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

Flandry 2010-07-19 16:30

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. ;)

mornage 2010-07-19 16:57

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!

DarthLuda 2010-07-19 17:28

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

Originally Posted by Flandry (Post 756928)
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. ;)

i would recommend anyone to use the N900 only as an internet tablet anyway since it's much faster in offline mode.

Ikari 2010-07-19 17:52

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)

atilla 2010-07-19 18:07

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

Bratag 2010-07-19 18:26

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.

ryanl33x1511 2010-07-19 18:44

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
so its about 65 yo 70 % can play a game.

jschan 2010-07-19 19:10

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

Originally Posted by lordboro (Post 756916)
Hello!

i've a problem to pair a second dualshock to the emulator,
the accelerometer of the second six axis control the mouse pointer and the setting of the second gamepad in the emulator are unusable!

is a bug of the emulator or a problem of the smoku's six axis support?

how i can disable the accelerometer of the gamepad?

:confused::confused:

appart this problem most of the best n64 games runs great without audio!! :cool:

I've been able to successfully play 3 player Rampage & Rampage 2 (though both are choppy) with 3 sixaxis controllers. Configuration is a snap. Just configure the 1st controller as you like it ([controller 0]) and then copy and paste the mapping from that one over each of the other ones ([controller 1] through [controller 3]). Here are some additional pointers about controller mappings that may or may not be obvious:
* 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'
alias key='cp /home/user/.mupen65plus/blight_input.config.p1keyboard /home/user/.mupen64plus/blight_input.config'

Oh, also keep in mind that if you opt for the sixaxis w/keyboard input style of configuration, be sure that
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!

IzzehO 2010-07-19 23:34

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

Originally Posted by Flandry (Post 756928)
Can confirm the Mario Kart 64 + mupen64plus + Accelemymote = win.

Yes, yes it is :P F-Zero X and most other games are also rather enjoyable with it (it takes more getting use to than a joystick though).

Quote:

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.
As said, forward and back choose direction of shells/bananas etc. What I have done is map proximity sensor to A (accelerate) and the touch screen to Z (fire) and its perfect.

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:

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. ;)
I wouldn't recommend using this if your expecting a call, no :P I am curious about this... as the PSX emulator seems to have no issue with "alt+tabbing". A simple manual fix is to hit P everytime you want to change window to pause it.


Quote:

Originally Posted by atilla (Post 757004)
super smash brothers-60% charas have no eyes:)

Just with this one. Change frameskip (frame render in the .conf file) to 3 and it runs fantastically! (They still have no eyes)

Quote:

Originally Posted by jschan (Post 757061)
Hope this helps!

Awesome instructions! I've just added the link to the first page. I'll probably just modify my configs to already have controllers 1-3 set up with identical controls though.

atilla 2010-07-19 23:40

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?

altorn 2010-07-20 00:09

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.

oldpmaguy 2010-07-20 00:34

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

Originally Posted by IzzehO (Post 757295)
I'll probably just modify my configs to already have controllers 1-3 set up with identical controls though.

I like the idea of having forward and backward tilt perform acceleration funtions, and having a touch-screen control for firing would be perfect!

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:

Originally Posted by Flandry (Post 756928)
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.

Also, I also vote a big yes to this idea. It's exactly what I was thinking myself - a little more sensitivity, a little less movement required for bigger turning ratio, would be welcome!

Ikari 2010-07-20 01:34

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.

Flandry 2010-07-20 03:52

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

Originally Posted by oldpmaguy (Post 757333)
Also, I also vote a big yes to this idea. It's exactly what I was thinking myself - a little more sensitivity, a little less movement required for bigger turning ratio, would be welcome!

Sorry, it's actually the opposite of the planned change. I will only change it a little bit, though. I found it hard to get gradual turns, so increasing the maximum tilt will make it less sensitive so it will require greater tilt for sharp turns.

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.

Jay92 2010-07-20 15:30

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

atilla 2010-07-20 15:33

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

Didoasm 2010-07-20 17:23

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
How to save and Load ?
I'm using the customconfig file
Thanks,

cfh11 2010-07-20 17:51

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!

nax3000 2010-07-20 21:50

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?

altorn 2010-07-21 00:04

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..

javispedro 2010-07-21 00:41

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.

bro3886 2010-07-21 03:26

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.

IzzehO 2010-07-21 05:02

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

Originally Posted by bro3886 (Post 758665)
I can confirm a blank black screen upon loading Super Mario 64 ROM, most recent devel release.

Confirm what? It works fine for everyone else... try reading the troubleshooting on the first page.

Nemesis82 2010-07-21 10:19

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

Originally Posted by bro3886 (Post 758665)
I can confirm a blank black screen upon loading Super Mario 64 ROM, most recent devel release.

Try to erase the emulator folder, then install the devel version

sygys 2010-07-21 14:02

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.

altorn 2010-07-21 16:04

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.

bro3886 2010-07-21 16:48

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?

nax3000 2010-07-21 19:56

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

Originally Posted by bro3886 (Post 759490)
I can confirm that altorn is a massive virgin. Hawhaw.

I can confirm that right now you don't deserve any help from anyone from this day on.

Nemesis82 2010-07-22 00:31

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Someone tested Ogre Battle? That game is awesome...

Ikari 2010-07-22 01:14

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

Originally Posted by Nemesis82 (Post 760084)
Someone tested Ogre Battle? That game is awesome...

I just tried it. The intro was pretty slow and after that I got the SIGSEV error. This could be just me tho.

yodawg 2010-07-22 01:30

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
i was able to play ogre battle fine

altorn 2010-07-22 01:44

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.

overfloat 2010-07-22 02:51

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

IzzehO 2010-07-22 03:01

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

Originally Posted by overfloat (Post 760168)
Forsaken 64 is the fastest game I have tried yet.

