View Full Version : Rice's Daedalus 5.0.0/5.0.1 bug report thread
Rice
June 5th, 2003, 20:49
Report bugs here.
Before report a bug, please check your video card and its driver, to make sure that you have them met the minimal requirement. You should not expect to get good result with your low end video cards.
Depth buffer problem with Radeon is a known problem. There is a solution by using a 3rd party add-on driver. Search emutalk.net old posts for it. OpenGL does not have problems with Radeon though.
Also read the readme.txt file closely, many problems are known problems.
****
IMPORTANT:
Remember to put the INI file together with the DLL file. The INI file is important for many games.
****
Thanks.
Rice
Clements
June 5th, 2003, 21:55
Excellent work, your plugin has become much better!
-The Frameskip allows games such as MK Trilogy and Mystical Ninja to be played with no loss in graphical detail with almost no speed loss.
-Perfect Dark 'black band' problem is gone, so looks on a par with the Icepir8's plugin.
-Zelda: OoT greatly improved, with hardly any missing graphics now (and improved framebuffer, almost showing Link correctly)
-This is now the best plugin for The New Tetris par none.
-Mario Golf looks much better than I remember.
Problematic games (Direct X):
Mario Tennis (Exception)
Yoshi's Story (Most graphics are missing)
Duke Nukem 64 (Menus and 2D elements missing
F-Zero X (car colour, slowdowns in menus)
Tagrineth
June 5th, 2003, 22:19
Yes, Yoshi's Story is completely broken in this release.
Also on my Radeon 9500 Pro, I get very VERY bad flickering in OpenGL.
Cadex
June 5th, 2003, 23:24
Mario Party 1+2:
garbled menu text (also happened in 4.6.0)
serious flickering in game, worse in MP1 (new in 5.0.0?)
Goldeneye 007:
bullet trails are bright orange
gun models and in-game objects sometimes become transparent
PP7 (non-silenced) gun model flickers
I tried changing DirectX/OpenGL, frame buffer, other settings but couldn't fix these. Despite these somewhat minor glitches, they are running faster than Jabo 1.5.
Rice
June 5th, 2003, 23:31
Originally posted by Cadex
Mario Party 1+2:
garbled menu text (also happened in 4.6.0)
serious flickering in game, worse in MP1 (new in 5.0.0?)
I believe the flickering in game can be solved by using different "Screen update setting".
Screen update setting option can only be change when the game is running. Its value for the game will be saved.
Let me know if the option does not fix the problem.
Rice
June 5th, 2003, 23:40
Originally posted by Clements
Duke Nukem 64 (Menus and 2D elements missing
I don't have this game, but I know the problem is caused by wrong ucode. The game is assigned to a wrong ucode which does not support Sprite2D. It will be fixed.
Clements
June 6th, 2003, 03:03
Found something odd about SM64. When using Direct X and the the 'For NVidia TNT/TNT2/GeForce or better' combiner (Which the plugin selects automatically when I use the best fit option) some of the graphics are sort of blurred/stripey.
Clements
The stripey texture problem seems to be a general problems, happens to many games. I will fix it. You can try to disable the "Fine texture mapping" option to see if it works. (I doubt it).
w00t
June 6th, 2003, 03:18
just tried ur new plugin with EVA64 and
some things a better, some are worse.
Better:
Sprites are now rendered in correct
alpha blends, big + on that one Rice!
Also, better speed altogether.
Worse:
It seems all the textures and sprites
I could see (eg. menus and in-game)
in the old plugin [UnofficialDaedalusD3D8-Rel3_Readme.txt]
cant be seen anymore. If you have the
source to this plugin I might mess a
little with it just for the sake of EVA fans.
First is the new plugin, then, to the right, the old plugin:
http://animezero.org/images/nge/new_vs_old.gif
the sync and life meters are no where
to be found :[ but on the other hand
things move alot better :]
good work rice!
Clements
June 6th, 2003, 07:10
Found more weird 'stripey' textures in Goldeneye 007 when using the 'For NVidia TNT/TNT2/GeForce or better' combiner. The other combiners are worse for my card though.
w00t
June 6th, 2003, 08:00
here is what I got from the DX version of
5.0, it seems to work alot better in many
of the areas that the GL fails...(i know no
one wants to read my crap anymore :P)
this shot pretty much explains it all, too
bad their isn't a way to mix and match
dx and opengl ^_^
http://www.animezero.org/images/nge/new_dx.gif
:1964:
still looks d#mn good though, Rice!
