View Full Version : Rice's Daedalus 4.6.0 feedback thread
Rice
April 15th, 2003, 10:33
Before reporting a problem, you should read the Readme.txt (in the same zip file) closely, and have the INI file and the DLL file in the same plugin directory.
revl8er
April 15th, 2003, 11:38
I would first like to congratulate you on this excellent release of your plugin. I am now able to play Mystical Ninja at a pretty good speed. I haven't had much time to try out too many games, but I would like to ask what the best setting would be to play KI Gold.
My Specs:
Amd Athlon Xp 1200 mhz
256mb ram
Ge Force2 Mx400 128mb
Plugins on 1964
Rice Daedalus 4.6.0
Basic Audio Plugin
Newest Nrage plugin
Rice
April 15th, 2003, 12:19
Originally posted by Mystic Gohan
I would like to ask what the best setting would be to play KI Gold.
Default option of my plugin works just fine for KI Gold. Make sure to have the INI file in your plugin directory. I don't think it matter to use which audio plugin and input plugin.
Clements
April 15th, 2003, 12:26
I'll try to help you iron out all the problems :) All using Direct X (works better).
-1080: Fog missing (thats it)
-Banjo-Kazooie: Pause screen is pixelly (in-game flawless)
-Banjo-Tooie: No shadow (I think) Text displaying area is white. No major graphics problems
-Bomberman Second Attack: Sprites weird, video seems OK
-Bomberman 64: Lots of graphics aren't displayed
-CBFD: Various
-Diddy Kong Racing: Almost perfect, only red skidmarks missing
-Donkey Kong 64: Other than the known unsolvable issues, nothing
-F-Zero X: Menu you see after logo is not right, vehicles are wrongly coloured. Actual backgrounds/courses spot-on
-Goldeneye: Polygons are weird shapes, menus are slurred in places
-Jet Force Gemini: Energy bar missing, pause menu shows same icon, actual video perfect apart from a missing effect when you choose your character
-LoZ: MM: Menus/stuff at beginning flickers. In game video has no probs
-LoZ: OoT: Rupee icon is white, outside Temple of Time background missing, hearts have white around them but I shouldn't have
-Mario Golf: Course is black when playing
-Mario Kart 64: Perfect
-Mickeys Speedway USA: Wheels missing, frame buffer stuff almost shown. No other problems with the 3D.
-MK4: Energy bars missing is the only problem
-MK Trilogy: Slow, but technically excellent
-Mystical Ninja: Sprites have a square border around them (faster than ever though! :) )
-Paper Mario: Superior to Jabos, long distance backgrounds flicker a bit
-Perfect Dark: Screen is squashed, menus are not right yet
-Pilotwings: Slowdowns in menus. (Better than any other plugin :) )
-Pokemon Stadium: Some menus aren't displayed
-Quest 64: Appears too bright, but colours are correct, unlike Jabos.
-Rayman 2: Text not diplayed
-RE2: Works but the graphics have problems
-Starfox: Sea in Corneria is a bit more turbulant than it should be
-SM64: Stars in the select screen are half black, and when you pause the screen goes black (apart from the menu)
Super Smash Bros: Characters are better now sice last version, still not quite right (Kirby mainly)
-Turok1: Walls are not right, map doesn't appear and causes emu to crash
-Turok2: Text in menu slightly wrong, other than that great
-Wave Race: Perfect
-Yoshi's Story: Sprites are huge, but full speed
And thats it, my complete N64 rom collection tested! :) I must say that all games were playable, and most probs were very minor, but were worth pointing out. Good luck with your plugin, not far to go now, just minor probs mainly! :)
jack
April 15th, 2003, 12:53
Hi Rice,
I have tested your plugin extensively and found that version 4.60 is not compatible with Nemu 0.8. The video plugin seems to be causing the input plugin to lose focus, which in turn makes the emulator display an error message and prevents any graphics from showing. I switch video plugins and things return to normal. I believe this problem involves the new full screen mode, similar to Orkin's plugin. I'm not sure about this though.
