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#11
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Not really a problem.
He might not even be able to control it himself necessarily. The nature of interrupting and re-starting especially in a way that is meant for compatibility but not necessarily accuracy, does not mean for it to also be the most stable solution. To "fix" it he might have to cancel the support. Could be wrong; it's just not my focus. Quote:
For games like this though obviously it requires PJ64 1.7 or later. Quote:
You just need rsp_pj64.dll to get World Driver Championship to work. You need to use Jabo's DirectSound or zilmar's No Sound, not any other plugin. e.g. AziAudio, zilmaraudio dll will crash the game at boot.
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http://theoatmeal.com/comics/cat_vs_internet Last edited by HatCat; 14th April 2013 at 05:18 PM. |
#12
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#13
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The GPU needs to be a LLE gfx plugin. Jabo's D3D 1.7 ("1.7.1?" you don't mean "1.6.1" do you?) will work, but it has RDP emulation bugs, so the game's textures are a bit screwy. You're much better off using ziggy's z64gl OpenGL LLE plugin for better gfx with that game. Make sure you don't have per-ROM plugins set. e.g. your global plugins are different from the game-specific one you have assigned to World Driver. If the RSP dll you're using boots up Gauntlet Legends, I guarantee you it will boot up World Driver Championship. I'm currently in-game using rsp_pj64.dll and z64gl for the gfx plugin.
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#14
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Sorry I forgot to go back and confirm this.
The issue happens with zilmar's RSP 1.7.0.9, not just my DLL. So it almost certainly is indeed because of event handling with re-starting tasks for WDC/SR64. Just making sure that it's not an issue I need to fix (heh, sounds funny I know). So things I should do in the next release / zip upload:
No error messages about corner cases and edge conditions I get to test in the RSP emulator? Never-before-exploited features? ![]() Otherwise I can only judge my RSP emulator to be perfect as of the current implementation. There might be one or two things I could still have done to speed it up faster. Use `config.h`. ... Code:
/* Choose whether to define, or keep undefined, the above macros. */ #define MINIMUM_MESSAGE_PRIORITY 1 // show most messages of RSP weirdness // #define EXTERN_COMMAND_LIST_GBI // Not really recommended but user preference // #define EXTERN_COMMAND_LIST_ABI // Not really significant but user preference // #define SEMAPHORE_LOCK_CORRECTIONS // Recommended only for CPUs supporting it // #define WAIT_FOR_CPU_HOST // Never use, except with some ROMs on Project64 2. // #define SP_EXECUTE_LOG // For debugging only. Keep it off to free CPU. // #define VU_EMULATE_SCALAR_ACCUMULATOR_READ // experimental but needs tests
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#15
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when the Debugger is enabled the Debug menu is displayed, and RS only boots with RSP CPU Method set to Interpreter.
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#16
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No there isn't.
![]() From a fresh install of the public release I did just to screenshot without having my name in the title window. There is NO debug facility for the RSP integrated into Project64 2.0 with respect to a #1.1 spec RSP plugin. Quote:
![]() ^ That's what it looks like with a #1.2 spec RSP plugin, the pj64 1.7.0.9 rsp. Which means you are using the wrong RSP plugin. ![]() Thanks for playing, bye.
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#17
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Resident Evil 2 (U) v1.1 with LLE RSP, Jabo D3D8 1.7.0.57ver5, 1964Audio v2.7
- audio correct with 1964audio (include audio of movie) - video error project64 v2.0 gfx LLE, title screen not correct, video not correct (partial correct) project64 v1.6 gfx LLE, title screen not correct, movie not correct (partial) proect64 v1.6 gfx HLE, title screen not correct, movie not correct (partial) I cannot test with z64gl plugin, this plugin will crash. |
#18
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![]() Quote:
All it does is set an interrupt, signal to the CPU and redirect the CPU host to call the HLE graphics plugin to handle the drawings. My RSP plugin affects how the graphics look, *if* you are using LLE gfx. HLE here means the control is external. Quote:
You should encounter the same issue when using zilmar's RSP 1.7.0.9 RSP. The way to fix it is to check "Software rendering" in the advanced options since the Direct3D renderer doesn't even come close to parsing the data correctly yet. ![]() ![]()
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#19
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Then this indicates that setting the RSP plugin per game doesnt work.
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#20
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True...I forgot about that.
I stopped paying attention to changes in the Project64 core when it got down to things like that and the plugin handler. I have no idea why but I almost never use per-ROM plugins on PJ64, almost always use them on mupen. But I did just recently notice that per-game RSP is broken. No matter. The whole configuration layout is undeniably flawed. It should still be reproducible and interact just fine with the Debugger interface if the RSP plugin is only set globally.
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