Hard as hell to control with the accelerometer though

A few people have commented on that. Is the game any good though? I almost bought it back in the day but reviewers blammed it into oblivion.

Deaconclgi 2010-07-22 03:06

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

Originally Posted by IzzehO (Post 760175)
A few people have commented on that. Is the game any good though? I almost bought it back in the day but reviewers blammed it into oblivion.

I bought it when it came out. Fond memories of real time light sourcing. It was a game that gave me headaches from the dark graphics and no real sense of up and down at times. Also the enemies are really small and the stages are mazes. It was fun and looked nice but I never played it again after selling it. I would recommend it as it was a tough game, similar to the Descent series of shooters. Pay as little as you can for it because it is NOT a pick up and play, thrill in a few minutes, show to my friends kind of game. You really have to sit down and get into it.

devensega 2010-07-22 09:38

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.

IzzehO 2010-07-22 09:43

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

Originally Posted by devensega (Post 760509)
Like Ikari I have just ran Ogre Battle and had the exact same error.

Doesn't really matter.. even if you get into it properly the game crashes on the second mission (apparently).

beli 2010-07-22 12:21

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

IzzehO 2010-07-22 12:35

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

Originally Posted by beli (Post 760689)
For example
- keys for left up [ \ ] or right up [ / ] for the d-pad.

Not in the current release, no. If Pandora ever gets Mupen64plus v2.0 compiling for ARM we will... as the latest blight input supports this, but there isn't any progress being made on this.

Quote:

- combine accelerometer and d-pad controls for FPS games
Not sure what you mean here? Most FPS games on the N64 used C buttons for strafing and looking up and down... you should be able to quite easily map the C buttons to the arrow keys in the GUI (just ensure accelemymote isn't open.. as the axis overlaps everything)

lordboro 2010-07-22 16:19

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

Originally Posted by jschan (Post 757061)

Hope this helps!



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]
plugged=1
plugin=1
mouse=1
device=Keyboard
DPad R=key( 275 ); button( None ); axis( None ); hat( None , None ); mouse( None )
DPad L=key( 276 ); button( None ); axis( None ); hat( None , None ); mouse( None )
DPad D=key( 274 ); button( None ); axis( None ); hat( None , None ); mouse( None )
DPad U=key( 273 ); button( None ); axis( 6- ); hat( None , None ); mouse( None )
Start=key( 271 ); button( None ); axis( None ); hat( None , None ); mouse( None )
Z Trig=key( 114 ); button( 4 ); axis( None ); hat( None , None ); mouse( None )
B Button=key( 97 ); button( 3 ); axis( None ); hat( None , None ); mouse( None )
A Button=key( 122 ); button( 0 ); axis( 6- ); hat( None , None ); mouse( None )
C Button R=key( 120 ); button( None ); axis( 6- ); hat( None , None ); mouse( None )
C Button L=key( 115 ); button( None ); axis( 3+ ); hat( None , None ); mouse( None )
C Button D=key( 0 ); button( None ); axis( 4+ ); hat( None , None ); mouse( None )
C Button U=key( 115 ); button( None ); axis( 6- ); hat( None , None ); mouse( None )
R Trig=key( 0 ); button( 7 ); axis( None ); hat( None , None ); mouse( None )
L Trig=key( 119 ); button( 6 ); axis( 6- ); hat( None , None ); mouse( None )
Mempak switch=key( 0 ); button( None ); axis( None ); hat( None , None ); mouse( None )
Rumblepak switch=key( 0 ); button( None ); axis( None ); hat( None , None ); mouse( None )
Y Axis=key( 0 , 0 ); button( None , None ); axis( 1- , 1+ ); hat( None , None , None )
X Axis=key( 0 , 0 ); button( None , None ); axis( 0- , 0+ ); hat( None , None , None )

[controller 1]
plugged=2
plugin=1
mouse=0
device=1
DPad R=key( 0 ); button( None ); axis( None ); hat( None , None ); mouse( None )
DPad L=key( 0 ); button( None ); axis( None ); hat( None , None ); mouse( None )
DPad D=key( 0 ); button( None ); axis( None ); hat( None , None ); mouse( None )
DPad U=key( 0 ); button( None ); axis( None ); hat( None , None ); mouse( None )
Start=key( 0 ); button( None ); axis( None ); hat( None , None ); mouse( None )
Z Trig=key( 0 ); button( None ); axis( None ); hat( None , None ); mouse( None )
B Button=key( 0 ); button( None ); axis( None ); hat( None , None ); mouse( None )
A Button=key( 0 ); button( None ); axis( None ); hat( None , None ); mouse( None )
C Button R=key( 0 ); button( None ); axis( None ); hat( None , None ); mouse( None )
C Button L=key( 0 ); button( None ); axis( None ); hat( None , None ); mouse( None )
C Button D=key( 0 ); button( None ); axis( None ); hat( None , None ); mouse( None )
C Button U=key( 0 ); button( None ); axis( None ); hat( None , None ); mouse( None )
R Trig=key( 0 ); button( None ); axis( None ); hat( None , None ); mouse( None )
L Trig=key( 0 ); button( None ); axis( None ); hat( None , None ); mouse( None )
Mempak switch=key( 0 ); button( None ); axis( None ); hat( None , None ); mouse( None )
Rumblepak switch=key( 0 ); button( None ); axis( None ); hat( None , None ); mouse( None )
Y Axis=key( 0 , 0 ); button( None , None ); axis( 1- , 1+ ); hat( None , None , None )
X Axis=key( 0 , 0 ); button( None , None ); axis( 0- , 0+ ); hat( None , None , None )

sorry for my inexperience, but i'm a stupid noob!:D


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