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Re: How To: Nintendo 64 Emu for N900
UR THE MAN IZZEHO
btw what else exactly will ur new gles2n64 bring besides saving ability and accelerometer support? |
Re: How To: Nintendo 64 Emu for N900
god im sick of ppl asking for this to be in repos!
yes, i want it too, but be patient! |
Re: How To: Nintendo 64 Emu for N900
Is the current version thats up right now the one that supports saving and accelerometer use?
Also I have a problem with quitting. I cant seem to quit without it crashing and geting the error message "gles2n64 v0.0.3 is not respondimg. Close application?" and then pressing yes. Would it still save with this problem and is there a certain way to quit? Oh and by the way IzzehO you are awsome! you could have kept this to yourself and saved yourself all the work of putting together this great How To, but you didn't and you made it so easy to follow. Great job! |
Re: How To: Nintendo 64 Emu for N900
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regarding closing, i close xterm and the emu closes as well. |
Re: How To: Nintendo 64 Emu for N900
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Also I need to clarify.. this isn't my work. I am solely responsible for the guide and the some config files. The people you really want to thank are over at Pandora: Ari64, Adventus etc etc. I merely package the thing in a neat little ribbon for ya's. Hell, I'm not even the one compiling these things. Saving is about to come. I should also mention accelerometer isn't "in this" just support with a little extra work. |
Re: How To: Nintendo 64 Emu for N900
Thanks for the speedy response guys! Oh and IzzehO I know you didn't make it. I was only talking about you packaging it and making it easily accessible to the community. Its just as important stop trying to downsize it. I am also very gratefull to the the people at Pandora though. keep up the good work guys!
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Re: How To: Nintendo 64 Emu for N900
Yeah that section was more to the guy at the top of the page. Just doing the final touches now and saving shouldn't be far away.
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Re: How To: Nintendo 64 Emu for N900
New version added. Go grab it before the server becomes too crippled. Saving is enabled and there is instruction for accelerometer.
For anyone that cares as well, ironically the only issue... even after all the config changes and what not... was that mupen64plus couldn't create its own directory to save in (Ie. save folder). |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Hi Izzeho,
I assume with the latest saving functionality etc., you (or someone) has compiled the most recent of Ari's sources - from the 27th June? |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Javis did. Bottom of Page 13.
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Are we currently running with the "latest" Pandora sources then? Any idea if the analog sticks are supported by Smoku's PS3 controller drivers - I can't remember if they were?
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Analogue sticks work perfectly with the config in my file. Left for joystick, right for C buttons. Its also worth pointing out its true analog too which is fantastic.
If you want to find buttons of PS3 controller grab joystick package and use jstest /dev/input/js0 And yes we are running latest Pandora source. |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
That's great news, thanks for "packaging" this all together. Incidentally, regarding the inability to close the emulator, I have uncommented a couple of lines in javispedro's source which were preventing the plugins being closed.
However, the close method is completely missing for the gles2n64 plugin, hence it still never terminates (and presumably what javis was talking about with regards the next plugin version). I'll have a quick play and see if I can get it to close cleanly - at least until javis has released a later version! |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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Also any idea about rumble support? I've been trying to work out if blight input handles it.. or if it just handles passing it off to the main program. Would be awesome to have it for the PS3 controller (hell, even for the phone). |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
nintendo 64 emulator with rumble support !
YIIIIIA! edit: okay, now serious... Ive had my N900 since it was (finally) released .. and recently got one for my fiancee. So Ive been aware of the status of the N64 EMU.. I didnt think it would appear one day (so soon) and work so WELL!! Seriously Id just like the sound to work really.. XD |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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Can't ya just be happy with save states and accelerometer support? :P Also to the poster above: try it! it's not hard to follow. Hell most of the people that have got it to work in this thread are idiots. (No offense I swear it guys :P) |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Does the latest build release today have save state support? If so, whats the keys/options to get it working?
Thanks |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Hmm, I've managed to get the dynarec (and therefore GLES2 plugin) to stop when the Kbd Mapping Stop key is pressed. I've set Kbd Mapping Stop to code 306, which I believe translates to ctrl + backspace on the N900 keyboard.
Anyway, it all seems to work nicely, whether --nogui is specified, or whether the GTK GUI is being used, but I've literally just hacked a stop=1 line into the stopEmulation function. It works for me, but I don't think I should release the updated mupen64plus file in case I'm doing something really stupid! If anyone does want the file, I'm happy to release the URL - but bear in mind that I am literally just hacking things together! |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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That aside, yes it does run fullspeed... and the transparency issues are gone too. Quote:
I wouldn't mind waiting to see what Javis has to offer, I get a feeling he wants to take over this project anyway. |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Can't someone upload the latest Version with the easy rom selector to the extra-devel rep.? That would prevent all this questions in this thread.
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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NB. This is all for my own benefit really - as a bit of a learning task! I appreciate javis is doubtless working on a better way of doing things, but merely discussing this in case it may be useful for someone! |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
I have updated to the latest version and things are working well! Hey guys, take all your time to work on this project so that we will have a descent emulation for N900! Thanks for all!!
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
carmageddon works well but slowly
supecross 2000 works about 50% speed, but cannot see "world" rush 2049 works well and nearly full speed.. all @ 1GHZ w/ latest version of mupen64plus; no sound |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
ToyStory2 works with frameskip=1 and sound off. @1GHz
Game started after 2min white screen :D Loading is very slow too. Ingame= 40-50% speed |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Majora's Mask works now as good as OoT, not perfect, but definetly playable.
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Starfox 64 now runs in a window but other games such as Mario 64 run fullscreen or close to fullscreen.
Cruisn World is very playable now! Rush 2 closes with a segmentation fault upon pressing start BUT if I watch the cpu race demo (by NOT pressinf any buttons) I can tell that Rush 2 is running faster than the last time it was playable. No sound, latest version, OC 850 |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Conker's Bad Fur Day still doesn't work.
Saving the Game works now fine (well except in Super Mario 64, where i can't find a Save option) Really looking forward to have some good working Sound. |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
In Super Mario 64, you have the option of saving the game after you acquire a star.
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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I Never started playing because i thoght "Why should I start playing when i can't save?" |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Tried Super Mario 64 and MArio Kart 64. All fully playable!
Thanx for this emulator! It's Awesome! |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
I'm having trouble getting the accelerometer working. I can do the "jstest /dev/input/js0" and see the accelerometer working. But when I type "leafpad .mupen64plus" its empty. I also tried "leafpad blight_input.conf" and "leafpad .mupen64plus/blight_input.conf" all empty.
I must be missing something, how do I edit the blight_input.conf? |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
after installing the extra plugins, backgrounds are sometimes shown incorrectly with glitches and the resolution seems to be lower. how to change that?
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
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Code:
leafpad /home/user/.mupen64plus/blight_input.conf |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
I've tested now the acc steering with F-Zero and Mario Kart. It's really cool, especially the proxy sensor as A-button, really awesome.
But it is too much sensitive, it steers to much, when I just wipe the phone a little. Can you make it less sensitive? Also its sometimes a little buggy and I got some crashes, probably because its still rally experimental. But this is really great, very good work! |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Upload to repositorys plz!!!! for noobs
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
@Fredook
It has been asked many times. It's being worked on. Patience. |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Help! I've played a bit with the settings, and afterwards, transparency was disabled again! what command exactly controls the transparency? Is it somewhere in the gles2n64.conf?
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