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  #1271  
Old 3rd March 2017, 07:39 AM
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Default My hardware STILL sucks.

Managed to get this working with GoldenEye 007,but graphics are broken on PJGlide64 while the default core doesn't look broken,I blame the Intel GPU even though it works fine on that default core while even out-performing Nvidia on something like BizHawk due to CPU usage differences.

If I force the Static Interpreter to use Nvidia,there is endless breakpoints.
wouldbe edit 2:It works after putting the configuration file in the correct spot,no errors now.

Code:
Break point found at
MemoryExceptionFilter.cpp
153
Also,I keep getting cfg not found errors,suggesting this is the cause of my issues even though the file got created on changing graphics to HLE.
Maybe I should attempt to use LLE or something.
wouldbe edit: But I found out it needed to be in the same directory as PJ64 itself instead of the plugin location,so at least that fixed graphics for Intel it seems.

-
Keeping all of this in for your response.
Too bad performance hasn't increased for me,must be Bad PC.
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  #1272  
Old 4th March 2017, 07:35 PM
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Quote:
Originally Posted by HatCat View Post
No, the June 2014 edit to my post was just to move the plugin download from filesend.net to dropbox.com.

I have some archival of the release history:
Code:
2013.12.12:  public release 6
2013.12.04:  public release 5
2013.06.09:  public release 4
2013.05.15:  public release 3
2013.05.13:  public release 2
2013.04.14:  public release 1
Hm...although looking at it now, I had no idea my release history was this consolidated. I'm surprised everything is from 2013. I know development-wise I had testers helping me find oddities in games back in 2011, but I didn't see a reason to release for 2 years.



I never did a public release, ever, without thinking each version could be the last.

I only did a public release once I felt I'd hit final perfection (usually in terms of performance, since accuracy was not a big issue thanks to zilmar's and MAME RSPs to study), and that anything else left to do in the plugin was just a matter of needing feedback from testers around the world to help me catch unused opcodes or the like.

The number of public releases is merely a reflection of how many times I was wrong about perfection, not the number of times I felt like updating everyone with an interim improvement. I would have still expected everyone to compile it on their own meanwhile.

But to jump back to your question, I am not done committing more improvements to the RSP plugin, but have just not had the time yet.



That just means it's segfaulting, and Project64's catching the access violation with its own exception checking (and its own error message).

I cannot test since I don't have Windows anymore. I have Linux.

I tried to send you an old new (yes that's correctly typed) rsp.dll file I had from my Windows partition, but PMs on this forum are broken. zilmar needs to fix his server thing. I don't do AIM or Skype or any of that crap, although you're welcome on IRC.



No, because you would first have to establish that it was RSP-related to begin with.

It's not possible to respond to an issue saying "try changing plugins" for the reason of seeing if a different RSP plugin shares the same issue (no change at all from switching DLLs) without knowing the RSP plugin was causing it.

You would have to first suggest to change plugins for the reason of seeing if it's a RSP plugin issue to begin with before you could even pose the question of whether other RSP plugins share the exact same issue or already know ahead of time that it was his outdated build causing it.



He would want to / could compile it on his own if he was using a better operating system.



I thought the reason for asking him to switch was to see if Project64 also had the bug inside its own RSP like you said, not because it was convenient for him to switch to builds he already has installed. Make up your mind.



Yes, I do know that.

If I wasn't aware of that I'd be sitting here wondering why theboy181's vagina is as sorely penetrated as his ass.

HAHA.. This was pointed out to me. If you are going to insult me please write it at the top of your posts. I seldom finish reading the garbage you write.
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  #1273  
Old 5th March 2017, 09:13 PM
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Here's a more recent binary I mirrored from HatCat's original download just in case it expires or something:
http://rctaddict.adryheat.net/HatCat_RSP.7z
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  #1274  
Old 5th March 2017, 09:57 PM
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Up high.

Down low.

Quote:
Originally Posted by theboy181 View Post
Quote:
Originally Posted by HatCat View Post
No, the June 2014 edit to my post was just to move the plugin download from filesend.net to dropbox.com.

I have some archival of the release history:
Code:
2013.12.12:  public release 6
2013.12.04:  public release 5
2013.06.09:  public release 4
2013.05.15:  public release 3
2013.05.13:  public release 2
2013.04.14:  public release 1
Hm...although looking at it now, I had no idea my release history was this consolidated. I'm surprised everything is from 2013. I know development-wise I had testers helping me find oddities in games back in 2011, but I didn't see a reason to release for 2 years.



