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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. |
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 |
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 :( |
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.
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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 |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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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 |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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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? |
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? |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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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:
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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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. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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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!! |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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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 |
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. |
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. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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To enable sound in general just open the Configuration and for Audio in the plugin section select jttl_audio from the drop down menu. |
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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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 |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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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 |
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Also what games run with sound enabled using stock cpu speed? |
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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. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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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:
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). |
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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 |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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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. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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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. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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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. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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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 |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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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. |
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? |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Full instructions are provided by the man himself in the first post. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
open controls and select input -> keyboard, sixaxis....
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