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  #11  
Old 18th August 2017, 06:17 PM
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RPGMaster RPGMaster is offline
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In order of importance, my list of the most important things to work on are Wiki, test roms, LLE/Improve Project64 Video, 64-bit, and Create basic open source audio plugin.

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Originally Posted by SuperTurboTurkeyStuffer View Post
Problem: Game shits itself in some way.
Solution: Use GLideN64 or Angrylion's.

Secondly, is it actually possible to have working RNG while also having working netplay?

But I'm sceptical about the realism of making PJ64-Video more accurate.
It sounds like you're oversimplifying the current issues with N64 emulation. It's not as simple as "use GLideN64 or Angrylion's". Having a wiki would be great for keeping track of the current status of N64 emulation.

It's not possible to have accurate RNG while using netplay. They intentionally made it non-deterministic (which makes sense).

It would not be difficult to make PJ64-Video more accurate than it currently is .

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Originally Posted by zilmar View Post
No Idea, might be impossible. Mostly code clean up so far. My desire to get good LLE and see where it goes from that. the software version is understandable and will work correctly. Now a hardware version of it I am going to face that problem. Is it solvable, I have no idea. I might end up at the same problem and come to the same solution. I am not there yet, when I do get there I can see what happens.
I'm very glad you are giving it a try . There are plenty of solvable problems that don't require new hardware, to fix.

The situation is currently so bad that I resorted to using LLE software renderers to actually improve performance.. Something clearly isn't right. After working on HW renderers for a bit and figuring out how to improve performance for bottlenecks like copying frame-buffer from video memory, I realized that hardware renderers can do a lot better than what it's currently doing. I may be able to help improve the video plugin. I'm going to look into finally learning Hardware rendering for real this time .
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  #12  
Old 19th August 2017, 12:41 AM
SuperTurboTurkeyStuffer SuperTurboTurkeyStuffer is offline
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Quote:
Originally Posted by RPGMaster View Post
It sounds like you're oversimplifying the current issues with N64 emulation. It's not as simple as "use GLideN64 or Angrylion's". Having a wiki would be great for keeping track of the current status of N64 emulation.
In the case of the myriad of graphics emulation problems, it really is that simple. I'm saying that there's no point documenting that basically everything is broken in Jabo's and slightly fewer things are broken in Glide64. Core emulation issues and info about N64 emulation is much more worthy of inclusion.

The entire page for Mischief Makers would/should be a list of bugs and "use GLideN64 or Angrylions" as the solution for them all. Games like Body Harvest would read "unplayable broken -- use GLideN64 or Angrylion's".

Using the wiki for game compatibility listings is pointless. The RDB has the same problem. I overhauled it with Glide64/PJ64-Video in mind, but I didn't anticipate that it would be used indefinitely.

That said, maybe the wiki could be useful for documenting just how broken Jabo/Glide64 are currently because there's a lot of "looks fine to me" sentiment that still floats around. Demonstrating otherwise has some merit. I mean, Glide64 can't even render Mario 64 correctly. It gets the texture filtering mode wrong on the HUD. It just gets worse from there.

Sorry if that comes across as too negative.

Last edited by SuperTurboTurkeyStuffer; 19th August 2017 at 12:43 AM.
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  #13  
Old 19th August 2017, 03:21 AM
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My idea would be to document functionality that a game requires, like TLB, or FrameBuffer effects, and to also document recommended plugins/settings.

For instance what i would write for Smash Bros, is that it doesn't use TLB and that it needs framebuffer copying for the results screen in 1 player mode. That way, users would know that they can turn off framebuffer copying if they never play 1 player mode. They could also disable TLB to get a CPU performance boost. Then for graphics, i would say that only Angrylion's and GLideN64 get that intro effect right. Then also mention that most HLE plugins have graphical glitches and mention that Z64gl, Glide64, and Jabo 1.7.0.56 are decent alternatives for people who can't use Angrylion's or GLideN64.

It would be good to mention games that are noticeably less accurate in HLE.

