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-   -   How To: Nintendo 64 Emu for N900 <Now in Extras-Devel> (https://talk.maemo.org/showthread.php?t=57647)

weißelstone 2010-07-11 17:51

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
For the gun of it here is a video of the emu running Super Mario 64 (this nothing new) controlled with the Wiimote/Classic Controller.
http://www.youtube.com/watch?v=M2kZwpNPiYo
It's very short, just to show that it works.
Controlls are great and way better than using wiicontrol and just the controller.

EDIT: A little question: Should the savegams be compatible with other mupen64 ports? I tried to copy my Mario64 savegame from Wii64 (the Wii port) and it is not detected.

yodawg 2010-07-11 18:21

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
hey izzeho after i followed your steps to install ur custom config on the normal xterminal version of the emu i get the error that no graphics pluginin is selected?
how do i fix this? i dont have the gui version so i cant change it in there

Toxicshadow 2010-07-11 19:33

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Excellent work on this emu for all that are involved. Assuming the dynarec is in its infancy then there is every chance that things can get even better.

I hope the opengl graphics plugin will allow for correct aspect ratio eventually. I tried modifying the config file but if you dont use the buffer option the screen just becomes tiny :(

Flandry 2010-07-11 19:41

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
There's way to much name-calling and attacking going on. Please stop it.

hycraig 2010-07-11 20:24

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
here's a video i've done showing showing gui before loading mario kart 64 :D

http://www.youtube.com/watch?v=a3ai1GuNIxo

Beatty 2010-07-11 22:00

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by IzzehO (Post 748216)
This is in development... to not expect hiccups is unreasonable. If you want the original files just open a new terminal and run:
rm -R .mupen64plus

Then start the emulator again... it will recreate the default config files. Chances are you've copied something wrong as root and ended up with wrong permissions (only way I've been able to replicate any error even remotely close to yours)

I have got Mario Kart going again.
As above, I deleted .mupen64plus, then ran Mupen64Plus emulator.
This meant the SIGSEV error went away, but MK would start and black screen.
Then I reloaded the customconfig file and this seems to have worked.

However, another question - on page 1, the Accelemymote sections says:
"In the Input plugin configuration you'll need to tap the Keyboard button at the top (it may say None as well.. its at the top, dead-center of the screen) until Accelemymote shows up."
I only get the options of "blight's SDL input plugin" and "Mupen64 basic input plugin" (I started Accelemymote before the emulator).

Again - anything obvious I have done wrong here?
Thx

DarthLuda 2010-07-11 23:48

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Beatty (Post 748500)
I only get the options of "blight's SDL input plugin" and "Mupen64 basic input plugin" (I started Accelemymote before the emulator).

Again - anything obvious I have done wrong here?
Thx

In the Plugins menu, there's a button named "Config" under the "Input Plugin" area. Just click it and click on the field that's called "Device:" on the top center. It should change from "Keyboard" to "None" to "Accelemymote #1". If it still doesn't work, click on "Enable Mouse" on the bottom.

Nemesis82 2010-07-11 23:52

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Accelemymote work like a charme. Super Mario 64 is really enjoyable with it. Its like using an analog pad.

No one tried some other race games?

yodawg 2010-07-12 00:28

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
how did u get ur accelemymote to work?
i had it runnin in the background and typed xterm stuff control
and i changed from -2 to 0 but i couldnt get it to work

how is it to control exactly in 3d with it?

IzzehO 2010-07-12 01:05

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Flandry (Post 748417)
There's way to much name-calling and attacking going on. Please stop it.

I think they are all a bit thrown back because DarthLuda's English is a little blunt, which I didn't mind.

Quote:

Originally Posted by yodawg (Post 748375)
hey izzeho after i followed your steps to install ur custom config on the normal xterminal version of the emu i get the error that no graphics pluginin is selected?
how do i fix this? i dont have the gui version so i cant change it in there

Grab the GUI version and I'll help you :P My custom configs most likely won't work with older versions.

Quote:

Originally Posted by weißelstone (Post 748337)
For the gun of it here is a video of the emu running Super Mario 64 (this nothing new) controlled with the Wiimote/Classic Controller.
http://www.youtube.com/watch?v=M2kZwpNPiYo
It's very short, just to show that it works.
Controlls are great and way better than using wiicontrol and just the controller.

