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-   -   Goldeneye Bugs (http://forum.pj64-emu.com/showthread.php?t=4844)

LuismaSP89 1st February 2015 04:29 AM

Goldeneye Bugs
 
In goldeneye 64 "USA version", using the graphics plugin Jaboīs direct 3d8 1.7.0.57-ver5 the water is green colored in frigate level. With glide64 graphicīs plugin itīs ok since the last change, but there are some popping with this and Jaboīs plugin looks better and with more compatibility.

The game runs a bit fast, we need "fixed audio timing" and "sync using audio" options to avoid chopped sound, but this causes that the game runs faster unfortunately, and with camera small slowdowns.

Also, if you shot weapons in fullscreen mode, the "flash" of the shoots shows a graphical bug by using D3D transform "Need to use this if you donīt want to see a stripe at left part of the screen while playing"

Note: All settings default, using Project 64 last version "2015/01/30" GIT version.

RPGMaster 1st February 2015 04:48 AM

Actually, Glide64 has better compatibility :D .

Unfortunately, there is nothing any of us can do about Jabo's plugin because it's closed source. All you can do is use a different plugin ;/ .

LuismaSP89 1st February 2015 05:23 AM

Quote:

Originally Posted by RPGMaster (Post 59580)
Actually, Glide64 has better compatibility :D .

Unfortunately, there is nothing any of us can do about Jabo's plugin because it's closed source. All you can do is use a different plugin ;/ .

At least in goldeneye, with glide64, there are many graphical glitches/popping
and when you use the fixed audio timing "required for a decent sound in goldeneye" the game falls to 30 IV/s

By the way, thanks for your answer RPGMaster. : )

RPGMaster 1st February 2015 05:55 AM

Quote:

Originally Posted by LuismaSP89 (Post 59581)
At least in goldeneye, with glide64, there are many graphical glitches/popping
and when you use the fixed audio timing "required for a decent sound in goldeneye" the game falls to 30 IV/s

Basically the best plugin & emulator depend on the game you're playing. Glide64 is slower, so that could explain the performance issues you mention.

If you want good audio, you could try Mupen64 0.5, although Jabo 1.7 doesn't work on it ;/ .
Quote:

Originally Posted by LuismaSP89 (Post 59581)
By the way, thanks for your answer RPGMaster. : )

Np :D .

Frank74 2nd February 2015 09:07 AM

To fix the graphical glitch on gun fire, check Protect Memory.

And Fixed Audio Timing is for netplay sync. Uncheck it to keep a constant 60 V/I's.

And if you use NRage controller, sometimes the water in Frigate is blue with Jabo 1.7. Its weird, only with NRage controller and Jabo 1.7. Every few attempts at loading Frigate will give you blue water.

And use 2.1.0.1 version until 2.2 is released.

LuismaSP89 2nd February 2015 05:07 PM

Quote:

Originally Posted by Frank74 (Post 59618)
To fix the graphical glitch on gun fire, check Protect Memory.

And Fixed Audio Timing is for netplay sync. Uncheck it to keep a constant 60 V/I's.

And if you use NRage controller, sometimes the water in Frigate is blue with Jabo 1.7. Its weird, only with NRage controller and Jabo 1.7. Every few attempts at loading Frigate will give you blue water.

And use 2.1.0.1 version until 2.2 is released.

I use normally the 2.1.0.1 version, but this bugs persists, i use too the Nrage controller and Jabo 1.7, but i donīt see blue water yet. And where is the protect memory in 2.1.0.1?

If I leave the fixed audio timing unchecked, the V/Iīs are constantly 60, yes, but the audio is chopped.

By the way, the game still running so fast in 2.1.0.1, even if i change the Vi refresh rate and the AI count... the soldiers kiss the floor before i shoot them xD.

Frank74 3rd February 2015 08:26 PM

Here are my RDB settings for GoldenEye 007 (U)

Code:

[DCBC50D1-09FD1AA3-C:45]
Good Name=GoldenEye 007 (U)
Internal Name=GOLDENEYE
Status=Compatible
RDRAM Size=4
Save Type=First Save Type
Counter Factor=1
ViRefresh=1500
AiCountPerBytes=400
32bit=No
Use TLB=Yes
Delay DP=No
Delay SI=No
Fixed Audio=0
Sync Audio=0
Audio Signal=No
Cpu Type=Recompiler
FuncFind=2
Reg Cache=Yes
Linking=On
Fast SP=Yes
SMM-Cache=0
SMM-PI DMA=0
SMM-TLB=0
SMM-FUNC=0
SMM-Protect=1
Culling=1
Direct3D8-Direct3DPipe=0
Direct3D8-DesiredAspect=0
Direct3D8-2xSai=0
Direct3D8-ForceFilter=0
Direct3D8-Brightness=0
Dsound-SyncAudio=1
glide64-depth_bias=40
glide64-depthmode=0
glide64-fb_hires=1
glide64-fb_smart=1
glide64-filtering=1
glide64-lodmode=1


..........

The RDB is in the Config folder. Just replace the Goldeneye entry with this ^^^.

I use Azimer's HLE Audio v0.60 WIP2 and have HLE Audio checked.
http://www.apollo64.com/Azimer%20HLE...%20WIP%202.zip

And NRage 2.3b.

After editing the RDB, Right-click GoldenEye in the ROM browser, select Edit Game Settings, and click Reset Page on the Config and Recompiler tabs.

Picture proof of blue water in Frigate.
https://dl.dropboxusercontent.com/u/9498358/ge1.jpg

If you notice I'm using crappy and very old on board gfx. ATI Radeon Xpress 200 Series. It still runs at constant 60VI's.

Wally123 4th February 2015 01:11 PM

Quote:

Originally Posted by RPGMaster (Post 59580)
Actually, Glide64 has better compatibility :D .

Unfortunately, there is nothing any of us can do about Jabo's plugin because it's closed source. All you can do is use a different plugin ;/ .


On that note....the packed in Glide64 plugin for PJ64 2.1 is the most compatible.

HatCat 4th February 2015 04:17 PM

u nub. that's only if u use nGlide as the wrapper tho!


This N-Rage = GoldenEye sky fixed thing really does sound familiar. I remember some thread from months/years ago where somebody fixed GoldenEye issues by switching to N-Rage I was like WTF?!

LuismaSP89 5th February 2015 12:36 PM

Yeah, I know Integrated Glide in project 64 solves the problem, but the water has many flickering.

Thanks everybody for your answers, specially you Frank74, I'll try that : )


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