NeTo
June 6th, 2003, 08:23
Clements, try disabling Fast Textures. That worked for me. And it seemed to happen in almost all games.
milen
June 6th, 2003, 09:50
Some feedback with this plugin on Voodoo3:
DirectX - Almost anything works for several seconds and than hangs my computer, with all settings I tried, no difference at all. Sometimes - Error in proccessing Dlists.
Opengl 1.1 - works perfect without errors but is very slow, twice slower than tr64ogl plugin.
Opengl 1.2/1.3/1.4 - Gives me an error during initialization - "setpixel format error"
Rice in the readme you wrote that there is
- Texture size limit detection to video cards with texture size limitation (voodoo)
Rice are you sure it works, or you didn't test it?
I know Compitability with Voodoo cards isn't your priority but maybe with some little tweaking you'll be able to make it work on Voodoo's. I'm ready to help you with testing if you wish
zorbid
June 6th, 2003, 11:28
In celment's Mario shot, the walls look very blocky, athough they are filtered. The same goes for the trees and the clouds outside the castle, and it seems that the sky in Eva64 is also affected.
radTube
June 6th, 2003, 12:36
Returning from full screen mode (at least in openGL) causes a hard lock on my system.
ScottJC
June 6th, 2003, 13:41
Wipeout has a few issues, this is DirectX: it doesn't matter what combiner type i use it does that.
ScottJC
June 6th, 2003, 13:42
Now this is OpenGl
Gonetz
June 6th, 2003, 15:12
Zelda MM - ocarina of time, when you get it from skull kid, looks ugly .
Zelda MM - scene "Link meets Zelda" causes an exception
And also many wrong combiners in this game with both DX and OGL
Ogre Battle 64 - still many missing backgrounds.
Rice, if you know how to fix it, why it does not work?
Tested with GForce2
ocarina plyr
June 6th, 2003, 15:12
Originally posted by w00t
here is what I got from the DX version of
5.0, it seems to work alot better in many
of the areas that the GL fails...(i know no
one wants to read my crap anymore :P)
this shot pretty much explains it all, too
bad their isn't a way to mix and match
dx and opengl ^_^
http://www.animezero.org/images/nge/new_dx.gif
:1964:
still looks d#mn good though, Rice!
i think that is caused by the texture enhancement(sharpen specially)
Did you test using those with "texture rectangle only"?
w00t
June 6th, 2003, 16:43
Originally posted by ocarina plyr
Did you test using those with "texture
rectangle only"?
no, but i'll give it a shot :]
LazerTag
June 6th, 2003, 17:01
The text background is not transparent in this shot. Am I just missing some setting here? I have tried in OGL and DX with numerous settings, still no luck. BTW this is on my work comp with a GeForce4 MX 420.
w00t
June 6th, 2003, 18:22
Originally posted by LazerTag
The text background is not transparent
...
is it supposed to be transparent? for some
reason i thought that mario 64 text in
some parts was supposed to have black
background???
ocarina plyr
June 6th, 2003, 18:46
Help!
New International Detonator drivers(44.03) slows performance to 10-15 fps, should i change to 30.82?
LazerTag
June 6th, 2003, 18:58
Originally posted by w00t
is it supposed to be transparent? for some
reason i thought that mario 64 text in
some parts was supposed to have black
background???
OK, semi-transparent. It should look like this (taken with Jabo's 1.5)
Rice
June 6th, 2003, 19:00
Originally posted by Gonetz
Ogre Battle 64 - still many missing backgrounds.
Rice, if you know how to fix it, why it does not work?
Gonetz, I have not fixed it yet. The YUV textures used for the background are not in the format as they are supposed to be. (This is the reason why I asked the questions in the programming forum.)
Rice
June 6th, 2003, 19:01
Originally posted by LazerTag
OK, semi-transparent. It should look like this (taken with Jabo's 1.5)
Can somone confirm it? Not from Jabo's, but from real N64 console. Result from Jabo's is not necessary correct.
Rice
June 6th, 2003, 19:05
Originally posted by milen
Some feedback with this plugin on Voodoo3:
DirectX - Almost anything works for several seconds and than hangs my computer, with all settings I tried, no difference at all. Sometimes - Error in proccessing Dlists.
Opengl 1.1 - works perfect without errors but is very slow, twice slower than tr64ogl plugin.
Opengl 1.2/1.3/1.4 - Gives me an error during initialization - "setpixel format error"
Rice in the readme you wrote that there is
- Texture size limit detection to video cards with texture size limitation (voodoo)
Rice are you sure it works, or you didn't test it?