I never did a public release, ever, without thinking each version could be the last.

I only did a public release once I felt I'd hit final perfection (usually in terms of performance, since accuracy was not a big issue thanks to zilmar's and MAME RSPs to study), and that anything else left to do in the plugin was just a matter of needing feedback from testers around the world to help me catch unused opcodes or the like.

The number of public releases is merely a reflection of how many times I was wrong about perfection, not the number of times I felt like updating everyone with an interim improvement. I would have still expected everyone to compile it on their own meanwhile.

But to jump back to your question, I am not done committing more improvements to the RSP plugin, but have just not had the time yet.



That just means it's segfaulting, and Project64's catching the access violation with its own exception checking (and its own error message).

I cannot test since I don't have Windows anymore. I have Linux.

I tried to send you an old new (yes that's correctly typed) rsp.dll file I had from my Windows partition, but PMs on this forum are broken. zilmar needs to fix his server thing. I don't do AIM or Skype or any of that crap, although you're welcome on IRC.



No, because you would first have to establish that it was RSP-related to begin with.

It's not possible to respond to an issue saying "try changing plugins" for the reason of seeing if a different RSP plugin shares the same issue (no change at all from switching DLLs) without knowing the RSP plugin was causing it.

You would have to first suggest to change plugins for the reason of seeing if it's a RSP plugin issue to begin with before you could even pose the question of whether other RSP plugins share the exact same issue or already know ahead of time that it was his outdated build causing it.



He would want to / could compile it on his own if he was using a better operating system.



I thought the reason for asking him to switch was to see if Project64 also had the bug inside its own RSP like you said, not because it was convenient for him to switch to builds he already has installed. Make up your mind.



Yes, I do know that.

If I wasn't aware of that I'd be sitting here wondering why theboy181's vagina is as sorely penetrated as his ass.
HAHA.. This was pointed out to me. If you are going to insult me please write it at the top of your posts.
Everything has to be pointed out to you below.
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  #1275  
Old 13th March 2017, 07:06 AM
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wildgoosespeeder wildgoosespeeder is offline
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OK, throwing myself back into the fray and I have another issue running a specific game, Mario no Photopi. Yes, I read the manual and set the RSP plug-in accordingly, but nothing still displays. Graphics plugins changes don't fix it, changing game settings doesn't fix it. Nothing I do seems to fix it. Unless the game is broken again under v2.3, I got nothing.

A clean install of the emulator does seem to do the trick, but I don't know what is different.
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Last edited by wildgoosespeeder; 13th March 2017 at 08:20 AM.
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  #1276  
Old 15th March 2017, 09:24 AM
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With Semaphore lock on only, Doom 64 shortly crashes during the intro. Who's at fault here? The emulator or the RSP? Or even for some reason, the gfx/audio plugin?

Only seems to happen when the RSP is functioning in HLE gfx mode though (Send DLs to gfx plugin).
EDIT: If DLs are also being sent to the audio plugin, there's no crash. Why is MLE crashing here?

Last edited by oddMLan; 15th March 2017 at 09:30 AM.
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  #1277  
Old 18th March 2017, 08:22 AM
Vardius2985 Vardius2985 is offline
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Default Installation of Plugin

I was noticing that an updated version of the RSP was linked a few posts back and have a question. I'm using PJ64 1.6 updated with the 1.6.1 patch and UoRDB 4.23 and would like to try out the new RSP update. How would I go about installing it into v1.6. I remember it being pretty easy, but want to make sure to do it right? Also keep up the good work. I look forward to future updates for this plugin. Thank you.

Edit: Nevermind. Last night when I was trying to view the manual on my phone it wasn't wanting to cooperate. When using my PC I'm able to view it no problem. You can disregard this post. Thanks again Hat Cat for continuing to develop this fine RSP plugin for us to use. Cheers.

Last edited by Vardius2985; 18th March 2017 at 04:43 PM.
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  #1278  
Old 7th May 2017, 11:42 AM
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All your links are dead.
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  #1279  
Old 13th May 2017, 04:44 AM
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You are mostly correct, but I have a feeling that your or also wrong.
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  #1280  
Old 14th May 2017, 12:15 PM
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Source code!!1!

https://github.com/cxd4/rsp
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