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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
lol its cool Izzeho, I just wanted to test it :) I hope you are working on updates to fix current issues. I would love to hear the game with sound as it is a bit wierd. Also a GUI version would be great rather than editing controls and enabling accelerometer all the time. Ive tried other games such as quake 64, duke 64 but I had accelerometer on so was difficult, cudnt find the fire key went thru all of em lol As for quake i cudnt get the level started cause the curser on the menu was going nuts with accelerometer enabled.
Ive also noticed most games bring a message saying "controller pak not found, game wont be saved" I thought we could save games? Doesn't bother me, was just wondering. Tried Golden eye, the video an everything played okay but the game itself was slow and couldnt figure out the shoot button in that either lol tried almost every key. Im glad someone has finally worked on and brought us a half working n64 emulator and at least we can see what to expect and how its like. Cheers for this :) |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
i tried starfox with sound and when it got to the planets menu it completely locked the phone up lol. had to take the battery out
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
ive not enabled the sound as when I tried a game with sound I could immediately see it was running slower than before and the sound was glitchy so in essence it just ruined it all by having it on.
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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In a new terminal, open blight_input.conf: leafpad .mupen64plus/blight_input.conf You'll see on the third line: plugin=1, change it to 2. (Also note: 5 is rumble pak.. but it only works with a Logitech gamepad at the moment.. and thats only if your running mupen64plus on PC) Save and exit... and your done. |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
I dont remember setting the plugin = 1 to 2 but QUEST64 (Holy Magic Century), which requires a memory pak, worked... And the blight input config file has plugin = 2.. Weird..
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Thanks for the quick reply IzzehO :)
I dont require it but I think once there is a more finalised version and if I start playing regurarly then ill end up using it :-P I never owned a nintendo 64 as I didn't see the need for it at the time. I duno if the PS1 was out then or if it came after but i ended up getting that. I already had a gameboy, game gear, snes, mega drive then just moved onto the ps1. |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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The best way to use the accelerometer would be to invoke the backend portion of accelemymote directly in a script that starts the emulator, and shuts it down when the emulator quits. This is what e.g. MAME does. I can help with that... PS When i type mupen64plus <the name of the rom file, I swear if anyone blindly types this out with the bracket and then posts about it I will end them>, it gives me an error. :P |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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Also I'd love to set up a script as such, but I'm no developer/programmer - nothing.. just a user that works through trial and error =x |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Here's a modified script. You'll want to test that the sed commands work as intended as i haven't done so. This script could be included in your tarball and simlinked as a different command like mupen64-accel or whatever.
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#! /bin/sh |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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The main reason I haven't attempted something like this yet is the hopes a GUI will show up out of the blue to do it all for us. As it is I've got a script that accepts 1, 2, 3 as input... copying a specific input profile to blight_input.conf. While your here, does accelemymote support deadzones? Only the more recent versions of mupen64plus support deadzone on joysticks (from what I have read) Will almost certainly include this in the next 'release' I do (can hardly call it that when none of it is my work). Hear on the grapevine the next revision of gles plugin isn't far off. EDIT: Actually, one, Code:
# ... and not running. Start it up if so... and the & on the end of accelemymote is that passed to the application? |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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The gui thing would be nice but might as well make things tidy as possible in the absence of one. I had planned to make the frontend for accelemymote a nice gui to change the settings and calibrate but it's the same thing: might be more effort than it's worth with an already functional alternative. Quote:
Edit: Saw your edit. The live trigger is the noobish hack i use to allow the background accelemymote process to be shut down and to check that it's possibly already running. The backend checks that the trigger file exists periodically and, if it doesn't, shuts down (quits). This can make it a bit confusing if the trigger gets left behind due to a lock-up of the N900 during emulation (for example). The last bit of the script is to draw attention to that potential scenario and provide a hint how to resolve it. |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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sed -i 's/device=-2/device=0/' ~/.mupen64plus/blight_input.conf Quote:
It's a massive shame the GTK GUI didn't port down to the N900 very well. Or that we aren't running of Mupen64plus V1.99... as that has a much neater looking QT4 GUI. I'll probably try and work out an auto install script on the weekend... but it seems redundant when you would still need to wget the install script. How many problems does running a script from inside MyDocs cause? (assuming its downloaded onto the device through the browser?). EDIT: I'll try have a crack at this on my own.. do you have any issue with me sending you a rough copy if I get stuck? Quote:
EDIT2: Final note: have ya tried the emulator yet? it's a lot of fun :P Especially with Accelemymote for games like Mario Kart. |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
I know this is probably a stupid question but... How do I switch back to using the phone keyboard after setting it to the PS3 SIXAXIS Contoller? I tried figure it out on my own but ended up messing up the emulator. I had to re-update and lost all my saves.