I know Compitability with Voodoo cards isn't your priority but maybe with some little tweaking you'll be able to make it work on Voodoo's. I'm ready to help you with testing if you wish
I tested fake texture size limition with my geforce2, not on a real voodoo3. In general, this plugin barely supports voodoo cards. As I said before, this plugin works like crap on voodoo cards, comparing to glide64 or Jabo's. Voodoo users should use glide64 instead.
I think there is a better voodoo opendl driver, which can render opengl much faster. Voodoo only supports ogl1.1, not 1.2/1.3/1.4.
Flash
June 6th, 2003, 19:07
Rice, can you disable that st00pid
"Unknown Error in Daedalus D3D plugin ProcessDlist" messagebox ?
Because it's popping in every second game and if i press "OK" emulation still can run (it's not a crash an even graphics shown correctly, but i have to press constantly so i can only kill emu by Ctrl-Alt-Del....
Clements
June 6th, 2003, 19:08
Originally posted by NeTo
Clements, try disabling Fast Textures. That worked for me. And it seemed to happen in almost all games.
Thanks NeTo. That was the problem. :)
Rice
June 6th, 2003, 19:12
Originally posted by Sayargh
Wipeout has a few issues, this is DirectX: it doesn't matter what combiner type i use it does that.
This problem must be caused by the last minute modifications (without testing). It will be fixed.
Rice
June 6th, 2003, 19:16
I just want to say that you are all welcomed to report all problems. I have never throughly tested my plugin, and I am not surprised at all to see all the problems. I added new features without testing them for each games.
If you can, please run it with as many games as possible, and report all problems you can see. Please post the shots to show the problems.
Thanks
Rice
Clements
June 6th, 2003, 19:42
Quest 64 is a bit too bright, and I tried adjusting the gamma and it makes it worse.
zorbid
June 6th, 2003, 19:51
Originally posted by Rice
Can somone confirm it? Not from Jabo's, but from real N64 console. Result from Jabo's is not necessary correct. For both white on black or black on white text, the background is transparent on the N64.
Clements
June 6th, 2003, 19:59
Red skid marks in DKR not yet implemented:
Clements
June 6th, 2003, 20:06
The New Tetris is fully playable with no flicker at all! Just a few minor errors now:
Clements
June 6th, 2003, 20:16
Master Quest Dirt Path:
Clements
June 6th, 2003, 20:21
SSB Characters:
marioshroom
June 6th, 2003, 21:38
i am always of the understand that nobody works of dr. mario.
but....
the pills are very good for the first with the new 5.0.0!!
only the screen is a disaster behind them!
directx force buffer clear copy + back, frame skip on.
are the settings. maybe another settings will make a better background?
shroomario
pokemon puzzle league is of accuracy excellent until a crash(with the gameplay to start)! the menus are of perfection! this has never been right for me with any emu! wtg!
also am not sure i how to make it the sai smooth feature to work? what is the game for this testing?
here is my mario 64 shot of sai2
Crinx
June 6th, 2003, 22:05
Hey Rice, I like the features you have in your plugin, but sadly I can't use it. I am on a Radeon 9700 Pro, and when I use your plugin in either Opengl or DirectX, I either get messages saying that DirectX8 cannot be initialized, or on Opengl than my car cannot initialize Opengl, or I can get Opengl and DirectX to work, but there is MAJOR polygon corruption, to the point where I cannot play because polgons from the ground and walls are skewed all over the screen, obstructing my view completely. Any fixes for this?
Rice
June 6th, 2003, 22:53
Originally posted by Crinx
Hey Rice, I like the features you have in your plugin, but sadly I can't use it. I am on a Radeon 9700 Pro, and when I use your plugin in either Opengl or DirectX, I either get messages saying that DirectX8 cannot be initialized, or on Opengl than my car cannot initialize Opengl, or I can get Opengl and DirectX to work, but there is MAJOR polygon corruption, to the point where I cannot play because polgons from the ground and walls are skewed all over the screen, obstructing my view completely. Any fixes for this?
Did you read the readme.txt and read the very first post in this thread?
Crinx
June 6th, 2003, 23:04
Depth buffer problem with Radeon is a known problem. There is a solution by using a 3rd party add-on driver. Search emutalk.net old posts for it. OpenGL does not have problems with Radeon though.
That doesn't solve my problems. I searched emutalk, but could not find the add-on plugin you speak of, if you, or someone else could supply me with a link, it would be appreciated.
Also, the readme.txt does not mention my problems as far as I know, it was my first resource when I had these problems.
w00t
June 7th, 2003, 07:02
here are my settings:
http://animezero.org/images/nge/1964/dx_settings.gif
and the first screen of EVA64 intro:
http://animezero.org/images/nge/1964/dx_opeing_screen.gif
and the EVA64 start screen (looks better
than ever, just some minor glitches when
the text is moving).
http://animezero.org/images/nge/1964/dx_start_screen.gif
w00t
June 7th, 2003, 07:03
het rice: do you plan on implenting the
fixes for this wonderful game? anything
I can do to help?
