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It probably is a known issue, but there may be other memory settings not disregarded by the interpreter that might reveal more.
I can test the settings in the changed beta and other emulators. Can you upload a save state of the area before the crash or hang would happen? The F5 key creates a zipped save image named after the game in "Project64\Save". Upload this file preferrably either as an attachment to a post in this forum or by using filesend.net. I want to do some extensive testing on this case. |
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Alright, I can try. Do you need the GB rom and Save too?
Here is What you asked for i Think. |
I don't think so.
Okay so I loaded this save state in Project64, and the very first time the screen came up black. (This is more natural because of the setting.) I can still exit with the B button, see the screen updated to the select screen, and re-enter the GB tower section. I haven't yet found a way to reproduce any hanging. Do you still get sound? Are you sure this happens with both plug-ins? There are ways to simulate hanging with conflicting RiceVideo configurations; it can be a real trick to collect an optimal configurations set for some games. |
frick, using a Geforce 2
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I know for sure it hangs on Jabo's with the settings I listed earlier. I'll have to test mudlords with the same setting differences.
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Ok I actually got a little farther in mudlord's, I got a screen with an X on the first controller, when the cpu is an interpreter and self modifying code is cached.
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Ok any caching on the self modifying code modes with the interpreter CPU setting show the following on my screen.
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use Jabo's D3D6 1.5.2, it'll work fine for pokemon stadium.
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Hahaha, Used what squall said and now I get an error about the transfer pak. any clues for that one?
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