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  #21  
Old 11th October 2014, 09:13 PM
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The gln64 plugin on a mod of Mupen64Plus AE by xperia64 is actually really fast with Banjo-Kazooie on Treasure Trove Cove,it even beats out Rice.
I already mentioned Smash being fast with four DK's on Hyrule at 55-60VI,but it unfortunately has creepy slenderman faces and Rice doesn't refresh correctly.
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  #22  
Old 11th October 2014, 09:44 PM
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HatCat HatCat is offline
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What's a slenderman face?

Is that where you take a picture of Banjo the bear and compress the image horizontally to make it look like he just went through the trash compactor?

Also wtf is an iPad. ITS CALLED IBAD NAO GET WITH THE PROGRAM PPL.
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  #23  
Old 11th October 2014, 11:45 PM
V1del V1del is offline
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Quote:
Originally Posted by retroben View Post
It is more along the lines of video lists from RSP stability like DK64 having proper collisions and correct DK Rap Animation and other games running more decently on PJ64 while failing on some versions of Mupen64/Plus because of the admittedly crappy Recompiler.

One example is the dreaded Banjo-Tooie crashes and Banjo-Kazooie freezing on Mupen64Plus AE.
A recompiler is processor specific, the one used on android/ARM is a different, completely new one, with a new set of potential problems, from the one used on x86 or x86_64 platforms. all these things work on m64p's recompiler on x86 platforms, so hardly mupen's fault in general.

Same thing applies to PJ64, you can't use its recompiler on arm, it recompiles to x86 code, you'd have to rewrite that.
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  #24  
Old 12th October 2014, 12:01 AM
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Rofl, my mind is out of order. It just hit me that retroben says PJ64 has RSP stability, when HatCat's plugin has already been ported, although they still haven't updated the recent bug fix ;/ .

I'm guessing maybe he meant recompiler core?

Anyway, tbqh, I don't think I've seen a stable recompiler. Ever... The biggest problem is people not willing to work on it . So I'd prolly rather write from scratch than use an existing one ;/ .
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  #25  
Old 12th October 2014, 02:25 AM
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Gonetz made a new post in his GLideN64 blog:
gliden64.blogspot.com/2014/10/mip-mapping-emulation.html

Posted here because of reasons.
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  #26  
Old 12th October 2014, 03:05 AM
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Quote:
Originally Posted by RPGMaster View Post
Again you make claims about things you haven't even tested (recently). I just tested Beetle Adventure Racing and Super Smash Bros. Glide64 was roughly 40% faster. Your cpu is like 27% faster than mine, so how can you say LLE gfx run like crap on your rig? Lol I just tested Jabo LLE in smash64 and get more fps on that, than I did with Glide ;/ .

Now the real argument against LLE gfx plugins is how incomplete they are (with the exception of pixel accurate of course ) . I wish ziggy paid more attention to certain games ;/ , but I blame end users for not reporting enough problems to him.

Also I'm skeptical about glideN64's speed. Unless he rewrites almost all of the code, it's not going to be that great. gln64 is a slow plugin, and that's his base.

And again, glideN64 won't work on PC's that are older than 2011 ;/ .

There are games where Jabo's more preferable though. Plus low end machines need Jabo! Or Rice . I love rice's plugin too .
I confused it with the pixel-accurate plugin in terms of speed. LLE graphics seem to run full speed, games Mystical Ninja 64 flicker like no tomorrow when using Jabo's and LLE, impossible to play without one going into an epileptic episode. F-Zero X crashes when I choose a stage, crashing with some RSP error.


Error message:

CN64System: RunRSP
Unknown Memory Scan
Emulation stop.

Got this from Mario Party 2, using the RSP plugin and Jabo's set to LLE.

Edit: Never mind about MN64 and the flicker.

Yeah, some games simply won't load with Jabo LLE combined with Hatcat's RSP plugin. Some ROMs just load a black screen with the FPS up to 700. KI Gold refuses to load on LLE.

Some ROMs run great, others just crash or have jacked up graphics when used in tandem with Jabo LLE and with the RSP plugin.
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Last edited by the_randomizer; 12th October 2014 at 03:23 AM.
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  #27  
Old 12th October 2014, 03:34 AM
Tasoulis Tasoulis is offline
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Just for reference, Glide64 runs pretty good on my old PC (Pentium 4 3.0ghz) with the exception of a few games. Also, there are some slowdown parts in various games like the file select screen in Goldeneye and the craft select screen in F-Zero X. But i had this plugin as my default for years and it served me well.

This is an ancient CPU anyway, a modern PC would run this plugin and it's successor in idle mode. It may be slower than Jabo and some other plugins but with modern CPUs those differences don't really matter.
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  #28  
Old 12th October 2014, 03:42 AM
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fair enough. ya the problem isn't really LLE, although HLE is obviously faster. the real issue (performance wise) is hardware acceleration. that's also a reason why Glide is slower, because it does more things in software than other HLE plugins.

heh, I went back and tested SM64 in z64gl. the graphics are amazing and it's hard to even go back to HLE for that game ;/ . hLE needs some srs work done ;/ .

Quote:
Originally Posted by Tasoulis View Post
Just for reference, Glide64 runs pretty good on my old PC (Pentium 4 3.0ghz) with the exception of a few games. Also, there are some slowdown parts in various games like the file select screen in Goldeneye and the craft select screen in F-Zero X. But i had this plugin as my default for years and it served me well.

This is an ancient CPU anyway, a modern PC would run this plugin and it's successor in idle mode. It may be slower than Jabo and some other plugins but with modern CPUs those differences don't really matter.
Laptops from a few years ago may struggle with Glide for demanding games. Glide runs well enough on my laptop though.
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  #29  
Old 12th October 2014, 03:49 AM
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Quote:
Originally Posted by the_randomizer View Post
me games simply won't load with Jabo LLE combined with Hatcat's RSP plugin. Some ROMs just load a black screen with the FPS up to 700. KI Gold refuses to load on LLE.
That's a fault of the primary CPU core in Project64, both recompiler and in 1.6 the interpreter.

LLE doesn't break KI Gold; the emulator you're plugging the RSP inside of does.
HLE only bypasses the issue by skipping over the inaccurate emulation with a handwritten sequence.
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  #30  
Old 12th October 2014, 05:59 AM
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Quote:
Originally Posted by HatCat View Post
That's a fault of the primary CPU core in Project64, both recompiler and in 1.6 the interpreter.

LLE doesn't break KI Gold; the emulator you're plugging the RSP inside of does.
HLE only bypasses the issue by skipping over the inaccurate emulation with a handwritten sequence.

Even though I'm using version 2.1.0.1? Weird. Should I try another version of PJ64 in the mean time? And that would certainly explain why some games end up being FUBAR with LLE and the RSP. Hmm...
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