ozzyfreakdude
Still Fresh
- Joined
- Feb 14, 2011
- Messages
- 92
I'd rather download too many new pnds than there not be any to download
Blue Protoman said:Does this mean that I'll have to download ANOTHER Mupen PND? I've downloaded some new revision of it three times in as many days.
PokeParadox said:Done: http://projectinfinity.org.uk/lib/exe/fetch.php?media=pokeparadox:beta:mupen64.pnd
In general I would like to know nice settings to get nice playback with the autoframeskip changes...
Seems like this has happened a few times already... maybe you guys who're working on Mupen should have some kind of central site where all the latest versions of what you're working on are posted, to avoid future mistakes like this?God Ginrai said:notaz said:Just for reference, my latest source (and binary) is here:
http://notaz.gp2x.de/releases/misc/mupen64plus_notaz_audio_r2.zip
Thanks, that pretty much confirms that Adventus is using the old version. The version in the most recent release is listed as notaz audio r1.
-God Ginrai
Writing Gaijin said:The Expansion Pack games (Shadowman, Prefect Dark etc) seem to be telling me they cant detect a Pack any more - anyone else having that problem?
God Ginrai said:Are you executing your games from the PickleLauncher GUI or the standard Mupen64plus GUI? If from the PickleLauncher GUI, try running from the Mupen64plus GUI.
-God Ginrai
bzfrank said:Workaround for the freeze issue:
In Mupen open the Graphics Setting. Change
framebuffer enable=0 to 1
framebuffer width=400 to 800
framebuffer height=240 to 480
Save. Play. LOZ:OOT does not lock at the triforce cutscene anymore.
Just tested it four times in a row.
Seems also to help in LOZ:MM (no freeze anymore either for my few tests), maybe other games too.
Thanks crow_riot for the tip! I cannot really tell how often I killed that $%&$§! Spider
searching for a workaround, must be at least 100 times or so.
It works for me! Thanks!
Btw, you dont have to kill the spider every time. You can save right after fighting it, before walking into the portal
Adventus said: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 know exactly what's causing the high memory consumption.... though these games do require alot of shader / texture objects.
bzfrank said:I suggest to make rendering to a framebuffer object 800x480 in size the default option. This seems to resolves the issue nicely.
GTE is a coprocessor in PSX, so it's completely irrelevant for N64.Schnatterplatsch said:- notaz changelog of r7 of pcsxrearmed states, that he has implemented "most used GTE operations in NEON". Is this something that could be used here, too or is it only PSX - related?
Schnatterplatsch said:Since the obvious doesn't seem to be stated very frequent in the Mupen64 case I just wanted to do it: I find it just phenomenal that you guys are working on this!!! Please keep it copming, you make the pandora so much more worthy!
Schnatterplatsch said:- Since my pandora has to go back due to lcd cable: How well is zelda playable by now? I played it with bzfranks first release until the dekutree and found it ok, how is it working with bosses and later in the game? Does autoframeskip improve things?
notaz said:GTE is a coprocessor in PSX, so it's completely irrelevant for N64.Schnatterplatsch said:- notaz changelog of r7 of pcsxrearmed states, that he has implemented "most used GTE operations in NEON". Is this something that could be used here, too or is it only PSX - related?