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Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Mlandry wrote:
we should probably make a list of the best plugins and those to avoid to avoid anykind of trouble like this plus it would be helpfull for us who don't know what plugins to get =P
There's already a list at http://bmgcl.emuxhaven.net/n64mgcl/N64_Config_List_Page_1.html which is a good place to start, although it's missing some games (like Wetrix) and for many games it doesn't include the configurations that are good for Mupen64, although the plugins listed often work well for it anyway.
Spoony_Bard wrote:
Jabo's plugin won't even be recognized by the emulator unless I turn my monitor depth down to 16-bit, and then when I try to run the rom I get a Direct3D HAL error.
Try re-installing DirectX. Or, try a plugin that uses OpenGL. (What video card do you have?) There are dozens of graphics plugins (throw everything at http://www.zophar.net/utilities/n64plugins.html into your plugins folder, for a start), surely your computer isn't so incapable that it can't run any of them... If all else fails I think there's a way to do software emulation for the graphics, but that would probably be intolerably slow.
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
The compiled version link doesn't seem to work for me...
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
AdmiralJonB wrote:
The compiled version link doesn't seem to work for me...
Looks like filespace was being wonky again. I re-uploaded the same thing over it and now it seems to work.
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
Great! Now for some reason the movie file doesn't load properly. It comes up with errors of controllers and rumple packs, then a different rom header, and then nothing happens. This is for both the files in the mario 64 thread. I have the roms loaded from the directory settings as you said before but I can't see anything different that i'm doing.
Former player
Joined: 8/17/2004
Posts: 377
Nope, I tried all the graphics plugins on Zophar's Domain, none of em were any different. My PC is more than capable of running other N64 emulators (Cel 2.5 Ghz, 768 MB Ram, ATI Radeon 9250). Half the time the emulator crashes even before the rom is fully loaded, the other half of the time it appears the rom is loaded, but it crashes before the Super Mario 64 logo can appear. The only plugin which gives me anything different is Jabo's plugin which comes with the emulator, it says 'Direct3D failed to initialize HAL device, initialize the dll before you try to config it'.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
AdmiralJonB wrote:
Great! Now for some reason the movie file doesn't load properly. It comes up with errors of controllers and rumple packs, then a different rom header, and then nothing happens. This is for both the files in the mario 64 thread. I have the roms loaded from the directory settings as you said before but I can't see anything different that i'm doing.
Make sure you don't have any controllers set to "raw input" or "rumble pak". That will cause it to not play back at all if you do. Also, you have to enable the same controllers that were enabled in the movie, and disable the ones that weren't enabled in the movie, if you haven't already done that.
Spoony_Bard wrote:
Half the time the emulator crashes even before the rom is fully loaded, the other half of the time it appears the rom is loaded, but it crashes before the Super Mario 64 logo can appear.
Does this happen for you with the non-rerecording version of Mupen64? What are the non-graphics plugins that you're using? (It could be that everything except Jabo's D3D would work for you, but your sound or input plugin is crashing.) Also, are any of your files read-only? How big is your mupen64.ini file? How many .dll files are in the same directory as your Mupen64 .exe? You're not using fullscreen mode or multiple monitors, right? Finally, for anyone who's getting crashes, try putting debugview.dll in the same folder as your mupen64 .exe. That way you should get an event log when you run mupen64, and when it crashes you can say what the last few things are that it printed out on the log, so I can get a general idea of what it did before crashing.
Joined: 3/31/2005
Posts: 148
Location: Colorado
I'm having the same problem as spoony. I'm dling the debug.dll and I'll get back to you. Thanks for all your work! I can't wait to see someone show off a perfect goldeneye run! EDIT: The last thing I saw in the debug log was emulation paused, then the error message from windows, then resuming emulation and it closed. Is there a way to save the output of debug.dll?
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
Former player
Joined: 8/17/2004
Posts: 377
Ok, I have it working now. I actually never tried the original version of Mupen64 before this, I mostly used Project64 and 1964. At any rate, when I installed the original version of Mupen64 in the same directory as your edited version, suddenly your version worked for me. So, I dunno, I guess there was a critical file or something in the original that was left out of what you provided. I still couldn't get Jabo's plugin to work, I kept getting the same errors, but other video plugins would work for me. I'm still trying to work out the best one, but I tried Maza's and Spezzafer's test M64 movies, and they worked swell, despite different plugins. Keep up the good work with it.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Spoony_Bard wrote:
So, I dunno, I guess there was a critical file or something in the original that was left out of what you provided.