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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Essentially I have rename the keyboard one to something (blight_input.conf becomes blight_input.conf3) and rename the PS3 one to the one that the emulator looks for (blight_input.conf2 to blight_input.conf). So basically to change it back... do it in the reverse: mv blight_input.conf blight_input.conf2 mv blight_input.conf3 blight_input.conf If you've done something entirely wrong and overwritten one of the files.. your best bet is to reinstall as though you are "updating" and download again :P |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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EDIT: Did it again with the double post x.x.. Get ahead of myself and keep hitting the Post Reply instead of amending my new post to the previous post. |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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http://wiki.maemo.org/Uploading_to_Extras-devel http://wiki.maemo.org/Documentation/...ebian_Packages |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
This is fantastic, something I've been waiting for for a long long time!
I've tried it out and have two problems, for starters in the gles2n64.conf file I changed the resolution to 400x240 in hopes to get a higher framerate but it seems to stay at 800x480 no matter what I put in there. The other problem is more of a question/suggestion. Is there any way to assign two different keyboard keys to the same N64 button? This would really help for joystick key mapping because you could make W forward, S backward, Q or A left and E or D right, so you wouldn't have a problem moving diagonal in any direction. Well if there isn't a way to do that I think it would be a great feature. Thanks for the help! |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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The Pandora solves this by having DPI!=Screen DPI[*] so that fonts and buttons are small, very small. On the N900 (3.5inch) this would look too small. * Note: the N900 actually does this too but then increases the default font sizes. |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Just gave this a bash and... WOW! Supermario plays perfectly with no OC as many people have stated. most importantly though is that there is a version of starcraft for the n64!!!! I gave it a try, seems to work if a little slow but has some major graphical issues :(
So many people on this forum have been looking for a copy of this game, looks like an N64 version would make for a good play! ;) |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
I don't know if it should be like that but mupen doesn't show the gui althogh i am able to run games.
I tried both "mupen64plus" and "mupen64plus my_rom.z64". I can see mupen64plus info in the terminal but the gui isn't shown. |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
I can't set the mupen64plus file to executable using chmod for the first run and keep on getting permission denied error whatever I try. Please could someone help with this?
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
double check that you are in the directory where the executable is. than run "chmod +x mupen64plus" don't type the whole mupen64plus, but only part of it and press tab button on screen (it should complete what you written)
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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chmod +x [filename here] Oh and, do not include the [ and ], theyre just to show. |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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________ Medical Marijuana Dispensaries |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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-the open rom dialogs -- hildon style and most extensions are now visible by default -the blight input plugin config dialog -- ok and cancel buttons are now visible without extra trickery -pulled r20 gles2n64, made all gles2n64 resolutions settings work again with sdl_gles -fix gles2n64 x86 builds (for scratchbox) -- but the plugin crashes either way with the sdk GLES2 simulation libraries. -fixed close window -> quit -and created initial packaging. You'll find the packages in my depot, but I'm not linking directly to them because they will do nothing for most people, and they have the default config files. Also, they're not optified: ensure enough rootfs space (~3MiB) or it'll break your N900. I am installing mupen64plus with gtk+2 GUI to /usr/bin, plugins to /usr/lib/mupen64plus/ (so this HAS to be set in config files, UNLESS you delete them from your ~ and let the application recreate them). |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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Seems to be checked at interrupt firing time by at least the arm and x86 recompiler. Poor amd64 users :) As for bug reports, I'd need to know if they happen on the Pandora too (if I didn't introduce the bug, chances are I am not going to be able to fix it). |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
i'm using an AMD64 Phenom II x4... :(
doesnt matter, it's mostly just instruction sets, someone could try rewriting the code right? javispedro, looking forward to a working hildon GUI! (i don't like Qt either, but since i program in C++ as well, Qt APIs are a bit easier to understand) |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Gave it a quick play around. Crashes with seg fault trying to load a ROM with the GUI. Also of note is that all the conf files created in /home/user/.mupen64plus are owned by root... making it difficult to modify manually.
Blight input configuration in the GUI now works flawlessy, however. Tried execution with mupen64plus <romname>, it crashed and now my GUI reverts back to the black GUI as well, not sure whats going on :P Ah found the issue... it doesn't find the gles config file and crashes for it... Now its starting at 320x240 resolution in bottom left of screen and ignoring the width= and height= in config file, are these the correct setting names for this version? Fixed... framebuffer enable=0 stopped resolution scaling. Also after setting Kbd Mapping Stop = 113, I can now stop emulation with q... wonderful work javis! :D EDIT: If you are considering a full rewrite of the GUI... how hard would it be to seperate out the blight input configuration GUI and put that in? It works spectacularly as it is now. |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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