Recent content by Adventus

  1. Adventus

    Beta Mupen64Plus

    I think the freeze's in zelda might be related to very high memory consumption. Restarting into X and using top I've seen these games get to within 2mb of free memory. This might make the OGL driver fail for some reason (i.e. when it has to write the param or depth buffer to memory). I don't...
  2. Adventus

    Beta Mupen64Plus

    I would be surprised if it helps alot. They are only used when a texture is not already in the texture cache which is fairly uncommon (beyond the first few frames of a scene) since the cache is so large. You can benchmark the texturecache hits/misses per frame by defining TEXTURECACHE_TEST...
  3. Adventus

    Beta Mupen64Plus

    If you could provide me with the rom and save file (it should be in pandora/appdata/mupen64plus-r1/config/save or something and have the same name as the rom name showed in GUI) I could look into it. I could at least tell you which UCODE command is causing the crash (if its not a dynarec issue)...
  4. Adventus

    Beta Mupen64Plus

    Here's the new release: http://gles2n64.googlecode.com/files/mupen64plus-r1b5.pnd I don't remember whats changed since last release (or BZ'z releases which are based on my own newer code). Somethings i did recently: - added per game configuration: you can find a file "config/gles2n64rom.conf"...
  5. Adventus

    Beta Mupen64Plus

    Hey guys, sorry for the extended hiatus. I had decided to focus on other things until my retail pandora arrived with working nubs however thats taking a bit longer than i expected.... @bzfrank Please provide me with the source to your changes so i can add them to the SVN. I can also give you...
  6. Adventus

    Using hotfix4, how high can you clock?

    I got 1050mhz stable at OPP5 with the modified kernel Urja sent me, it crashed instantly at 1.1Ghz. I tested stability by running the math-neon benchmarks, so very NEON intensive. I've heard it mentioned that NEON is typically the cause of clocking instabilities. I also tried extended usage of...
  7. Adventus

    Beta Mupen64Plus

    Hey, Sorry I've been a bit dormant recently. I have compiled the latest Mupen64plus build and I've done some minor improvements to gles2n64 (added per game configuration). However I've been running into issues with my Pandora, in particular i think i may have borked the GPU somehow. Its...
  8. Adventus

    Fast Neon 3-Term Cross Product

    Haya, I wrote math-neon. Yeah not too surprised by the result, my routines are loading/storing the vectors from/to memory every time. When you use intrinsics r0-r3 are used to pass the first argument (the 2nd argument is loaded though) and if you inline the compiler will optimise out the return...
  9. Adventus

    Valgrind For Arm

    I'm also interested in using Valgrind. Initially i was concerned that it might only support ubuntu, its almost a year old but there is information of how to install it on a beagleboard here: http://changetheworldwithyourpassion.blogspot.com/2009/09/how-to-build-valgrind-for-beagleboard.html I...
  10. Adventus

    A New Visual Experience In Emulated Games

    I think, in general, this idea is only possible in games where there is significant HLE-ing of the graphics hardware, any system which writes directly to the framebuffer would most likely look wrong (ie SNES, GBA, PSX, etc). It is possible, to a degree, with N64.... I have to use a modified...
  11. Adventus

    Beta Mupen64Plus

    Hmmmm, Try going to the /pandora/appdata/mupen64plus-r1/config folder and removing the "gles2n64.conf" file.... I thought i had fixed this problem but maybe not.
  12. Adventus

    Beta Mupen64Plus

    I uploaded a version that fixes 1080 snowboarding and the input plugin here: http://gles2n64.googlecode.com/files/mupen64plus-r1b3-fixed.pnd
  13. Adventus

    Beta Mupen64Plus

    Yeah just looked into this, its strange isn't it. I've fixed it (I beat Normal Mode without too many glitches occuring anyway) and uploaded a new revision. What causes it is when it fails to allocate indices it returns 0xffffffff then when this occurs it get cast as a signed int... so it...
  14. Adventus

    Beta Mupen64Plus

    Not that I'm aware of. I tried removing the 0.5 offset, had no effect. It shouldn't be super sensitive, unless I've broken something. You can change the calibration by going to options->input settings, at the bottom is the left and right calibration. By default its f(x) = 0.5*x+0.5*x*x, lowering...
  15. Adventus

    Beta Mupen64Plus

    Currently the texture coordinate transformations are performed by the vertex shader, so fixed point is not really an option there. The only reason i decided not to do it on the CPU is that a texture coordinate could feasibly be shared between two different textures (requiring a different...
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