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Forum: Project 64 - v2.x - Suggestions 27th December 2015, 06:21 PM
Replies: 251
Views: 87,143
Posted By RPGMaster
Talking What plugins are you using? I have a feeling it...

What plugins are you using? I have a feeling it might be that, although I haven't tested any recent builds (like the past month).
Forum: Project 64 - v2.x - Suggestions 18th December 2015, 05:16 AM
Replies: 251
Views: 87,143
Posted By RPGMaster
How do you know?

How do you know?
Forum: Project 64 - v2.x - Suggestions 15th December 2015, 09:54 PM
Replies: 251
Views: 87,143
Posted By RPGMaster
Why would you disable register caching?

Why would you disable register caching?
Forum: Project 64 - v2.x - Suggestions 25th March 2015, 07:56 AM
Replies: 251
Views: 87,143
Posted By RPGMaster
It's a shame considering it works even in PJ64...

It's a shame considering it works even in PJ64 1.4 (cpu interpreter) :( . I'm actually curious as to why it works in PJ64 1.4.
Forum: Project 64 - v2.x - Suggestions 24th March 2015, 03:15 AM
Replies: 251
Views: 87,143
Posted By RPGMaster
Ah ok, thanks for letting me know. You're right...

Ah ok, thanks for letting me know. You're right that it wasn't the best example.

Man, after realizing the good amount of open source plugins, I really want to try 64 bit now!
Forum: Project 64 - v2.x - Suggestions 24th March 2015, 12:03 AM
Replies: 251
Views: 87,143
Posted By RPGMaster
He also used functions like mmap & munmap and I...

He also used functions like mmap & munmap and I saw #ifdef for all of the win32 code I've looked at so far. If by some chance it's not fully ported, I imagine it's very close.
Forum: Project 64 - v2.x - Suggestions 23rd March 2015, 09:57 PM
Replies: 251
Views: 87,143
Posted By RPGMaster
Ziggy ported PJ64 1.4's RSP to Linux.

Ziggy ported PJ64 1.4's RSP to Linux.
Forum: Project 64 - v2.x - Suggestions 23rd March 2015, 07:01 PM
Replies: 251
Views: 87,143
Posted By RPGMaster
Funny, but I agree :D . Indeed :p . People in...

Funny, but I agree :D .
Indeed :p .
People in the past have been able to get zilmar spec plugins (like RSP 1.4) working on Linux. If the M64p team wants to do their own thing, then let them. I...
Forum: Project 64 - v2.x - Suggestions 16th March 2015, 01:16 AM
Replies: 251
Views: 87,143
Posted By RPGMaster
What CF would you suggest for that game? CF =...

What CF would you suggest for that game?
CF = Counter Factor. Interesting link though.
Forum: Project 64 - v2.x - Suggestions 15th March 2015, 10:32 AM
Replies: 251
Views: 87,143
Posted By RPGMaster
Some games don't work on CF=1. Other games might...

Some games don't work on CF=1. Other games might work better with a higher CF. Generally though, I think CF=1 is good.
Forum: Project 64 - v2.x - Suggestions 22nd February 2015, 10:37 AM
Replies: 251
Views: 87,143
Posted By RPGMaster
So uhhh, how about a test button for each plugin...

So uhhh, how about a test button for each plugin type :D ? Might as well change the debugger a bit, either let the text scroll for the vector registers or make the textboxes longer, because it's not...
Forum: Project 64 - v2.x - Suggestions 21st February 2015, 01:02 AM
Replies: 251
Views: 87,143
Posted By RPGMaster
I do like some of the extra freedom C++ offers,...

I do like some of the extra freedom C++ offers, and I actually liked passing parameters by reference. For me, C99 suits me well enough. I wonder what C++14 offers, I might look into that.
What do...
Forum: Project 64 - v2.x - Suggestions 20th February 2015, 01:52 AM
Replies: 251
Views: 87,143
Posted By RPGMaster
Alright, so I'll try doing minimal changes, for...

Alright, so I'll try doing minimal changes, for the time being. I agree that other things should get done first though. There's some odd wizardry going on, I will do more investigating before...
Forum: Project 64 - v2.x - Suggestions 20th February 2015, 12:46 AM
Replies: 251
Views: 87,143
Posted By RPGMaster
I certainly hope zilmar doesn't bother adding OC...

