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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Oh new version , i tried it and sound worse , new graphic plugin but playing with bad sound, better not play, n64oid 1,14
in android sound well , port this emulator to maemo? or only port audio plugin n64oid to muppen64 maemo look , my n900 with 805mhz and other applications running http://www.youtube.com/watch?v=Uj-VRywDEd8 |
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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Is it a matter of OS??? :confused: |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
if n64oid=muppen why n64oid perfect sound and latest version muppen horrible sound . And n64oid 805mhz run well and muppen 950mhz and nothing bad sound. Different audio plugin i think, Or i do not understand it.
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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My stock N900 gets no hiccups at a render rate of 10. That's way too much frameskip, so you crazy overclocker (remind me never to accept coredumps from you ;) ) might be able to find a better number. In case you wonder, the guy who packaged mupen64plus for android also enabled some high frame skip (as evidenced by the broken blink pattern in the choose player screen). But if you want to know the exact numbers he used, why don't you ask him for the source and his supposed modifications? Quote:
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
i still cant get my emulator to display anything its just a black screen whenever i select a rom I even tried reflashing the phone help please
and i,ve tried the custom settings |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
nm for some reason it works now ??
anyways mario 64 full speed pokemon stadium 2 95% star fox 64 full speed except level select and mission briefing zelda OOt playable but still slow paper mario cant start game majorias mask only can play intro FZero Full speed smash brothers playable 75% big improvement but menus is very slow wave race 64 Full speed mario party 2 slow and some textures missing 70% just for the LOL zelda master quest and... its faster then oot by a few frames after I leave the house the gameplay is full speed and the sound a bit behind no joke guys master quest gets 90% the cutscenes are same as oot though but great job on the update I tried these all on cpu 1ghz and sound turn on |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
frame render rate" in gles2n64.cfg with 8-10 for example run well smash bros with well sound .
i tried this games games well speed and well sound mario 64 full well pokemon stadium 2 well majorias mask playable perfect(change your rom) smash brothers killer instinct gold with some options well sound but slow for each game, i modify frame render rate" in gles2n64.cfg with 8-10 or other, more higher than 10 perfect sound forever but games are running slow i tried to force option v-force 320-240 for up speed. and others options but well emulator . i am sorry for my first post in this page, i could not try it well. n900 950mhz Now i tried and well |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Unfortunately, Mario Golf lost its flagpole. No matter what settings I put on the rom specifics, (and I know that it is reading it because the flip vertical works) the flagpole disappeared |:/
I downloaded the older mupen64plus deb, extract the glide0.4 and renamed it and now every time I want to suffer in Mario Golf, I change glides. The only problem is that whenever it sees other config file it overwrites it with old glide settings. I'll see is I add all settings that are different from each file in one big file, and keep all that are in common, and see if then I can keep noth without having to keep a backup every time. Also I did a script to the ones using savestates that are progressive, that will look to the newer save of each game and change to the actual one stated on mupen config - all I need is to close and reopen mupen whenever I want to change games (I kinda did it already once mupen GUI is prone to errors if more than 1 game is loaded in the same session) - I might share if anyone is interested. Strangely enough, Mupen64plus is not saving the current save slot in its mupen.config file. Everything but the actual save position is not changed. Whatever, my script takes care of it, so, doesn't matter to me - just to report. Also my ears prefer the pa64 than the JttL. While JttL tries to play smoother by trowing little chunks of sound with little pauses between each, pa64 plays bigger chunks of sound at the cost of bigger pauses. My ears prefer the last. While I'm at it, I started to play with the configs of the new Glide, I guess I figured out what some of the settings means (by what I saw in action witin lots of games, may NOT be accurate): ---- target FPS: Self explanatory, EXCEPT that it will not work below, depending on each game, 24 (may need a bigger value if you start to play with frame render rate). If a value lower that glide accepts for that game is put, glide will play it like normal but activating "auto frameskip". ---- Frame render rate: Needs to start from 1. If added bigger numbers, it will play like this: If my