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

Arichman 2010-07-28 06:51

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
1 Attachment(s)
I was playing the Zelda OoT on the current version and all of the sudden while I was playing I got this error. Now when ever I try to play it this error pops up. It pops up now when ever I try and load my save file. I hope this helps with the next update.

Ikari 2010-07-28 08:29

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

Originally Posted by Arichman (Post 767414)
I was playing the Zelda OoT on the current version and all of the sudden while I was playing I got this error. Now when ever I try to play it this error pops up. It pops up now when ever I try and load my save file. I hope this helps with the next update.

Have you even try reading any of this thread? Just a page back there are people talking about this same thing. It's a known problem, go back to the older version or wait for the next one.

Arichman 2010-07-28 11:58

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
I wasn't complaing. I could care less that it doesn't work at this very moment. I'm just happy I am able to play it on my phone in the first place.

I was letting them know of an error. I haven't seen anyone post anything helpful about it like the actual error messeage. They have just been complaining that there Zelda isn't working. I took the time to explain the problem and give a screenshot of the error message.

The only thing already known about this problem was that zelda wasn't working. It doesn't seem you have even tried reading any of this thread or you obviously dont understand the troubleshoot/developmental process.

slartibartfass 2010-07-28 12:22

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
-There where several posts with the error message, I think mine was the first, about a week ago.
-IzzehO knows the Issue and the error message
-He can't do anything about it.
-As in the first post is explained, there is no need to report bugs here, do it on the Pandora forum, where people actually are working on it.
-The next update wil hopefully fix it, I think ist not worth it, to get the older Version.

IzzehO 2010-07-28 12:25

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

Originally Posted by Arichman (Post 767665)
The only thing already known about this problem was that zelda wasn't working. It doesn't seem you have even tried reading any of this thread or you obviously dont understand the troubleshoot/developmental process.

Quick search for Zelda in the topic:

Quote:

Originally Posted by DarthLuda (Post 755298)
Updated Mupen64plus GUI version via App Manager and now when trying to start a new game in Zelda OOT i get the "SIGSEV Signal" Error. Any possibility to downgrade or will someone finally solve this??

Quote:

Originally Posted by IzzehO (Post 756540)
Solved it. It appears to be caused by latest GLES plugin. I have no idea why a graphics plugin is interferring with loading, but after 30 loads.. I can't replicate the error on v0.0.3 of the plugin. If you are that desperate to play Zelda I can upload the old plugin with instructions... but otherwise I'd say wait around for the next release which will invariable fix it.

As for the error it self... it appears to only occur ever on the second run with the same config. Basically I am able to remove the error by running the emulator without a .mupen64plus folder... then replacing it with my one containing a save. Loading it once then not being able to do it again. I'm very tempted to call voodoo magic on this.



Quote:

Originally Posted by IzzehO (Post 764061)
Quote:

Originally Posted by m.r.a.haak (Post 764055)
hi guys,

So i tried getting zelda oot to work. The game starts and lets me make a character but when i want to load the character the game crashes and gives me the following error : the core thread recieved a SIGSEGV signal, means it tries to acces protected memory.Maybe you ave set a wrong ucode for one of the plugins.

Anyone who's got an idea how to fix this?

ty!

It's a problem with the current version of the plugin. If you have the know how to revert to a previous version do it... otherwise just wait for a new release to fix it. Saving/Loading should work in all other games.

Quote:

Originally Posted by IzzehO (Post 765062)
On this as well, I've still heard nothing from the Pandora devs (which is odd) I believe he may be away or something. If you are desperate for it you can download my old version from below and take the gles plugin out (.mupen64plus/plugins/gles2n64.so), rename it and then place it in the /root/.mupen64plus/plugins/ directory... then select gles2n64 V0.0.3 from the GUI. Thats all the advice you get though

http://izzeh.radiodmp.net/mupen64plus-06-july.tar.gz


LippiVan 2010-07-28 12:44

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
IzzehO, first of all, big, big thx for your work!

I've tried 3 games so far. Super Mario 64 works brilliant with sound, It's even pretty nice playable with the keyboard of the N900.
Super mario cart also works fantastic (without sound).
The only game i couldn't get running at full speed is super smash brothers. It runs at about 30% speed (I guess) @ 1,15GhZ. Are there any settings to change? Did anybody get it running at full speed?

Thx again so much for your work and of course to everybody else who is involved in this project!

IzzehO 2010-07-28 12:51

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

Originally Posted by LippiVan (Post 767710)
IzzehO, first of all, big, big thx for your work!

