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Forum: Project 64 - v2.x - Issues 28th December 2017, 03:38 AM
Replies: 1
Views: 173
Posted By RPGMaster
what game?

what game?
Forum: Project 64 - v2.x - Issues 21st December 2017, 02:34 AM
Replies: 2
Views: 278
Posted By RPGMaster
Talking Maybe you are missing Direct X runtime?

Maybe you are missing Direct X runtime?
Forum: Open Discussion 21st December 2017, 02:31 AM
Replies: 8
Views: 743
Posted By RPGMaster
Talking You're welcome justin8571 :D . i5 7600k is liek...

You're welcome justin8571 :D . i5 7600k is liek 200 USD right now and i5 8600k is like 300 (but maybe you can find a better deal), unfortunately. Even a 1st gen i5 is good enough for N64 emulation...
Forum: Open Discussion 19th December 2017, 04:27 AM
Replies: 8
Views: 743
Posted By RPGMaster
Talking Hello justin8571 :D . Why use 1.6? 2.3 is...

Hello justin8571 :D .
Why use 1.6? 2.3 is faster and more accurate!

Any recent CPU is good enough and if you're only concerned about N64 emulation, you do not even need a graphics card. I myself...
Forum: Project 64 - v2.x - Issues 9th October 2017, 08:55 PM
Replies: 5
Views: 2,935
Posted By RPGMaster
Talking Try disabling fixed audio timing

Try disabling fixed audio timing
Forum: Project 64 - v2.x - Issues 14th September 2017, 04:52 PM
Replies: 10
Views: 4,559
Posted By RPGMaster
Talking Good job man :D . Sorry I have not tested the...

Good job man :D . Sorry I have not tested the game yet. Seems like the game needs protect memory then.

Looks like the setting is required. I can't be bothered sending a PR, cause I haven't even...
Forum: Project 64 - v2.x - Issues 12th September 2017, 10:38 PM
Replies: 10
Views: 4,559
Posted By RPGMaster
Talking Good job :D ! However, i suggest changing 1...

Good job :D ! However, i suggest changing 1 option at a time, to pinpoint the issue. I will still test later today when I get the chance :D .
Forum: Project 64 - v2.x - Issues 12th September 2017, 09:01 PM
Replies: 10
Views: 4,559
Posted By RPGMaster
Talking can you upload your save file? I can try testing...

can you upload your save file? I can try testing later today :D.
Forum: Open Discussion 4th September 2017, 05:17 PM
Replies: 21
Views: 15,399
Posted By RPGMaster
Talking Thanks for the English lesson :D . I will keep...

Thanks for the English lesson :D . I will keep that in mind.
Hmm maybe it's the video plugin then. At some point, I suppose I can try testing that game :D .
Forum: Open Discussion 3rd September 2017, 06:18 PM
Replies: 21
Views: 15,399
Posted By RPGMaster
Talking The stuttering might be caused by Advanced Block...

The stuttering might be caused by Advanced Block linking. Try disabling that and let us know if the issue persists :D .
Forum: Open Discussion 2nd September 2017, 09:55 PM
Replies: 21
Views: 15,399
Posted By RPGMaster
Talking Same here :D . I think FAT might be better for...

Same here :D . I think FAT might be better for games like Fighter's Destiny, as well, but I need to do more testing.Even then, some of those don't need it enabled, like WDC or Hydro Thunder. But yea,...
Forum: Open Discussion 2nd September 2017, 08:43 PM
Replies: 21
Views: 15,399
Posted By RPGMaster
Talking Why use Public release 2.0? The more recent...

Why use Public release 2.0? The more recent version is much better.

For the typical game, I'd prefer Glide64 over GLideN64 because lower system requirements with little to no accuracy loss when...
Forum: Project 64 - v2.x - Issues 2nd September 2017, 08:36 PM
Replies: 7
Views: 1,485
Posted By RPGMaster
Talking np. I'm glad that I was able to help :D . ...

np. I'm glad that I was able to help :D .

