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Posts: 334 | Thanked: 45 times | Joined on Jan 2010
#361
lol its cool Izzeho, I just wanted to test it I hope you are working on updates to fix current issues. I would love to hear the game with sound as it is a bit wierd. Also a GUI version would be great rather than editing controls and enabling accelerometer all the time. Ive tried other games such as quake 64, duke 64 but I had accelerometer on so was difficult, cudnt find the fire key went thru all of em lol As for quake i cudnt get the level started cause the curser on the menu was going nuts with accelerometer enabled.

Ive also noticed most games bring a message saying "controller pak not found, game wont be saved" I thought we could save games? Doesn't bother me, was just wondering.
Tried Golden eye, the video an everything played okay but the game itself was slow and couldnt figure out the shoot button in that either lol tried almost every key.

Im glad someone has finally worked on and brought us a half working n64 emulator and at least we can see what to expect and how its like.

Cheers for this
 
Posts: 418 | Thanked: 90 times | Joined on Nov 2009
#362
i tried starfox with sound and when it got to the planets menu it completely locked the phone up lol. had to take the battery out
 
Posts: 334 | Thanked: 45 times | Joined on Jan 2010
#363
ive not enabled the sound as when I tried a game with sound I could immediately see it was running slower than before and the sound was glitchy so in essence it just ruined it all by having it on.
 
Posts: 557 | Thanked: 370 times | Joined on Apr 2010
#364
Originally Posted by badboyuk View Post
Ive also noticed most games bring a message saying "controller pak not found, game wont be saved" I thought we could save games? Doesn't bother me, was just wondering.
Thats cause I didn't enable memory paks (in controllers) for this version (meant to.. probably will switch it over when next gles plugin comes out. As of the moment by default only saving onto the cartridge is available. If you remember the N64 you could have very small saves on the N64 cartridge (eg. Zelda) whereas others required larger saves that required a memory pak to plug into the controller. To enable the memory pak:

In a new terminal, open blight_input.conf:
leafpad .mupen64plus/blight_input.conf

You'll see on the third line: plugin=1, change it to 2. (Also note: 5 is rumble pak.. but it only works with a Logitech gamepad at the moment.. and thats only if your running mupen64plus on PC)

Save and exit... and your done.
 
Posts: 145 | Thanked: 25 times | Joined on Jan 2010
#365
I dont remember setting the plugin = 1 to 2 but QUEST64 (Holy Magic Century), which requires a memory pak, worked... And the blight input config file has plugin = 2.. Weird..
 
Posts: 334 | Thanked: 45 times | Joined on Jan 2010
#366
Thanks for the quick reply IzzehO
I dont require it but I think once there is a more finalised version and if I start playing regurarly then ill end up using it :-P
I never owned a nintendo 64 as I didn't see the need for it at the time. I duno if the PS1 was out then or if it came after but i ended up getting that.
I already had a gameboy, game gear, snes, mega drive then just moved onto the ps1.
 
Flandry's Avatar
Posts: 1,559 | Thanked: 1,786 times | Joined on Oct 2009 @ Boston
#367
Originally Posted by IzzehO View Post
To get accelerometer support
Install Accelemymote from extras-devel repository. Once installed, restart the phone. Then open Accelemymote from the Applications list.

Code:
root
apt-get install joystick
jstest /dev/input/js0
If you get an error here, or js0 is not found, close Accelemymote GUI and open it again, then repeat the jstest line. Accelemymote is rather buggy and seems to fail 1 in 4 times.
I think you're being confused by the fact that accelemymote gui is basically a toggle. I've never once had it fail to start up accelemymote and had no reports of it in the accelemymote thread. I wish you'd inquire instead of make statements like that. Feedback is very useful to devs, but it has to be seen...

The best way to use the accelerometer would be to invoke the backend portion of accelemymote directly in a script that starts the emulator, and shuts it down when the emulator quits. This is what e.g. MAME does. I can help with that...


PS When i type mupen64plus <the name of the rom file, I swear if anyone blindly types this out with the bracket and then posts about it I will end them>, it gives me an error. :P
__________________

Unofficial PR1.3/Meego 1.1 FAQ

***
Classic example of arbitrary Nokia decision making. Couldn't just fallback to the no brainer of tagging with lat/lon if network isn't accessible, could you Nokia?
MAME: an arcade in your pocket
Accelemymote: make your accelerometer more joy-ful

Last edited by Flandry; 2010-07-08 at 13:23.
 

