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Re: How To: Nintendo 64 Emu for N900
i tested a bunch of games heres my results (clocked at 1.1ghz)
hybrid heaven good wave race good mortal kombat trilogy slow quest 64 crashed on me cruisin usa and world slow unstable paper mario unstable starfox 64 great mario kart great mariokart64 great zelda oot decent |
Re: How To: Nintendo 64 Emu for N900
I couldn't really care for a list of comprehensive working titles as once/if someone compiles the more recent sources... the compatability doubles (SSB, Perfect Dark, Mario Tennis... all work). I've only made a short list of fully working ones to give people something to try out.
If, however, your testing in the hopes of finding some fun games to play... Banjo Kazooie is definitely a highlight. I haven't comprehensively tested it though.. so I've no idea if it will last more than the first chapter :P |
Re: How To: Nintendo 64 Emu for N900
I think it's great, finally we get to try out this emulator, and works well for an early version :D ... although an UI would be nice, and some easy way to exit the emulation as closing the terminal makes things crashy for me, and had to reboot... i hope some 'pros' work on this so it gets even better :D
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Re: How To: Nintendo 64 Emu for N900
I find the easiest way to exit... and keep the terminal window open is to Ctrl+Backspace.. then go back into the mupen64 window.. and before it flicks back to fullscreen hit the power key... then End Current Task will show up in the drop down menu.
On another note... I've been screwing around with Accelemymote today, trying to get accelerometer working with the emulator, but I can't... and I've no way of even knowing if accelemymote is even working as I don't know what to test it with. For anyone trying... you need to reboot after installing it or else you will get segmentation faults trying to start the emulator. |
Re: How To: Nintendo 64 Emu for N900
[QUOTE=IzzehO;740125]I find the easiest way to exit... and keep the terminal window open is to Ctrl+Backspace.. then go back into the mupen64 window.. and before it flicks back to fullscreen hit the power key... then End Current Task will show up in the drop down menu.
yes i agree i exit it like this and i dont have any issues. i no other ppl have asked but didnt see any answers. is their going to be any freeze states made available for this emu?? really dont wanna try and complete zelda in one sitting lol cheers |
Re: How To: Nintendo 64 Emu for N900
I'll look in to it a bit more... its annoying because I found the information on saving and didn't keep track of it. Save states I don't believe are implemented... but regular game saving should work.
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Re: How To: Nintendo 64 Emu for N900
I already got the June version building and working (at least with Mario 64).
Anything you'd like before I upload binaries? (special plugin settings, compiler optimizations to test... ? ). And sorry to deceive you, but the framerates are similar to older builds... |
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Re: How To: Nintendo 64 Emu for N900
Oh, wow. Seems that there's a regression in today's gles2n64, cause I got yesterday's (revision 16) and now there is a noticeable speed bump (mario64 bowser's battle demo gets + ~5fps).
Also with today's I get graphical corruption in zelda textures. |
Re: How To: Nintendo 64 Emu for N900
Ok I uploaded updated source tarballs in the usual place http://depot.javispedro.com/nit/64/ , the mupen64 one [1] contains both source and binaries (including gles2n64.so).
[1] http://depot.javispedro.com/nit/64/m...0100627.tar.gz "Port" notes: - gles2n64 uses SDL-GLES: "apt-get install libsdl-gles1.2-1" - it does not care about whatever resolution you put in there, and always uses fullscreen. it does care about the framebuffer resolution, so you can scale. |
Re: How To: Nintendo 64 Emu for N900
Does that mean, we get a better performance? sweet.
Also can you implement a way to save games? That would be awesome. |
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-iDont |
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Just ensure blight is still in there.... as Pandora is still not using it (as I don't believe they have libsdl ported)... it's far more open than the one developed for Pandora. Also any chance you could give a go at compiling their GUI (if its at all available... I couldn't seem to find it) and it isn't at all difficult. I'd also love for you to post up what you've done (in as advanced terms as you like), as the few others that have tried this couldn't get passed the OpenGL dependecies without getting errors (See page ?3? of the thread). That way someone else may be willing to tackle the job of packaging it and adding a GUI. Quote:
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Also any objection to repacking with adjusted configs and with me hosting it? |
Re: How To: Nintendo 64 Emu for N900
Ok, I'll give it a try.
For the new version javispedro posted, do I need to download the .tar.gz with wget and then do same as before? Or must I do somerhing else, if yes, what? thanks |
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Re: How To: Nintendo 64 Emu for N900
So what are the chances of someone compiling all of this in a nice little generic GUI (like the one in drnoksnes, picodrive etc)? Is it really time consuming? I wish I knew how to do that; I would've have made one...
