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  #41  
Old 12th June 2014, 08:54 PM
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PJ64 does not detect that one either.
I even tried placing both names in the cfg file and all that did was unselect the GFX plugin.

Edit:Mupen sucks.
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  #42  
Old 12th June 2014, 09:14 PM
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Oh for rice beta, i think you need that bmglib.dll. So far, it plays some things faster than mudlords, but other things are slower. If I could compile it, it would probably be even faster since the released binaries have optimization off I believe.
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  #43  
Old 12th June 2014, 11:25 PM
V1del V1del is offline
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Mupens rice works fine (as far as Rice can work fine, ergo no framebuffer effects and some smaller texture issues here and there) here, there really seems to be something wonky on your setup, what's your graphics card and which drivers are you running?

Last edited by V1del; 12th June 2014 at 11:28 PM.
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  #44  
Old 12th June 2014, 11:25 PM
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YES!
Putting bmglib in the main folder made all Rice plugins appear!

Edit2:I got bmglib from my copy of mupen64-rerecording-v8.

Edit:For anyone that reads this,use Rice 6.1.1 beta10 for Banjo-Tooie when using the "no frameskip" code.
It did not have randomly missing graphics when playing it and when I resetted it.
It still has the occasional white or miscolored area names though.
Edits:Regrettably,it still does sometimes lose graphics on resets and even when opening again from the game list.

One time with my usual version,I got a cool looking brick textured area name when in Grunty Industries.

Last edited by retroben; 13th June 2014 at 12:33 AM.
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  #45  
Old 13th June 2014, 01:15 AM
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Quote:
Originally Posted by V1del View Post
Mupens rice works fine (as far as Rice can work fine, ergo no framebuffer effects and some smaller texture issues here and there) here, there really seems to be something wonky on your setup, what's your graphics card and which drivers are you running?
Idk much about my gfx. All I know is that it's Intel(R) HD Graphics (Core i5). I'm going to see about upgrading my drivers. So you're telling me that Mupen's version of Rice Video has been fixed up? The graphics were pretty bad in the original Rice Video OpenGL. I like to test things that are commonly broken. SSB64's intro is a good candidate for that. Rice's Direct X plays it fine, aside from when you're using Pj64, but at least I don't see terrible graphical glitches. Then you have certain stages lagging hard in OGL but not Direct X. I honestly think they would have been better off porting glN64. I'm pretty sure that plugin is more stable.
Quote:
Originally Posted by retroben View Post
YES!
Putting bmglib in the main folder made all Rice plugins appear!

Edit2:I got bmglib from my copy of mupen64-rerecording-v8.

Edit:For anyone that reads this,use Rice 6.1.1 beta10 for Banjo-Tooie when using the "no frameskip" code.
It did not have randomly missing graphics when playing it and when I resetted it.
It still has the occasional white or miscolored area names though.
Edits:Regrettably,it still does sometimes lose graphics on resets and even when opening again from the game list.
So the beta is faster than mudlord's rice? I know it is for me, but just checking. This is really weird, how some plugins work better for me, than it does for other people. I did notice that the beta showed more stuff in OGL than Mudlord's Rice. Lol if I could compile it myself, I bet the performance would go up even more.
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  #46  
Old 13th June 2014, 02:55 AM
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If you are talking about OpenGL performance,then please do!
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  #47  
Old 13th June 2014, 03:23 AM
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I have trouble compiling it unfortunately. Maybe one day I'll be able to xD.

Odd thing is, I never crash when using OpenGL for any of Rice's plugins.

I wish I knew more about profiling. The profiler I used doesn't really show much, except for code you explicitly write. What I mean is, if you're calling API functions like Winapi, D3D, OGL, etc, they won't really show.

I need to try Hacktarux's plugin ;/ .
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  #48  
Old 14th June 2014, 07:44 PM
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Awww yee! 1964 can import saves from pj64 . It's a hassle how I can't use hotkeys for it, but it's a nice option! I only tried 1.6's save state so far though. Too bad they have to be uncompressed because they use a different version of zlib.

I figured out better compiler settings for 1964 Video DX8 .

I'm still amazed how certain plugins perform drastically different on different machines! Obviously better computers run things better, but I've seen stuff run worse on other people's computers when mine isn't much better if even better at all. I've seen a guy run Jabo 1.7 faster than 1.52! Those are the kinds of things that confuse me. So I guess people aren't necesarily wrong when they say Plugin X runs faster than Plugin Y.

I'll see what I can do about Rice OGL, since it doesn't cause my computer to crash and it doesn't desync in SSB64's intro for PJ64. I don't get how the display is generally much worse than DX lol.
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  #49  
Old 15th June 2014, 08:20 PM
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Sorry for being even more unrelated,but,I finally have root on my Fire TV which means I might be able to get Linux distro and then Wine or another Windows runner for using PJ64 whenever I want,rather than once at a certain timeframe per day.

This means I could manage my cheat finding and also maybe run Banjo-Tooie crashless at more perfect 60fps speeds than the PC.
Unless the Qualcomm chip gives itself another reason of why it sucks so much.
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  #50  
Old 15th June 2014, 08:29 PM
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I can't imagine pj64 performing better than mupen, when you have to use something like wine. I've done a good amount of testing. Yes, PJ64's recompiler is faster, but from my experience, Mupen64 is actually smoother provided you have enough resources to run 60fps. I'd hate to use wine though.

Is Fire TV even using Intel's CPU architecture?

I guess for cheat finding, PJ64 will be useful, although I prefer Nemu for cheat finding since it has the best debugger for N64 emulation. For some reason, I'm not a big fan of Mupen64plus, so I'd prolly just use Mupen64 if I had linux.
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