EDIT: A little question: Should the savegams be compatible with other mupen64 ports? I tried to copy my Mario64 savegame from Wii64 (the Wii port) and it is not detected.

When did Classic controller work? Is the nunchuck working nowadays? :S Thats awesome. I snapped the joystick off my classic controller a year ago... but Wiimote + Nunchuck would be awesome. Accerelometer from wiimote would be great too. I'd love a guide for this.

I'll add that to the front page soon (Too much copy pasting for my poor N900 atm)

Wii64 is a mupen port? Chances are its running the latest source 1.99 instead of 1.5... which I believe aren't compatable together. Try Googling around to find what version Wii64 is and get a converter or something.

Quote:

Originally Posted by Beatty (Post 748500)
Again - anything obvious I have done wrong here?
Thx

Select config from that screen. Or from the main window select in Settings: Input Settings.

devensega 2010-07-12 01:24

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Nemesis82 (Post 748582)
Accelemymote work like a charme. Super Mario 64 is really enjoyable with it. Its like using an analog pad.

No one tried some other race games?

Thanks for the tip mate, I was always suspicious of the accelerometer but you are right, it really is just like using the analog pad.

I have tried some racers for you, unfortunately Star Wars Pod racer has too many graphical issues to be at all playable but somewhat amazingly F-1 World Grand Prix and F-Zero X work near flawlessly.

Both are superb games too.

Nemesis82 2010-07-12 01:46

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by devensega (Post 748643)
F-1 World Grand Prix and F-Zero X work near flawlessly.

Both are superb games too.

Thanx! i give F1 a try!

Nemesis82 2010-07-12 02:09

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by yodawg (Post 748602)
how did u get ur accelemymote to work?
i had it runnin in the background and typed xterm stuff control
and i changed from -2 to 0 but i couldnt get it to work

how is it to control exactly in 3d with it?

I have simply installed Accelemymote and i had running it in background. Then i have mapped the axis as explained in the first page.

After a little practice you will be able to play 3D games without problem. Just taken first 10 stars at super mario in 1 hour. It's a little too much sensible but it's like using an analog stick


P.S. Ops, sorry for double post!!

Beatty 2010-07-12 02:39

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by IzzehO (Post 748633)
Select config from that screen. Or from the main window select in Settings: Input Settings.

Thanks for that - knew I must have misread something the first time. Everything is working now.

F2thaK 2010-07-12 02:58

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
jeremy mcgrath motox works fairly fast
destruction derby is slow
rush 2049 is nearly full speed!
MK64 - full speed

@ 1.15GHZ

Airtux 2010-07-12 03:10

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Hello, i am new to this forum, tank you for this emulator! good job! your emulator is very nice,

Es that there will be update for plugins? sorry for my bad english i am french.

Thank You.

pctek 2010-07-12 03:41

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
I instaled n64 emualtor for first time on my non overclocked n900 whicj I probably will never overclock anyways. Super mario 64 runs great with the config file downloaded on the first page that IzzehO provided.

I was thinking about enable sound in the config menu now isnt there any settings in there to adjust that will lower the sound quality which is fine by me but improve performance some? If so which settings? Thanks.

IzzehO 2010-07-12 03:46

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Airtux (Post 748709)
Es that there will be update for plugins? sorry for my bad english i am french.

Yep. There is a good chance they will improve over time.

Quote:

Originally Posted by pctek (Post 748728)
I was thinking about enable sound in the config menu now isnt there any settings in there to adjust that will lower the sound quality which is fine by me but improve performance some? If so which settings? Thanks.

Funnily enough, sound isn't actually the reason for bad sound in the emulator. The issue is that it has to be generated in real time as its sent by the game. So if the CPU is already being worked out it will stutter no matter how optimized the sound is.

To enable sound in general just open the Configuration and for Audio in the plugin section select jttl_audio from the drop down menu.

pctek 2010-07-12 03:53

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by IzzehO (Post 748732)
Yep. There is a good chance they will improve over time.



