Posts for mudlord

Experienced Forum User
Joined: 3/30/2007
Posts: 44
This is only a temporary solution. I cannot make any guarantee to how permanent this hosting will be. TASvideos needs to host its own emulators in the long run.
If you are interested, I can mirror your mirror site's contents on my server. It has unlimited bandwidth and space, so it will not be a issue at all. :)
Experienced Forum User
Joined: 3/30/2007
Posts: 44
The only graphical problems are the pause menu (brief glitches when you change categories -- e.g. badges to map) and the usual pause when you hit start during gameplay. Also, the characters aren't shaded in dark areas, but you still get the cool "shadow effect" when near a point of light like a candle. Granted, Glide64 is designed for Voodoo cards like mine, but it comes with a wrapper that lets it work with any card (at the cost of a lot of speed). But if my 450 MHz computer can run the game at near 100% without sound (most of the time -- it slows to a crawl at Sushie's Tidal Wave, although the move itself looks perfect), then a modern computer can handle the slow-down that comes with the wrapper.
This is fixed in the newest Glide64 Napalm release. The pause screen errors are fixed if you tick "read every frame". This works well, of course on computers with PCI-Express video cards. And yes, any modern computer which has a video card that supports pixel shaders should run the game perfectly, with zero slowdowns with framebuffer effects, like the tidal wave effects. The updated wrapper I have been working on is a vast improvement over the one included in Wonder ++, and its hardware framebuffer support should work on any video card. :) It also, will be bundled in the next public Glide64 release, which should be this spring.
Experienced Forum User
Joined: 3/30/2007
Posts: 44
I'm glad. Just changed over from WinSCP to FileZilla, using SFTP as the protocol.
Experienced Forum User
Joined: 3/30/2007
Posts: 44
I was in the process of uploading the file...Hence why the file isnt found..
Experienced Forum User
Joined: 3/30/2007
Posts: 44
Experienced Forum User
Joined: 3/30/2007
Posts: 44
I volunteer to host this collection on my site. I have unlimited bandwidth and space, so this is hardly a issue :).
Experienced Forum User
Joined: 3/30/2007
Posts: 44
Also, not a single plugin that I've tested doesn't have those laggy stages in 2-03, 2-08, and events.
Well, Mischief Makers is a very sprite intensive game, and sprites in this game soak up video memory (especially when using scaling filters like HQ4X). You could try using GlideHQ with S3TC texture compression to help somewhat.
Experienced Forum User
Joined: 3/30/2007
Posts: 44
I was thinking of doing a quick run of it, but it doesn't seem to work on any of my video plugins (Rice 6.0.0, Rice 6.1.1 Beta, Jabo 1.6, or Jabo 1.5.2) It just shows a black screen and runs at 0.0 fps. It works perfectly with Jabo 1.6 on Project64 though.
If you have a decent video card, I recommend Glide64 for usage for this game.
Experienced Forum User
Joined: 3/30/2007
Posts: 44
Sorry for not getting back to you earlier comicalflop. I've been very busy with other projects and university, and so I've had very little time to allocate to my N64 graphics projects, yet alone to the things we discussed. I'm very sorry about this. I'm hoping to get back into Rice Video development soon to do some work on the OpenGL renderer. This might be a area in which Mischief Makers might be a focus, but I'm hoping to focus on the more pressing issues first.
Experienced Forum User
Joined: 3/30/2007
Posts: 44
Anyway Nitsuja, have you got a link to the newest VBA source code? Apparently, you use the newest GB emulation code, while the GBA code is kept from version 1.7.2. I was wondering if you have a link to this GB code that is untainted.
Experienced Forum User
Joined: 3/30/2007
Posts: 44
Experienced Forum User
Joined: 3/30/2007
Posts: 44
Yes, it should fix the annoying graphics errors that were present before. However, you'll need a fairly decent video card for it to work right.
Experienced Forum User
Joined: 3/30/2007
Posts: 44
Tried this game already, runs like shit on mupen.
Actually, it is possible for it to run well with it: Audio: Azimer's HLE Audio 0.56 WIP2 RSP: Jabo's RSP Video: Glide64 w/ hacked wrapper (hardware framebuffer emulation HAS to be set for correct depth). You'll need to add the following for correct depth buffer emulation to Glide64.ini [Resident Evil II] fb_smart = 1
Experienced Forum User
Joined: 3/30/2007
Posts: 44
My name only turned up 3,800 times.. The most common place where it turned up was on various English, German and French emulation sites...(which is expected, due to my work....) Other spots were a college website, and other peoples forum profiles...
Experienced Forum User
Joined: 3/30/2007
Posts: 44
That movie looks great so far! I can't wait to see a full TAS of it (me being a major S&P fan..)....:)
Experienced Forum User
Joined: 3/30/2007
Posts: 44
Oh wait, they are making a memory viewer
Actually, zilmar already added a memory viewer......;)
Experienced Forum User
Joined: 3/30/2007
Posts: 44
Yeah, it will, considering the current core is heavy on Win32 code....and its uncertain at this stage if they release the source or not...
Experienced Forum User
Joined: 3/30/2007
Posts: 44
Thanks for the list, its really appreciated. This should help them out a lot in working out what to implement for N64 TASing (if they choose to go that route after adding in basic movie support). :)
Experienced Forum User
Joined: 3/30/2007
Posts: 44
anyway, it's about compatibility.. :\
Not really... At the moment, one of the devs of Project64 is interested in adding support for emulator-based movies into the next public release. Basically, I had a chat to one of the PJ64 team, and they want to know really what exact movie recording features need to be added to PJ64, to allow for tool-assisted speedruns. I was hoping if anyone can assist me in identifying what features are needed for N64 TASes, since you guys know exactly what you need for these. thanks :) BTW: Sorry for bumping, but I do beleive this is important and relevant.