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  #211  
Old 14th May 2013, 02:23 AM
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Quote:
Originally Posted by ExtremeDude2 View Post
*insert post here*
*insert silence here*

Quote:
Originally Posted by suanyuan View Post
Yes, you can enter the game, when screen became white (at menu screen), press a,b quickly should bring you into the game.

Odds, I can gain about more 10 fps at my computer with project64 2.1, that make this game playable on my computer.
Well, I didn't say it was slower than the LLE version, just that on Project64 2.1 it wasn't far off from it. After all, Project64 2.1 is much slower than Project64 1.6. I guess the game does way more CPU things, than RSP things.

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Originally Posted by suanyuan View Post
--- Edit ------
Another game you may try is mario tennis, the same way, use my plugin as HLE plugin, and use zimlar's rsp (with recompiler core).
Well, I don't have that game, and I don't have a lot of time/patience for testing atm since I'm getting on the new RSP release.


I guess you should try Conker's Bad Fur Day, though.
There's a really good example of heavy RSP usage.

Custom HLE video plugins generally play it at full speed, but I guess the graphics simulation re-compilation in your plugin isn't up to that stage of completion yet.

It is definitely faster though.
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  #212  
Old 14th May 2013, 02:49 AM
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Originally Posted by suanyuan View Post
Not yet ready for testing though.
Just commenting is all. Wasn't trying to pry anything from ya
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  #213  
Old 14th May 2013, 03:39 AM
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Second release is uploaded.

View the list of changes since the original release here.

Particular thanks to mesk14, Olivieryuyu, and suanyuan for helping me iron out errors.


Please let me know if there are more.
Good night.


[edit] I forgot, project files for Microsoft/GNU compilers are added to the package.
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  #214  
Old 14th May 2013, 04:05 AM
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Quote:
Originally Posted by FatCat View Post
Second release is uploaded.

View the list of changes since the original release here.

Particular thanks to mesk14, Olivieryuyu, and suanyuan for helping me iron out errors.


Please let me know if there are more.
Good night.


[edit] I forgot, project files for Microsoft/GNU compilers are added to the package.
This is to be tested in unison with Shunyuan's audio plugin along with Jabo's D3D 1.7.0.57 and/or Glide for PJ64 2.x.x.x?

Edit: So what needs to be tested exactly?

Or rather, what specific things?
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Last edited by the_randomizer; 14th May 2013 at 04:17 AM.
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  #215  
Old 14th May 2013, 04:17 AM
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IDK. Probably good idea to just play through a game or two and see if anything comes up.

Other plugins don't matter, as long as you use the corresponding RSP plugin version.
I did give them all their own unique internal names now as you recommended, you'll find.
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  #216  
Old 14th May 2013, 04:18 AM
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Quote:
Originally Posted by nintendo1889 View Post
Edit: So what needs to be tested exactly?

Or rather, what specific things?
Well in the rsp_mle.dll I added a check to see if the FREEZE DPC status is set, so I can debug why zilmar decided to clear it for HLE gfx.

So if you like playing with HLE gfx (PJGlide, Jabo HLE etc.) you can test rsp_mle.dll with a bunch of games you like playing.
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  #217  
Old 14th May 2013, 04:22 AM
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Quote:
Originally Posted by FatCat View Post
Well in the rsp_mle.dll I added a check to see if the FREEZE DPC status is set, so I can debug why zilmar decided to clear it for HLE gfx.

So if you like playing with HLE gfx (PJGlide, Jabo HLE etc.) you can test rsp_mle.dll with a bunch of games you like playing.
Sounds good to me, but man is Resident Evil 2 one tricky bugger to emulate (missing voices mostly, those sneaky Factor 5 punks and their proprietary MusyX audio microcode).

But yeah, I've plenty of ROMs that I can test.
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  #218  
Old 14th May 2013, 04:34 AM
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Good, big ROM list is what I lack.

That means you can go through the intros of all the ROMs in your list really quickly like dsx! did.

Not very thorough but good way to task the ucode initializers in unique games.

Well, have fun ... I'ma gonna go to bed.
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  #219  
Old 14th May 2013, 09:50 AM
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Code:
#ifdef PARALLELIZE_VECTOR_TRANSFERS
#define VR_T(i) VC[i]
#else
#define VR_T(i) VR[vt][ei[e][i]]
#endif

#ifdef PARALLELIZE_VECTOR_TRANSFERS
#define ACC_R(i)    VR[vd][i]
#define ACC_W(i)    VACC[i].s[00]
#else
#define ACC_R(i)    VACC[i].s[00]
#define ACC_W(i)    VR[vd][i]
#endif
Is this correct? looks like typo to me.
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Last edited by shunyuan; 14th May 2013 at 01:19 PM.
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  #220  
Old 14th May 2013, 11:12 AM
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I have SPV Weird address occurring, then LPV weird adress in Doubutsu no Mori aka animal forest.
Please by pressing A button Once you've loaded save state.
Attached Files
File Type: zip Doubutsu no Mori (J).pj.zip (1.12 MB, 5 views)
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