Also, it seems that more games are suffering from texture misalignment/corruption. Some examples are Mario Kart, Mario64, Smash brothers.
milen
April 15th, 2003, 15:03
LAL , Rice your plugin now works in opengl 1.1 on voodoo3 very good.
Do you change the initialization of opengl or something else, because in previous release i got only black screen and now most of the games are playable ?
ScottJC
April 15th, 2003, 20:52
Diddy Kong Racing: is as Clements says but some of the characters appear funny; DirectX Higher end used:P
Riven
April 15th, 2003, 21:56
Why don't you use opengl? It should work fine with your card, the same as mine
Rice
April 15th, 2003, 22:22
Originally posted by Sayargh
Diddy Kong Racing: is as Clements says but some of the characters appear funny; DirectX Higher end used:P
It is combiner problem. I think you can use Nvidia TNT combiner for DirectX as you have only a MX400. And you can definitely use NVidia OGL or TNT OGL, your problem will go.
Rice
April 15th, 2003, 22:42
Originally posted by jack
Hi Rice,
it seems that more games are suffering from texture misalignment/corruption. Some examples are Mario Kart, Mario64.
I don't agree with it. Can you post some shots?
RJARRRPCGP
April 16th, 2003, 00:05
PC:
Chaintech CT-7AJA2E motherboard,
Athlon T-Bird 900 mhz,
384 MB SDRAM,
GeForce 2 MX200,
SoundBlaster Audio PCI 128,
Maxtor 80 GB UDMA 100 HDD,
Via Hyperion V4.45,
Detonator 43.45,
DirectX 9.0a
and Windows 98 SE
----------------------------------------
Cruis'n USA: OK (no more clipping lines!), but rather slow when steering the car, but still a lot faster than Jabo's GFX.
Perfect Dark: Requires more work than Cruis'n USA:
1. Menus have incorrect colors and flicker a little bit.
2. In game, the gun and Joanna's arm flickers.
3. Wild and flickering colors in the DataDyne facility.
4: Also, the blood is blue!
Dr@mer
April 16th, 2003, 00:15
Rice, i configure your plugin as the photo shows, i try to start and
before even the emulation is started the window closes.
With exactly the same configurations in your previous plugin
everything is OK
(I have an Nvidia geforce ti200 and i'm using DirectX 9.0)
Can you help me?
:cry:
Rice
April 16th, 2003, 00:31
Originally posted by RJARRRPCGP
Cruis'n USA: OK (no more clipping lines!), but rather slow when steering the car, but still a lot faster than Jabo's GFX.
Perfect Dark: Requires more work than Cruis'n USA:
1. Menus have incorrect colors and flicker a little bit.
2. In game, the gun and Joanna's arm flickers.
3. Wild and flickering colors in the DataDyne facility.
4: Also, the blood is blue!
RJARRRPCGP
You need to learn how to do screen capture. You should use ALT+PrintScreen instead of only the PrintScreen key. With ALT, you will capture the only active window, not the whole desktop.
You should chop it and convert to JPEG to save other people's internet connection.
Rice
April 16th, 2003, 00:35
Originally posted by Dr@mer
Rice, i configure your plugin as the photo shows, i try to start and
before even the emulation is started the window closes.
With exactly the same configurations in your previous plugin
everything is OK
(I have an Nvidia geforce ti200 and i'm using DirectX 9.0)
Can you help me?
:cry:
You did not tell which emulator you were using and which game you were playing, I can only suggest:
If you were using PJ64, I think you can just restart it, it will run at the second time.
And try other games.
And try to use all default options.
Dr@mer
April 16th, 2003, 00:40
Originally posted by Rice
You did not tell which emulator you were using and which game you were playing, I can only suggest:
If you were using PJ64, I think you can just restart it, it will run at the second time.
And try other games.
And try to use all default options.
I have tried this settings with only one game.
Now that i have tried another rom, these settings are working.
Thank you :1964:
ocarina plyr
April 16th, 2003, 01:18
sorry about my reply on the old thread, it WILL not happen again.
Yup i still have troubles on EVA64....
i just need some help on this problems.....
still..... the textures or sprites are large on directx (resizing problems) and in opengl, the combiner(maybe?) makes the sprites into a colored block.
when i import save states, some objects are visible, some are not
or overlapping occcurs(object infront becomes object in the back)
im using a Riva TNT2 vcard on default settings, both on opengl and directx with Big textures option disabled...
can you give me some help on this.....
