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Forum: Open Discussion 20th March 2017, 01:51 PM
Replies: 14
Views: 19,195
Posted By tony971
Why continue to daisy chain wrappers? Wouldn't it...

Why continue to daisy chain wrappers? Wouldn't it be easier to switch to GLideN64 and build a D3D backend?

https://github.com/gonetz/GLideN64/issues/1335
Forum: Open Discussion 12th November 2015, 08:45 PM
Replies: 49
Views: 19,154
Posted By tony971
Bruh. Get yourself a new version of PJ64. The...

Bruh. Get yourself a new version of PJ64. The BSOD is fixed. Also, the included Glide64 or GLideN64 should be your best bets.
Forum: Project 64 - v2.x - Issues 27th October 2015, 05:04 PM
Replies: 1
Views: 4,902
Posted By tony971
http://forum.pj64-emu.com/showthread.php?t=5023 ...

http://forum.pj64-emu.com/showthread.php?t=5023

This was fixed in May. You just need a new build.
Forum: Open Discussion 1st October 2015, 04:12 PM
Replies: 12
Views: 4,848
Posted By tony971
Poll: Do we need Jabo's speed?

There's a big debate happening on github about whether to keep Jabo's as the default graphics plugin or switch to Glide64. The main argument for Jabo's is speed. I want to find out if it really makes...
Forum: Open Discussion 25th September 2015, 04:03 AM
Replies: 9
Views: 27,493
Posted By tony971
http://www.emutalk.net/threads/55279-Hey-You!-Pika...

http://www.emutalk.net/threads/55279-Hey-You!-Pikachu-Possible-HLE-Implementation?p=455945&viewfull=1#post455945

Looks like the other half is done.
Forum: Project 64 - v2.x - Issues 22nd September 2015, 08:01 PM
Replies: 3
Views: 1,754
Posted By tony971
Oh hai. I had that a few months ago. After a lot...

Oh hai. I had that a few months ago. After a lot of troubleshooting with HatCat and AIO, it got fixed. You just need a new build.
Forum: Project 64 - v1.6 21st September 2015, 08:07 PM
Replies: 28
Views: 37,578
Posted By tony971
Just a bit behind :D...

Just a bit behind :D https://github.com/project64/project64/commit/eb73714713163e5af50b9bf0fc982e7277d25a4d
Forum: Project 64 - v2.x - Issues 21st September 2015, 07:52 PM
Replies: 4
Views: 4,560
Posted By tony971
This is fixed in the latest git. Open up...

This is fixed in the latest git. Open up project64.rdb with a text editor and replace the contents with the latest version. https://github.com/project64/project64/blob/master/Config/Project64.rdb
Forum: Project 64 - v1.6 17th September 2015, 03:13 AM
Replies: 28
Views: 37,578
Posted By tony971
There is now a cheat in pj64 to fix multiplayer...

There is now a cheat in pj64 to fix multiplayer timings. Just enable it and enjoy.

https://github.com/project64/project64/commit/1a25b9ba0ce2faf4b6fedf29c354e1b29685a045
Forum: Project 64 - v2.x - Issues 22nd May 2015, 11:34 PM
Replies: 13
Views: 4,536
Posted By tony971
fixed in 6f56336...

fixed in 6f56336 (https://github.com/project64/project64/commit/6f56336031ab36284d0e6015c08169b44c5547e0)
Forum: Project 64 - v2.x - Issues 20th May 2015, 09:32 PM
Replies: 13
Views: 4,536
Posted By tony971
So we've troubleshot some more and narrowed it...

So we've troubleshot some more and narrowed it down to a problem with Windows 8.1 and memcpy.
Forum: Project 64 - v2.x - Issues 30th April 2015, 01:28 AM
Replies: 13
Views: 4,536
Posted By tony971
Here's the extent of my testing. This is a chart...

Here's the extent of my testing. This is a chart of when I'll get the error:

http://i.imgur.com/4cewdKC.png
Forum: Project 64 - v2.x - Issues 29th April 2015, 11:50 PM
Replies: 13
Views: 4,536
Posted By tony971
Actually, Jabo's D3D8 LLE doesn't get the error...