target FPS is 30, and my frame render rate is 3, it will play at 10 fps, by playing one of the 3 frames of every trio. ---- auto frameskip:By the example above, instead of playing just one of each 3 frames, it will try to play as many of the 3 possible, rounding UP instead of down. ---- framebuffer enable (and width/height): Instead of rendering to the same size of the window, it will render to this width/height and then stretch to the window. Rendering to lower sizes makes the rendering faster, at the cost of granulation. ---- Update mode:There's up to 5, the 3 usually flickers a lot and the 4th is better with framebuffer enabled. I guess the rest is understandable. If I'm wrong, please, correct me. While I'm at it, I played 4 games and posted on YouTube to show how they play in my n900, using PS3 controller and sometimes while charging, with stock clock but undervolted: http://www.youtube.com/watch?v=LNGlBO2YU_g http://www.youtube.com/watch?v=xNUxPYLolow http://www.youtube.com/watch?v=zufFqF0AETs http://www.youtube.com/watch?v=3zykfcwk3PU And here, running the same games with 900mhz and GameGripper. This time around with a lot fewer hiccups on sound and close to none on video: http://www.youtube.com/watch?v=K7jHLMdgshA http://www.youtube.com/watch?v=seQ7Gd2i1-A http://www.youtube.com/watch?v=ccGkD-Oo04s http://www.youtube.com/watch?v=Du2CrGdhTr8 I guess that if you mute them, you would almost think it is "perfect" (my standards). Except for the Super Mario 64, the others I tweaked a bit the settings in my Glide2n64rom.config. Bye! |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
How to map save load keys? I really had hard time trying to find that information among over a thousand od posts, so I decided toask that stupid question.
and, my arrows cant be mapped in blight, can they? |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Then you go to the mupen folder, open blight input config and then look what is mapped on the [controller 1] section (the first controller is 0). Then you go to the mupen64plus.conf and then you can change the kbd mapping sections there. Tell me if it works for you! Here worked like a charm, I needed the P to not be pause, and T/U to be load/save, and the ctrl (or ctrl+bksp that is go to task switcher) to pause the game, and voilá! |:P PS: Use filebox(in root form) and leafpad. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Thanks a lot. Finally I can play Zelda on my n900 (no sound, 640x480, 10frame skip works reasonably well, got my Kokiri sword already :P)
I also manage to run SW Racer with Quote:
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Temporal, thanks for your uploads. I have a request from you, can you try Zelda OoT with 1150 MHz clock speed? And another video for Zelda will be awsome too!
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
I upgraded to 20110128-0maemo2 (from 20110128-0maemo1) and now I get the following error message:
"The core thread received a SIGSEGV signal. This means it tried to access protected memory, you may have set a wrong ucode for one of the plugins". Before it was working just fine, any idea what could cause this? |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
I play Zelda OOT on 950 mhz and I was able to kill the first boss already.
Really worth a try. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Unfortunately I cannot over beyond 900 (I don't know if my phone can, but I don't dare to go there - not that it isn't a danger at 900, but making a thing that is already on over on 600 to go to 1150 is a bit much - I only let my phone on 900 while testing something for a few mins or while I'm on the street and don't want to be "ashamed" by any slowdown. In home I usually keep at 500mhz). Up to this moment, zelda OoT is playing fine at 900, almost no slowdowns on video and usual hiccups on sound, but I get used to them after 2 or 3 minutes. Quote:
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Thanks for the replies, guys! As I said, even without sound and with max clock speed, it'll be enough for me if's running full speed. I just want to play Zelda and Goldeneye.
Have a nice day friends. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
At least Zelda, but Goldeneye is still laggy.
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Can you detail this "laggy" term? Is it too laggy to be playeble or just a few slowdowns occur in time to time?
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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>
Maybe it is possible to run Goldeneye fullspeed with really, really proper and decent configuration settings and max clock speed. Anyone confirm?
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
ok guys maybe i am a couple of years late with this but ill post it anyway in case there are people like me out there
i always thought that save states and load states dont work but i got them to work i start playing a game then press p to pause then i crtl backspace to minimize mupen64 and then switch to the main menu and choose save state from there to save (load state is also there) |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
I've changed the keys for saving and loading states. You find it in mupen64plus.conf.
