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Posts: 37 | Thanked: 21 times | Joined on Mar 2010
#251
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?
 
Posts: 557 | Thanked: 370 times | Joined on Apr 2010
#252
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.

Last edited by IzzehO; 2010-07-06 at 08:42.
 
Posts: 37 | Thanked: 21 times | Joined on Mar 2010
#253
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!
 

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Posts: 557 | Thanked: 370 times | Joined on Apr 2010
#254
Originally Posted by ishurmer View Post
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!
Lol yeah the puzzle pieces seem to fit together though. Go nuts on it.. but I get a feeling he'll pop in some time in the next few hours.

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).

Last edited by IzzehO; 2010-07-06 at 09:08.
 
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Posts: 4,365 | Thanked: 2,467 times | Joined on Jan 2010 @ Australia Mate
#255
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

Last edited by F2thaK; 2010-07-06 at 10:20.
 
Posts: 557 | Thanked: 370 times | Joined on Apr 2010
#256
Originally Posted by f2thak View Post
nintendo 64 emulator with rumble support !

YIIIIIA!
Yeah that doesn't look like its going to happen without a lot of work from someone else. From what I can tell the PS3 drivers don't have rumble support, nor does Accelemymote (or the phone in general).

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)
 
Posts: 158 | Thanked: 61 times | Joined on May 2010
#257
Does the latest build release today have save state support? If so, whats the keys/options to get it working?

Thanks
 
Posts: 557 | Thanked: 370 times | Joined on Apr 2010
#258
Originally Posted by bchliu View Post
Does the latest build release today have save state support? If so, whats the keys/options to get it working?

Thanks
No but it does have regular old saving. I'll have a look at save states another day.
 
Posts: 619 | Thanked: 100 times | Joined on Jan 2010
#259
How does mario 64 work with the new version? Is it fullspeed?
________
UPSKIRT MOVIES

Last edited by nax3000; 2011-03-18 at 13:24.
 
Posts: 37 | Thanked: 21 times | Joined on Mar 2010
#260
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!
 

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emulator, games, mupen64plus, nintendo, nintendo64


 
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