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2010-07-14
, 13:12
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Posts: 94 |
Thanked: 40 times |
Joined on Jun 2010
@ Germany
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#672
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Hi, du kannst die Nummern der Tasten hier:
http://www.theasciicode.com.ar/
ablesen. Für "ä", wo normalerweise die pfeiltaste oben ist, wäre das dann 132 (immer die nummer für die kleinen Buchstaben).
Du kannst die blight_input.conf mit leafpad öffnen und bearbeiten, oder die Tasten mittels GUI zuweisen, options und dann input settings.
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2010-07-14
, 13:19
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Posts: 29 |
Thanked: 5 times |
Joined on Jun 2010
@ Brighton UK
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#673
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For anyone interested.. just to tease you. Super Smash Bros now works in the new version... along with a 3-4 fps increase in several games.
Been playing SSB for the last 2 hours at full speed, aside from the fact none of them have eyes: it runs perfect.
Now we just need javis to compile and release for you guys :P
As for the SIGSEV error, its a very, very broad error and can mean many things. The most common is the emulator has some weird memory stuck somewhere: just close GUI and re-open. It can also mean the ROM doesn't work, is corrupted or just hates you :P If you know the rom should be working (be sure to try both NTSC and PAL versions), reinstall as posted on the first post at the bottom.
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2010-07-14
, 13:19
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Posts: 2,355 |
Thanked: 5,249 times |
Joined on Jan 2009
@ Barcelona
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#674
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For anyone interested.. just to tease you. Super Smash Bros now works in the new version... along with a 3-4 fps increase in several games.
Been playing SSB for the last 2 hours at full speed, aside from the fact none of them have eyes: it runs perfect.
Now we just need javis to compile and release for you guys :P
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2010-07-14
, 13:22
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Posts: 557 |
Thanked: 370 times |
Joined on Apr 2010
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#675
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Thats strange, my smash bross was working brilliantly even before the update and all characters have eyes too lol. Audio is on a par with mario 64 and Fzero which i have found to be two other games that run near perfectly. Mario Kart and Zelda OOT playable also but seem to struggle more with audio.
Duke Nukem zero hour also runs near perfectly for me and for those who like zelda I found majoras mask to run even better than Ocarina.
It seems some roms vary in quality so might be worth while people testing an alternative rom if an initial one is unstable before writing it off.
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2010-07-14
, 13:41
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Posts: 271 |
Thanked: 65 times |
Joined on May 2010
@ Poland, Białystok
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#676
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And plans to fix Tony Hawk and Starcraft in the next edition
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2010-07-14
, 14:17
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Posts: 2,355 |
Thanked: 5,249 times |
Joined on Jan 2009
@ Barcelona
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#677
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ishurmer compiled a version with just SSB fix today. I passed on it was available if he was bored. I'd probably try it myself.. but if a straight up make fails for me... I've got no where near the skill to fix it :P The rest I just stipulated from Adventus' post... on looking back it doesn't seem to come off that way.
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2010-07-14
, 14:21
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Posts: 557 |
Thanked: 370 times |
Joined on Apr 2010
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#678
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The "SSB fix" was not integrated in neither Adventus release nor Ari's source, so I'm wary.
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2010-07-14
, 14:58
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Posts: 2,355 |
Thanked: 5,249 times |
Joined on Jan 2009
@ Barcelona
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#679
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The Following 2 Users Say Thank You to javispedro For This Useful Post: | ||
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2010-07-14
, 15:15
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Posts: 619 |
Thanked: 100 times |
Joined on Jan 2010
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#680
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Touch?
The plugin is in -devel but the updated version of the emu isn't, so you can only update with apt-get install (NEVER do apt-get upgrade with -devel enabled). I will upload the emu "soon", hopefully.
Tags |
emulator, games, mupen64plus, nintendo, nintendo64 |
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Changes from previous:
- Improved triangle buffering. Due to the low amount of RAM the RSP had access to it could only store ~32 (64 in FZero X's case) transformed vertices at one time. This meant that some programs loaded in 32 vertices and drew them, then directly after loaded in the next 32. My optimisation involved dynamically mapping these 32 vertex locations to a 256 sized buffer and only flushing the buffer when a state change occurs or its full. I used this size so i could continue using UNSIGNED_BYTE index buffers in GL (and i don't think many models actually exceeded 256 verts). With my current fairly naive implementation, The initial scene of Super Mario's Bob-Bomb battlefield (the first level) went from 318 draw calls (21 vertices per call) to 116 draw calls (57 vertices per call) which resulted in it going from ~18 fps to ~21 fps. This is pretty much best case scenario though, Other games do not show any improvement ie Banjo Kazooie. Anyway it makes a noticeable difference in some games.
- Added support for noise and k4/k5 in combiner. I haven't been able to test noise yet though, i can't find anywhere where its used.... apparently the invisibility effect of sm64 uses it.... but i'm not up to that bit yet.
- Redid texture cache. Added support for using IA textures. For some reason though using IA texture in some games causes a null pointer exception, so they're off by default.
- Fixed Wave Race 64 menu, have no idea how i did it...
- I also broke clipping so don't enable it.
- Various other fixes.
And plans to fix Tony Hawk and Starcraft in the next edition. That said, go try out Tony Hawk now... if your tripping you will LOVE the texture bugs :P