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. :)
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.
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.
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.
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.
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
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...
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). :)
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.