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Posts: 557 | Thanked: 370 times | Joined on Apr 2010
#368
Originally Posted by Flandry View Post
I think you're being confused by the fact that accelemymote gui is basically a toggle. I've never once had it fail to start up accelemymote and had no reports of it in the accelemymote thread. I wish you'd inquire instead of make statements like that. Feedback is very useful to devs, but it has to be seen...

The best way to use the accelerometer would be to invoke the backend portion of accelemymote directly in a script that starts the emulator, and shuts it down when the emulator quits. This is what e.g. MAME does. I can help with that...


PS When i type mupen64plus <the name of the rom file, I swear if anyone blindly types this out with the bracket and then posts about it I will end them>, it gives me an error. :P
I've found first run seems to be hit in miss with a couple of the people I've talked to... I've believe it has to do with PS3 controller getting in the way. My apologies I had to word it that way.. but my issue is this guide is so far directed at noobs.. that if I don't put a *it might not work first try* clause in... they try once.. and then beg for an answer here.

Also I'd love to set up a script as such, but I'm no developer/programmer - nothing.. just a user that works through trial and error =x
 
Flandry's Avatar
Posts: 1,559 | Thanked: 1,786 times | Joined on Oct 2009 @ Boston
#369
Here's a modified script. You'll want to test that the sed commands work as intended as i haven't done so. This script could be included in your tarball and simlinked as a different command like mupen64-accel or whatever.

Code:
#! /bin/sh

# See if accelemymote is installed ...
if [ ! -f /opt/maemo/usr/bin/accelemymote ]; then
        echo Accelemymote is not installed!
        exit
fi
# ... and not running. Start it up if so...
if [ ! -f /home/user/.accelemymote/live-trigger ]; then
        touch /home/user/.accelemymote/live-trigger
        /opt/maemo/usr/bin/accelemymote &

        # Enable accelerometer control in config file
        sed -i 's/\(device=\)\(-2\)/\10/' ~/.mupen64plus/blight_input.conf
        # Run emu
        /usr/bin/mupen64plus $1

        # Okay, now done so kill accelemymote and reset config file
        rm  /home/user/.accelemymote/live-trigger
        sed -i 's/\(device=\)\(0\)/\1-2/' ~/.mupen64plus/blight_input.conf

else # accelemymote appears to be already running
        echo Accelemymote appears to be running already. If not, type "rm /home/user/.accelemymote/live-trigger".
fi
Any questions?
__________________

Unofficial PR1.3/Meego 1.1 FAQ

***
Classic example of arbitrary Nokia decision making. Couldn't just fallback to the no brainer of tagging with lat/lon if network isn't accessible, could you Nokia?
MAME: an arcade in your pocket
Accelemymote: make your accelerometer more joy-ful
 

The Following User Says Thank You to Flandry For This Useful Post:
Posts: 557 | Thanked: 370 times | Joined on Apr 2010
#370
Originally Posted by Flandry View Post
Any questions?
Nope, none at all... looks like it works just fine. The sed command loses me a little, can't say I've seen it worked that way before, as in splitting so as to use \1 to represent device=...

The main reason I haven't attempted something like this yet is the hopes a GUI will show up out of the blue to do it all for us. As it is I've got a script that accepts 1, 2, 3 as input... copying a specific input profile to blight_input.conf.

While your here, does accelemymote support deadzones? Only the more recent versions of mupen64plus support deadzone on joysticks (from what I have read)

Will almost certainly include this in the next 'release' I do (can hardly call it that when none of it is my work). Hear on the grapevine the next revision of gles plugin isn't far off.


EDIT: Actually, one,
Code:
# ... and not running. Start it up if so...
if [ ! -f /home/user/.accelemymote/live-trigger ]; then
        touch /home/user/.accelemymote/live-trigger
        /opt/maemo/usr/bin/accelemymote &
fi
What exactly is the live-trigger doing here? Simply creating a file with current time so as to know accelemymote is active?

and the & on the end of accelemymote is that passed to the application?

Last edited by IzzehO; 2010-07-08 at 14:37.
 
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