Is there a chance that the recording branch will allow us to use audio compression? In the current mupen when you record avi, it asks you which video compression you want to use, however it saves the audio as uncompressed PCM format. This I believe leads to sound desyncs when you compress the avi a second time.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Yes that will most likely be an option, after we finish off a few of our branches... I will get to reworking recording. Hopefully nmn will have solved some of the Win32 issues. I don't want to start doing recording until I have all the necessary things done for this project.
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
Actually I thought this was a bug with the way it saves the audio to a file. If the game uses multiple sample rates etc for sounds, I was led to believe this caused an A-V desync..
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
I plan to take a whack at the Banjo-Tooie fire-egg bug. If I get into working on this emulator at all, then this bug will be the first one I fix. I'm downloading the dependencies as we speak, as well as ripping my banjo-tooie copy onto my computer.
I'll try to be precise: once you have learned how to hang from ledges and aim eggs in level 1 (mayahem temple), you can proceed in the overworld to the plateau (3rd tunnel/teleport thing in the game, and contains entrance to level 2, glitter gulch mine). If you have enough notes, jamjars in this area will teach you how to launch fire eggs. If you shoot a fire egg at the icon above a brown gate, the gate is supposed to open giving you access to the meador (with the 4th tunnel/teleport thing and 3rd level (witchyworld) entrance). The bug with mupen is that the gate doesn't open at all.
Edit: I have provided a state which under normal circumstances would be fine, but the glitch prevents progress. Press Z to launch a fire egg. (R changes egg type, C-up gets out of aiming mode)
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Enjoy this guys, this is one step closer to ReRecording, what we could really use now is some of the programmers to help port the code to Windows. You could also join us in IRC on FreeNode at #mupen64plus
Although some of surely have already checked their inbox and thus heard the news: soft reset is now supported and seemingly working as of revision 793.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
slougi has started a windows branch, and this is my copy working. games dont seem to run, and I haven't played with it much. But eventually things should just work.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
working(a): adopted as a temporary basis for further work; "a working draft"; "a working hypothesis"
ie: my working copy, or... my copy working :P
no your right, i see what you mean.
it runs, but you couldnt say it WORKED well
The N64 version actually has better controls.
In the PSX version, it's harder to get a bead on your enemies. Plus, your shots just go right through every enemy. Kinda makes it hard to power level when you're destroying every enemy plus the generators. xD
I'm just going to keep my fingers crossed, and hope Mupen+ can run the game better than other emulators.