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  #111  
Old 11th February 2015, 01:19 AM
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Originally Posted by RPGMaster View Post
Lol I just wanted to make sure the issue wasn't my fault. I'll go ahead and report the issue. Man it sure is tough tracking down UB.
i'll look into it later then, I didn't have that game handy so found it curious, so issue report always helps

Worst case, the issue was something on your end and it would just get happily closed.

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Lol anytime I go on #project64, hardly anyone is there . I guess I'll just make a habit of being on IRC more. I messaged him via IM. I don't really go on efnet much anymore .
oh you IM'd him? Next best thing I guess, okay then. Sorry about that, had to make sure.

IM is faster but private; forums are slower but public. There's pros and cons but GitHub issues + IRC would be ideal I think.

And the reason nobody else is on IRC is because you guys are all online when everyone else is offline! I envy you guys for having 24-7 internet access unlike me, who is not able to stay online on the channel 24-7 like I normally would.
ExtremeDude2 keeps forgetting to update his auto-join list (and usually just trolls me on other networks), weinerschnitzel has periodic internet drop-out, theboy181 kept waiting for zilmar to come back on it, and you usually only came on late at night, that and a few others just aren't that interested / too busy to constantly check back. But even in spite of the inactivity, it could be a completely empty channel and still serve an occasional purpose for problems on GitHub.
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  #112  
Old 11th February 2015, 10:26 PM
cheatcodesdavid cheatcodesdavid is offline
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Default New ideas?

There are many things that would amazing to see in project 64 2.2/2.3/2.4….

- Borderless fullsreen support

- Auto Wizard for best plugins for your computer for each rom.

- Set your own Fps say if you want run the game at 200% you can.

- Dual Core Mode if let alone possible More and less for low level emulation. That would make it playable.

- Update glide 64 for project 64 to the one that’s coming out soon…. Gliden64

- 64bit support for both windows 9 and 10. (Sadly Not well known…)

- All purposed Gui that works with all plugins.

- Building the program on your computer acciuly gives extra few fps in low level emulation in building it on your computer use a portable building software that allows them to easily build it on there computer.

- In game overlay to Change roms/change plugins eta.

Just to list a few things.

Last edited by cheatcodesdavid; 11th February 2015 at 10:33 PM.
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  #113  
Old 12th February 2015, 01:29 AM
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windows 9
lol wut
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are you american or something
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  #114  
Old 12th February 2015, 01:48 AM
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- Auto Wizard for best plugins for your computer for each rom.
This is impractical...
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Originally Posted by cheatcodesdavid View Post
- Set your own Fps say if you want run the game at 200% you can.
Pretty sure you can already do this..
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Originally Posted by cheatcodesdavid View Post
- Dual Core Mode if let alone possible More and less for low level emulation. That would make it playable.
Why do you want "Dual Core Mode"? What game can't you run at full speed?
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Originally Posted by cheatcodesdavid View Post
- 64bit support for both windows 9 and 10. (Sadly Not well known…)
Why do you want 64bit support?
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Originally Posted by cheatcodesdavid View Post
- All purposed Gui that works with all plugins.
wat??
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Originally Posted by cheatcodesdavid View Post
- Building the program on your computer acciuly gives extra few fps in low level emulation in building it on your computer use a portable building software that allows them to easily build it on there computer.
??
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  #115  
Old 12th February 2015, 01:56 AM
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Well why does it matter why he wants 64-bit support? I think he's right. His actual reason for it could be pretty stupid, but ideally Project64 would be a more accurate emulator if there was a 64-bit release of it. Much of the RCP and the VR4300 has 64-bit gateways.

Actually I kind of thought the "Auto Wizard" idea sounded kind of cool. I guess he means ask questions while Project64 Installation is running ... like do you prefer high-quality, high-resolution and top performance or high accuracy, low-res and compatibility over perf, how should audio be processed...speed or accuracy, etc.

Even though I think it's cool, doesn't mean I agree with it either. Much time has already been wasted on practical convenience in Project64, rather than simply focusing on core improvements and maximizing compatibility/accuracy. The existence of recompilers in this world is already a major example of this distraction, although regardless it is fun to test them anyway since much of the time it's possible to make them faster than interpreters.
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  #116  
Old 12th February 2015, 02:18 AM
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I think doing 64bit is a great idea. I was rather curious behind his reasoning though . I'd love to use a 64bit emulator, but too bad most of the plugins I use are closed source .

You brought up a good point about the wizard. It's not that I think it's bad, just not worth the time implementing imo. When he said for each rom, I was thinking he's requesting someone to do extensive testing on each game (too much to ask imo).

I'd much rather have zilmar focus on improving accuracy, compatibility, etc, than to fulfill certain requests certain people have made. Would be nice to have a more complete debugger too .
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  #117  
Old 12th February 2015, 03:29 AM
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My real question is what moron decided to throw away all logic and create a 32-Bit Emulator for a 64-Bit Console? Sorry for this but the truth hurts, right HatCat (or RPGMaster)?