I've tried 3 games so far. Super Mario 64 works brilliant with sound, It's even pretty nice playable with the keyboard of the N900.
Super mario cart also works fantastic (without sound).
The only game i couldn't get running at full speed is super smash brothers. It runs at about 30% speed (I guess) @ 1,15GhZ. Are there any settings to change? Did anybody get it running at full speed?

Thx again so much for your work and of course to everybody else who is involved in this project!

Open up gles2n64.conf as instructed in the second post and change frame render rate to 3 (or more) this will work for other slow games as well. Be sure to change it back before going back to other games as well as it'll skip more frames than it has to.

It's still a little slow for complex battles... but for 1v1 fights its full speed.

LippiVan 2010-07-28 12:55

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
IzzehO, you're the man! the game is working perfectly now!
Thx so much for your quick answer!!!

yodawg 2010-07-29 02:28

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
izzeho how high can we take the frameskip? would 5 give even faster gameplay? how about 10?

IzzehO 2010-07-29 05:14

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

Originally Posted by yodawg (Post 768608)
izzeho how high can we take the frameskip? would 5 give even faster gameplay? how about 10?

I believe it's limited at 10. But you what you need to consider is frameskip (its actually better defined as frames rendered, and they've changed the name to reflect such) lowers the quality.

Basically it works that if you have frame render of 1... it will render (process) every frame and print to the screen. If you have a frame render of 2... it will render every second frame, thus halving the amount of work (for that section of processing). 3 will render every 3rd frame, 4 will render every 4th and so on.

Given, however, that most N64 games were designed to run at 20 FPS (or 17 with PAL... thats why NTSC is better almost always) anything more than 3-4 FPS and it is VERY noticeable as you suddenly only render 5-6 frames per second. You could definitely bump it up to every 10th frame rendered.. but suddenly then your only getting 2 frames per second. Definitely it will increase performance... but at what cost?

For an RPG that requires very little in terms of responsiveness... this may well be practical if the game is incredibly slow... but otherwise it pretty much ruins gameplay.

ToJa92 2010-07-30 08:40

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Does anyone have a cwiid-config for the classic controller?
Not sure if it's possible but I figured it wouldn't harm to ask.

IzzehO 2010-07-30 09:07

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

Originally Posted by ToJa92 (Post 770022)
Does anyone have a cwiid-config for the classic controller?
Not sure if it's possible but I figured it wouldn't harm to ask.

One you worked on last night wasn't too successful? From my understanding weißelstone is using the Classic Controller to play so maybe give him a PM.

Also to anyone interested I'm working on a new custom config set that'll have a couple of executable scripts for quickly editing controls, frameskip (and anything else I can think of) and starting mupen64plus. Will add support to quickly connect Wiimotes, PS3 Controllers, Accelemymote... and so on.

ToJa92 2010-07-30 09:16

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

Originally Posted by IzzehO (Post 770047)
One you worked on last night wasn't too successful? From my understanding weißelstone is using the Classic Controller to play so maybe give him a PM.

Also to anyone interested I'm working on a new custom config set that'll have a couple of executable scripts for quickly editing controls, frameskip (and anything else I can think of) and starting mupen64plus. Will add support to quickly connect Wiimotes, PS3 Controllers, Accelemymote... and so on.

Well I only did a config for VGB (a GameBoy emulator), not mupn64 :)

IzzehO 2010-07-30 09:23

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

Originally Posted by ToJa92 (Post 770056)
Well I only did a config for VGB (a GameBoy emulator), not mupn64 :)

mupen64plus will work perfectly with joysticks, use the default gamepad one. Also once you get a very neatly set up config, hit me up so I can include it in my custom config.

weißelstone 2010-07-30 12:51

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
1 Attachment(s)
This is my CC-config:
Code:

[controller 0]
plugged=1
plugin=5
mouse=0
device=0
DPad R=key( 274 ); button( 5 ); axis( 0+ ); hat( None , None ); mouse( None )
DPad L=key( 276 ); button( 7 ); axis( 0- ); hat( None , None ); mouse( None )
DPad D=key( 275 ); button( 6 ); axis( 1- ); hat( None , None ); mouse( None )
DPad U=key( 273 ); button( 4 ); axis( 1+ ); hat( None , None ); mouse( None )
Start=key( 271 ); button( 10 ); axis( None ); hat( None , None ); mouse( None )
Z Trig=key( 32 ); button( 6 ); axis( None ); hat( None , None ); mouse( None )
B Button=key( 99 ); button( 1 ); axis( None ); hat( None , None ); mouse( None )
A Button=key( 120 ); button( 0 ); axis( None ); hat( None , None ); mouse( None )
C Button R=key( 104 ); button( None ); axis( 4+ ); hat( None , None ); mouse( None )
C Button L=key( 102 ); button( 12 ); axis( 4- ); hat( None , None ); mouse( None )
C Button D=key( 103 ); button( 13 ); axis( 5- ); hat( None , None ); mouse( None )
C Button U=key( 116 ); button( None ); axis( 5+ ); hat( None , None ); mouse( None )
R Trig=key( 122 ); button( 5 ); axis( None ); hat( None , None ); mouse( None )
L Trig=key( 118 ); button( 4 ); 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( 105 , 107 ); button( None , None ); axis( 3+ , 3- ); hat( None , None , None )
X Axis=key( 106 , 108 ); button( None , None ); axis( 2- , 2+ ); hat( None , None , None )