Actually, I left out ALL the critical files except for the one I changed, besides a couple of random extra plugins. There's no possible way for it to work if you don't install the official version underneath the re-recording version first. Maybe you missed that part of IMPORTANT.txt? Anyway, I'm glad you got it working, and hopefully that is also what Thereisnospoon needs to do to get it working. (I was starting to wonder if maybe Mupen64 hates people with usernames that contain "spoon".)
Thereisnospoon wrote:
Is there a way to save the output of debug.dll?
It automatically saves to C:\DV.txt so just check that file for it. Also you can choose File->Save As... but that might not work after a crash.
Joined: 3/31/2005
Posts: 148
Location: Colorado
My bad. I just assumed since it was called IMPORTANT.txt it wasn't anything worth reading! Next time I'll not be such an idiot.
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
Former player
Joined: 3/8/2004
Posts: 1107
How about having it automatically uncheck raw data when you start recording a movie? Btw, sorry for the pointless question, I know I could check it out myself but I haven't downloaded the new version yet, but does this new version let you play a movie read-only so you can rewind while watching it?
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Not yet. The read-only code is all in except for detecting if the box was checked, which isn't exactly the hard part but it just isn't done yet. I don't think I can make it uncheck raw data, since the input plugins don't like me touching their stuff. I already tried making the emulator pretend that they're unchecked when a movie's active, but apparently that didn't work either.
Former player
Joined: 3/8/2004
Posts: 1107
I don't think I can make it uncheck raw data, since the input plugins don't like me touching their stuff. I already tried making the emulator pretend that they're unchecked when a movie's active, but apparently that didn't work either. Try harder! Come on, there's gotta be a way! *doesn't really know what I'm talking about* Anyway, until I can reassign hotkeys, this emulator is pretty much useless for me, reaching over to out of the way keys is too hard for me, I don't understand how the rest of you can manage it.
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
Thanks nitsuja, just one more question. How do you continue recording from a movie file?
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
AdmiralJonB wrote:
How do you continue recording from a movie file?
The exact same way as most other re-recording emulators: Play back the movie, and when you get to the place you want to continue from, Pause then Save then Load then un-Pause. You can tell if you're recording because the frame counter at the bottom-left will change from saying #/# to just saying #, and the Stop Recording menu option should become enabled instead of Stop Playback.
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
Oops, can't believe i didn't think of that. Thanks.
Former player
Joined: 8/17/2004
Posts: 377
nitsuja wrote:
Maybe you missed that part of IMPORTANT.txt? Anyway, I'm glad you got it working, and hopefully that is also what Thereisnospoon needs to do to get it working.
I did read the txt, I swear, I just somehow missed that part. I'm totally not making excuses. ;)
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
Just wondering, is it possible to do a Pause at Frame function like in the VBA recording emulator? I've found that very useful
Joined: 4/30/2005
Posts: 199
It says that "record from snapshot" is broken, then we can't make any TASs, right?
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
Record from snapshot, isn't that when you start a movie from a snapshot? It doesnt affect rerecord from a reset... and from snapshot movies are not submittable...
Joined: 4/30/2005
Posts: 199
But how do you continue recording and playing after you have stopped it? I don't know much of this.
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
You start playing the movie, and then load the state you saved earlier...
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Actually,
nitsuja wrote:
AdmiralJonB wrote:
How do you continue recording from a movie file?
The exact same way as most other re-recording emulators: Play back the movie, and when you get to the place you want to continue from, Pause then Save then Load then un-Pause. You can tell if you're recording because the frame counter at the bottom-left will change from saying #/# to just saying #, and the Stop Recording menu option should become enabled instead of Stop Playback.
Joined: 4/30/2005
Posts: 199
Ok, finally I understand. It worked the way TNSe said, but I bet both ways are good. :D
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
supermegavkoy wrote:
It says that "record from snapshot" is broken, then we can't make any TASs, right?
Where does it still say that? It's not broken anymore, it works, except if it's from snapshot you need to include the save state file (I think it's a .st file with the same name as the movie) in addition to the movie file for other people to be able to watch it. But "from snapshot" isn't required functionality anyway, as TNSe said, just it's sometimes nice if you want to make a clip starting partway into the game for demonstration purposes.
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