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Posts: 145 | Thanked: 25 times | Joined on Jan 2010
#811
atilla, it's under the user folder

user/.mupen64plus

yes, the mupen folder is HIDDEN
so open a new terminal and type:

cd .mupen64plus

then type:

ls

then you will see config files.
 

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Posts: 344 | Thanked: 73 times | Joined on Jan 2010
#812
Originally Posted by IzzehO View Post
I'll probably just modify my configs to already have controllers 1-3 set up with identical controls though.
I like the idea of having forward and backward tilt perform acceleration funtions, and having a touch-screen control for firing would be perfect!

But I'm not really adept at all the command line stuff. I was wondering if you could pack those configs as choosable presets in the next release? Is that even possible? It would be a big help for us illiterate, GUI-dependent types.

Originally Posted by Flandry View Post
It seems like the default max_pitch and max_roll might be a bit too low for ideal control sensitivity, so i will increase them in the next release.
Also, I also vote a big yes to this idea. It's exactly what I was thinking myself - a little more sensitivity, a little less movement required for bigger turning ratio, would be welcome!
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N900.... thick like computer
 
Posts: 60 | Thanked: 13 times | Joined on Jan 2010 @ Oregon
#813
IzzehO, what do I need to change to make it so that the proximity sensor acts as the A button? I'm currently using your custom configs.
 
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Posts: 1,559 | Thanked: 1,786 times | Joined on Oct 2009 @ Boston
#814
Originally Posted by oldpmaguy View Post
Also, I also vote a big yes to this idea. It's exactly what I was thinking myself - a little more sensitivity, a little less movement required for bigger turning ratio, would be welcome!
Sorry, it's actually the opposite of the planned change. I will only change it a little bit, though. I found it hard to get gradual turns, so increasing the maximum tilt will make it less sensitive so it will require greater tilt for sharp turns.

With the degree of popularity of e.g. Mario Kart, maybe adding profiles to the GUI for a few of the common games would be worthwhile. It's obviously up to Mr. Maintainer, though.
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Unofficial PR1.3/Meego 1.1 FAQ

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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
 
Posts: 108 | Thanked: 8 times | Joined on Jun 2010
#815
on the previous setup for nintendo 64 for n900
there was a file to use the ps3 controller perfectly

But on this version its not there and the buttons don't correspond d

Last edited by Jay92; 2010-07-20 at 15:32.
 
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Posts: 1,210 | Thanked: 597 times | Joined on Apr 2010 @ hamburg,germany
#816
for me its there.you got to connect your sixaxis before you run the game.if this dont helf go in mupenplus to options>input settings and then click on the bar until you see your sixaxis
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Posts: 2 | Thanked: 0 times | Joined on Jul 2010
#817
How to save and Load ?
I'm using the customconfig file
Thanks,
 
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Posts: 1,062 | Thanked: 961 times | Joined on May 2010 @ Boston, MA
#818
Saving is done the same way you would on a console. For example, Mario 64 gives you the option to save after you complete a level, Zelda OoT allows you to save at any time by pressing pause.

Save states are not supported in this version AFAIK. Hopefully they will be soon!
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Posts: 619 | Thanked: 100 times | Joined on Jan 2010
#819
So, besides building a better GUI - how's the emulation core side is being worked on right now? Are we basically waiting for a new version/plugin to come along from the pandora folks?
 
Posts: 145 | Thanked: 25 times | Joined on Jan 2010
#820
nax, yes.
apart from the GUI and recompile by javispedro, the core has always been coded by the Pandora's version's developer.

Besides, the mupen64 of the pandora is slow as well..
 
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