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  #1  
Old 19th January 2010, 02:15 AM
SuperNewb SuperNewb is offline
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Default MarioKart 64 vs Mode Running Fast

Alright... first post here, I did all the searches I could to find someone who has already posted about the same problem but couldn't quite find it.

I recently finally got around to plugging 4 controllers (2 logitech, 2 saitek) into my computer and running P64 for some 4 player MarioKart action. The problem is most courses (exceptions: Royal Raceway.. Luigi Raceway... maybe a couple others) run incredibly fast. I'm aware that the tradition N64 version does run vs courses a bit faster than typical 150cc but this is MUCH faster.

Someone posted earlier about having this problem with DK Jungle Parkway but I'm having it with almost all of the courses while running multiplayer with 3/4 people. The same problem does not occur during vs mode with 2 players or battle mode (except on Skyscraper where the same problem happens).

FPS limiter is enabled but doesn't seem to be limiting the FPS enough... or... something?

Can anybody help?

Edit: Also noticed the music doesn't play in vs/battle modes with 3+ players... not sure if that's actually true on N64 or not, just figured I'd provide as much info about the problem as possible

Thanks in advance for any help!
  #2  
Old 19th January 2010, 03:29 AM
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HatCat HatCat is offline
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Options/Settings...
In the "Options" tab, "Hide Advanced Settings" should be disabled.

Then in the games browser for Project64 when you right-click the entry for Mario Kart 64, there's an option "Edit Game Settings". In these settings the "Counter Factor" is an important coefficient of the game's internal frame rate.

Another thing to look at is to see how if it all audio synchronization affects the timing issue. You can enable the option to "sync game to audio" in the default sound plug-in, in Project64 through Options/Configure Audio Plugin....

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Originally Posted by SuperNewb View Post
Edit: Also noticed the music doesn't play in vs/battle modes with 3+ players... not sure if that's actually true on N64 or not, just figured I'd provide as much info about the problem as possible
Weird, possibly (even if during the intro scene) someone hit the left or right C-buttons to modify the sound volume (or mute it)?
Otherwise I'll get back on that.
  #3  
Old 19th January 2010, 05:25 AM
SuperNewb SuperNewb is offline
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Quote:
Originally Posted by rswedlow View Post
Options/Settings...
In the "Options" tab, "Hide Advanced Settings" should be disabled.

Then in the games browser for Project64 when you right-click the entry for Mario Kart 64, there's an option "Edit Game Settings". In these settings the "Counter Factor" is an important coefficient of the game's internal frame rate.

Another thing to look at is to see how if it all audio synchronization affects the timing issue. You can enable the option to "sync game to audio" in the default sound plug-in, in Project64 through Options/Configure Audio Plugin....



Weird, possibly (even if during the intro scene) someone hit the left or right C-buttons to modify the sound volume (or mute it)?
Otherwise I'll get back on that.
Alright.. So setting the counter factor to 1 had some effect to slow the thing down but not near enough on the 3-4 player versus levels, nor did the sync game to audio... The thing is the default level works just fine for everything that's not 3-4 player versus or battle skyscraper.

The music... the first time I though someone may have hit the c buttons but then you can just put it back on by hitting the c buttons again and that didn't work and I've reloaded the rom enough times to know that's not what's happening...

Coincidentally I noticed that while playing Diddy Kong Racing vs mode I also didn't get music, though the speed issues were not there.
  #4  
Old 19th January 2010, 08:05 AM
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HatCat HatCat is offline
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I'll address the rest once I peacefully set an end to all these other processes I got running right now so that I can test.

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Originally Posted by SuperNewb View Post
Alright.. So setting the counter factor to 1 had some effect to slow the thing down but not near enough on the 3-4 player versus levels, nor did the sync game to audio... The thing is the default level works just fine for everything that's not 3-4 player versus or battle skyscraper.
Maybe changing either the emulator or the graphics plug-in--which is rendering the frames and internal rate--will affect this issue in mariokart64.

Glide64 has good support in this area, and it comes with Mupen64. If you install Mupen64 from that website's providence, see how both the different emulator and plug-ins affect the synchronization in Mario Kart 64. Hopefully this will change something so that we can trace a source behind the main problem.
  #5  
Old 19th January 2010, 10:58 PM
SuperNewb SuperNewb is offline
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Quote:
Originally Posted by rswedlow View Post
I'll address the rest once I peacefully set an end to all these other processes I got running right now so that I can test.



Maybe changing either the emulator or the graphics plug-in--which is rendering the frames and internal rate--will affect this issue in mariokart64.

Glide64 has good support in this area, and it comes with Mupen64. If you install Mupen64 from that website's providence, see how both the different emulator and plug-ins affect the synchronization in Mario Kart 64. Hopefully this will change something so that we can trace a source behind the main problem.
changed the graphics plug-in to Glide64 on P64, didn't work... and tried Glide64 in Mupen64 which didn't work either... The interesting thing about Glide64 on P64 was I ran it with FPS showing and it revealed that the fps isn't running any higher on the faster races, they're simply going faster... not sure if that helps, but the fps never topped 25.

Also V/is around 50 and N64% around 80...

Still no music in either program...

Somebody on EmuTalk mentioned it may be a problem with the rom I'm using... but I guess we're not allowed to discuss that due to forum rules?

Last edited by SuperNewb; 19th January 2010 at 11:02 PM.
  #6  
Old 20th January 2010, 01:10 AM
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I never tested the PAL version, which you may be using.
If you see a limited VI rate of 50 VI/s, you're probably playing the (E) version of the game. You should look for an NTSC version like (U), since the unrefined rate is really 60 VI/s.

Maybe that will affect the other problems and maybe not.
I'd better give mariokart64 a full test now. I should have thought of this before; it won't be too boring either. :P
I manage a collection of game saves is another reason.
  #7  
Old 10th March 2014, 05:37 AM
lilyoshi99 lilyoshi99 is offline
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Default Solution!!!


I know it's late but I have found a solution. If you are using project 64 2.0 or higher, when in mario kart, go to settings and change the VI refresh rate to about 1200. If it's too fast or slow, just higher or lower it.
  #8  
Old 7th August 2014, 03:09 PM
DenserMountain DenserMountain is offline
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Default Same Problem

Hey guys,

I'm having the same issue with 4 Xbox360 remotes plugged in for ALL maps. I'll test your suggestions tonight, and I'll get back to you!
  #9  
Old 19th August 2014, 05:41 PM
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theboy181 theboy181 is offline
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Great that you got it going with the (E) version, but does this not change the FPS to 25? the NTSC version should run at 30FPS. I would asume that the Europe version looks a little choppy beacuse of the 5FPS difference.


Is there a real fix? Is this issue happen with the (J) NTSC version?
  #10  
Old 15th February 2015, 12:41 AM
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Quote:
Originally Posted by theboy181 View Post
Is there a real fix?
Yes. All you have to do is set a breakpoint on the speed variable and start debugging !
 

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