Funnily enough, sound isn't actually the reason for bad sound in the emulator. The issue is that it has to be generated in real time as its sent by the game. So if the CPU is already being worked out it will stutter no matter how optimized the sound is.

To enable sound in general just open the Configuration and for Audio in the plugin section select jttl_audio from the drop down menu.

So if this is the case then waht needs to happen for the sound to be enable without the sound issues? Is it overclocking the n900 or waiting for the emulator to be improved somehow?

rikisky 2010-07-12 03:56

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Nemesis82 (Post 748666)
I have simply installed Accelemymote and i had running it in background. Then i have mapped the axis as explained in the first page.

After a little practice you will be able to play 3D games without problem. Just taken first 10 stars at super mario in 1 hour. It's a little too much sensible but it's like using an analog stick

i still haven't figured out how it works, i installed accelemymote and rebooted, had it in background when i ran the emulator, selected input config from options and clicked everywhere waiting for it to show up like 1st page said xD but got nothing, some help would be gratly apprecieted as always.

also, i was wondering if the editting the controls in the UI for the blight.config files work? like when the N64 control shows and you can assign the buttons? i wanted to try but i was afraid it would screw things over as i have had so many problems with my emu :P

IzzehO 2010-07-12 05:18

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by pctek (Post 748734)
So if this is the case then waht needs to happen for the sound to be enable without the sound issues? Is it overclocking the n900 or waiting for the emulator to be improved somehow?

Unfortunately I don't see sound being perfect on the current hardware. But essentailly as the graphical elements get better... the sound will too. A nice read is here:

http://www.gp32x.com/board/index.php...ost__p__888440

Quote:

Originally Posted by rikisky (Post 748736)
i still haven't figured out how it works, i installed accelemymote and rebooted, had it in background when i ran the emulator, selected input config from options and clicked everywhere waiting for it to show up like 1st page said xD but got nothing, some help would be gratly apprecieted as always.

Uploaded a nice easy to follow image x.x Check guide again.

Quote:

also, i was wondering if the editting the controls in the UI for the blight.config files work? like when the N64 control shows and you can assign the buttons? i wanted to try but i was afraid it would screw things over as i have had so many problems with my emu :P
Go ahead, however don't do it while Accelemymote is active... as per the warning on the first page.

Fötus 2010-07-12 05:26

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
I've have uploaded two videos (poor quality...) showing Mario Kart 64 running on my N900 (1GHz).
http://www.youtube.com/watch?v=Fw6Cf7STOY8
http://www.youtube.com/watch?v=629iMIORBIM

rikisky 2010-07-12 05:40

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by IzzehO (Post 748769)
Uploaded a nice easy to follow image x.x Check guide again

thanks for taking the time to upload the pic man, got it working now, a little too sensitive but that makes it more challenging and fun xD i tried it with mario kart and still runs almost full speed with no OC, wich is lovely ;) most fun i've ever had with my n900... what we need now is like a list of the games that run best with default/no-oc settings...i know banjo kazooie, mario 64 and mario kart.... i read 1080 and f-zero work well too... what are the best to get? :D

pctek 2010-07-12 06:16

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by IzzehO (Post 748769)
Unfortunately I don't see sound being perfect on the current hardware. But essentailly as the graphical elements get better... the sound will too. A nice read is here:

http://www.gp32x.com/board/index.php...ost__p__888440



Uploaded a nice easy to follow image x.x Check guide again.



Go ahead, however don't do it while Accelemymote is active... as per the warning on the first page.

So is the n900 hardware same as pandora handheld?

IzzehO 2010-07-12 06:21

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by rikisky (Post 748780)
thanks for taking the time to upload the pic man, got it working now, a little too sensitive but that makes it more challenging and fun xD i tried it with mario kart and still runs almost full speed with no OC, wich is lovely ;) most fun i've ever had with my n900... what we need now is like a list of the games that run best with default/no-oc settings...i know banjo kazooie, mario 64 and mario kart.... i read 1080 and f-zero work well too... what are the best to get? :D

F-Zero X is a good one for accelemymote.. as is 1080. I just stumbed across the fact Turok 2 runs really well as well. As does Wave Race (reportedly). Just tried em: If they crash, give up and move on :P

Quote:

Originally Posted by pctek (Post 748804)
So is the n900 hardware same as pandora handheld?

