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  #1  
Old 22nd January 2015, 03:58 AM
zilmar zilmar is offline
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Default What would you like to see in Project64 2.2?

What would you like to see in 2.2?

Last edited by zilmar; 19th February 2015 at 09:22 PM.
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Old 22nd January 2015, 04:15 AM
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HatCat HatCat is offline
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When I play games on my free time under any emulator, all I really keep thinking is how nice it would be if this LLE ran at full speed. :P angrylion and I will have to work out stuff about the RDP on our own for that, but I hope that RPG will continue to help you with the recompiler strategies.

Some other stuff I occasionally think of...NetPlay with friends, maybe some internal timing changes, a working cheats debugger I guess.
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Old 22nd January 2015, 04:40 AM
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Definitely would like to see the debugger being complete . Aside from that, I'd love to see audio and timing improved. Also there's some gfx issues in Factor 5 games that I'd like to see fixed.

I'll continue helping with RSP recompiler . I also want to start another task in the near future. Either emulator core, or RDP.
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Old 22nd January 2015, 05:45 AM
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retroben retroben is offline
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I would like for memory search to get fixed so I can search for codes on 2.x lagfree instead of on the slower emucr leaked 1.7.0.50 ver23 beta.
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Old 22nd January 2015, 06:03 AM
zilmar zilmar is offline
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I added a commit that should put most of the functionality of memory search/edit back in.
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Old 22nd January 2015, 06:19 AM
zilmar zilmar is offline
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Quote:
Originally Posted by RPGMaster View Post
Definitely would like to see the debugger being complete .
Not sure I can do complete, but I did add back in the memory search, what other debugger functionality did you want?

Quote:
Originally Posted by RPGMaster View Post
Aside from that, I'd love to see audio and timing improved.
I was thinking of making the default sync to audio as on, it seems to give a better play for most people. The sync to the CPU is better for 100% repeatable behavior, so if I have net play, be able to create movies based off key strokes, syncing re compiler/interpreter.

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Also there's some gfx issues in Factor 5 games that I'd like to see fixed.
Anything gfx related i can not do, would be nice some time in the future to have GLideN64 when it is actually released.

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I'll continue helping with RSP recompiler . I also want to start another task in the near future. Either emulator core, or RDP.
thanks
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Old 22nd January 2015, 07:03 AM
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Quote:
Originally Posted by zilmar View Post
Not sure I can do complete, but I did add back in the memory search, what other debugger functionality did you want?
Eh, pretty much w/e 1.7 has is good enough. Just being able to use r4300i command stepping/ breakpoints, memory dumping, and memory view is good enough for me.

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Originally Posted by zilmar View Post
I was thinking of making the default sync to audio as on, it seems to give a better play for most people. The sync to the CPU is better for 100% repeatable behavior, so if I have net play, be able to create movies based off key strokes, syncing re compiler/interpreter.
I really wish I knew how audio works from a scientific standpoint. Mupen64 0.5 seems to have a good balance of both. I'm sure the CPU isn't synched perfectly, but the audio quality is nice.

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Anything gfx related i can not do, would be nice some time in the future to have GLideN64 when it is actually released.
I can't do anything with gfx either . From what I've heard, the graphical issues in Factor 5 games were caused by the emulator core.

I guess I should learn how the emulator core works, since I'm more likely to accomplish something with that, rather than gfx . I also look forward to GlideN64's release.

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thanks
You're welcome
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Old 22nd January 2015, 12:55 PM
deathdroid deathdroid is offline
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Great to see you back about Zilmar! And I hope all is going well with you.
I'll make a pull request for some of my changes tonight hopefully.

I guess peoples biggest complaint seems to be tied to Fixed Audio Timing causing games to stutter.
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Old 22nd January 2015, 02:17 PM
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Quote:
Originally Posted by RPGMaster View Post
memory dumping
That's another thing I forgot about.

Supposedly pj64 dumps memory but...I had to write my own RDRAM export feature in angrylion gfx plugin (with endian fixing)? Because pj64 just dumps the RAM in CPU disassembly text view. I don't want a text file; I want a binary file of the 4 or 8 MB dumped so I can navigate through it via a pixel map viewer to look at texture/frame buffer memory in the RDRAM. Can't do that with text files.

I already wrote a program to open binary files as bitmaps and scroll through the pixels/pitch under various color decoding modes, and plus there's LemAsm. But none of the n64 emulators except Nemu64 actually dump the RDRAM to a binary file?!

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I can't do anything with gfx either . From what I've heard, the graphical issues in Factor 5 games were caused by the emulator core.
Gfx issue with Factor 5 games on PJ64 are caused by incorrect VI registers, or the timing when VI_X_SCALE_REG and things like that get set. That's why they have a black screen a lot of the time. Also, interlaced frame buffer video timing doesn't work on pj64, so games with a 640x480 frame buffer only come out with a 320x240 one.
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  #10  
Old 22nd January 2015, 04:07 PM
Predator82 Predator82 is offline
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Would like to see my issue #5 on git hopefully fixed
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