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#121
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Earlier zilmar make alphaīs
Why not now? Cause to many changes or to hard to build?
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30.11.13 R.I.P Paul Walker |
#122
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It was harder to test back then.
It's easier to test now since he ended up deciding to open-source. Back then I know he was opposed to open-sourcing Project64, while he was still doing alpha/beta releases. I don't know if all of Mdkcheatz's selfish reasoning for "open-source all the things!" or the ads idea caused him to change his mind, or if it was just something he developed a change of opinion for gradually overtime as there was no one else left working on it.
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http://theoatmeal.com/comics/cat_vs_internet |
#123
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I honestly see no point, now that it's open source and on Git Hub. Feel free to download source and compile or just download binary from emucr. |
#124
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Donīt trust emucr & I canīt compile
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30.11.13 R.I.P Paul Walker |
#125
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@ HatCat
I guess I have been too criticizing to zilmar, he is the only who's still around to develop Project 64, and I definitely apologize. His emulator runs and that's all that really matters as I usually just play Majora's Mask and Ocarina of Time, I have no issues with emulator itself but the graphical issues really bother me, but I can't blame zilmar for that even though I have been. So again I apologize, the thing that set me off was the Majora's Mask timers and so I took matters into my own hands and figured out how to fix them by messing around with the settings, and then posted them online (though I am not sure if somebody else had fixed them before me). So at least I have contributed something the scene. But yes, I am sorry to zilmar and you HatCat. I wasn't actually trying to be critical of your plugin, and yes I know CEN64 is that accurate yet, but that is because it hasn't even been finished, but as everything but the RDP (though that may change) is going to be Cycle Accurate, and therefore more demanding, I had to ask and be a little critical about you Pixel Accurate RDP port. But I see that have been too harsh so again I'm sorry. And to add to that I do actually respect your work HatCat, so don't think otherwise. Zilmar has his own life and I respect whatever he chooses to do with it, and though I do have my issues with Project 64, I still believe it is a great emulator. Sorry if offended you guys. |
#126
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Fair enough
![]() Honestly, you're probably better off just waiting, if you don't want to/can't compile it yourself. Unless you actually play Conker or use LLE gfx while using PJ64's RSP. I might test out latest version though, just to see the difference in the plugin spec. |
#127
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You can compile. You just have to install gigabytes of Microsoft bloat to your computer so that it'll let ya. See my thread for discussion as to how.
Maybe in the future I can look at adding MinGW batch script to compile and link Project64 using GCC for Windows. That way you only have to install 40 maybe 50 MB of C/++ compiler guts (and it's free software too) and not Microsoft's hard-drive killing IDEs. ![]() Quote:
But I have poked on cen64 forums before, and I know it's got its own mass crowd. When I bashed Project64's fanbase and everyone who liked it, I didn't do it because one emulator beat all, like cen/mupen64plus/whatever. There are a few people who are really trying to change for the better, and I never viewed disrespecting developers as a part of that equation. Got into all kinds of disagreements with other developers, MarathonMan included, but none of that really had anything to do with cen64 itself (IIRC). I really am not pleased with the lack of honesty though, and beneath the professional virtue of things is mostly just a very competitive attitude with doing the emu. Quote:
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The last thing I did with my RDP plugin fork of angrylion was get it 99% ported to Linux. It works under Mupen64 0.5 for Linux and all, but controller input via my keyboard seems to be broken without creating the window via SDL. That's why I've stopped working on it for now...I've already spent months on that issue and just haven't gotten back to it yet. I used to only commit optimizations to it, but that was a branch from years ago before I re-did my fork from scratch. I'm not exactly motivated to restore most of the optimizations I did before from the amount of dishonesty I've seen circling around cen64 and things like that though; it really puts off my former interest in continuing to optimize it. I just don't like where a lot of this is headed, and would rather relax and do smaller stuff for now, like help commits/issues in pj.
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http://theoatmeal.com/comics/cat_vs_internet |
#128
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RPG Master and HatCat,
Thx for all your contrib to PJ64 ^_^
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(PC Specs) CPU: AMD FX-9590 4.7GHz 8-core CPU Instructions: MMX, SSE1-4 Motherboard: Asus SABERTOOTH 990FX R2.0 GPU: nVidia GTX 1070 Ti 8GB GFX Drivers: Nvidia v441.66 OS: Windows 7 Ultimate 64-bit SP1 RAM: 32GB Kingston 1866MHz DDR3 Favorite Emulators: PS2 : PCSX2 (Auto-Builds) SNES : ZSNES My PJ64 setup: EXE : v2.4.0.1114 GFX : Project64-Video (v2.2.0.1114) SPU : AziAudioNEW (v0.70)(2017-09-14) INPUT : NRage(v2.5.3.1114) RSP : RSP (v1.7.4.1114) |
#129
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Wow I really struggle to compile stuff
![]() I know I could manually write the whole file path for every item, but that's too tedious. So I'll have to see how to work with file directories. Quote:
I honestly don't get why someone would go out of their way to bash developers, while making false claims and later apologize within of a day ;/ . Yw ![]() |
#130
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VS is too much of a headache for me to bother with...
so I have used MinGW since i started compiling ZSNES wayyy back around 2004 but for an IDE i had used Dev-C++ (some body forked it recently and is revamping it after no updates since 2005!!!!), these days if I need to load a project file for a src like.. .CodeBlocks itself (that took forever to get setup, to compile DEBUG build) or CodeBlocks is cool because you can import VS Project and workspace files ^_^. though for ZSNES I developed my own cmd batch files to do different compile setups for a quick and easy double-click compile of ZSNES ^_^ makeClean_ALL.cmd makeClean_Non-asm.cmd makeObjfix.cmd makeParsegen.cmd makeZSNES_Debug.cmd makeZSNES_Non-ReleaseGrade.cmd makeZSNES_old_gcc.cmd <-- older v3 MinGW I used years ago with Dev-C++ some compile issues w/ newer MinGW (fixed) makeZSNES_ReleaseGrade.cmd with things like emus and src I like it when it does relative dir stuff it keeps us all sane like.. ;D EDIT/PS: I can upload a archive copy of the ZSNES src if anyone is interest here... 7z seems approved here... it will included: ZSNES_v1.51_(FuSoYa-8MB_R1) <-- FuSoYa made some fixes and thx to him or other on the forums ZSNES ones probably some fixes so it would compile and work right with the newer MinGW ^_^ ZSNES_v1.52 <-- SVN-Info__r4838__jbo__8-39-08 PM, Thursday, March 01, 2007 audio no work last I checked....?_? ps2: I seem to be off topic?_? ;D
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(PC Specs) CPU: AMD FX-9590 4.7GHz 8-core CPU Instructions: MMX, SSE1-4 Motherboard: Asus SABERTOOTH 990FX R2.0 GPU: nVidia GTX 1070 Ti 8GB GFX Drivers: Nvidia v441.66 OS: Windows 7 Ultimate 64-bit SP1 RAM: 32GB Kingston 1866MHz DDR3 Favorite Emulators: PS2 : PCSX2 (Auto-Builds) SNES : ZSNES My PJ64 setup: EXE : v2.4.0.1114 GFX : Project64-Video (v2.2.0.1114) SPU : AziAudioNEW (v0.70)(2017-09-14) INPUT : NRage(v2.5.3.1114) RSP : RSP (v1.7.4.1114) Last edited by Melchior; 1st February 2015 at 10:07 PM. |