating all of the links in this thread is a bit maddening as well. :D

Shinka 5th April 2013 04:09 PM

Hi everyone!
I'm not sure if this goes here, but I lost the post where the problem I'm having was kind of being dealt with.

So, I have an original N64 controller which I hooked up to my computer and seems to work smoothly, except for the C buttons.

I'm using the R-Rage Input Plugin V2 2.3, and I read all 2.x version are having trouble with the C buttons.

I'm hoping thi issue has been resolved so that I may resume Majora's Mask, where functional C buttons are quite pertinent, hahaha

Thanks in advance! Cheers!
--
Shinka

squall_leonhart 5th April 2013 04:49 PM

2.x has no problem with C buttons being used on a controller with C buttons (or as buttons in general)

it only has issues where buttons are assigned to analog sticks on controllers that implement a certain type of stick range.

Shinka 5th April 2013 06:18 PM

I must have misread then, sorry.

Thing is, C buttons still don't work :(

The controller workds fine when plugged on a console (including the C buttons), and if I change the settings on the emulator and use the digital pad, "C buttons" work.

This is really confusing and I don't know what to do, any suggestions would be appreciated.

Thank you!
--
Shinka

squall_leonhart 5th April 2013 07:04 PM

screenshot the nrage settings screen

Haliinen 5th April 2013 07:50 PM

Quote:

Originally Posted by Shinka (Post 44940)
I must have misread then, sorry.

Thing is, C buttons still don't work :(

The controller workds fine when plugged on a console (including the C buttons), and if I change the settings on the emulator and use the digital pad, "C buttons" work.

This is really confusing and I don't know what to do, any suggestions would be appreciated.

Thank you!
--
Shinka

This sounds to me that the C-buttons on your controller are recognized as Z-axis' and Z-rotations.

Is XInput enabled by any chance? Try to disable it and give it another try?

Shinka 6th April 2013 01:16 PM

2 Attachment(s)
Sorry for the late reply, I got called away and couldn't return till now.

I took two print screens, one where XInput is not enabled and one where it is.

Here they are:



Thank you for all the help, I really appreciate it!
--
Shinka

squall_leonhart 6th April 2013 05:54 PM

hmmm, im thinking this might be related to the threshold issue somehow

Shinka 6th April 2013 06:30 PM

Threshold? What threshold?
--
Shinka

HatCat 6th April 2013 06:57 PM

Keep in mind that this is a device/driver issue of some sort, not an emulation issue.

N-Rage might still be emulating N64 controller OS functions correctly, but feedback / API device problems are persisting with the controller you use.

It is not related to emulation, just using non-keyboard controllers.
I personally recommend using a keyboard.
zilmar's Basic KeyBoard Plugin is l33t :eek:

That being said, I was thinking I would have this thread for plugin questions or maybe some emulation questions, not Xbox controller questions etc., thanks.
But if you feel like you have to you can use this thread, not my place to say

Shinka 6th April 2013 07:49 PM

I see. At first I thought it was a plugin issue, which is why I posted here. Turns out its not. I'm using a N64 original controller, with a Total Console N64 Controller Adapter for PC USB, so I thought it was weird that the C buttons wouldn't work, specially when I had been playing with the keyboard up untill now and everything worked stupendously. It's just that some games, say Goldeneye, are unplayable without a controller, so I figured I'd get one. And alas, here we are, hahahah.

I never thought that the problem was related to the emulator, but since its not the plugin itslef either, I'm really out of ideas.

When I first connected the Total Console Adapter, a driver was installed succesfully, yet when I connected the controller, no driver was installed. Should I search for and install a driver? Maybe that will solve the problem. Though I have no idea what driver that might be, nor where to find it, hahaha!
--
Shinka

CIblue 27th March 2014 06:55 AM

So what's up with the RSP Plugin section. The link for Hacktarux leads to the Mupen64 site and I can't find the download for the plugin. Does the ziggy and zilmar-jabo need their respective audio/gfx plugin or can they work with other plugins?

HatCat 27th March 2014 02:32 PM

There is no download for Hacktarux RSP plugin.
You download the plugin by downloading Mupen64.

Like I wrote in the description, it was not initially a plugin, just internal core code to the Mupen64 executable, back before the RSP plugin specifications were starting to get supported by non-Project64 emulators.

Quote:

Originally Posted by CIblue (Post 52823)
Does the ziggy and zilmar-jabo need their respective audio/gfx plugin or can they work with other plugins?

They're only named after their respective authors.

z64 ziggy RSP emulator will work with any audio/gfx plugin, and Project64 zilmar/Jabo emulator will work with any audio/gfx plugin.

The problem with ziggy z64 RSP is that it can't be configured, and its built-in configuration is set to HLE audio with LLE gfx. So with that specific RSP plugin, you just need a LLE gfx plugin with a HLE audio plugin, or to change the configuration hard-coded in the source.

It is in no way specific to ziggy's OpenGL graphics plugin, z64gl, and any LLE RSP can be used with it.

Stevieb2685 25th November 2015 01:38 AM

Video Plugins for Star Wars Rogue Squadron & Episode I: Battle for Naboo?
 
What video plugins are needed for Rogue Squadron and Episode I: Battle for Naboo?

http://s13.postimg.org/mtbw71fg7/plugins.jpg

Alternate host:
Code:

http://img151.imagevenue.com/img.php?image=415419452_plugins_122_364lo.jpg

Steve


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