Pretty much identical. Only, ironically, we are able to overclock ours harder than they are... and as such it's faster for us :P

pctek 2010-07-12 06:23

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by IzzehO (Post 748814)
F-Zero X is a good one for accelemymote.. as is 1080. I just stumbed across the fact Turok 2 runs really well as well. As does Wave Race (reportedly). Just tried em: If they crash, give up and move on :P



Pretty much identical. Only, ironically, we are able to overclock ours harder than they are... and as such it's faster for us :P

How come the n64 emualtor runs better on the pandora then?

Also what games run with sound enabled using stock cpu speed?

NOkk3r1 2010-07-12 06:38

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by pctek (Post 748815)
How come the n64 emualtor runs better on the pandora then?

Also what games run with sound enabled using stock cpu speed?

I think it's due lighter OS..

Beatty 2010-07-12 07:39

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
For those wanting a neat Queen Beecon snippet, but not confident in how to, I followed this:
http://talk.maemo.org/showpost.php?p...&postcount=319

A couple of edits that I had to make:
The Command line needed the full path to the ROM and the addition of --nogui, like below:
osso-xterm -e "mupen64plus /home/user/Mydocs/super-Mario-64.z64 --nogui" &

I had to put the neat Mario pictures for the snippets into /usr/share/icons/hicolor/48x48/hildon/
I tried putting them into /home/user/MyDocs/.images/queen_beecon_dir/ but they didn't update after a phone reboot.

weißelstone 2010-07-12 09:05

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by IzzehO (Post 748633)
When did Classic controller work? Is the nunchuck working nowadays? :S Thats awesome. I snapped the joystick off my classic controller a year ago... but Wiimote + Nunchuck would be awesome. Accerelometer from wiimote would be great too. I'd love a guide for this.

I used the code from http://talk.maemo.org/showpost.php?p...5&postcount=35
It's a modified cwiid (in my opinion the best wiimote toolkit). I just created .debs from the code, installed them and runned "wminput -c gamepad" and it detects the wiimote and creates /dev/input/jsX (where X is a number). Mupen64 then detects the Wiimote/Classic Controller as gamepad, you then have to choose the buttons in the settings (I also set one of the buttons for stop and one for pause emulation). And the fun can begin.
The wminput modes are:
  • acc_led: Looks like acc with Led 4 lighting and buttons (see below) included (untested)
  • acc_ptr: Looks like just acc and buttons (see below) included (untested)
  • buttons: All buttons form Wiimote, Nunchuck and Classic Controller (but no joysticks) (untested)
  • gamepad: Only Classic Controller (tested, works great)
  • ir_ptr: Uses Wiimotes IR sensor for cursor, not usable for N900 in my opinion (untested)
  • neverball: acc settings optimised for neverball
  • nunchuk_acc_ptr: Uses the Nunchucks Acc and all buttons
  • nunchuk_stick2btn: Uses Nunchuck with the Joystick as 4 buttons
I added a line to gamepad config so that the first LED is on so that I don't forget to disconnect it.
You have to remove wiiconnect and weiight as tehy depend on a different version of libcwiid than the one that comes with this cwiid build. Maybe someone can change wiicontrol and weiight to use this lib as it should be the same and has all the tools (like wminput and wmgui to check the controller).