ScottJC
June 7th, 2003, 08:15
Super Mario 64, DirectX for Nvidia TNT/TNT2/Geforce Or Better
The textures on this wall are sometimes totally screwed as you can see... (the gap at the top is due to emulator toolbar which i forgot to disable :P)
NeTo
June 7th, 2003, 08:25
Originally posted by Sayargh
Super Mario 64, DirectX for Nvidia TNT/TNT2/Geforce Or Better
The textures on this wall are sometimes totally screwed as you can see... (the gap at the top is due to emulator toolbar which i forgot to disable :P)
And again, try disabling Fast Textures.
leizar
June 7th, 2003, 10:46
OpenGL can't shut down correctly
Blending errors with OpenGL
mightyrocket
June 7th, 2003, 10:54
Originally posted by marioshroom
i am always of the understand that nobody works of dr. mario.
but....
the pills are very good for the first with the new 5.0.0!!
only the screen is a disaster behind them!
directx force buffer clear copy + back, frame skip on.
are the settings. maybe another settings will make a better background?
Can you post a screenshot please? Maybe we'll get DR mario to work (correctly). Please read my other thread about DR Mario too.
leizar
June 7th, 2003, 10:56
DirecX:
Texture problems with Paper Mario (Menu and status bar)
leizar
June 7th, 2003, 11:02
Tony Hawk's Pro skater:
doesn't seem to have a texture right
(How can I disable the FPS counter to flicker while in fullscreen?)
leizar
June 7th, 2003, 11:45
I've met some problem with the combiner type;
I mean, I've tried all of them but I can't find one that is really K for my Gefoce FX 5200.)
Moreover I've found errors in almost every game.
Since I couldn't fill the thread with snaps I've created a web page just for this.
This is the URL:
http://www.geocities.com/leizar357
I hope it can be useful
You plugin is really cool but in the last version there are more errors than with the previous one.
Crinx
June 7th, 2003, 19:31
Well, with some fiddling, I managed to get the plugin to work for Mario 64, but when I try ANY other game, it COMPLETELY hangs my system, to the point I have to manually turn the power off. Huge bug.
Trotterwatch
June 7th, 2003, 20:19
Crinx, did you try using 3D Analyse?(I posted help about the utility in the other thread you made regarding it)
Crinx
June 7th, 2003, 20:42
I just did, and it works! Thank you so much, your help is greatly appreciated!
Rice
June 7th, 2003, 21:43
I think more bug reports are needed.
Clements
June 7th, 2003, 21:52
Turok wall textures not right (Jabo's plugin is the only plugin to make it work AFAIK)
Clements
June 7th, 2003, 21:58
Quake 64 appears very weird indeed, it flickers, and also when moving the graphics sort of freeze and blur:
Clements
June 7th, 2003, 22:04
Mario Tennis runs better than Jabo's IMO, but there are errors still.
Clements
June 7th, 2003, 22:09
MK4 runs great, fast and fluid, apart from the energy bars not showing up during a fight (they appear for a split second before a fight)
NeTo
June 8th, 2003, 01:57
Paper Mario runs flawlessly (as far I have tested). You need to set Frame Update to "at 1st CI change" to get rid of most flickering.
There are some (very few) places were the background flickers while you move, but there are one or two half rooms so far.
The only problem: In places were there was flicker before, there is still bad sprites. Mario, items and enemies appear black. Here's a shot. (Everything is with default settings except Fast Textures and the CI change)
NeTo
June 8th, 2003, 02:01
Paper Mario: When using force linear filter, some graphics have horizontal lines. It's hard to see in the shot (maybe cos of the jpg compression?)
NeTo
June 8th, 2003, 02:06
When going to fullscreen, Application that use to stay 'on top' try remain on top while playing, causing a serious flicker, and a game speed decrese.
This happens for example with the windows task manager, cursorxp, and maybe others.
Even the emulator statusbar shows itself frequently, so I to stick to windowed mode.
DiaBlo6662
June 8th, 2003, 03:27
this plugin has some major bugs, it hangs in a few games dunno why..
here is a pic of a problem with mk64.. it plays smoothly but dunno how to fix this..
btw all star baseball 2000 now text in game is there but the game hangs just like 5-10 min of play time..
Rice
June 8th, 2003, 04:10
Originally posted by Clements
Quake 64 appears very weird indeed, it flickers, and also when moving the graphics sort of freeze and blur:
Enable the "Force clear" option for this game.