Riven
April 16th, 2003, 01:37
Problems running 4.60 with ogre battle with opengl settings, in directx it works
Riven
April 16th, 2003, 01:40
Another problem, it doesn't happens with directx, too
Riven
April 16th, 2003, 01:41
This happens in directx, too
Riven
April 16th, 2003, 01:42
My settings, sorry for the first big images
Rice
April 16th, 2003, 02:16
They are all known problems. This game is not emulated good enough anyway, missing a lot of ingame graphics. You can try other plugins or use my 4.5.0 version, but I don't remember any other plugin works better.
t0rek
April 16th, 2003, 03:31
Does your plugin works better with 1964 than with PJ64 ?
scotty
April 16th, 2003, 04:01
Heres a list of stuff from me that I noticed:
Body Harvest: Discolourations, I cant even tell where I am going
Command + Conquer: Buildings are coloured good, but they seem somewhat hollow
Smash Bros: error message comes up before I commence the batttle
Turok 3: hollow images
Clements
April 16th, 2003, 07:17
The menus in Duke Nukem 64 are wrong, but most of the in-game graphics are displayed, apart from Duke's gun and health:
revl8er
April 16th, 2003, 07:46
Using the default settings, this is what I get for Ki gold.
Clements
April 16th, 2003, 09:35
I think the following problem with Mystical Ninja can easily be fixed, as you got it right in the previous version. This is what the intro looked like in v4.5.0:
Clements
April 16th, 2003, 09:36
And it looks like this now in v4.6.0:
Rice
April 16th, 2003, 10:08
Originally posted by Mystic Gohan
Using the default settings, this is what I get for Ki gold.
No, you did not read my very first post closely. You did not put the INI file into your plugin directory.
RJARRRPCGP
April 16th, 2003, 10:15
Originally posted by Rice
RJARRRPCGP
You need to learn how to do screen capture. You should use ALT+PrintScreen instead of only the PrintScreen key. With ALT, you will capture the only active window, not the whole desktop.
You should chop it and convert to JPEG to save other people's internet connection.
Oops, sorry for the slowness. The slowness was because
with higher resolutions, PNGs don't compress well enough to reduce size to under 100KB unlike JPGs.
The Perfect Dark blood screenshot is now a JPG.
ocarina plyr
April 16th, 2003, 18:22
Castlevania: LOD renders very fine, some small sprites might be missing but some are not necessary...... The force texture set on high makes good work on the models both on LOD, and EVA64...
ocarina plyr
April 16th, 2003, 18:32
oh yeah the last pic shows my problem, its rendered on directx
the sprites are large and overlaps each other. another problem is on opengl..... this is supposedly the main menu of evangelion64....
oh yeah, dracula looks great on opengl!
Slougi
April 16th, 2003, 18:49
Rice, this is a superb release. It is very fast on my computer, and seems quite stable. It is also the first plugin that makes KI Gold completely playable! W00t to that! Thanks a lot :)
Just the one thing that always bugs me, as a Penguin OS user ;) Is there any possibility of porting the plugin to Linux?
grand master
April 16th, 2003, 21:16
Rice your plugin works great but when i switch to full screen i am having problems. The games i try go really slow and the screen is garbled (or just black). My system has trouble respond (i usually press the window button or alt f4).I can confirm this happens on super smash bros, mace the dark age and yoshi's story.
I cant say how it worked on the last version as it restarted my comp when switching to full screen, so i didnt use it much.
Diddy kongs racing works ok full screen in open gl but not in direct x. I could test all my roms if you want but more often than not i have probs when switchng to full screen.
In window mode they run good. Is it me or a bug???
This happens in both dircet x and open gl.
