Recent content by bzfrank

  1. bzfrank

    Beta Mupen64Plus

    So after testing the updates a bit, let me hear your thoughts about the new frameskip code. Better or worse than the old way? Is the default configuration ok so far or were changes needed? If you did game specific changes let me know too.
  2. bzfrank

    Beta Mupen64Plus

    Thanks sebt3! :) I may have a fix for CBFD that did not make it in the last version of the plugins - mainly because Mupen did not handle the game, so it was no use to fix the plugin (or so I thought). I'll see what can be done when I return from the beach. (Currently still out of the loop most...
  3. bzfrank

    Beta Mupen64Plus

    For this version Mupen itself has not changed. Only gles2n64 has changed (to add the new frameskip) and Poke did add the Picklelaucher support. Speaking of a release on the repository - I think the main issue is that there is currently no real maintainer of Mupen64. A lot people contributed...
  4. bzfrank

    Beta Mupen64Plus

    Game-specific config settings are already in gles2n64 0.0.5.
  5. bzfrank

    Beta Mupen64Plus

    Thanks for the tests fusion_power and of course PokeParadox for the Picklelauncher work. At the moment I am at the beach (vacation) so I can only check here infrequently. But the weather is good and the water nice! :) Most of the issues are regressions caused by 0.0.5, just set the gfx driver...
  6. bzfrank

    is at the beach enjoying a pina colada

    is at the beach enjoying a pina colada
  7. bzfrank

    is at the beach enjoying a pina colada

    is at the beach enjoying a pina colada
  8. bzfrank

    Zelda: Oot Not Working?

    Known bug in the Pandoras OpenGL ES driver. See the thread in Beta Testing. There is a solution, you need to edit the gfx configuration to turn on framebuffer.
  9. bzfrank

    Beta Mupen64Plus

    Exophase, you explained it well, thanks! Esn, don't worry - you can configure things if you don't like the defaults. There will be additional settings in the config that control auto frameskip behavour. How fast it kicks in, the max skip factor, etc.
  10. bzfrank

    Beta Mupen64Plus

    Almost, to avoid 'oscillation' I needed to delay the application of the frameskip a few frames. So when a complex scene starts it takes a few frames until it slowly kicks in. Otherwise the frame rate would vary all the time making smooth game play impossible (most noticeable in racing games)...
  11. bzfrank

    Beta Mupen64Plus

    Just implemented a different frameskip algorithm. It now does not just drop a frame now and then but changes the frame render rate dynamically if it encounters a lag in targetFPS. As soon as the game speeds up again the frame render rate restored again. Seems to work fine so far but needs more...
  12. bzfrank

    Beta Mupen64Plus

    I think currently thats not possible. Beside - I don't think that each game should run at its 'native' resolution, on an analog TV screen long ago it was ok but not on a LCD screen. Rescaling introduces artefacts. For a 3D system like the N64 its not a problem to scale the output to some other...
  13. bzfrank

    Beta Mupen64Plus

    Open the graphics settings in the menu, edit framebuffer width=...the width of the resolution you want to set... framebuffer height=...the height of the resolution you want to set... framebuffer should be enabled (framebuffer enable=1) of course but thats the default now (otherwise the...
  14. bzfrank

    Beta Mupen64Plus

    Don't expect any weekly updates at the moment. I think Mupen64plus/gles2n64 reached a state where any progress is not revolutionary anymore, but evolutionary. Meaning: It works ok for quite a lot stuff and the things it does not work with at the moment are not working correctly in the PC version...
  15. bzfrank

    Beta Mupen64Plus

    As Schnatterplatsch already said save 'in game' works of course.
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