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#41
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[edit] and it should be fixed as of this morning's commits I think, if, you ever find another EmuCR build giving that There are no bugs in Gauntlet Legends LLE gfx when using angrylion's pixel-accurate plugin. You can get a download via my build of it here: http://forum.pj64-emu.com/showthread.php?t=4422 There may be one GFX bug caused by Project64 interpreter CPU ops however. Any other bugs you see in that game are a matter of HLE code or incomplete rasterizer unit emulation in LLE plugins.
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#42
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![]() I know this may be not your case tho, 'cause you've said you mostly play games you are already familiarized with (from your infancy). Or maybe it's just a moral issue about ROM piracy. (heh, it rhymes) It doesn't really matter to me anyway... your loss ![]() |
#43
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hah nah it wasn't really like that. Just forgot you were "there" in some fragment of my mind I guess, so it made me laugh when I realized.
When I was a kid I just played the same shit over and over, barely got most of my homework done on time and just slacked off while managing Bs and As. Had maybe a mediocre amount of excitement for getting new consoles, like a GameCube, PS3, Xbox 360 w/e. Didn't even care that much about getting new N64 carts to play. I just think coding and doing math is way more fun than gaming for me haha (as long as it's not the only hobby >.<). Tell you what though, I would really like to see RCP emulated in full speed in LLE. If we can make RDP/maybe some recompiler improvements to go that fast I would love to test some different titles like Conker's on it. Right now the idea of trying stuff in hacky HLE isn't all that interesting to me. I especially like the part in that Conker's BFD vid you linked where that one cranky bolt guy tells you to fuck off. I wish my N64 games would tell me to do that more often. ![]()
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#44
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Lol wow, I'm impressed someone actually recently tested F-Zero and reported that issue. I hope people continue to report issues. Sometimes I have fun tracking down bugs
![]() Glad to see that conker's fixed as well. I too would love to see RCP emulated in full speed. I've been looking at Jabo's HLE code and actually learned from it ![]() Unfortunately, I haven't been able to track down the bug in Instruction reordering yet. I'll have to try dumping the microcode and comparing I guess ;/ . |
#45
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To its credit though, HLE gets bashed way too often, for accuracy reasons. Up to a point it's kind of like preaching the obvious to the choir. In a manner of speaking HLE could be just as accurate as completed LLE implementation, if not even more so due to the extra reserves of using things besides Intel CPU to do the emulation (use OpenGL/DirectX video cards to emulate common ucode functions on the RSP/RDP hardware for instance). So it's not that I think HLE isn't merited, just that I don't really care. An emulator isn't supposed to be a N64-to-EXE tool, just an emulator. I don't have access to a physical N64 system anymore so I'd really just rather focus on the replication of nonexistent hardware rather than the bug-prone abstraction of complex software it's famous for.
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#46
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![]() I hate when end users act like more options = a bad thing. |
#47
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Well the problem with more options is more code.
int main return 0; was a perfect program. The more problems we solve and add code to it the more we constrict the specification to some sort of biased definition of a problem and what is being solved, usually in ways that not everyone on the planet cares about.
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http://theoatmeal.com/comics/cat_vs_internet |
#48
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Right.
I certainly wouldn't want too many options. When I write programs for myself, I implement as few options as possible, since I'm the only one to use it. When something is publicly released, there's a significantly higher chance that more options will be needed. I just don't like how some self centered end users think 1 size fits all ;/ . |
#49
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Since you're working on this again, World Cup 98 is broken on PJ64 2.1 (graphics are messed up even on interpreter).
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#50
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I am in-game with no "messed up" graphics using the pixel-accurate RDP plugin. ![]() It works fine on the recompiler/interpreter; it does not matter which one. I believe the only RDB change you needed to make was disable 32-bit core.
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