IzzehO 2010-07-12 09:12

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by weißelstone (Post 748949)
I used the code from http://talk.maemo.org/showpost.php?p...5&postcount=35
It's a modified cwiid (in my opinion the best wiimote toolkit). I just created .debs from the code, installed them and runned "wminput -c gamepad" and it detects the wiimote and creates /dev/input/jsX (where X is a number). Mupen64 then detects the Wiimote/Classic Controller as gamepad, you then have to choose the buttons in the settings (I also set one of the buttons for stop and one for pause emulation). And the fun can begin.
The wminput modes are:
  • acc_led: Looks like acc with Led 4 lighting and buttons (see below) included (untested)
  • acc_ptr: Looks like just acc and buttons (see below) included (untested)
  • buttons: All buttons form Wiimote, Nunchuck and Classic Controller (but no joysticks) (untested)
  • gamepad: Only Classic Controller (tested, works great)
  • ir_ptr: Uses Wiimotes IR sensor for cursor, not usable for N900 in my opinion (untested)
  • neverball: acc settings optimised for neverball
  • nunchuk_acc_ptr: Uses the Nunchucks Acc and all buttons
  • nunchuk_stick2btn: Uses Nunchuck with the Joystick as 4 buttons
I added a line to gamepad config so that the first LED is on so that I don't forget to disconnect it.
You have to remove wiiconnect and weiight as tehy depend on a different version of libcwiid than the one that comes with this cwiid build. Maybe someone can change wiicontrol and weiight to use this lib as it should be the same and has all the tools (like wminput and wmgui to check the controller).

Away for another couple of weeks so I haven't got my Wiimote to try it out, but amazed nothing neat has come from this. I'd love for you to upload those debs and save me the trouble :P

iDont 2010-07-12 09:30

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Great to see that the emulator is in extra-devel :)

However, I do have one suggestion about the packaging: Currently it is optified by creating a 'root-like' file hierarchy in /opt (/opt/usr/lib, /opt/usr/bin, etc) and then symlinking the files to the real root filesystem.

Wouldn't it be better to keep the original mupen64 directory structure, like the pre-deb builds were, and then optify that whole directory to /opt/mupen64plus (and symlink just the mupen64plus binary to /usr/bin/mupen64plus)? So you'll get /opt/mupen64plus/mupen64plus, /opt/mupen64plus/plugins/... etc. That is, in my opinion, a cleaner way to optify packages.

Just a thought, keep up the good work!

-iDont

weißelstone 2010-07-12 09:48

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by IzzehO (Post 748954)
Away for another couple of weeks so I haven't got my Wiimote to try it out, but amazed nothing neat has come from this. I'd love for you to upload those debs and save me the trouble :P

I was also amazed that there was the complete cwiid for N900 and people still use wiicontrol (which doesn't even respond on the buttons in it's settings for me).
The debs are here: http://www.megaupload.com/?d=9W6HXWX8
Note: You don't need all of them: wminput and it's requirements are enough (no need for wmgui, wmgui-maemo besides to test the connection). And also note that you need to remove wiicontrol/weeight and libcwiid before.

IzzehO 2010-07-12 09:54

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by weißelstone (Post 748989)
I was also amazed that there was the complete cwiid for N900 and people still use wiicontrol (which doesn't even respond on the buttons in it's settings for me).
The debs are here: http://www.megaupload.com/?d=9W6HXWX8
Note: You don't need all of them: wminput and it's requirements are enough (no need for wmgui, wmgui-maemo besides to test the connection). And also note that you need to remove wiicontrol/weeight and libcwiid before.

Awesome, will definitely download that now for later use.

Wiicontrol only ever worked for me under PR1.0 (I think) and even then it was terribly useless. Caused DrNokSnes to randomly 'minimize' (whatever the term is in Maemo), crashed applications altogether, froze others and was all in all pretty bad. But what is amazing me most was there was these files available all along and nothing has come of it.

Much the same as this mupen64plus emu... it was out there... just no one gave it the chance to blossom despite its usefulness, maybe I should make a How To guide for Wii Controller and try and push that as my next project. (Now that this is essentially out of my hands :P)

Also have you had any success with the nunchuck? Essentially with that, all the N64 buttons (bar DPAD and L <who uses L anyway?>) are available. And unlike only having 1 PS3 controller.. I have 2 wiimote+nunchuck.

weißelstone 2010-07-12 10:04

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by IzzehO (Post 748996)
Also have you had any success with the nunchuck? Essentially with that, all the N64 buttons (bar DPAD and L <who uses L anyway?>) are available. And unlike only having 1 PS3 controller.. I have 2 wiimote+nunchuck.