Actually, Jabo's D3D8 LLE doesn't get the error at all with your RSP. (at least at the known fail points)
Forum: Project 64 - v2.x - Issues 29th April 2015, 03:05 PM
Replies: 13
Views: 4,536
Posted By tony971
Tricky unexpected behavior

HatCat, AIO, and I have been trying to pin down the cause of some issues I've been having with builds since the 2.1 release (haven't exactly tracked down which commit caused it). Here's what's going...
Forum: Project 64 - v2.x - Issues 21st April 2015, 11:38 PM
Replies: 12
Views: 11,021
Posted By tony971
Also, you were right. HatCat's RSP plugin doesn't...

Also, you were right. HatCat's RSP plugin doesn't have the issue.
Forum: Project 64 - v2.x - Issues 21st April 2015, 10:33 PM
Replies: 12
Views: 11,021
Posted By tony971
Castlevania works for me. Both 1.0 and 1.2.

Castlevania works for me. Both 1.0 and 1.2.
Forum: Project 64 - v2.x - Issues 21st April 2015, 09:00 PM
Replies: 12
Views: 11,021
Posted By tony971
It works with CPU interpreter. Also, it turns out...

It works with CPU interpreter. Also, it turns out that I was only able to load the existing save because it was made with a previous version of Project64. Saving the game with CPU interpreter and...
Forum: Project 64 - v2.x - Issues 21st April 2015, 04:53 PM
Replies: 12
Views: 11,021
Posted By tony971
CN64System::RunRSP on Zelda OoT

Self-compiled revision 9884091. Started up Zelda OoT (U). Was able to create a name for a new character but trying to start the game resulted in CN64System::RunRSP - Unknown memory action. All...
Forum: Open Discussion 3rd October 2013, 01:38 AM
Replies: 164
Views: 55,556
Posted By tony971
So is there any interest in making the monitor...

So is there any interest in making the monitor resolution independent of the video resolution for fullscreen winmupen? (ie allowing the monitor resolution to stay native) It should fix any re-scaling...
Forum: Open Discussion 20th September 2013, 10:38 PM
Replies: 164
Views: 55,556
Posted By tony971
I'm actually pretty terrible with the command...

I'm actually pretty terrible with the command line. What I can confirm is that the frontend wxmupen64plus doesn't have the issue with their internal fullscreen mode. So it's not universal across...
Forum: Open Discussion 20th September 2013, 07:40 PM
Replies: 164
Views: 55,556
Posted By tony971
Right? Well the fix is simple enough (in theory)....

Right? Well the fix is simple enough (in theory). The fullscreen mode just has to be written in such a way that the monitor resolution doesn't change with the video resolution. It's probably a lot...
Forum: Project 64 - v2.x - Issues 20th September 2013, 01:06 AM
Replies: 18
Views: 5,589
Posted By tony971
Actually after some more digging, the issue was...

Actually after some more digging, the issue was that VGA/DVI resolutions were being passed through an HDMI cable, causing rendering issues. The beta drivers are fine.
Forum: Open Discussion 19th September 2013, 03:25 PM
Replies: 164
Views: 55,556
Posted By tony971
It also explains why only the resolutions...

It also explains why only the resolutions matching those signals render for me. Every issue I'm having is because I'm running an HDMI when the fullscreen renders resolutions for VGA/DVI.
Forum: Open Discussion 19th September 2013, 03:04 PM
Replies: 164
Views: 55,556
Posted By tony971
I looked up my tv manual and found what's going...

I looked up my tv manual and found what's going wrong. I use an HDMI cable with a 1080p tv. Typically, the screen formats as if it were a standard HDMI input. When winmupen goes fullscreen, it tries...
Forum: Open Discussion 19th September 2013, 12:31 PM
Replies: 164
Views: 55,556
Posted By tony971
I just tried playing around with the tv picture...

I just tried playing around with the tv picture size and that's definitely where the issue is. When I'm not running a rom, the options are full, theater wide, 4:3, and native. When a rom is running,...
Showing results 1 to 25 of 52

 
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