Former player
Joined: 3/8/2004
Posts: 1107
I was wondering if one of you people who knows how to make patches for emulators could do a favor for me. Would anyone be able to add an autofire option to PJ64 so I don't have to tire out my finger from tapping in DKR? If it would be too hard to add this to PJ64, does anyone know of any programs that let you repeatedly tap a key quickly by just holding it down? Another thing I'd like to have in PJ64 is frame advance. Even though PJ64 doesn't have re-recording, you'd be able to make save state movies for MK64 by using frame advance to do everything very accurately, and then just record the replay.
Player (206)
Joined: 5/29/2004
Posts: 5712
Does it have auto-stick-spin? (This is something I always ask for.)
put yourself in my rocketpack if that poochie is one outrageous dude
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Unforunetly, PJ64 isn't an open source emulator, so unless you're writing your own input plugin and the feature you want solely involves input, you won't be getting it.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Former player
Joined: 3/8/2004
Posts: 1107
Well I'm pretty sure autofire only involves input, but I don't know anything at all about writing input plugins. Would anyone be willing to make an input plugin with autofire?
Former player
Joined: 10/19/2004
Posts: 142
If anyone IS willing to incorporate turbo input or rerecord to an N64 emulator, you could try Mupen64, which is not only the only N64 emulator I know of that has movie recording capabilities, but is also open source. http://mupen64.emulation64.com/ It's actually pretty good and could be preferred as second choice to PJ64 (if not first)!
Joined: 3/23/2005
Posts: 32
Location: Croatia
1964 is also good and it's open source.
-- Fortune
Former player
Joined: 3/9/2004
Posts: 484
Location: ­­
Pro Ject 64?
Joined: 4/29/2005
Posts: 1212
I wish there was an N64 Emulator with Movie Options, that would be cool.. But, Project 64 is the best N64 Emulator I've used so far. Going to try out the 1964 Emulator.
nesrocks
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Player (247)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
mupen64 almost has it.... i tried recording a movie and it played back correctly even when i used a different graphics + sound plugin. but i tried re-recording and it ignored my load states, but continued recording. i say this is pretty close to having re-recording added, which is 90% of the work. i'd rather have an emu with re-recording but no slow down, frame advance etc than having no emu. someone please please add it? :'(
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
It looks like mupen64 doesn't correctly handle input plugins that use the mouse for analog input. So a joystick would be pretty much required until that's fixed and/or until an input plugin is written/modified with alternate methods of controlling the analog stick with any precision. (Does anyone know what the "use real N64 range" of some input plugins means? Does it mean that without that option it lets you push the analog stick further away from the center than is possible on a real N64 controller, allowing for things like running faster?) Anyway it looks like mupen64 would still take a lot of work to get it to an acceptable level. At least it looks stable enough to consider using it, but then again there would have to be more testing to see if there are synchronization or accuracy issues (is there a list of known bugs and games that it doesn't support somewhere?). Also, all the graphics plugins I've seen make a pretty bad approximation of how things look on the actual N64.
nesrocks
He/Him
Player (247)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Actually, it was the first to emulate correctly the OoT, for me. About needing a controller, thats no problem. I have one and there are many for sale, they are cheap and usefull for any gamer, so nobody would buy it just to make n64 TAS. The real n64 range is probably an estimate of the physical limitations of the analog stick (the plastic around it that doesnt allow it to go further). Not using it would be as much cheating as using left+right becasue one can go beyond the "real n64 range" by opening the controller.
Former player
Joined: 3/9/2004
Posts: 484
Location: ­­
You can go past the real range using some center resetting trickery.
Player (206)
Joined: 5/29/2004
Posts: 5712
L-R-Start!
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 3/31/2005
Posts: 148
Location: Colorado
While we're on the subject of N64 emulators. . . Has anybody found and emulator that can play Star Wars: Shadow of the Empire, well? Project, Mupen, and Nemu all have trouble with it. They flash almost every other frame either blue/black depending on the background color. I love that game, but its tough to play it without getting a headache. (Before anybody says anything, my brother lost the cartridge, and I don't have my N64 here anyway) Thanks
Do not try to bend the spoon, that's impossible. Instead only try to realize the truth. What Truth? There is nospoon. Then you will see it is not the spoon that changes, it is only yourself
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
Thereisnospoon wrote:
Project, Mupen, and Nemu all have trouble with it. They flash almost every other frame either blue/black depending on the background color.
I think it's a graphics plugin issue, so it shouldn't matter which emulator you use. Try using one of Jabo's Direct3D plugins, and after starting up the game change "Direct3D Clear Mode" to "Only per frame" in the video settings (at least, this mostly fixed it for me in Mupen64).
FODA wrote:
mupen64 almost has it.... ...i'd rather have an emu with re-recording but no slow down, frame advance etc than having no emu. someone please please add it? :'(
BTW I looked into this a little, and it's going to take more changes than I thought. For instance, right now the playback relies on you having the exact same input and RSP plugins and settings as what it was recorded with. Maybe that can't be avoided, but it'll suck that it causes everyone desync problems if it's not changed or stored somehow. Also, it looks like there are some weird hacks to keep things synchronized. And of course there's a save state external to the movie file and no "from power/reset" recording option... edit: Bugs in the emulator are making this extremely difficult. "Reset" doesn't work - I spent hours just trying to make the stupid emulator reset the game without crashing... I ended up falling back to: closing the ROM, waiting a second, going to the main GUI screen, waiting a second, then re-opening the ROM, and finally got that to work. So I'm moving on to other stuff, like fixing the movie format to be re-recording friendly and not access the disk every frame...
Former player
Joined: 10/19/2004
Posts: 142
good luck with it, I'm sure with enough work it should definitely be a possibility; what you've done with snes9x and VBA has been very impressive so far, so I'm sure this is in good hands so I offer my support and encouragement
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
Thanks... So far I have frame advance, slow motion, and record from restart (with cleared SRAM/EEPROM/mempacks) done. Now to actually add re-recording... I think I'll leave the author/description stuff for later, since I don't know how to do the fancy dialog stuff in this setting so it would take quite a while.
nesrocks
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Player (247)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
YAY you're really doing it! awesome!!!! keep it up please! ;) i love you now
Spacecow
He/Him
Joined: 6/21/2004
Posts: 247
Location: New Hampshire
Holy crap! I didn't think we'd even come close to this being a reality for at least another year or two :o
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
that would explain it, I failed to download :P
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
Ah, it's there but hidden and 0 bytes, let's see if it lets me upload over it... edit: ok, it worked this time
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Maybe it should be in other thread... This one is for PJ64 :P
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
I almost made a new thread, but I thought I'd wait until I have a less buggy version... Do you think I should make another thread and post it there even though I posted it here?
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I think yes.