I certainly hope zilmar doesn't bother adding OC to PJ64 anytime soon. There are so many more important things that need to be fixed!

zilmar, before I begin doing further investigation on that...
Forum: Project 64 - v2.x - Suggestions 17th February 2015, 10:17 PM
Replies: 251
Views: 87,143
Posted By RPGMaster
Talking I agree with this. Although I don't think counter...

I agree with this. Although I don't think counter factor is all that bad.

Time would be better spent fixing bugs and improving timing, rather than adding more hacks. I think I'm going to try...
Forum: Project 64 - v2.x - Suggestions 17th February 2015, 02:34 AM
Replies: 251
Views: 87,143
Posted By RPGMaster
Would be nice to see more end users testing games...

Would be nice to see more end users testing games here. I've been so confused lately, by the strange events I've been witnessing ;/ . Is there a way to compile with vs2008 without having to install...
Forum: Project 64 - v2.x - Suggestions 16th February 2015, 12:58 PM
Replies: 251
Views: 87,143
Posted By RPGMaster
On my quest to dump gfx microcode, I ran into an...

On my quest to dump gfx microcode, I ran into an issue ;/ . Ogre Battle keeps crashing. Are there any settings to fix this, or should I report the issue on github?
Forum: Project 64 - v2.x - Suggestions 13th February 2015, 10:52 PM
Replies: 251
Views: 87,143
Posted By RPGMaster
Yes, there probably is too much to look at. Lol...

Yes, there probably is too much to look at. Lol you just reminded me, I should read those manuals :D . Working on an emulator core will probably be the best way for me to move on from the RSP, since...
Forum: Project 64 - v2.x - Suggestions 13th February 2015, 10:11 PM
Replies: 251
Views: 87,143
Posted By RPGMaster
Thanks for posting this picture. For...

Thanks for posting this picture.

For starters, LDC1 needs to be looked at.

Perhaps we might be able to fix it by looking at the source code of an emulator that has it working. I know it won't...
Forum: Project 64 - v2.x - Suggestions 13th February 2015, 12:39 AM
Replies: 251
Views: 87,143
Posted By RPGMaster
There definitely are issues with that game, even...

There definitely are issues with that game, even with cpu interpreter.
Lol for some reason, i thought it used x87 code for the inline assembly, but I must have got mixed up with glN64. It should be...
Forum: Project 64 - v2.x - Suggestions 12th February 2015, 11:24 PM
Replies: 251
Views: 87,143
Posted By RPGMaster
I can take care of the RSP recompiler :D . I'm...

I can take care of the RSP recompiler :D . I'm curious though. If Project64 gets ported to 64 bit, would you be willing to fully take advantage of SSE, in your RSP and CPU core? Maybe for CPU...
Forum: Project 64 - v2.x - Suggestions 12th February 2015, 10:03 PM
Replies: 251
Views: 87,143
Posted By RPGMaster
My concern is that, even after I port an RSP to...

My concern is that, even after I port an RSP to 64bit, I'd still have to worry about audio, gfx, input, etc :( . Otherwise I probably would have moved on already. I hate to rely on old closed source...
Forum: Project 64 - v2.x - Suggestions 12th February 2015, 10:17 AM
Replies: 251
Views: 87,143
Posted By RPGMaster
Lol just tried running Indiana Jones, using CPU...

Lol just tried running Indiana Jones, using CPU interpreter & Pj64's RSP recompiler. I got an error message saying "Break point found at N64 System\Interpreter\Interpreter Ops.cpp 1417". So I went to...
Forum: Project 64 - v2.x - Suggestions 12th February 2015, 07:01 AM
Replies: 251
Views: 87,143
Posted By RPGMaster
Lol honestly, I use Jabo D3D, Audio, and input :D...

Lol honestly, I use Jabo D3D, Audio, and input :D . Glide64 is nice, but too slow for some games and I'll never be able to use GlideN64, unless i miraculously get new hardware.

Lol i forgot about...
Forum: Project 64 - v2.x - Suggestions 12th February 2015, 04:59 AM
Replies: 251
Views: 87,143
Posted By RPGMaster
Losing compatibility for older closed source...

Losing compatibility for older closed source plugins is the #1 motivation killer for me moving onto 64 bit ;/ .

I think even at least some of the binary output is the same too. It's just that you...
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