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Post subject: Donkey Kong 64
Joined: 11/24/2005
Posts: 87
I recently decided it would be fun to work on TASing this game, but I immediately ran into some problems...namely, the game not running in Mupen 64. I have played with the settings a lot, but I can't get anything to work. It runs just fine in Project 64 for me with Jabo v1.6 graphics plugin, so I tried setting up Mupen to replicate Project 64's settings, but no luck. What happens is, it gets through the opening menus fine (unless i use glN64), but on the DK rap, it's very choppy and the characters sprites only update positions every 10 seconds or so. Other things, like the wave from DK's body slam, happen normally. Some things seem to happen in real time, but their actions are not very detailed, like the bees falling and Tiny climbing the tree. They happen, but the sprite is just moving in space without moving at all itself. Diddy's tail swings normally, and they blink semi-normally, but thats about it. When the rap finishes (pressing A and Start don't cut it off for some reason, even though they do in PJ64), the game crashes about a second into the next screen. Not really crashes, just freezes. Does anybody know how to get DK64 to run correctly in Mupen 64? I would love to make a TAS of this game, however, don't get your hopes up for anything amazing, because I still only have a game pad with 8 directions. I can still try to optimize it as much as possible however, and should be able to fake some non 8 direction movements by shifting camera angles. Using the mouse seems too complicated for me, especially with a touchpad. I have no money (I mean it) to buy a game pad with an analog stick, so this is it for now. Any suggestions on other plugins I can try to make this work? or do I just need to change some settings?
Joined: 2/12/2006
Posts: 432
the rap messes up in project 64 also. aren't you supposed to skip it, though?
Joined: 11/24/2005
Posts: 87
The rap doesn't mess up for me in PJ64. The strange thing about the way it is messing up in Mupen is that it doesn't even allow me to skip it.
Joined: 2/12/2006
Posts: 432
it did for me.
Joined: 7/5/2004
Posts: 551
Location: Karlstad, Sweden
DK64 can't be played on my compuer, my graphic card sucks ;/
Player (135)
Joined: 8/27/2004
Posts: 164
Me neither, it always freezes up on the rap (although I got it to the title screen once...). Stupid emulatory things.
Joined: 3/21/2006
Posts: 7
The game utilizes the N64 Expansion Pak... I haven't used Mupen64 yet, but is there an option to switch on the Expansion Pak?
Active player (277)
Joined: 5/29/2004
Posts: 5712
I don't know... I guess I assumed it would use it automatically.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 7/18/2006
Posts: 44
Me and my wife had talked about TAS'ing this game, but i really dont like this Mupen emulator. It's very incomplete. I wish Project 64 had the tools we need. I use this emulator almost on a daily basis, and i love it. (yes, i play N64 games almost on a daily basis)
Joined: 3/29/2006
Posts: 273
Location: Sweden
I really wish that DK64 would work in Mupen... A TAS would be fun to watch.
N._Harmonik
She/Her
Joined: 8/27/2006
Posts: 502
Location: Canada
Surely, other N64 emulators would do.
Why, oh, why do I even <i>try</i> to understand my own species?
Joined: 3/29/2006
Posts: 273
Location: Sweden
N. Harmonik wrote:
Surely, other N64 emulators would do.
Unfortunately, they wouldn't. At least not yet.
Joined: 6/12/2006
Posts: 368
I hope PJ641.7 is open source so it can be the new emulator choice. Mupen is alright and all but has no chance of even running something like Indiana Jones and the Infernal Machine or Battle for Naboo.
Joined: 7/18/2006
Posts: 44
Nope, PJ64 wont ever be open source, i'm pretty sure. They're just not interested in that kind of a project.
Active player (277)
Joined: 5/29/2004
Posts: 5712
Why not? Well, if you can't get the source, just ask the authors nicely for what features you need.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 6/12/2006
Posts: 368
Earlier versions are already open source so never doesn't apply.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
I would probally vote yes even if this game was highly unoptimized. I think the time would be somewhere around 3:30-3:45ish, while a 100% would probally take 7-8 hrs
Joined: 4/29/2005
Posts: 1212
Unfortunately, PJ64 1.7 Beta is only available to donators. So odds are a lot of people won't be seeing it until 2008 I guess..
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
Wouldn't it be possible to instead create an input plugin to record the movie in conjunction with a graphics plugin or something? Probably wrong topic to post this in... I don't think it would be 7-8 hours as i'm sure i saw a speed run which wasn't published at about that time with a million and one mistakes and deaths. I don't know though.
Joined: 2/12/2006
Posts: 432
I don't think there's enough integration (?) for that to work. for one thing, it'd have to know the position of a savestate when you loaded one.
Post subject: Donkey Kong 64??
Joined: 7/18/2007
Posts: 109
i really like this game, and i was wondering if anyone would like to give it a shot. i cant because i cant get mupen64 to work. anyone want a go?
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
I suggest using the forum search feature to find out why no one is running it.
Joined: 7/18/2007
Posts: 109
oh, i see...
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
I did a bit of testing. I found the Japanese version of DK64 works okay. I think theres a problem with the new game intro thing, but I managed to get past it by resetting the game with the new mupen and opening the save up again. (Edit: Better idea below) The game then seems to play as normal. The Japanese version plays the Rap waay too fast, but unlike (E) and (U) versions it accepts input so you can skip it. Whether input syncs well on this game is another matter that needs to be checked.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
hmm I think the rap should be in the end result video, just like how the intro music is in the solstice tases. the rap is way cooler too. and I wouldn't mind a fast rap either, sounds interesting.
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