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Posts: 9 | Thanked: 1 time | Joined on Jul 2010
#881
I was playing the Zelda OoT on the current version and all of the sudden while I was playing I got this error. Now when ever I try to play it this error pops up. It pops up now when ever I try and load my save file. I hope this helps with the next update.
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Posts: 60 | Thanked: 13 times | Joined on Jan 2010 @ Oregon
#882
Originally Posted by Arichman View Post
I was playing the Zelda OoT on the current version and all of the sudden while I was playing I got this error. Now when ever I try to play it this error pops up. It pops up now when ever I try and load my save file. I hope this helps with the next update.
Have you even try reading any of this thread? Just a page back there are people talking about this same thing. It's a known problem, go back to the older version or wait for the next one.
 
Posts: 9 | Thanked: 1 time | Joined on Jul 2010
#883
I wasn't complaing. I could care less that it doesn't work at this very moment. I'm just happy I am able to play it on my phone in the first place.

I was letting them know of an error. I haven't seen anyone post anything helpful about it like the actual error messeage. They have just been complaining that there Zelda isn't working. I took the time to explain the problem and give a screenshot of the error message.

The only thing already known about this problem was that zelda wasn't working. It doesn't seem you have even tried reading any of this thread or you obviously dont understand the troubleshoot/developmental process.
 
Posts: 146 | Thanked: 54 times | Joined on Apr 2010 @ Switzerland
#884
-There where several posts with the error message, I think mine was the first, about a week ago.
-IzzehO knows the Issue and the error message
-He can't do anything about it.
-As in the first post is explained, there is no need to report bugs here, do it on the Pandora forum, where people actually are working on it.
-The next update wil hopefully fix it, I think ist not worth it, to get the older Version.

Last edited by slartibartfass; 2010-07-28 at 12:25.
 
Posts: 557 | Thanked: 370 times | Joined on Apr 2010
#885
Originally Posted by Arichman View Post
The only thing already known about this problem was that zelda wasn't working. It doesn't seem you have even tried reading any of this thread or you obviously dont understand the troubleshoot/developmental process.
Quick search for Zelda in the topic:

Originally Posted by DarthLuda View Post
Updated Mupen64plus GUI version via App Manager and now when trying to start a new game in Zelda OOT i get the "SIGSEV Signal" Error. Any possibility to downgrade or will someone finally solve this??
Originally Posted by IzzehO View Post
Solved it. It appears to be caused by latest GLES plugin. I have no idea why a graphics plugin is interferring with loading, but after 30 loads.. I can't replicate the error on v0.0.3 of the plugin. If you are that desperate to play Zelda I can upload the old plugin with instructions... but otherwise I'd say wait around for the next release which will invariable fix it.

As for the error it self... it appears to only occur ever on the second run with the same config. Basically I am able to remove the error by running the emulator without a .mupen64plus folder... then replacing it with my one containing a save. Loading it once then not being able to do it again. I'm very tempted to call voodoo magic on this.


Originally Posted by IzzehO View Post
Originally Posted by m.r.a.haak View Post
hi guys,

So i tried getting zelda oot to work. The game starts and lets me make a character but when i want to load the character the game crashes and gives me the following error : the core thread recieved a SIGSEGV signal, means it tries to acces protected memory.Maybe you ave set a wrong ucode for one of the plugins.

Anyone who's got an idea how to fix this?

ty!
It's a problem with the current version of the plugin. If you have the know how to revert to a previous version do it... otherwise just wait for a new release to fix it. Saving/Loading should work in all other games.
Originally Posted by IzzehO View Post
On this as well, I've still heard nothing from the Pandora devs (which is odd) I believe he may be away or something. If you are desperate for it you can download my old version from below and take the gles plugin out (.mupen64plus/plugins/gles2n64.so), rename it and then place it in the /root/.mupen64plus/plugins/ directory... then select gles2n64 V0.0.3 from the GUI. Thats all the advice you get though

http://izzeh.radiodmp.net/mupen64plus-06-july.tar.gz
 
Posts: 74 | Thanked: 19 times | Joined on Dec 2009
#886
IzzehO, first of all, big, big thx for your work!

I've tried 3 games so far. Super Mario 64 works brilliant with sound, It's even pretty nice playable with the keyboard of the N900.
Super mario cart also works fantastic (without sound).
The only game i couldn't get running at full speed is super smash brothers. It runs at about 30% speed (I guess) @ 1,15GhZ. Are there any settings to change? Did anybody get it running at full speed?

Thx again so much for your work and of course to everybody else who is involved in this project!
 
Posts: 557 | Thanked: 370 times | Joined on Apr 2010
#887
Originally Posted by LippiVan View Post
IzzehO, first of all, big, big thx for your work!

I've tried 3 games so far. Super Mario 64 works brilliant with sound, It's even pretty nice playable with the keyboard of the N900.
Super mario cart also works fantastic (without sound).
The only game i couldn't get running at full speed is super smash brothers. It runs at about 30% speed (I guess) @ 1,15GhZ. Are there any settings to change? Did anybody get it running at full speed?

Thx again so much for your work and of course to everybody else who is involved in this project!
Open up gles2n64.conf as instructed in the second post and change frame render rate to 3 (or more) this will work for other slow games as well. Be sure to change it back before going back to other games as well as it'll skip more frames than it has to.

It's still a little slow for complex battles... but for 1v1 fights its full speed.
 

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Posts: 74 | Thanked: 19 times | Joined on Dec 2009
#888
IzzehO, you're the man! the game is working perfectly now!
Thx so much for your quick answer!!!
 
Posts: 133 | Thanked: 17 times | Joined on May 2010
#889
izzeho how high can we take the frameskip? would 5 give even faster gameplay? how about 10?
 
Posts: 557 | Thanked: 370 times | Joined on Apr 2010
#890
Originally Posted by yodawg View Post
izzeho how high can we take the frameskip? would 5 give even faster gameplay? how about 10?
I believe it's limited at 10. But you what you need to consider is frameskip (its actually better defined as frames rendered, and they've changed the name to reflect such) lowers the quality.

Basically it works that if you have frame render of 1... it will render (process) every frame and print to the screen. If you have a frame render of 2... it will render every second frame, thus halving the amount of work (for that section of processing). 3 will render every 3rd frame, 4 will render every 4th and so on.

Given, however, that most N64 games were designed to run at 20 FPS (or 17 with PAL... thats why NTSC is better almost always) anything more than 3-4 FPS and it is VERY noticeable as you suddenly only render 5-6 frames per second. You could definitely bump it up to every 10th frame rendered.. but suddenly then your only getting 2 frames per second. Definitely it will increase performance... but at what cost?

For an RPG that requires very little in terms of responsiveness... this may well be practical if the game is incredibly slow... but otherwise it pretty much ruins gameplay.
 

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