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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Can confirm the Mario Kart 64 + mupen64plus + Accelemymote = win. It seems like the default max_pitch and max_roll might be a bit too low for ideal control sensitivity, so i will increase them in the next release.
Forward and back don't actually do anything on the joystick in Mario Kart, do they? Is it possible to map those to accelerate/brake in the config file? That combined with proximity sensor for fire button would leave only jump uncovered for playing with keyboard closed. Note that this is only a good option for people with no friends, because receiving a SMS or IM notification makes a big mess of emulation smoothness. ;) |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
back on the joystick lets you fire shells backwards and forward lets you lob banana ahead of you.
I agree that its great fun with accelmymote although much harder to get the stearing right! |
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>
Not sure if it's possible to make any of the keys on top of the phone do anything, but if the camera key could be used to fire items then it'd be fine with the current set up (assuming proximity sensor works as A button)
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
hello guys i had some time to test a few games.
my phone runs at stock 600 mhz i used the updated gui version,all games without sound and played with sixaxis. speed is shown in percent.so lets start mario 64 -100% zelda ocarina of time-70% turok 1-100% map has some grafik glitches turok 2 seeds of evil-80% same glitches like 1 turok 3 shadow of oblivion-60% strong graphic glitches fighting force- big glitches game is not playable cruisn usa-50% cruisn world-50% extreme g 1-50% extreme g 2 -50% 1080 snowboarding-90% super smash brothers-60% charas have no eyes:) aeoro fighters aussault-70% banjo kazooie-80% banjo tooie-very slow game start,crushes at intro battle tanks-rom crushes bomberman 64-same as above dark rift-same as above blast corps-mupen shuts down donkey kong-mupen shuts down iss 64-80% graphic bugs iss 98-80% iss 2000-70% yoshis story-many graphical bugs,game not starting sry that i post it here but cant find the mupen compatibility list at the wiki |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Let me add Ready 2 Rumble 2 to this list 80% - Game is perfect when fighting - menus etc look a little wonky.
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
so its about 65 yo 70 % can play a game.
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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* Backup your original configuration--it's very useful as a reference if you already have some things mapped the way you like it. * Controller should be marked as plugged in (aka plugged=1) * The mouse input should be off (aka mouse=0) unless you are configuring keyboard input (see details below on keyboard mappings) * Change the "device" setting for each controller mapping properly ([controller 0] gets device=0, [controller 1] gets device=1, etc). * Don't map keyboard keys yet (since you are going to copy the same mappings to each controller section). They should all be set to 0. * When mapping joystick buttons, keep in mind that the blight button mappings are indexed starting at 0 as opposed to the sixaxis configuration button mappings indexed starting at 1. Once you have your configuration set just how you like it, back it up! For example, I've copied mine to blight_input.conf.p1joystick. At this point, if you want to also support keyboard mappings, now is a good time to start tweaking that. Here are some pointers for that: * Having mouse input enabled (aka mouse=1) allows you to use the sixaxis controller joystick (though I understand it makes control-backspace not function correctly). This setting along with sixaxis button to key mapping functionality allows you to setup your config to work with both the keyboard and sixaxis controller simultaneously pretty well. * Change the "device" setting for only the 1st porfile ([controller 0]) to keyboard (aka device=keyboard). Like the controller-based config you already did, once you have your keyboard configuration set just how you like it, back it up! For example, I've copied mine to blight_input.conf.p1keyboard. Other than the obvious benefits of having your configurations backed up, you also now have the ability to switch between the two easily (either by xterm, power button configs, queen bee widget, etc). I personally just do it the old fashion way using xterm made easier by adding the following to user's .profile script: Code:
alias joy='cp /home/user/.mupen65plus/blight_input.config.p1joystick /home/user/.mupen64plus/blight_input.config' keys you map don't conflict with other mupen64plus keys. For example, my L2 button is mapped to 'q' which by default will quit/stop the n64 rom emulation. Rather than change my sixaxis key mapping, I decided to simply change the "Kbd Mapping Stop" key in the mupen64plus.conf file. Hope this helps! |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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This is done by opening .conf (~/.mupen64plus/blight_input.conf) file and setting mouse ( 1 ) next to the Z section. Note that I don't think you need mouse=1 at the top either. Quote:
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
izzeHo where can i find the mupen conf file?i searched at /etc but cant find it there.can you give me pls a little hint?
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
atilla, it's under the user folder
user/.mupen64plus yes, the mupen folder is HIDDEN so open a new terminal and type: cd .mupen64plus then type: ls then you will see config files. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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But I'm not really adept at all the command line stuff. I was wondering if you could pack those configs as choosable presets in the next release? Is that even possible? It would be a big help for us illiterate, GUI-dependent types. Quote:
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
IzzehO, what do I need to change to make it so that the proximity sensor acts as the A button? I'm currently using your custom configs.
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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With the degree of popularity of e.g. Mario Kart, maybe adding profiles to the GUI for a few of the common games would be worthwhile. It's obviously up to Mr. Maintainer, though. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
on the previous setup for nintendo 64 for n900
there was a file to use the ps3 controller perfectly But on this version its not there and the buttons don't correspond d |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
for me its there.you got to connect your sixaxis before you run the game.if this dont helf go in mupenplus to options>input settings and then click on the bar until you see your sixaxis
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
How to save and Load ?
I'm using the customconfig file Thanks, |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Saving is done the same way you would on a console. For example, Mario 64 gives you the option to save after you complete a level, Zelda OoT allows you to save at any time by pressing pause.
Save states are not supported in this version AFAIK. Hopefully they will be soon! |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
So, besides building a better GUI - how's the emulation core side is being worked on right now? Are we basically waiting for a new version/plugin to come along from the pandora folks?
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
nax, yes.
apart from the GUI and recompile by javispedro, the core has always been coded by the Pandora's version's developer. Besides, the mupen64 of the pandora is slow as well.. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
And I didnt't do the GUi, just briefly hildonized the settings dialog.
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
I can confirm a blank black screen upon loading Super Mario 64 ROM, most recent devel release.
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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>
Just run mario kart on default speed. after the n900 went to standby mode the whole system was unresponsive even the power button hold did not react. needed to get out the battery to get a hold on my n900 again. lock slider and slide keyboard out didn't work either. It was like the screen drivers of the n900 were messed up/crashed so that nothing was shown anymore.
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
I can confirm that bro3886 did something wrong to get that black screen as a result.
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
I can confirm that altorn is a massive virgin. Hawhaw.
Default install and customconfig although I am using the power37 kernel @ 1.2GHz with default DSP rates, would a bad ROM cause this? |
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Someone tested Ogre Battle? That game is awesome...
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
i was able to play ogre battle fine
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
I... I don't have a comeback... I'm sorry bro3886.. I won't make fun of you again...
Anyway, I think you've answered your question though. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Forsaken 64 is the fastest game I have tried yet.
Hard as hell to control with the accelerometer though |
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Like Ikari I have just ran Ogre Battle and had the exact same error.
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Is it possible for more fine grained control settings.
For example - keys for left up [ \ ] or right up [ / ] for the d-pad. - combine accelerometer and d-pad controls for FPS games |
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>
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Your post help me so much but unfortunately, I've got a problem to map the analog of the second pads:( now all the button work correctly but the first controller control the movement the other analog pad...:o I hope it can help to understand what wrong in my blight_input.conf if I post it! Code:
[controller 0] |
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