Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
jnx wrote:
nah, this run isnt that important. i found a solution called "camtasia". it films ur desktop, records sound and the quality is ok. anyway thanks for ur help.
Camtasia is not a solution. But in your case, it might work.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
okaygo wrote:
Then I will restart the (re)recording branch.
I take that statement back, however I don't know where I'm going with the branch right now... I guess one patch at a time. In the end, it might require a big cleanup too.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
This thread isn't for discussion on individual games. Please refrain from that! On a lighter note, a real soft-reset feature is being developed. After that I am going to wait on the on screen display branch to get merged. Then I will restart the (re)recording branch. I will keep it as platform independent as possible, as merging it into windows should be easier that way.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
ShinyDoofy wrote:
What the...! ¬_¬
The only difference is that my eeprom type's 1 instead of 0 (how to change? may this be the important part?) and that I'm having an nVidia 7800GT. Same CRC, same MD5, same core (dynarec x86), same evrything - "Mupen64 RSP" = "Hacktarux/Azimer hle rsp plugin", right?
Yes... as for the eeprom... I'm not sure, it might be a mupen64plus.ini (it's gziped) setting. You can possibly find mine in the issue tracker...
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
petrie911 wrote:
Will this be compatible with Jabo's plugins? It'd be nice to be able to use those for TASing, as Jabo's Direct 3D8 1.6 is easily the best plugin for Zelda 64 games. Unless you guys are also going to fix up the graphical errors gln64 or RiceVideo.
We will not have support for Jabo's, however it should be compatible for Windows, however we recommend using the supported plugins that come with Mupen64 that way they will be continued to be developed on.
Right now Glide64 Napalm looks like an awesome choice for windows users. And eventually it will be ported back to Linux.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
ShinyDoofy wrote:
Just checked out and compiled rev328, not working for me with the (U) [!] rom, the intro rap isn't skippable and afterwards the video plugin (glN64 and Rice) just freeze so that I have to kill it via console. Any special settings required maybe?
Here are my settings:
rom loaded successfully
80 37 12 40
ClockRate=f
Version:1449
CRC: ec58eabf ad7c7169
name: DONKEY KONG 64
Manufacturer: Nintendo
Cartridge_ID: 4f44
Country : United States
size: 4096
PC= 80000400
md5 code:9EC41ABF2519FC386CADD0731F6E868C
eeprom type:0
init timer!
memory initialized
[RiceVideo] Disabled SSE processing.
[blight's SDL input plugin]: version 0.0.10 initialized.
[RiceVideo] Disabled SSE processing.
[RiceVideo] Found ROM 'DONKEY KONG 64', CRC bfea58ec69717cad-45
InitExternalTextures
Initializing OpenGL Device Context
(II) Initializing SDL video subsystem...
(II) Getting video info...
(II) Setting video mode 512x384...
Tungsten Graphics, Inc - Mesa DRI Intel(R) 945GM 20061017 x86/MMX/SSE2 : 1.3 Mesa 7.0.3-rc2
[RiceVideo] OpenGL Combiner: Fragment Program
[JttL's SDL Audio plugin] version 1.3 initalizing.
[JttL's SDL Audio plugin] Initializing SDL audio subsystem...
[JttL's SDL Audio plugin] Allocating memory for audio buffer: 65536 bytes.
[blight's SDL input plugin]: Couldn't open joystick for controller #0: There are 0 joysticks available
Starting r4300 emulator
R4300 Core mode: Dynamic Recompiler
Audio: jttl_audio
Video: Rice Video
RSP: Mupen64 RSP
Input: Blight
After further inspection it looks like we can't get in the game yet.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
ShinyDoofy wrote:
okaygo wrote:
It isn't a secret, check emutalk... it might take a little searching, but I believe it is Datadynes Mario64 pack..
Datadynes Pack is supposed to make it look like Paper Mario. I did search the forums, yet I don't seem to find this particular pack. :(
Since you posted the screenshot, would you mind uploading the pack? I'd really appreciate it.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Soulrivers wrote:
okaygo wrote:
Please don't discouarge, I still don't really know C very well and I've managed to do a lot for this project.
Discourage? My dear friend, I'm only being realistic. I'm just saying, if he's learning C for this project only, he's is probably going to end up wasting his time.
Absolutely not. I also don't see where he said he's learning it just for this project.
Edit: I can see how your argument would make sense if he has no prior knowledge of programming.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
You guys need to submit the graphical errors to the error tracker, and you need to do this in the outline that we provide. Also for game errors you need to submit those to the error tracker as well. The windows port will be ready soon, however the first version wont have anything really special in it. Everything that will come will come on Linux first then ported into windows.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
moozooh wrote:
AFAIK, we are waiting for okaygo to finally encode it (though I guess it'd be safe to say that if DeHackEd is willing to do it instead, he'll be done with it much faster).
I made it clear I thought in IRC that I wasn't going to be able to do this, college and all.