My specs p111 877mhz 256 ram gf2mx400 Win Xp Pro Latest drivers (dont know version but could find out)
Rice
April 16th, 2003, 22:49
It is one of the known problem, it is also related to the video card driver. I had your problem, too, but the problem is gone after I loaded a older driver.
jjarmis
April 16th, 2003, 22:52
Hey I got Rice's new deadelus plugin (4.6.0) and almost every game that I was having problems with works better now. :) Keep up the good work rice and I hope to see more in the future. :) :emutalk:
Zerogoki
April 16th, 2003, 23:19
Susume! Taisen Puzzle Dama Toukon! Marumata Chou is still not very well emulated :satisfied
http://zerogoki.free.fr/Puzzle%20Dama.png
You do a great work Rice, thanks a lot.
DeLeTeBR
April 17th, 2003, 00:39
Congratulations Rice, great new release and many thank's for your work to make Mystical Ninja faster.
I noted that in PJ64 I have some gfx problems that I don't have in 1964, for example, take a look in this picture from Project64:
DeLeTeBR
April 17th, 2003, 00:42
And now in the same machine, with the same config, but in 1964:
leizar
April 17th, 2003, 00:59
Is it normal that the cursor doesn't disappear in fullscreen?
If that is how it is supposed to be, I think it would be very nice if you could make it disappear in your next release.
Your plugin is working really well even if I have low secs.
You're giving us hope to see the N64 emulation becoming almost perfect.
Clements
April 17th, 2003, 01:41
Originally posted by leizar
Is it normal that the cursor doesn't disappear in fullscreen?
If that is how it is supposed to be, I think it would be very nice if you could make it disappear in your next release.
I get that, too. At the moment I put the mouse pointer at the side of the screen out of view.
Rice
April 17th, 2003, 01:47
Originally posted by DeLeTeBR
And now in the same machine, with the same config, but in 1964:
It is hard to believe as the plugin should work just the same for all emulators. I will take a look.
ScottJC
April 17th, 2003, 09:37
heres a little glitch i thought i'd mention, its one of the only Banjo-Kazooie has with this plugin, blue jingos, there should be 5 differen't colors, but anyway its a small glitch, no biggie.
NeTo
April 17th, 2003, 10:40
Has anyone heard of "indiana jones and the infernal machine"?. It's intro almost shows (some letters appear but i can't understand anything) with rice's new plugin; from what appears in Project64 there is no video plugin supporting it at all, so a semi-intro showing must be good. Earthworm Jim looks great but a bit slow and resident Evil 2 has background problems (they appear smaller), if it isn't for that i think it would be playable.
I attached an image with an issue related to the way paper mario runs. It's about flicker (for me at least), it occurs in the exact same places with Tr64,Glide64 and Rice's plugins. Maybe it's related to fog emulation (read here for ore info: http://www.emuxhaven.net/forum/index.php?act=ST&f=9&t=2436&)
Anyway i was thinking on how much Rice has progressed in this months. I'm just surprised. The plugin looks too good. Congrats Rice!
PS: Question: Is it possible to add an option in the plugin to set 2xSaI only to a limited num of textures?. Games that have menues with a lot of sprites slow down a lot (when showing that menus), when any type of scaling is used.
ingonab
April 17th, 2003, 16:05
:1964: + Rice's Daedalus 4.6.0
Some feedback:
There's what appears to be an API initialization problem, obvious in "Puyo Puyo Sun 64", in both 4.5.0 and 4.6.0. The intro animation of the ray shooting the sun draws properly or not depending on which ROM was run previously.
"Super Robot Taisen 64" starts with the Bandai logo followed by other credits falling into a blue starfield simulated background. This works correctly in 4.5.0 if "Normal Combiner" is checked. The same does not work with 4.6.0. --The screen remains black the same way as if "Normal Combiner" is not checked in 4.5.0. OpenGL mode for both. DirectX: Higher End Video Card for both plugin versions work partially. --The background starfield sim is missing and the falling logo and text are overly dark. (Bad hardware smoothing? Same thing happens with Jabo's Direct3D 1.4&1.5.)
[Note: Using "Normal Combiner" with 4.5.0 is not a definitive solution as it causes problems elsewhere in the game.]
Textures in "GoldenEye 007" intro are all skewed in 4.6.0.
There seems to be an floating point accuracy bug with 2xSal, in both version (but a little improved in 4.6.0?). 2xSal enhancements tend to create anomalies to textures in a horizontal weaving pattern.