I think being able to provide the next best alternatives is great. It would be good to highlight cases where other HLE plugins actually 100% work better than GLideN64, like those Culture Brain games. It would be nice to mention that SD Hiryuu, for example runs fairly decent in Glide64 and that Rice Video would be the next best alternative, if Glide64 is too slow. This way, people know what to use to get the best experience per-game.

Quote:
Originally Posted by SuperTurboTurkeyStuffer View Post
That said, maybe the wiki could be useful for documenting just how broken Jabo/Glide64 are currently because there's a lot of "looks fine to me" sentiment that still floats around. Demonstrating otherwise has some merit. I mean, Glide64 can't even render Mario 64 correctly. It gets the texture filtering mode wrong on the HUD. It just gets worse from there.
I think that would actually be good, as someone who rarely uses GLideN64 . For instance, in Super Smash Bros, I see no point in using GLideN64 over Glide64, except for the intro. It doesn't justify the performance gap imho. This is the first time i've seen someone say Glide64 is noticeably less accurate for Mario64. I'm pretty sure no hi-res plugin does texture filtering properly. Maybe bad settings were used, but even Super Robot Spirits looked bad last time i checked it out in GLideN64. That's one of the reasons I stick to Software Rendering in many cases. I play quite a few 2D-heavy games. HW rendering is just too inaccurate and the not-so-great performance only makes it less enticing.
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  #14  
Old 20th August 2017, 11:18 PM
ferlanga ferlanga is offline
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A way to play N64 FPS games with better mouse aiming would be great. i know about that injector program but would be a nice addition to have by default.

Getting games to run on a better framerate would be awesome. Even just getting some of them to a consistent 30 would be quite a step up, and 60fps would be even better.

Netplay would be mostly for those games which are exclusive to the n64, so check out if they pile up a big enough number to justify starting some work on netplay right now.
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  #15  
Old 22nd August 2017, 03:25 PM
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theboy181 theboy181 is offline
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Sounds like you need to vote for the enhanced version in the poll.
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  #16  
Old 30th September 2017, 12:10 AM
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mistamontiel mistamontiel is offline
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Man how ya'll be

I forget which if it was one of the v2.1x er v2.2x , the one when Glide essentially became PJ64's plugin and integrated I could not adjust any settings @ all nothing saved throughout the whole emulator

Also sad to see the site doesn't have any of the legacy builds either no more

Thanks for all your hard work ! Playing over AQZ input netplay plugin is a real treat !

EDIT: Brain exhausted I'm not in the right thread sorries
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  #17  
Old 26th November 2017, 01:33 PM
Flowmad Flowmad is offline
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Hi there, new here!

I think the list of planned improvments for the next version of Project64 is great, but the one thing which is most important for me would be a much more improved Input Plugin.

Overall i wish it would be much more like the one from Dolphin. The biggest problem i have with the Input Pluging is that the controlls don't save properly and changing them turns into a huge hassle, especially if i try to set it up for splittscreen multiplayer. When i got some friends over and we want to play Goldeneye for example, then it turns always into me battleing the Input Plugin. When it doesn't work out, we mostly play some Nightfire or Timesplitters instead, because i don't have these problems with Dolphin at all. There i don't have to set up the controls most of the time, i don't remember the last time i had to do that with Dolphin actually. Its like start the emulator, start the game, BOOM lets play! And i wish it would be the same with Project64 because there are still some classics which would be great in multiplayer.


Here are some Bulletpoints of the exact improvements i wish for the Input Plugin:

- Fixed saving / improved Profile system

- Improved Deadzone / Range options

- Improved / more Streamlined layout of the options menu

- Better working Rumblepack / Memorie Pack for Xinput and other input devices (possible to combine them? I remember owning a hybrid Rumble Memory Pack for the original N64, but i'm not sure if it worked at the same time)

- Be able to choose the exact device for each controller input (like Xinput/0 for player one and Xinput/1 for player two etc)

- No extra layout just for Xinput, just one for all devices

- multiple key bindings

- maybe an additional option to be able to save input changes for all four controller inputs at once (without changing the dedicated device to each input of course, like Xinput/1 stays for player 2 after the change etc, you know what i mean)

I know this is a lot to ask for but if these improvements would be in place, then the N64 emulator would be almost perfect and maybe for others too. So please take these into consideration.

Cheers!
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