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

samipower 2011-06-08 21:36

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

Temporal 2011-06-08 22:07

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

Originally Posted by samipower (Post 1025366)
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

As javispedro said:

Quote:

Originally Posted by javispedro (Post 1022858)
n64oid _is_ mupen64plus.


Boemien 2011-06-08 22:35

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

Originally Posted by Temporal (Post 1025389)
As javispedro said: .........

Yeah yeah yeah, but why does it lag on the N900?? it's just unbelievable... :o
Is it a matter of OS??? :confused:

samipower 2011-06-08 23:09

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.

javispedro 2011-06-09 00:09

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

Originally Posted by samipower (Post 1025366)
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

Why don't you try increasing frame skip (aka the "frame render rate" in gles2n64.cfg)?

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:

Originally Posted by Boemien (Post 1025407)
Yeah yeah yeah, but why does it lag on the N900?? it's just unbelievable... :o
Is it a matter of OS??? :confused:

You betcha why we've all complained about fugly pulseaudio performance. OProfile says it uses a whopping 15% of cycles.

kemar7856 2011-06-09 03:09

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

kemar7856 2011-06-10 02:50

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

samipower 2011-06-10 08:49

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

Temporal 2011-06-13 16:39

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!

ZeNzO 2011-06-13 23:07

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?

Temporal 2011-06-14 06:10

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

Originally Posted by ZeNzO (Post 1028534)
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?

One easy way is to remap the 2nd controller without activating it with all keys that you want to use to pause, save, etc.

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.

ZeNzO 2011-06-14 16:01

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:

#Window Settings:
window fullscreen=1
window centre=0
window xpos=0
window ypos=0
window height=640
window height=240
This way the screen is moved up a little and not stretched as much. And it works like a charm :D

El Diablo 2011-06-15 11:19

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!

Crogge 2011-06-15 11:44

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?

ZeNzO 2011-06-15 22:29

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.

Temporal 2011-06-15 23:24

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

Originally Posted by El Diablo (Post 1029566)
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!

I'm starting to play zelda, never played a zelda game before (shame). When I start something good I'll post here!
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:

Originally Posted by Crogge (Post 1029584)
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?

How do you start a rom? If you do by clicking 2 times, do it firm AND give some time between clicks. If you start by the run icon, start to do it by clicking 2 times instead. AND never start a new game without restarting mupen before. These are the tricks I use and almost never get a sigsegv.

El Diablo 2011-06-16 00:10

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.

Boemien 2011-06-16 09:29

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
At least Zelda, but Goldeneye is still laggy.

El Diablo 2011-06-16 10:16

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?

Boemien 2011-06-16 10:48

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

Originally Posted by El Diablo (Post 1030122)
Can you detail this "laggy" term? Is it too laggy to be playeble or just a few slowdowns occur in time to time?

I think that it's too laggy to be playable. you can spend a few minutes to pass the first mission, it's difficult to aim, you get easily shoot. Your phone must be oveclocked to 2ghz to play this! lool! but I don't know if the teaks will help to play it a little bit faster. Try to disable sound too.

El Diablo 2011-06-16 14:03

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?

yodawg 2011-06-22 18:41

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)

Nokia 5700 2011-07-11 23:33

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. :)

SSLMM 2011-07-27 22:07

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?

MiK546 2011-07-28 05:51

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.

El Diablo 2011-08-27 16:34

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.

Nokia 5700 2011-08-27 17:02

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. ;)

El Diablo 2011-08-27 18:37

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

Originally Posted by Nokia 5700 (Post 1077585)
El Diablo, I'll upload some that are with sound at 600Mhz, and you'll get a good perspective of performance. ;)

Thank you so much friend, but I would like to see the effect of sound on the overall speed. I think it's about 20%, but 4-5 FPS may be necessary to reach full speed.

Also I would like to see the available maximum performance with these settings.

Nokia 5700 2011-08-27 19:35

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.

El Diablo 2011-08-27 19:53

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

Originally Posted by Nokia 5700 (Post 1077652)
Are you sure? My tests prove that Mario Kart runs at approximately 80% with sound at 600Mhz.

:eek: WHAT?!?

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.

Nokia 5700 2011-08-27 21:06

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.

El Diablo 2011-08-27 22:19

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

Originally Posted by Nokia 5700 (Post 1077700)
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.

Thanks for the reply. Please forgive me if there is a misunderstanding. I'm just confused. Because almost every day I'm searching the whole Maemo threads on the world wide forums. No one mentioned running OoT with full speed except in this forum. Check yodawg's post for example in the page 118:


Quote:

Originally Posted by yodawg (Post 834322)
@robnas download and install the glesn64 0.3 to play oot, its a couple of pages back

i am having great success playing many games and having a lot of fun on the train ride in every morning and evening

ive customized controls in the input settings menu within mupen so that i can i move diagonally forward either left or right which is a must for any 3d platform or action game

ive fiddled around with options like frameskip which at 3 makes many games run great vs when its at 1

i can play super smash brothers, no mercy, oot all full speed with sound at around 1ghz

damn it feels good to own a n900

I think it's somewhat related with the configuration settings. That must be the reason of difference.

Anyway, I want to thank you for informating me.

BTW what's up with the Goldeneye?

razefox 2011-08-28 16:03

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)

El Diablo 2011-08-28 16:20

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Thanks. What's the current progress with Goldeneye?

razefox 2011-08-28 17:05

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.

El Diablo 2011-08-28 17:31

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?

El Diablo 2011-09-23 22:04

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Still waiting for an answer...

Tedri Mark 2011-10-22 03:30

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..

Tedri Mark 2011-10-25 00:29

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...

:)

snfx 2011-10-25 03:11

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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