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#1
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In goldeneye 64 "USA version", using the graphics plugin Jaboīs direct 3d8 1.7.0.57-ver5 the water is green colored in frigate level. With glide64 graphicīs plugin itīs ok since the last change, but there are some popping with this and Jaboīs plugin looks better and with more compatibility.
The game runs a bit fast, we need "fixed audio timing" and "sync using audio" options to avoid chopped sound, but this causes that the game runs faster unfortunately, and with camera small slowdowns. Also, if you shot weapons in fullscreen mode, the "flash" of the shoots shows a graphical bug by using D3D transform "Need to use this if you donīt want to see a stripe at left part of the screen while playing" Note: All settings default, using Project 64 last version "2015/01/30" GIT version. Last edited by LuismaSP89; 1st February 2015 at 05:00 AM. |
#2
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Actually, Glide64 has better compatibility
![]() Unfortunately, there is nothing any of us can do about Jabo's plugin because it's closed source. All you can do is use a different plugin ;/ . |
#3
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and when you use the fixed audio timing "required for a decent sound in goldeneye" the game falls to 30 IV/s By the way, thanks for your answer RPGMaster. : ) |
#4
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If you want good audio, you could try Mupen64 0.5, although Jabo 1.7 doesn't work on it ;/ . Np ![]() |
#5
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To fix the graphical glitch on gun fire, check Protect Memory.
And Fixed Audio Timing is for netplay sync. Uncheck it to keep a constant 60 V/I's. And if you use NRage controller, sometimes the water in Frigate is blue with Jabo 1.7. Its weird, only with NRage controller and Jabo 1.7. Every few attempts at loading Frigate will give you blue water. And use 2.1.0.1 version until 2.2 is released. Last edited by Frank74; 2nd February 2015 at 09:11 AM. |
#6
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If I leave the fixed audio timing unchecked, the V/Iīs are constantly 60, yes, but the audio is chopped. By the way, the game still running so fast in 2.1.0.1, even if i change the Vi refresh rate and the AI count... the soldiers kiss the floor before i shoot them xD. Last edited by LuismaSP89; 2nd February 2015 at 10:32 PM. |
#7
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Here are my RDB settings for GoldenEye 007 (U)
Code:
[DCBC50D1-09FD1AA3-C:45] Good Name=GoldenEye 007 (U) Internal Name=GOLDENEYE Status=Compatible RDRAM Size=4 Save Type=First Save Type Counter Factor=1 ViRefresh=1500 AiCountPerBytes=400 32bit=No Use TLB=Yes Delay DP=No Delay SI=No Fixed Audio=0 Sync Audio=0 Audio Signal=No Cpu Type=Recompiler FuncFind=2 Reg Cache=Yes Linking=On Fast SP=Yes SMM-Cache=0 SMM-PI DMA=0 SMM-TLB=0 SMM-FUNC=0 SMM-Protect=1 Culling=1 Direct3D8-Direct3DPipe=0 Direct3D8-DesiredAspect=0 Direct3D8-2xSai=0 Direct3D8-ForceFilter=0 Direct3D8-Brightness=0 Dsound-SyncAudio=1 glide64-depth_bias=40 glide64-depthmode=0 glide64-fb_hires=1 glide64-fb_smart=1 glide64-filtering=1 glide64-lodmode=1 .......... I use Azimer's HLE Audio v0.60 WIP2 and have HLE Audio checked. http://www.apollo64.com/Azimer%20HLE...%20WIP%202.zip And NRage 2.3b. After editing the RDB, Right-click GoldenEye in the ROM browser, select Edit Game Settings, and click Reset Page on the Config and Recompiler tabs. Picture proof of blue water in Frigate. ![]() If you notice I'm using crappy and very old on board gfx. ATI Radeon Xpress 200 Series. It still runs at constant 60VI's. Last edited by Frank74; 3rd February 2015 at 09:33 PM. |
#8
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On that note....the packed in Glide64 plugin for PJ64 2.1 is the most compatible.
__________________
"I find television very educating. Every time somebody turns on the set, I go into the other room and read a book." ~Groucho Marx |
#9
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u nub. that's only if u use nGlide as the wrapper tho!
This N-Rage = GoldenEye sky fixed thing really does sound familiar. I remember some thread from months/years ago where somebody fixed GoldenEye issues by switching to N-Rage I was like WTF?!
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http://theoatmeal.com/comics/cat_vs_internet |
#10
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Yeah, I know Integrated Glide in project 64 solves the problem, but the water has many flickering.
Thanks everybody for your answers, specially you Frank74, I'll try that : ) |