I've used this for a long time, and it's the reason why I made it through Ocarina of Time... From the beginning to the end. :) |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Can't install mupen64plus... it says:
Package mupen64plus is not available, but is referred to by another package. This may mean that the package is missing, has been obsoleted, or is only available from another source E: Package mupen64plus has no installation candidate Sugestions? |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
The packages name is mupen64plus-arm. I suggest you to install it trough HAM or FAM instead though.
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Guys, I'm begging you, can someone upload a video on Youtube which shows Zelda OoT or Mario Kart running WITHOUT sound and WITH 1150 MHz? Thanks in advance.
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
El Diablo, I'll upload some that are with sound at 600Mhz, and you'll get a good perspective of performance. ;)
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Also I would like to see the available maximum performance with these settings. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Are you sure? My tests prove that Mario Kart runs at approximately 80% with sound at 600Mhz.
And Ocarina of Time runs between 30-60%. I'm rendering a video and I'm ready to upload to Youtube or something like that. The gameplay is survivable at this speed, with sound. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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But look at Temporal's video, he set his N900's clock speed to 900 MHz and Mario Kart still not running on full speed: http://www.youtube.com/watch?v=ccGkD-Oo04s So according to your information, Zelda OoT should run at full speed (90% of original speed at least) with sound OFF and 1150 MHz, right? That's some wonderful news. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Well... I find that video weird. I get almost full speed at 700Mhz in Mario Kart. Running at 1150Mhz is overkill for it. I bet 805Mhz is enough.
OoT? It's not a soft cookie. But believe it or not: it runs really close to full speed WITH sound at 1150Mhz and 1 frameskip. That's with fog enabled. (I don't know what causes it... But certain objects disappear in the distance. Namely the whole terrain.) But audio tends to lag a bit. (Occasional drops) Precisely, it goes to 8-9FPS in Hyrule Field, 15FPS in many other places, when target is 20FPS. This is with sound. Without it, I get 10-11FPS in HF, and 15FPS most other places. I think 15FPS could be full speed, because it's reeeaaally smooth. (And besides: frameskip has to skip something.) I also recommend to enable automatic frameskip, I think it helps a lot. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Anyway, I want to thank you for informating me. BTW what's up with the Goldeneye? |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Mario Kart, OoT, Super mario 64 are running good, but the other games are all bugged and glitched and laggy with glesn64 0.5...
I wanna play other games like Paper Mario, Super Smash Bros, Conkers Bad fur day, Banjoo Kazoie, etc. Btw. played OoT to the Shadow Temple, good work at OoT though like 40 fps with sound most, fullspeed (1ghz) |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Thanks. What's the current progress with Goldeneye?
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
I noticed that if you change sound to PA64 it will run nearly as fast as without sound.
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Nice. Eventough I prefer turning the sound off to conserve the battery, it would be great to play Goldeneye with sound.
Can you inform me about the minimum and maximum values of FPS? |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Still waiting for an answer...
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Those of you playing ocarina of time - I've got a question and I'm not sure whether it's something up with the game, the emulator, or my sixaxis controller/config:
I've started playing through the game again, after sending my phone off for reapirs without backing up my save game data. I've got the shield, and pressing L1 uses it, but also 'x' (the green button on the n64) also crouches behind the shield, instead of jumping etc... Is this how it's supposed to be, I don't remember it like this last time round.. EDIT: Yep, just tried with accelemymote, and sure enough, the 'x' on the keyboard(green on n64) does attack ie rolls when running etc, and the 'z' key (which I assume is mapped to the R trigger) crouches behind the shield.. I did have a test in notepad, and the x button and R trigger do trigger different keys, so I'm not sure what's happening.. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
just changed frame render rate to 1 in the gles config, Zelda OOT now running lovely, with only the occasional audio dropout - no more than with frameskip at 2, mind you...
EDIT: Okay, maybe not - Smoother, yes, but noticably slow in complicated scenes.. I'm now experimenting with commenting out the frame render rate line, and enabling auto framskip instead. Seemed initially to be a better solution, but just encountered a couple of enemies and it semmed slower than with frameskip at constant... Hmmm... :) |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
hows the zelda gameplay? is it an enjoyable play?
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