Mupen64 0.5 isn't a bad choice. For many games, the audio is good :D . I generally prefer 1964 and PJ64 2.4 over mupen though, now that I know how to get...
Forum: Project 64 - v2.x - Issues 2nd September 2017, 07:15 PM
Replies: 7
Views: 1,485
Posted By RPGMaster
Talking I get stuttering with M64p. But maybe you...

I get stuttering with M64p. But maybe you actually mean Mupen64 0.5?

Anyway, you can try my branch of azimer's https://www.dropbox.com/s/8mngc7z2t40bbq4/AziAudio%20DS8%20WIP%206.dll?dl=0 . Disable...
Forum: Project 64 - v2.x - Issues 25th August 2017, 05:44 PM
Replies: 23
Views: 1,706
Posted By RPGMaster
Whether a game uses CPU or RSP to process audio,...

Whether a game uses CPU or RSP to process audio, it's still either using interrupts or checking AI_LEN_REG.
Forum: Project 64 - v2.x - Issues 22nd August 2017, 05:16 PM
Replies: 23
Views: 1,706
Posted By RPGMaster
I hear some parts still don't work.

I hear some parts still don't work.
Forum: Site News 19th August 2017, 03:21 AM
Replies: 16
Views: 146,833
Posted By RPGMaster
Talking My idea would be to document functionality that a...

My idea would be to document functionality that a game requires, like TLB, or FrameBuffer effects, and to also document recommended plugins/settings.

For instance what i would write for Smash...
Forum: Site News 18th August 2017, 06:17 PM
Replies: 16
Views: 146,833
Posted By RPGMaster
Talking In order of importance, my list of the most...

In order of importance, my list of the most important things to work on are Wiki, test roms, LLE/Improve Project64 Video, 64-bit, and Create basic open source audio plugin.

It sounds like you're...
Forum: Open Discussion 17th August 2017, 10:56 PM
Replies: 26
Views: 29,714
Posted By RPGMaster
Oh I know it wouldn't be trivial to port. Even...

Oh I know it wouldn't be trivial to port. Even writing an x64 dynarec + adding PIC support would require a significant amount of work.

I don't see why input, audio, or graphics would require much...
Forum: Open Discussion 17th August 2017, 07:58 PM
Replies: 26
Views: 29,714
Posted By RPGMaster
Talking retroarch devs want portability. They also want...

retroarch devs want portability. They also want an x64 dynarec :D. I think they would become more interested if PJ64 has a mature x64 and ARM dynarec and also had a volunteer to help with porting....
Forum: Project 64 - v2.x - Issues 15th August 2017, 03:54 AM
Replies: 4
Views: 884
Posted By RPGMaster
Instead of setting the yield bit, it changes the...

Instead of setting the yield bit, it changes the DList code. The game makes the DList with the infinite loop set in place. Then after a while, the CPU removes the infinite loop. Idk what the cpu is...
Forum: Open Discussion 30th July 2017, 10:14 PM
Replies: 1
Views: 678
Posted By RPGMaster
Talking Most accurate RDP is this...

Most accurate RDP is this https://sourceforge.net/p/angrylions-stuff/code/HEAD/tree/

Like what??
Forum: Open Discussion 28th July 2017, 01:55 AM
Replies: 12
Views: 1,867
Posted By RPGMaster
Talking Off the top of my head, Killer Instinct, SD...

Off the top of my head, Killer Instinct, SD Hiryuu, and some other Japanese games. These days I use Rice Video when I need performance, Angrylion's for accuracy, and Glide64 if I want something in...
Forum: Open Discussion 20th July 2017, 06:53 PM
Replies: 12
Views: 1,867
Posted By RPGMaster
Talking Glide64 has better performance in general and...

Glide64 has better performance in general and actually more accurate for some games. It all depends on which games you're playing.
Forum: Project 64 - v2.x - Issues 12th July 2017, 05:03 PM
Replies: 4
Views: 884
Posted By RPGMaster
Talking Gauntlet's microcode has already been HLE'd. The...

Gauntlet's microcode has already been HLE'd. The only problem is that the cpu code tries to do some synchronization with the RSP. This game technically doesn't make the RSP do yielding like WDC does....
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