________ Pissing porn |
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Basically, - For gles2n64: removing Win32isms from Makefile, use SDL-GLES instead of bare EGL (which gets me stuff like proper Hildon fullscreening for free). - For mupen64plus-arm: disable GL plugins & libs in Makefile, created stubs for screenshots and osd stuff (which depends on OpenGL, so they are disabled), handle scratchbox's `uname -m` being "arm". Quote:
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Re: How To: Nintendo 64 Emu for N900
I have a little problem with the PS3 controller. It worrks fine on the browser and stuff, but when I want to play Super Mario 64 it say "no controller" on the game's starting screen.
I replaced the .conf with: Code:
mv blight_input.conf blight_input.conf2 |
Re: How To: Nintendo 64 Emu for N900
Here's the tarball + binaries with the "Pandora GUI" (the GTK+ mupen64plus GUI) enabled.
Note that this does not mean a menu icon will appear but that when run from terminal without a ROM the selector will open. Btw, did anyone get more ROMs to open with the updated version? |
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As to ROMS.. while trying to get other things working (mupen64plus.conf still refuses to let me map any keys other than Pause... reset, stop, etc etc all either do nothing or crash it)... MANY more roms are starting... Super Smash Bros now works, Perfect Dark now works, 1080 Snowboarding is much less glitchy, Mario Tennis starts. None actually get very far though (SSB crashes as soon as you punch someone :P) but it shows progress is being made. |
Re: How To: Nintendo 64 Emu for N900
Thanks javispedro!
But when i try to open a rom it crashes and says: segmentation fault EDIT: it works now, i was running it in chroot |
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Note: does not seem very usable. |
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Also fully kills the phone tapping the button on the far left (no idea what it does.. was accidental) |
Re: How To: Nintendo 64 Emu for N900
guys ive downloaded the file but cant do anythins else do i have to load it in xterm? if so wotz the code? cheers
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Re: How To: Nintendo 64 Emu for N900
Did anyone get the PS3 controller working? How?
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If you want to do it manually by opening blight_input.conf in leafpad (as instructed), here is the proper only for PS3 controller. You can probably copy paste if you want. Just open this in browser and copy: http://pastebin.com/vXCw1Fvf |
Re: How To: Nintendo 64 Emu for N900
Oh, yeah, i'm good at screwing things up :p
Thanks for your help, i'm gonna try this out. Edit: It works perfectly now, thanks very much. |
Re: How To: Nintendo 64 Emu for N900
wen i try mario64 it says error: no graphics plugin specified
i followed the instructions on the 1st page so any ideas? |
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I still couldn't figure out how to save.
I made mempack switch key=115 (s), but when I push it, and then save the game, quit and restart, there is nothing saved. |
Re: How To: Nintendo 64 Emu for N900
The best way to update is to rename the old .mupen64plus to something like .mupen64plus_old and then follow the first post's guide again but this time using the newest version from javispedro. Then just configure it like in this post and transfer your savefiles from the old foldier. The new version is much faster than the older one, for example Super Mario 64 runs nearly fullspeed (just some slowdowns here and there) with no OC. Only problem is that it doesn't seem to support transparent parts in sprites (nothing big but still).
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Problem is, defining either as the GFX Plugin in your mupen64plus.conf file causes the new GUI version to fail as it dosen't acknowledge any GFX plugin as being specified. What are we missing here? |
Re: How To: Nintendo 64 Emu for N900
I defined my GFX Plugin to be gles2n64.so in the mupen64plus.conf and it worked just fine (even the GUI, it even displays that my GFX Plugin is gles2n64) altough changin the options in the GUI doesn't actually modify anything, so when you restart it everything is back to default. Because of that you have to still set everything up manually.
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Re: How To: Nintendo 64 Emu for N900
Ah, I got it. I typo'd the gles2n64.so line. So it doesn't report that no GPU plugin is specified, but now when I launch a game it just sits at a black screen. Hmm.....
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Re: How To: Nintendo 64 Emu for N900
Is it possible to use
two or more bluetooth controllers with this emulator?? btw I think this is great Much better than psx4all |
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Re: How To: Nintendo 64 Emu for N900
im getting confused, is there already a new version of this emu out with an updated faster ricevideo gfx plugin and we should upgrade to it from the original files posted 2 days ago?
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