Z is on the left Z-Button, Start on Home (maybe this should be changed to + button but I'm used to it), everything else is default (left joystick is joystick, right joystick is c-buttons, d-pad is d-pad, a is a and b is b).
You'll see that wminput works when the input settings screen looks like this:

IzzehO 2010-07-30 13:00

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

Originally Posted by weißelstone (Post 770234)
This is my CC-config:
Z is on the left Z-Button, Start on Home (maybe this should be changed to + button but I'm used to it), everything else is default (left joystick is joystick, right joystick is c-buttons, d-pad is d-pad, a is a and b is b).
You'll see that wminput works when the input settings screen looks like this:

I believe he is after the wminput config file (as am I for my customization script I'm writing), unless you are using the default gamepad configuration?

gizmo 2010-07-30 20:36

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
hi. ive just installed the n64 app got mariokart which is workin fine but im havin trouble with my sixaxis controller doin all kinds of crazy sheet. does anybody have up to date advise on the easiest way to get it workin properly please?..its hooked up to my phone and works with drnok etc but need control config for n64..in lamens terms if poss thanks:)

Bratag 2010-07-30 20:39

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

Originally Posted by gizmo (Post 770680)
hi. ive just installed the n64 app got mariokart which is workin fine but im havin trouble with my sixaxis controller doin all kinds of crazy sheet. does anybody have up to date advise on the easiest way to get it workin properly please?..its hooked up to my phone and works with drnok etc but need control config for n64..in lamens terms if poss thanks:)

In fact its the opposite - I think you need to remove a config. Read the first few pages.

gizmo 2010-07-30 20:45

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
hmmmm, thanks for your reply. i installed the rootsh thingy and typed in that code in x terminal but it didnt do anything. is that code exactly how it should be typed in there and is there anything else i need to install?..dont know much about programming but ive been able to get things workin in the past. whats that class, humor thing you typed at the end of your post?lol

weißelstone 2010-07-30 20:59

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

Originally Posted by IzzehO (Post 770239)
I believe he is after the wminput config file (as am I for my customization script I'm writing), unless you are using the default gamepad configuration?

Default gamepad config works great, only thing I changed was an added line to enable the first LED.
Code:

# gameport

Plugin.led.Led1 = 1

Classic.Dpad.X = ABS_X
Classic.Dpad.Y = ABS_Y
Classic.LStick.X = ABS_HAT0X
Classic.LStick.Y = ABS_HAT0Y
Classic.RStick.X = ABS_HAT1X
Classic.RStick.Y = ABS_HAT1Y
Classic.A = BTN_A
Classic.B = BTN_B
Classic.X = BTN_X
Classic.Y = BTN_Y
Classic.Minus = BTN_SELECT
Classic.Plus  = BTN_START
Classic.Home  = BTN_MODE
Classic.L  = BTN_TL
Classic.R  = BTN_TR
Classic.ZL = BTN_TL2
Classic.ZR = BTN_TR2

Nothing special at all.

gizmo 2010-07-31 02:25

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
hey man im strugglin to get my sixaxis controller workin for this emulatorit worked at first but the controls were muddled. i tried changin the buttons on the gui but now the games say no controller please can you help. lovin the work btw..

IzzehO 2010-07-31 03:54

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

Originally Posted by gizmo (Post 770982)
hey man im strugglin to get my sixaxis controller workin for this emulatorit worked at first but the controls were muddled. i tried changin the buttons on the gui but now the games say no controller please can you help. lovin the work btw..

Install my custom config (again if you have already) and follow the steps in the first post. All the information is there.

gizmo 2010-07-31 04:36

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
ok this is gonna sound real bad but im not sure exactly where i need to save the customconfig file and when i try the code it says no such file or directory. i know on your help section you say the main directory and the first place to save a file to is Nokia N900 right? not sure where /home/user/MyDocs would be.

