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#11
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Nice, 2.2, eh?
- Timing issues resolved, games like Clay Fighter 63 1/3 drop to 45 VI/s when sync game to audio is enabled with default audio plugins (several other games suffer from this as well), games like Hybrid Heaven have micro stuttering as every 10-15 seconds on 2.1.0.1. - Emulator crashing in between ROM swapping. I don't know if it's just me, but every time I press F12 to stop the emulator and change ROMs, it always crashes.
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My rig: CPU: Intel Core i7 4470 3.4 GHz to 3.9 GHz Video card:: MSI nVidia GTX 970 4 GB GDDR5 OS: Windows 7 Professional 64-bit RAM: 16 GB DDR3 SDRAM 10600 HDD: 2 x Western Digital 1 TB HDDs Monitor: 23" Asus Full HD LED Oh, and Snes9x > Zsnes in every way |
#12
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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. |
#13
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Saved states are not fast enough?
Well I use them just every so often, but on my 1.90 GHz CPU they didn't seem to take a second to finish writing/reading (except on my worn-out flash drive, where it takes like, 1 minute >.<) I should be able to optimize something like that, though. I just don't know where in PJ64 source saved states are handled. Quote:
I don't mind that it was an input plugin. It could have handled the mempak file system if he had knowledge about it, but the plugin is closed-source and basically just an experiment for testing NetPlay on Project64 1.7's level of sync.
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http://theoatmeal.com/comics/cat_vs_internet |
#14
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The ability to overclock/underclock N64 CPU would be a nice feature, don't know how hard would be to implement on Project64 tho.
But the most important things I think would be: -Make the recompiler more stable/less hazard prone (ex. complex games like Conker's BFD crash on the recompiler on certain circumstances) -Make timings more accurate/closer to the N64, so things like the DK64 intro (ultimate timing challenge on N64 emus IMO) stay on sync -Disable Fixed Audio Timing by default (force enable on netplay only) -Implement latest changes to the RDB by Nekobabu and DSX Maybe: -Emulate the console more accurately autodetecting some parameters like VI refresh rate, AI counter per byte, Self-Mod methods, etc... so we depend less on a RDB. -Deprecate rarely used/not used at all settings, to make the UI less cluttered. |
#15
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I'll have to check out your program ![]() Quote:
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#16
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I second on that overclocking feature.
I have decent savestate speeds since they are faster when not compressed because there's nothing to compress and decompress between saving and loading,though savestates will take more space. I guess my great speeds could be from several tweaks and hacks for the fastest read and write speeds. Can't F-zero X already reach 60fps when counter factor is set to 1? AFAIK,You can already increase/decrease speed in PJ64 with "+" and"-" keys,or other keys if you remap the options. |
#17
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Uh. I like my clocks like I like my ass: on time not over it.
I guess overclocking's useful for those games that were too slow on 1964's recompiler CPU to begin with like Perfect Dark or w/e, those high system req. titles. It's called "PixD". I wanted to experiment with a pixel disassembler...basically just drag and drop any file via Windows Explorer, and it opens the file as a pixel map in 256-color mode by def. (Press 0 for 1 bit per pixel, 1 for 2 bits, 2 for 4-bit Windows VGA color decoding...etc., you press 4 and 5 for N64 R5G5B5 and R8G8B8A8 frame buffer formats to see N64 textures and other goodies.) And obviously drag the window like you would LemAsm. (I also added a window capture hotkey with alpha transparency saving, similar to PNG, since Alt+PrintScreen doesn't copy transparency levels.) Quote:
I have never tried Mupen64Plus, just the core ported to libretro (which I contribute to portability and design fixes on GitHub under RetroArch). I was wondering if the original, current Mupen64Plus has issues with booting up games in LLE gfx--Zelda Majora's Mask, Castlevania (*NOT* LoD, just regular), 007 TWINE.
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http://theoatmeal.com/comics/cat_vs_internet |
#18
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#19
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Sort of.
I never really ported angrylion plugin to Mupen64Plus libretro, nor do I understand anything at all about this "M64P API"; I just helped get it drawing pixels in the RetroArch integration of it and fix some segfaults in the Linux build. "Like in F-Zero, I get a black screen with z64gl." sounds like it's Mupen64Plus's fault then. Man they really need to either find someone to fix that or undo some carefree commits that broke it. LLE gfx worked great in Mupen64 0.5 so why break it.
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http://theoatmeal.com/comics/cat_vs_internet |
#20
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Wow, it's time for me to try and learn about the emulator core!
Mupen64 0.5 is the only emulator I've seen that actually displays something for F-Zero with z64gl. It still crashes, but so does every other emulator. Probably some hardware issue of mine, although I think the plugin is at least partly to blame. I really would like to experiment with Mupen64 0.5's source and learn from it, but never got it to compile with MSVC ;/ . I wonder how I'd be able to fix the RDRAM issue in games like Rogue Squadron though ;/ . Once I learn a decent amount, I'd be able to help improve PJ64's emulator core ![]() |