It should work with the nunchuck setting from cwiid. I didn't test it on the N900 but on Wii64 (on the Wii), playing most games with Wiimote and nunchuck is just fine (Banjo-Kazooie becomes a bit tricky as you often need the C keys for the moves).
You could also copy the things you need from different configs and create your own one (like the buttons from buttons and the joystick from nunchuck_acc_ptr, so that you have all buttons, the joystick but not the accs from the devices). I'll try contacting the guy who fixed cwiid for the N900 and see if this can make it into extras-devel, if weeight is open source I'll try to change it dependencies to this libcwiid and see if it still works.

EDIT: The packages are not optified as it looks. But they are not big either.

IzzehO 2010-07-12 10:18

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by weißelstone (Post 749005)
It should work with the nunchuck setting from cwiid. I didn't test it on the N900 but on Wii64 (on the Wii), playing most games with Wiimote and nunchuck is just fine (Banjo-Kazooie becomes a bit tricky as you often need the C keys for the moves).
You could also copy the things you need from different configs and create your own one (like the buttons from buttons and the joystick from nunchuck_acc_ptr, so that you have all buttons, the joystick but not the accs from the devices). I'll try contacting the guy who fixed cwiid for the N900 and see if this can make it into extras-devel, if weeight is open source I'll try to change it dependencies to this libcwiid and see if it still works.

EDIT: The packages are not optified as it looks. But they are not big either.

I still haven't played far into Banjo Kazooie. Too busy with SM64 and 1080 Snowboarding (Almost beaten Silver Surfer or w/e he is called). C buttons are a little flawed on PS3 controller as the joystick just doesn't work as well as buttons do.

This'll definitely be the first thing I try out when I get home, don't suppose it supports multiple connections at a time like PS3 sixad does?

Also if I need the extra ~300kb of space.. I'll optify it myself :P

weißelstone 2010-07-12 10:28

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by IzzehO (Post 749022)
don't suppose it supports multiple connections at a time like PS3 sixad does?

I just tested it. Start a second wminput instance and a second controller can connect. Also a third and a fourth (with 4 wminputs running). You then have js0 to js3 in /dev/input and mupen64 detects 4 Wiimotes.
You can also create configs for the different controllers and use them with the different wminput instances to light up a different LED on every controller. I tested one Wiimote+Classic, Controller, 2 Wiimote+Nunchuck and one Simple Wiimote with Motion Plus (but didn't try the acc and I don't know if Motion plus is supported by cwiid), at least they all connect.

kevinm2k 2010-07-12 10:34

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Just to make sure I have this right... this installs Mupen64 to the n900 with a GUI to select your roms? Thats what I have anyway so just making sure i've done everything right.

Im trying to get WWF No Mercy running, seems to run at around 80% speed which is pretty good!!!

Although I just can't work out the controls or how to change them.. or even how to get the ps3 pad connected correctly. Is there ne easy way of setting up the keyboard configuration?

devensega 2010-07-12 10:46

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by kevinm2k (Post 749036)
Just to make sure I have this right... this installs Mupen64 to the n900 with a GUI to select your roms? Thats what I have anyway so just making sure i've done everything right.

Im trying to get WWF No Mercy running, seems to run at around 80% speed which is pretty good!!!

Although I just can't work out the controls or how to change them.. or even how to get the ps3 pad connected correctly. Is there ne easy way of setting up the keyboard configuration?

Yes there is. IzzehO has provided a rather good config file that you can just drop in using xterm.

Full instructions are provided by the man himself in the first post.

F2thaK 2010-07-12 10:55

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
open controls and select input -> keyboard, sixaxis....

IzzehO 2010-07-12 11:13

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by weißelstone (Post 749032)
I just tested it. Start a second wminput instance and a second controller can connect. Also a third and a fourth (with 4 wminputs running). You then have js0 to js3 in /dev/input and mupen64 detects 4 Wiimotes.
You can also create configs for the different controllers and use them with the different wminput instances to light up a different LED on every controller. I tested one Wiimote+Classic, Controller, 2 Wiimote+Nunchuck and one Simple Wiimote with Motion Plus (but didn't try the acc and I don't know if Motion plus is supported by cwiid), at least they all connect.

Dude that is awesome. If I'd known this sort of thing was out there I could have saved myself the effort of buying a PS3 controller. That said I'd probably still need a classic controller.. as I'm unsure a wiimote+nunchuck will cut it.


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