And what the F*CK is this guy on to ask support for an OS that doesn't even exist [Windows 9].

All right, back to the original thread topic: Suggestions...

I have one... How 'bout restructuring Project 64 to the point at which it can be ported to OS X and whatever's the best Linux OS.

CLICK! I just had a major idea HatCat, how about you argue about which Linux OS is better in your Infintus Argumentorium Thread.

Maybe after you can do an encore and argue that black is white and see who gets killed at the next zebra crossing! ROTFLMFAO!!!
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Last edited by OldGnashburg; 12th February 2015 at 03:31 AM. Reason: I'm a grammar Nazi...
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  #118  
Old 12th February 2015, 04:09 AM
zilmar zilmar is offline
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Originally Posted by OldGnashburg View Post
My real question is why create a 32-Bit Emulator for a 64-Bit Console?
Are you asking why have a 32bit option in 64 bit hardware, and if it is a waste of time doing it ?

The simple answer is most roms never actually use the 64bit nature of the n64, they treat it as a 32bit machine. I am guessing about 70% of the roms fall in to this category. Now if I had the compiler built for 64bit x86 it might not be worth it, but when you only have 6 32 bit registers it means you can keep more mips registers mapped to the x86 ones.

So you get a good speed increase on a 32bit machine, for not much work.
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  #119  
Old 12th February 2015, 04:17 AM
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idk, some posts get written by 8-year-olds here sometimes, but I guess that only figures with the level of attraction here to these systems right? I kinda just overlook it and go back to watching anime or whatever.

I relax too often to get mad over stupid posts written by kids here that don't involve me.
Not saying it's very hard to make me angry (guess I'm just selfish mostly), but most (not all!) stupid posts here aren't the kind of stupid posts that do it.

Quote:
Originally Posted by OldGnashburg View Post
My real question is what moron decided to throw away all logic and create a 32-Bit Emulator for a 64-Bit Console? Sorry for this but the truth hurts, right HatCat (or RPGMaster)?
It couldn't be helped. Most N64 emulators that we know today, came out in the late 90s, back when there was no 64-bit target CPU we would run emulators on as a PC. Any emulator we're familiar with using the plugin spec today generally has the ties of "longevity" on their side, so modernization such as moving to 64-bit releases of emulators is a very compromising balance. But yes, I find it unfortunate, that we have none . Changing that however is not an impossible goal, but it will take many steps comprised of many steps.

And don't forget about recompilers--you knew those aren't portable right (unless you want to do at least 2 of everything ... like Noah's Arc, for 32-bit recompiler, 64-bit recompiler)? They weren't exactly any less significant in the 1980s than they are on today's CPUs--what with all the modernized hardware pipelines making self-modifying code more and more of a pain in the ass as time goes on? IMO re-compilers are probably the biggest cause of destruction to the advancement of the emulation scene. It's like that experimentally addictive drug that detriments away from the true naturalization of completed and well-established emulators, each fully complete, stabilized and simple so that we can get on with our lives. I wish they would all die and burn in Hell, with perhaps some fundamental exceptions (like DOSBox having a dynamic recompiler I guess, when we're emulating on x86 anyway).

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Originally Posted by OldGnashburg View Post
I have one... How 'bout restructuring Project 64 to the point at which it can be ported to OS X and whatever's the best Linux OS.
It's something of a hidden motive of mine for contributing to GitHub. I don't have a very convincing act at hiding hidden agendas though do I. Gradually, I want to also help improve the portability of Project64, little piece by little piece. I know it's impossible to make the official repository portable to Linux without destroying much of zilmar's original design for things like the Win32 interface (or possibly worse, nesting things by macroing them out in some complex tree of portability)--however I want to be optimistic and just maximize everyone else's chances to succeed at it by any means possible; maybe there can be a fork of the upstream repo dedicated to having pj64 on Linux in the distant future.

The first major step is to get Project64 to compile on non-Microsoft compilers for Windows, such as MinGW/GCC which is free and easy for anyone on the planet to install and use.

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CLICK! I just had a major idea HatCat, how about you argue about which Linux OS is better in your Infintus Argumentorium Thread.
That really does sound like an exciting idea. That's even quicker to get my thread closed than posting one of those YouTube links to get zilmar into closing the thread. The flaming would be tremendous!
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  #120  
Old 12th February 2015, 04:22 AM
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@ zilmar
Fair point... So basically you look at what ROM's are the least fussy and build the emulator based on the least complex ROM's and use hacks for whatever doesn't seem to like inaccuracies, excluding the ones you can't run at all? Wouldn't making the code a lot more like (not talking about accuracy, just structure) the N64, actually give you a gain in performance? That and as far as I know 64-Bit is faster...
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Last edited by OldGnashburg; 12th February 2015 at 04:23 AM. Reason: Same as before
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