View Full Version : Star Wars Ep 1 Pod Racer
Acorn
November 27th, 2001, 06:25
The INI in 0.7.0 says to use rcp.dll to run it.
#1 Is this RCP's Direct3D v .06?
#2 (if it is) what Ucode setting should I use? I've tried them all but can;t seem to get it to work.
Thx, Acorns
Oh, woohoo, new forums ;) Much cleaner.
Tesla-Guy
November 27th, 2001, 14:11
Yea, it's that. Though on my pc it run without me having to change ucode. ???
sk8bloke22
November 27th, 2001, 16:50
has anyone tried it with jabos 1.4. it works well with the new pj64 build apparently.
Acorn
November 28th, 2001, 06:45
In answer to my previous question, it runs on U-Code 5 (when I select u-code 5 after starting the game, it will run). Only the top half of the screen is used though =(
PJ64 1.3 runs it awsome also - but only uses 1/2 of the screen, cramping the enitre picture to the right half. Maybe just me, never seen anything about this problem elsewhere.
Specs for my comp:
Athlon 1.4Ghz
Geforce 2 Pro
256mb ram
Anyone got this game running normally on any emu yet? Aside from PJ 1.4 of course =)
zeus
November 28th, 2001, 15:59
Starwars EP1 Pod Racer runs on both Jabo´s d3d 1.3 and rcp d3d 0.6 video plugins. The game will have a wrong screen ratio in Jabo´s d3d plugin because the plugin does not handle high res. the way it should, giving most games with expansion pack enabeld a shrunk or wrong screen ratio. The easiest and only workaround is to disable the expansion pack by setting memory size to 4MB.
In 1964 the gui will show a "4MB" to the right of the fps meter when the expansion pack is disabeld. Since this problem is caused by Jabo´s d3d 1.3 video plugin this also applies to Pj64, where disabeling of the expansion pack gives the same outcome, a correct screen ratio.
Rice
November 28th, 2001, 16:08
Bingo.
Acorn
November 28th, 2001, 18:09
Good reply! Cool, never thought it was just a ratio prob. Thx.
Smiff
November 28th, 2001, 19:05
That was true but you can now force any res you want with Jabo's... fine as long as the game doesn't change res (most don't).
The bigger point I think is that if the game is using the extra 4MB to simpy raise the screen resolution (not texture resolution or numbers of particle effects or anything else) then there's no point running high res, because you're HLE and it's independant anyway... just wasting resources. Correct me if I'm wrong here.
People will want to be using my Project64.rdb with 1964 (to correct resolutions... though youll still need to force 4MB where appropriate with 1964.ini), put it in your 1964 dir and you should be all set.... though I haven't checked. You might want to add this to 1964 instructions at some point.
So er yeah does anyone know if any games with optional exp pack support (so not like ZeldaMM or even PD) are using the exp pack to do anything apart from raising the res (i notice they often only do it in one axis, grrr)
Eliminator
November 29th, 2001, 02:57
On the real N64 Turok 2 when using expansion pak also adds smoother animations for enemies, more blood and dead bodies remain on the ground longer.
Smiff
November 29th, 2001, 03:59
Originally posted by Eliminator
On the real N64 Turok 2 when using expansion pak also adds smoother animations for enemies, more blood and dead bodies remain on the ground longer.
right. gaah. :(
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