Go Back   Project64 Forums > Public Version > Project 64 - v2.x - Suggestions

Reply
 
Thread Tools Display Modes
  #1  
Old 22nd January 2015, 03:58 AM
zilmar zilmar is offline
Core Team
Alpha Tester
Project Supporter
Administrator
 
Join Date: Jun 2005
Posts: 989
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.
Reply With Quote
  #2  
Old 22nd January 2015, 04:15 AM
HatCat's Avatar
HatCat HatCat is offline
Alpha Tester
Project Supporter
Senior Member
 
Join Date: Feb 2007
Location: In my hat.
Posts: 16,236
Default

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.
Reply With Quote
  #3  
Old 22nd January 2015, 04:40 AM
RPGMaster's Avatar
RPGMaster RPGMaster is offline
Alpha Tester
Project Supporter
Super Moderator
 
Join Date: Dec 2013
Posts: 2,008
Default

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.
Reply With Quote
  #4  
Old 22nd January 2015, 05:45 AM
retroben's Avatar
retroben retroben is offline
Alpha Tester
Project Supporter
Senior Member
 
Join Date: Jul 2013
Posts: 687
Default

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.
Reply With Quote
  #5  
Old 22nd January 2015, 06:03 AM
zilmar zilmar is offline
Core Team
Alpha Tester
Project Supporter
Administrator
 
Join Date: Jun 2005
Posts: 989
Default

I added a commit that should put most of the functionality of memory search/edit back in.
Reply With Quote
  #6  
Old 22nd January 2015, 06:19 AM
zilmar zilmar is offline
Core Team
Alpha Tester
Project Supporter
Administrator
 
Join Date: Jun 2005
Posts: 989
Default

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.

Quote:
Originally Posted by RPGMaster View Post
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.

Quote:
Originally Posted by RPGMaster View Post
I'll continue helping with RSP recompiler . I also want to start another task in the near future. Either emulator core, or RDP.
thanks
Reply With Quote
  #7  
Old 22nd January 2015, 07:03 AM
RPGMaster's Avatar
RPGMaster RPGMaster is offline
Alpha Tester
Project Supporter
Super Moderator
 
Join Date: Dec 2013
Posts: 2,008
Default

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.

Quote:
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.

Quote:
Originally Posted by zilmar View Post
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.

Quote:
Originally Posted by zilmar View Post
thanks
You're welcome
Reply With Quote
  #8  
Old 22nd January 2015, 12:55 PM
deathdroid deathdroid is offline
Alpha Tester
Project Supporter
Member
 
Join Date: Apr 2009
Posts: 43
Default

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.
Reply With Quote
  #9  
Old 22nd January 2015, 02:17 PM
HatCat's Avatar
HatCat HatCat is offline
Alpha Tester
Project Supporter
Senior Member
 
Join Date: Feb 2007
Location: In my hat.
Posts: 16,236
Default

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?!

Quote:
Originally Posted by RPGMaster View Post
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.
Reply With Quote
  #10  
Old 22nd January 2015, 06:34 PM
=X= Smasherx74 =X= =X= Smasherx74 =X= is offline
Senior Member
 
Join Date: Jun 2011
Posts: 150
Default

Quote:
Originally Posted by zilmar View Post
What would you like to see in 2.2?
- 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.
Reply With Quote
Reply

Tags
2.2, project64

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT. The time now is 05:53 PM.


Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2023, Jelsoft Enterprises Ltd.