IzzehO 2010-07-31 05:14

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

Originally Posted by gizmo (Post 771017)
ok this is gonna sound real bad but im not sure exactly where i need to save the customconfig file and when i try the code it says no such file or directory. i know on your help section you say the main directory and the first place to save a file to is Nokia N900 right? not sure where /home/user/MyDocs would be.

Yes MyDocs=Main Directory=Nokia N900

gizmo 2010-07-31 07:01

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
thanks man. turned out it was the space between zxf and / i think cos it wasnt allowing the code until i typed tar zxf/ instead of tar zxf /. didnt need to use the rootsh thing either and it works fine. lovin the analogue too!:)

Airtux 2010-08-01 21:03

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
@IzzehO & javispedro Are you working for a new version of mupen64plus or plugins?

Or the emulator is finished?

gizmo 2010-08-01 21:04

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
what is the best app to use to increae cpu frequency?

DarthLuda 2010-08-01 21:15

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

Originally Posted by IzzehO (Post 767693)
If you are desperate for it you can download my old version from below and take the gles plugin out (.mupen64plus/plugins/gles2n64.so), rename it and then place it in the /root/.mupen64plus/plugins/ directory...

sorry if i might disturb you but there's no such plugins folder in the GUI version. so where to put the file?

Quote:

Originally Posted by gizmo (Post 772395)
what is the best app to use to increae cpu frequency?

CPUFreqUI

gizmo 2010-08-01 21:23

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
i tried cpufrequi but it said it conflicts!?:(

gizmo 2010-08-01 21:31

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

Originally Posted by gizmo (Post 772407)
i tried cpufrequi but it said it conflicts!?:(

a whole list of libqt things show up that it is conflicting with

gizmo 2010-08-01 21:33

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

Originally Posted by gizmo (Post 772415)
a whole list of libqt things show up that it is conflicting with

including meamo 5

bchliu 2010-08-01 22:18

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

Originally Posted by gizmo (Post 772415)
a whole list of libqt things show up that it is conflicting with

Means you are not on PR1.2. I believe this program requires PR1.2 since its the best way to get the updated 1.6.2/1.7 QT's out there.

gizmo 2010-08-02 01:10

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

Originally Posted by bchliu (Post 772452)
Means you are not on PR1.2. I believe this program requires PR1.2 since its the best way to get the updated 1.6.2/1.7 QT's out there.

thanks for the reply, what do you mean by not being on PR1.2. do i need to update maemo or somethin?..been havin trouble gettin a maemo 5 update in the app manager somethin about memory.

IzzehO 2010-08-02 01:41

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

Originally Posted by DarthLuda (Post 772399)
sorry if i might disturb you but there's no such plugins folder in the GUI version. so where to put the file?



CPUFreqUI

Sorry your right. I'm thinking of the old install through root. The correct folder is /usr/lib/mupen64plus

Also finished or not I will be uploadinng my auto config script tonight. Basically simplifies a fair few steps for user ps3 controller, wiimote or accelemymote.

The issue I'd had so far is you need to be root to run it.. and typing sudo gainroot everytime is a pain in the neck. It works now as root but has to jump a couple of hoops to do so.

chicaman 2010-08-02 01:44

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
F-Zero X is playable with 600MHz?

IzzehO 2010-08-02 02:38

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

Originally Posted by chicaman (Post 772548)
F-Zero X is playable with 600MHz?

Can't say I've tried it, but it runs very nicely on 800MHz... why not just try yourself?

Nemesis82 2010-08-02 08:33

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

Originally Posted by IzzehO (Post 772570)
Can't say I've tried it, but it runs very nicely on 800MHz... why not just try yourself?

It's really playable with frame render = 1. With frame render = 2 it's almost perfect...

devensega 2010-08-02 08:42

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

Originally Posted by chicaman (Post 772548)
F-Zero X is playable with 600MHz?

Yes it is, without sound however.

Infact many games work fine at 600MHz and I myself only botherd to OC when the last update came with a rather good sound config.

The Quote Train 2010-08-02 10:33

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Izzeho0 - whats this about Notaz's sound plugin. Apologies if this has been covered - but some are reporting no choppiness in Mario 64?

DarthLuda 2010-08-02 11:20

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

Originally Posted by IzzehO (Post 772545)
Sorry your right. I'm thinking of the old install through root. The correct folder is /usr/lib/mupen64plus

how to overwrite the old file? my n900 doesn't let me. i'm using CuteExplorer since i'm not familiar with X Terminal


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