The use of "half checks" (Grey checks in light grey checkboxes) in the "Setting Of Current Game" to indicate "using default option" was a little hard to figure out and possibly unintuitive to most.
Specs:
P4 / GeForce Ti200 (Det 43.35) / WindowsXP SP1 / 1964 0.8.5
Plisco
April 17th, 2003, 17:37
Mario Golf. Specs are below. Background stays black but when you move the character everything is fine until the error shows up:
Rice
April 17th, 2003, 23:17
Originally posted by Plisco
Mario Golf. Specs are below. Background stays black but when you move the character everything is fine until the error shows up:
Such problems are frame buffer related. Frame buffer features are screwed in the current release, I hope I can fix them soon.
Similar frame buffer problems:
- Banjo pause screen, puzzle pictures
- Zelda pause screen
- Mario tennis
- Mario gold
- Paper Mario flashing
- Dr. Mario
- Mario Kart, the TV
- And many other games.
Rice
April 17th, 2003, 23:19
Originally posted by NeTo
PS: Question: Is it possible to add an option in the plugin to set 2xSaI only to a limited num of textures?. Games that have menues with a lot of sprites slow down a lot (when showing that menus), when any type of scaling is used.
There is an option. After you choosing 2xSai, in the option below it you can select "For textRect only".
Rice
April 17th, 2003, 23:26
Originally posted by ingonab
:1964: + Rice's Daedalus 4.6.0
Some feedback:
There's what appears to be an API initialization problem, obvious in "Puyo Puyo Sun 64", in both 4.5.0 and 4.6.0. The intro animation of the ray shooting the sun draws properly or not depending on which ROM was run previously.
"Super Robot Taisen 64" starts with the Bandai logo followed by other credits falling into a blue starfield simulated background. This works correctly in 4.5.0 if "Normal Combiner" is checked. The same does not work with 4.6.0. --The screen remains black the same way as if "Normal Combiner" is not checked in 4.5.0. OpenGL mode for both. DirectX: Higher End Video Card for both plugin versions work partially. --The background starfield sim is missing and the falling logo and text are overly dark. (Bad hardware smoothing? Same thing happens with Jabo's Direct3D 1.4&1.5.)
[Note: Using "Normal Combiner" with 4.5.0 is not a definitive solution as it causes problems elsewhere in the game.]
Textures in "GoldenEye 007" intro are all skewed in 4.6.0.
There seems to be an floating point accuracy bug with 2xSal, in both version (but a little improved in 4.6.0?). 2xSal enhancements tend to create anomalies to textures in a horizontal weaving pattern.
I don't have many Japanese games, if you have them, please test more of them and report the problems. I know many Japanese games were ported from 2D games, and they are using their own way for 2D texture rendering, and this causes problems.
The problem of GE is known, should be fixed in the next release.
You are right, 2xSai tends to create in a horizontal weaving pattern. You can enhance it by applying 2xSai smooth filter (in the drop down menu below). 2xSai is just a texture enhancement filter, not too much I can do with it. The algorithm is from other author.
RJARRRPCGP
April 18th, 2003, 00:10
Originally posted by Rice
I don't have many Japanese games, if you have them, please test more of them and report the problems. I know many Japanese games were ported from 2D games, and they are using their own way for 2D texture rendering, and this causes problems.
The problem of GE is known, should be fixed in the next release.
You are right, 2xSai tends to create in a horizontal weaving pattern. You can enhance it by applying 2xSai smooth filter (in the drop down menu below). 2xSai is just a texture enhancement filter, not too much I can do with it. The algorithm is from other author.
Rice, don't you know about this problem already?
GoldenEye 007 is supposed to have a sky.
GoldenEye 007 has a black sky. The sky is missing!
Can you please check this problem out and have it fixed
in the next release?
Remote
April 18th, 2003, 00:37
Originally posted by RJARRRPCGP
Rice, don't you know about this problem already?
GoldenEye 007 is supposed to have a sky.
GoldenEye 007 has a black sky. The sky is missing!
Can you please check this problem out and have it fixed
in the next release?
