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#41
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#42
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Just a thought,did you know N64 can be rewinded?
![]() I tried rewinding Banjo-Kazooie with Mupen64Plus on RetroArch for Android and it worked. ![]() Just think how much more awesome PJ64 could be with a more powerful (longer rewind caching) version of that rewind function added to it! I never knew it was even possible to rewind 3D emulated games! I can run Super Smash Bros. on PJ64 2.x at 90fps with four DKs on Hyrule using Glide64,and that's on a single core PC. This would mean it should still run decently on more modern computers with rewind added. |
#43
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Lol wut
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#44
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I would like to see several core issues resolved before the polish. ![]() |
#45
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Smasher's some kind of troll or whatever, not sure? Every time I see any member here on this forum call him out on something that's factually wrong he never replies anyway.
Dunno who is he really, some Project64k NetPlay upgrades guy. I read somewhere he admitted to stealing some guy's code involuntarily for a change to pj64k, idk what pj64k is anymore anyway so not relevant to thread. Moving on... retroben: I don't use Mupen64Plus personally, but just because they forked Mupen64 0.5 with a rewind feature doesn't mean N64 has a rewind feature. The RetroArch frontend has an interface for rewind tho IIRC, which does use m64p. Quote:
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http://theoatmeal.com/comics/cat_vs_internet Last edited by HatCat; 21st January 2015 at 02:49 AM. |
#46
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Lol, it's just an emulator feature dude ;/ .
Quote:
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Fixed ![]() Yup, he's a dedicated troll. Quote:
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#47
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FINALLY. The thing compiles!
Got VS2008 installed...only 1 error out of 2000 warnings, it was some error about N-Rage squall version 2.3 or w/e. I just use the stable 2.1 release anyway; I don't care that it failed. squall himself doesn't even care admittedly about the N-Rage 2.3 in pj64, so all it's really doing is soaking up simultaneous dependencies on DirectInput AND XInput. And this is why rabiddeity quit the N-Rage overhaul. Anyway point in case nvm that. The rest of it compiles and builds. RPGMaster could you do me a favor and post bug reports to the GitHub for project64 about the RSP interpreter? You said there was a bug in the RSP interpreter for PJ64 for some weird Japanese game you mentioned. Could you do the honors and post our very first GitHub bug here for me to look at thanks: https://github.com/project64/project64/issues
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http://theoatmeal.com/comics/cat_vs_internet |
#48
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Ok done
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#49
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Wow omg! I'm struggling to update fork ;/ . I tried git clone, but it won't let me since the folder exists. After deleting the folder and cloning, I never successfully managed to merge it properly ;/ . I always struggle with the silliest things
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#50
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If the folder already exists on your disk, and people have pushed commits to github project64 while you were making commits locally, then the easier thing for you to do is cd into the folder and `git pull`, not `git clone`. This will download (pull) all the commits pushed to the official repository to your own folder, without discarding the offline commits you've already done independently.
I'm not great at Git either--still trying to get over the fact that github says there are 3 forks of project64, when really one is just one I deleted and restarted to edit something screwy I tried. I don't even know how to undo a fork. ![]()
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http://theoatmeal.com/comics/cat_vs_internet |