#111  
Old 31st January 2015, 02:22 AM
=X= Smasherx74 =X= =X= Smasherx74 =X= is offline
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Quote:
Originally Posted by HatCat View Post
Can't you get it through your skull yet?

Neither GitHub website nor the build environment (official one the main releases have been using) have anything to do with this. It's a regression in the SOURCE CODE ITSELF.

Seriously...you think that just because both EmuCR and pj64 forums build the source off of GitHub, that it means your GoldenEye issues are caused by GitHub itself?

I'm not arguing about this bullshit.
First of all you're just rood.

Second, the issues are just in goldeneye lol, the issues are with every single Rom in my N64 Rom Collection, which would include all the mario games, and every other mainstream game in the n64 library. All of them have significant FPS dropping or hanging issues with the Github Pj64 build.

Third, you just did, gg.
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  #112  
Old 31st January 2015, 03:15 AM
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HatCat HatCat is offline
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I argued about other bullshit, such as how ridiculous it would be for me to argue against such logic.

I never forbade myself from arguing about bullshit in general, just your instantiation of it.
But don't worry, you'll have this all figured out when enough time passes, and your issue will go: bye-bye.
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  #113  
Old 31st January 2015, 04:05 AM
zilmar zilmar is offline
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for what ever reason he is having difficulty with the build, I have no idea what.

But please keep it civil do not insult people
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  #114  
Old 31st January 2015, 02:41 PM
=X= Smasherx74 =X= =X= Smasherx74 =X= is offline
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Originally Posted by HatCat View Post
But don't worry, you'll have this all figured out when enough time passes, and your issue will go: bye-bye.
So are you implying this is something on my part? Well let's see, is it my Computers? I'm using two, so probably not but they are both owned by me so I can see how one might end up at that conclusion.

And it's not like I'm incorrectly building the file, as I'm not even using my own build, I'm using your build and EmuCR's and get the same exact results as my own builds just not as bad of FPS dropping.

And that, ^^^^^ that is what leads me to believe this is all due to the Github, Whatever changes were made from 2.1 to the Github version are what are causing this issue, and it's not something that can be 'figured out' by anybody, it would require actual indeph knowledge of N64 emulation and Project64 specificially.


So let's compile all the information here for anyone who might actually know how N64 emulation works.

A rom that apparently does not use the RSP runs at full speed no issues

A rom like Goldeneye, Seems to have full FPS to start off with, like all other n64 emulators do but then it suddently drops down, and with crappyhats settings it does this sigificantly less but still to the point of being unplable.

A rom like SSB64 just drops FPS to nearly 0 and remains unplayable for entire whole seconds until it will emulate a bit of the game to get to a menu to speed up FPS.

All builds of the Github, result in this same problem. EmuCR, CrappyHat, and my own builds. However, Project64 2.1 Official works just fine and always has.

Ive tried all different builds with the official plugins and the build plugins and the official configurations and the build configurations, everything results in the same preformance issue.

This will be the last time i'm posting here. I'm not going to be subjected to being rediculued by others as I have been my entire life. Good bye, hope you guys can figure out the problem with your emulator.
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  #115  
Old 31st January 2015, 03:04 PM
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HatCat HatCat is offline
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As for the SSB example, it is a recompiler issue once again, not a interpreter/build regression.

Quote:
Originally Posted by zilmar View Post
for what ever reason he is having difficulty with the build,
Possibly but we have all offered to send him an EXE, and he has been using mine. Neither RPGMaster nor I have anything else to say.

I'll explain it later in a GitHub report. All things considered, this thread would be a lot less cluttered with repeated miscommunications if issues were kept to GitHub issues.
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  #116  
Old 1st February 2015, 12:34 AM
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Quote:
Originally Posted by =X= Smasherx74 =X= View Post
A rom like SSB64 just drops FPS to nearly 0 and remains unplayable for entire whole seconds until it will emulate a bit of the game to get to a menu to speed up FPS.
Well, I actually play SSB and have yet to encounter this issue. Even with Jabo 1.7 and LLE, I ran consistently at full speed.

The only unusual thing (that's related to the issue Smasher brought up) I've encountered was Goldeneye, which could possibly be a coincidence because my results were not consistent ;/ . It's worth investigating though.

Quote:
Originally Posted by =X= Smasherx74 =X= View Post
However, Project64 2.1 Official works just fine and always has.
I hate to accuse people, but when they are inconsistent, I tend to lose trust in them. I find this statement odd, considering that thread you made ;/ . This post only convinces me that my suspicions were most likely correct.
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  #117  
Old 1st February 2015, 01:00 AM
deathdroid deathdroid is offline
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To be honest, the git hub source code is really not for people who are not ready to diagnose their own problems and fix them. Or at least provide a well laid out description of the problem with log files and such. And as such all issues should really be lodged here https://github.com/project64/project64/issues
Not on the forums
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  #118  
Old 1st February 2015, 04:29 AM
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What's all this screwing around with Project 64 Source Code? Has anybody done anything with it? I've heard it's a nightmare. Does this mean we might get some sort of release anytime in the next 7+ years (poking fun at the fact that it took about seven years to scrap 1.7 and less than a year to cone up with 2.0/2.1)? If so, what kind of stuff will PJ64 get this time? Backwards running Donkey Kong Timers, Banjo Tooie: HypnoBudgie-LSD Edition? I'm just kidding, anywho what's happening in the scene? Will we get a release just in time for Gonetz's GLideN64 Plugin Release?

@ HatCat, why is your pixel accurate graphics plugin run at less than half the speed than CEN64 does on my laptop? And CEN64 is both cycle AND pixel accurate! Are there absolutely no optimizations whatsoever?
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  #119  
Old 1st February 2015, 02:31 PM
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HatCat HatCat is offline
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CEN64 isn't even opcode-accurate, so I don't see why you're bringing that question up in this thread when it's about graphics plugins.
The primary goal is speed, like MarathonMan himself admitted on IRC, when he said that accuracy gets overrated when people asked about why it was less accurate than the other cycle-accurate emulator.

The "cycle-accurate" claim is more a matter of accumulating interest and attention. The project has every intention of rebelling against the things modernists and geeks hate so much about N64 emulation as a gaming scene (HLE reasonably being one of them), but that doesn't necessarily mean it's doing any better of a job at fixing them than zilmar or anyone else is.
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  #120  
Old 1st February 2015, 02:39 PM
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It also, last I saw, was not pixel-accurate. He admitted to more-or-less doing the same thing Shunyuan did and taking out the VI DAC filters for multiplied speed, and I have not released any of my changes yet to the RDP plugin in a long time as I have not been focusing on it for many months now.

Maybe if you spent less time disrespecting other developers and their projects, poking fun at Project64 and/or zilmar just because of your fanfare for some particular project's attitude of doing things, you'd be more in touch with the actual facts behind the matters of which you are making claims. See, when I disrespect other projects, I focus on their lack of respect. Like when I bashed the hell out of Project64's fanbase on EmuTalk all those years ago. Come on...as if nobody else feels the same way you have about these projects.
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