Originally posted by Rice
The problem of GE is known, should be fixed in the next release.
Hmm, GE aka Golden Eye aka Golden Eye 007.... :happy:
NeTo
April 18th, 2003, 04:43
Originally posted by Rice
There is an option. After you choosing 2xSai, in the option below it you can select "For textRect only".
Sorry I didn't explain it correcty, but for example the paper mario or the zeldas pause menus have a lot of sprites, so fps go down until the menu is closed (at least that happens on my system). Since those menus are made of a lot of small sprites, options like 'small texturs only' don't cange the situation.
zorbid
April 19th, 2003, 01:25
A small feature request:
Rice, could you try to fix the text in the pal version of Mario 64? It's correct in the official Deadalus plugin, but it's broken since your first release.
AFAIK, the official Deadalus plugin is the only one to display the text as it should be, but it has some other annoying although not critical bugs.
Whatever you do with this request, I want to thank for the time and efforts you put into N64 emulation :).
Clements
April 20th, 2003, 02:01
Ebisu Maru has no eyes:
Chibi Nick
April 21st, 2003, 04:56
I've played Mystical Ninja almost the whole way through so far... and the only problem I've really noticed (with speed) is the second time you use Impact (the giant robot).. when fighting Thaisamba II (I think that's it's name) it progressively gets slower and slower.. till it's almost not going at all... but luckily you go under water for the second half of the fight and then the speed goes back up... so it's not that big of a deal... just thought I'd inform...
leizar
April 21st, 2003, 21:58
I can't attach any snapshot or tell you any detail because i'm noy using my computer (it's dead!:cry: ), but I met some problem while trying to play some Europian game.
FIFA 98 gives an error before the main menu appears
Command & Conquer gives an error before showing the battle screen.
Moreover almost every european version has a wrong resolution (for example Tony Hawk's Pro skater2 is displaied only in the higher half of the screen), but they work fine with Jabo's plugin.
I know I can change the resolution manually changing it in the "Project64.rdb" file, but the one written there is already correct.
PS I've tried the US verion of THPS2 and it works fine so it is only a PAL verion problem
Twomp
April 27th, 2003, 20:22
Almost every time I start a game using Rice Daedalus 4.6 in DirectX Mode my mouse cursor become a yellow rect.
I'm using PJ64 version 1.5 beta 1 on Windows Me.
My system specs:
Athlon XP 1700+
Elsa Gladiac 511 (a GEForce 2 mx 400) without detonator (give me glitch in some games)
Ram 256 MB ddr
Screen resolution 800*600 @32bit
RJARRRPCGP
April 28th, 2003, 03:57
Originally posted by Twomp
Almost every time I start a game using Rice Daedalus 4.6 in DirectX Mode my mouse cursor become a yellow rect.
I'm using PJ64 version 1.5 beta 1 on Windows Me.
My system specs:
Athlon XP 1700+
Elsa Gladiac 511 (a GEForce 2 mx 400) without detonator (give me glitch in some games)
Ram 256 MB ddr
Screen resolution 800*600 @32bit
You cannot you use a GeForce video card under Windows ME
without Detonators, because Windows versions pre
Windows XP don't include built in support for GeForces.
Only Windows XP+ can use Nvidia video cards without
the Detonator drivers.
Twomp
April 29th, 2003, 01:38
Originally posted by RJARRRPCGP
You cannot you use a GeForce video card under Windows ME
without Detonators, because Windows versions pre
Windows XP don't include built in support for GeForces.
Only Windows XP+ can use Nvidia video cards without
the Detonator drivers.
I'm using the official Elsa driver for this Videocard instead of the NVidia's one because the detonator give me POINTER problem in Age of Mithology:satisfied
NeTo
April 29th, 2003, 12:09
I can bet those elsa drivers are just modified detonators. the prob is that you may have to try different versions of detonators, to see if someone fits you well. And there are tons of versions out there...
Edit: Yep, you are using detonators, only that elsa changed just the name. That easy to conclude looking at this page: http://www.video-drivers.com/drivers/61/61619.htm
There appears the list of files, wich is similar to any detonator driver you may download.
