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#61
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suanyuan I have an update for you about the DBG issue.
I would try this code instead. Code:
if (RSP.DMEM == RSP.IMEM) /* usually dummy RSP data, not to start ROM */ return; /* DMA is not executed just because plugin initiates. */ else while (RSP.IMEM != RSP.DMEM + 4096) message("Virtual host map noncontiguity.", 3); I noticed however that their addresses match, so I guessed that initializing both the DMEM and IMEM pointers to the same address meant that the emu was not intending to start emulation. So this should fix the DllConfig infinite loop issue if InitiateRSP gets called first.
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#62
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I'm pretty sure I'm missing something...
I'm using Project64 2.0.0.14, I placed rsp.dll into the /Plugins/RSP/ folder, and selected it from the settings menu. I also unchecked high level graphics. I tried launching Ocarina of Time, and the graphics have lines of pixels missing, odd lines across the screen, and missing textures. Am I doing something wrong? ![]() ![]() ![]() Sorry if I'm doing something obviously stupid. |
#63
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Heh, looks like someone on EmuCR put the plugins on there, without crediting anyone.
Oh, and games like Conker's Bad Fur Day have jacked up graphics with the RSP plugin.
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#64
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Same thing here |
#65
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Problems with Zelda64 gfx guys ? looking to see if I can reproduce it,
btw you guys don't have to uncheck "Use high level gfx ?"; that only controls the RSP 1.7 plugins by zilmar using the #1.2 spec interleaved with the core config. Those check boxes don't matter because my plugins hardwire the config. Quote:
http://www.emucr.com/2013/04/new-lle...project64.html XD, it's alright. I'm flattered and amazed that my marketing efforts were so successful, that all 8 of those DLLs got uploaded on that site. ![]() I don't really care that much. (I don't know why they copied my RE2 and software rendering config screenshots though.)
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#66
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![]() Happens when combining Jabo's D3D 1.6.1 and 1.7.0.59, Glide 64 Final with RSP.dll or rsp_pj64.dll. Both have the same result, the game is set to Interpreter. Weird.
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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 Last edited by the_randomizer; 17th April 2013 at 01:17 AM. |
#67
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#68
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![]() Umm...it should not be possible to get any gfx at all when using Glide64 or Jabo's 1.6 (not 1.7 which features LLE gfx) with my LLE RSP dll?? It should require a LLE gfx plugin unless using the HLE versions of my plugin. Anyway, regarding your report. I'm not sure where in the game that is, but Conker's chin looks just fine when I use ziggy's OpenGL plugin. If I use Jabo's Direct3D then I have that issue you reported, but it appears to be a fault of the Direct3D renderer. With z64gl by ziggy: ![]() With Jabo's Direct3D 1.7 LLE: ![]() So I would suggest that you try changing to a different LLE gfx plugin to fix the issue.
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#69
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http://www.youtube.com/watch?v=u5ZhL...ature=youtu.be Something got screwed, I need to start from scratch.
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#70
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Might be fixed by switching to another lle gfx? And you saw my reply to your earlier bug post right? Post #70 end of the previous page, just making sure you read my solution.
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