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#1
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Current releases and conversation moved to:
http://www.emutalk.net/threads/56919...rpreter-Plugin Old info: The interpreter plugin has successfully outperformed Jabo's RSP re-compiler plugin for Project64 in games particularly with audio HLE'd (not handled by the RSP) and LLE graphics (emulated by the RSP). Today's RSP plugin included with Project64 2.x was modified by RPGMaster / LegendOfDragoon subsequently to adjust this gap so that the recompiler plugin is once again faster with that pool of games. Last edited by HatCat; 21st March 2018 at 01:39 AM. |
#2
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still won't boot RS unless Interpreter CPU Method is set in the debug menu :\
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#3
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any instruction to compile your RSP project with VC and gcc? and how to configure to build a specific type of RSP?
Last edited by shunyuan; 14th April 2013 at 11:05 AM. |
#4
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he specifically said you don't need to do anything, it will just compile
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#5
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Thanks, I will try.
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#6
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There is no Debug menu for anything of the RSP unless it's a zilmar spec #1.2 RSP plugin, and this is a #1.1. Make sure per-ROM plugins for Rogue Squadron was not left at "RSP 1.7.0.9" because that is not the name of my plugin. Using the recompiler with my plugin is impossible because it is interpreter-only. ![]() Quote:
The C++ build was done by Microsoft Visual Studio 2010. I have the project files somewhere, but I didn't upload them. (I guess I will add the Visual Studio project files in the next package release, if I get enough bug reports/suggestions to upload a new version to the thread.) They should be able to compile straight out of the box without any code changes, as long as your compiler supports ANSI C rules + `inline` keyword. Code:
@ECHO OFF TITLE MinGW Compiler Suite Invocation CD ..\..\MINGW\BIN\ ECHO CC1.EXE: Compiling C source code... GCC.EXE -S -O3 -m3dnow -mabm -maes -msse2 -o ../rsp/rsp.s ../../rsp/rsp.c ECHO. ECHO AS.EXE: Assembling compiled sources... AS.EXE --statistics -o ../rsp/rsp.o ../rsp/rsp.s ECHO. ECHO LD.EXE: Linking assembled object file... GCC.EXE --shared -s -O -o ../rsp/rsp.dll ../rsp/rsp.o PAUSE ![]()
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#7
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Gauntlet Legends boots, but the audio crackles like hell. Suggestions?
I should note pressing F1 crashes the ROM and emulator.
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#8
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I want to sent you a pull request with some fixes but can't find you on github/gitorious/googlecode/bitbucket/sourceforge
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#9
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Hmmm it does crash on F1, and Shift+F1.
However it seems to only be this game, maybe WDC/SR64. Any other game I tried seems to reset fine with F1 without crashing. It probably is because of how zilmar manages the threading during the intermission of re-starting an SP task. I can't really control that from within the RSP, so that bug is not on my end. Quote:
I guess zilmar never had much of a chance to since it was hard just getting this game to boot in the first place, let alone run at full speed. I just tested this game on PJ64 1.7.0.48 with Jabo's 1.7 audio, sync-game-to-audio LLE on my RSP, the sound is perfect. It is bad only on this current 2.0 EXE we are using, so it's because of his timing bypasses. I can't control how the core is doing the audio. But if you do downgrade to that older EXE the audio should sound just fine. It's a shame but I really can't test audio HLE.... AziAudio.dll hasn't HLE'd the audio ucode for Gauntlet Legends, and I can't seem to get the new 1964 Audio Plugin to work anywhere except on 1964 ![]() ![]()
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#10
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