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#1
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What would you like to see in 2.2?
Last edited by zilmar; 19th February 2015 at 09:22 PM. |
#2
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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.
__________________
http://theoatmeal.com/comics/cat_vs_internet |
#3
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Definitely would like to see the debugger being complete
![]() I'll continue helping with RSP recompiler ![]() |
#4
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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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#5
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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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#6
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Not sure I can do complete, but I did add back in the memory search, what other debugger functionality did you want?
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. Quote:
thanks |
#7
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![]() I guess I should learn how the emulator core works, since I'm more likely to accomplish something with that, rather than gfx ![]() You're welcome |
#8
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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. |
#9
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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?! 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.
__________________
http://theoatmeal.com/comics/cat_vs_internet |
#10
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- Real 60FPS F-Zero X
- AQZ Netplay without input dependencies, where he couldn't handle the mempacks or auto-cheat sending through the client. - Faster Load/Save states - Fixed fixed audio timing - Overclocking, like with that 1964 version - Full emulation control, Speed Up/Speed Down extremely, rewind emulation and reemulate previous emulation? With most noobs they use Savestates with Nemu64 during/before a breakpoint. Having the ability to rewind/fastfoward memory would be useful especially for Majoras Mask. If none of these suggestions are done, I will continue to hate on N64 emulation. |