NeTo
April 29th, 2003, 13:01
I have been playing Paper Mario, as I usually do, and found the following:
The room showed in this image should be dark (so dark that you shouldn't see the enemies):
NeTo
April 29th, 2003, 13:04
so when you press c-down, the room lights up, and see who is hitting you.
Is that some kind of lighting prob?
NeTo
April 29th, 2003, 13:13
here's a savestate for anyone who wants to try this issue
ah! Also, if you continue playing a bit after the savesate, you'll notice a strange flicker in the boss battle (when the shyguy captain is in his tank). If you destroy the lightbulb of the tank the flicker stops.
these two probs happen on both dx/opengl with all combiner types.
And sorry for posting multiple times :D
Doomulation
April 29th, 2003, 18:17
That light is framebuffer emulation. So it has something to do with the framebuffer. Have you tried messing around with that?
Twomp
April 30th, 2003, 01:48
Originally posted by Twomp
Almost every time I start a game using Rice Daedalus 4.6 in DirectX Mode my mouse cursor become a yellow rect.
I'm using PJ64 version 1.5 beta 1 on Windows Me.
My system specs:
Athlon XP 1700+
Elsa Gladiac 511 (a GEForce 2 mx 400) without detonator (give me glitch in some games)
Ram 256 MB ddr
Screen resolution 800*600 @32bit
I think I have found the problem: it was due a combiner option.
Before I was using the the "Fit your video card" option but since I chose the GeForce option all works fine.
:pj64:
leizar
May 1st, 2003, 00:43
I had some strange result using "Fit your video card", too (nVidia TNT2).
The first screen of EarthwormJim 3D has a black background if I use "Fit your video card" or "High video card", while there are some clouds and a sky if I use "Low video card". Unfortunatly I don't know how it's supposed to be and I can't even post any shot.
Anyway it's strange
Originally posted by Doomulation
That light is framebuffer emulation. So it has something to do with the framebuffer. Have you tried messing around with that?
Nope. Messing with the framebuffer options doesn't help either.
As a fact, what is the difference between all those framebuffer modes? I have tried them all and everything looks just the same.
EddyB43
May 10th, 2003, 13:42
This might be a silly known issue, but no one's mentioned it in this thread and it's not in the readme, so here goes...
When I use the plugin in DirectX mode, the desktop flickers through in fullscreen mode, primarily the "FPS: XX.XX" indicator on the Project64 1.5 window. It does not occur in 1964 0.8.5, nor if I set a lower fullscreen resolution than the window itself (e.g. 640x480 FS and an 800x600 window - because it's off the screen ;)). OpenGL in PJ64 doesn't display this flicker either. I usually use the plugin at 800x600 window and 1280x1024 FS at a desktop resolution of 1280x960x32bit.
Also, any chance of adding other resolution options to the menu or asking the video card/monitor which resolutions are available? I'd love to use 1280x960 full screen.
Otherwise, great plugin - Aidyn Chronicles works a lot nicer now than with Jabo's 1.5 - if only I had a slightly faster CPU to get CF1/CF2 Aidyn going at the full 60VI/s (just does 45-50 when running around).
nephalim
May 18th, 2003, 23:26
Bah...still unusable on my crappy video card (Rage Mobility M4, Rage 128 chipset.)
(DirectX has some serious issues and has a constant flicker like a strobe light, OpenGL is unusable, it crawls and has MAJOR issues.)
gokuss4
May 26th, 2003, 01:53
Rice's plugin has so many features, i think Rice should worry now about the lighting accuracy and combiners, and if he needs to, work on the spherical mapping, but i didn't see a problem with it so far. don't worry about adding in more features, just fix the problems in the some of the major games. i see problems in zelda oot/mm (no flame animation on the logo, trail has black outlines nintendo N logo looks wrong its to bright), paper mario, f-zero and other games. I have a GF2 GTS yet still a lot of problems need to be fixed.
Rice, all you need to do now is just work more on your plugin graphics rather than the features, cause you got awesome features, like sharp textures and 2xsai, and even regular 2x without the smoothing of textures.
Rice you still make a great plugin, keep up the good work and i hope you'll fix your plugin problems.
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