Rice
June 8th, 2003, 04:11
Originally posted by DiaBlo6662
this plugin has some major bugs, it hangs in a few games dunno why..
here is a pic of a problem with mk64.. it plays smoothly but dunno how to fix this..
btw all star baseball 2000 now text in game is there but the game hangs just like 5-10 min of play time..
What's wrong in this shot?
Are you sure the freezing is not caused by emulator, but by video plugin?
Crinx
June 8th, 2003, 05:15
Rice, while using OpenGl, the plugin hangs my entire system. I have tried the plugin on PJ64, Daedalus, and 1964, and with the same results. It is without a doubt the plugin.
I wouldn't mind the bug much, but it hangs my ENTIRE system, to the point where I have no choice but to turn off my computer manually.
I did get Direct3d to work with a 3rd party program, and all the problems I have found are merely cosmetic.
DiaBlo6662
June 8th, 2003, 06:31
Originally posted by Rice
What's wrong in this shot?
Are you sure the freezing is not caused by emulator, but by video plugin?
look at stats.. it shouldnt be white background..
and yes.. 1964 is the emulator that hang the game.. it usually never hang or few games hang on pj64.. tried like 10 on 1964 and like 5 of them froze.
Take a look on this...
Wetrix (U) is one of the best puzzles game ever!! I've never played with this plugin, it's new for me. Rice rules! but...
Only a question... I know equals are hatening but... It's usual that Zelda Oot runs about 50FPS with Jabo's plugin and only about 20FPS with Jabo's one?
Sorry by my english again. Bye, and thanks!
**EDIT: Captures with Direct3D, but OpenGL seems to work same way this time. I've tried enabling/disabling a lot of options, I think these are the best settings... With Jabo's Plugin text is waving too, but at least is readable.
Clements
June 8th, 2003, 07:01
All the OpenGL combiners give me the same problem in SM64. Is this fixable?
Crinx
June 8th, 2003, 07:32
Clements, did you try disabling normal combiner?
Clements
June 8th, 2003, 07:43
Yep, but it made no difference. There are so many options to try out, I don't know what half of them do. How about a Glide64-style 'pop-up help' that tells you briefly what it does? Failing that, a document explaining them, perhaps? I don't know if bugs I'm reporting aren't in fact bugs, but fixable by changing an option? ATM, I'm only changing combiners, and leaving everything else default.
Crinx
June 8th, 2003, 07:46
I second Clements' recommendation.
Look at this... the text should look this way. Not waving effect, only a waving blue effect inside the yellow-red (or yellow-green) text from right to left.
EDIT: Notice too the backgrund effects. There is a lot in-game, this is only a simple one.
Cadex
June 8th, 2003, 08:14
Originally posted by DiaBlo6662
btw all star baseball 2000 now text in game is there but the game hangs just like 5-10 min of play time..
All-Star Baseball 2001 hangs after 5-10 mins of play time with Jabo's graphics plugin, not just this one. Might be an emulator issue. Not sure about 2000 but I'm guessing it's the same.
zorbid
June 8th, 2003, 10:24
Originally posted by Clements
All the OpenGL combiners give me the same problem in SM64. Is this fixable? It's fine here, with the default settings.
I'm using the (e)! ROM, and an GF2MX with Detonator v30.82
Here, Mario's big head in the intro is totally black with the Ogl 1.1 combiner it looks fine with the others though.
leizar
June 8th, 2003, 12:03
Originally posted by Clements
All the OpenGL combiners give me the same problem in SM64. Is this fixable?
As I've said before OpenGL gives some problems with blending.
Forcing "Normal blender" solves it partially but causes even more serious errors.
DirectX:
The sky of Zelda OoT is missing or wrong
The fairy in Zelda OoT is not correct
leizar
June 8th, 2003, 12:16
Look at this shot from Rayman
Eith Jabo's 1.5 is black while with Rice's it has slack lines.
Which one is correct?
ScottJC
June 8th, 2003, 14:09
Silicon valley, wow i'm the only one who likes this game lol
Big1, logo too big and ship leaves a trail
Bug2, the select screen should have 4 circles and that it does but it should not look like that
bug3 is another example, i think its just the wrong texture being painted on it
bug4 the ship seems to look funny, not sure it should look like that
ScottJC
June 8th, 2003, 14:14
Second set of bugs
bug1: when you get on the top of the ship on level 1 the area goes black, also you can see the purple eyes, that shouldn't be there, the purple bit any way,
Bug2: as you can see or probably know already cutscenes are pretty much screwed... anyway...
Bug3: The resolution seems to have changed here on level 2 and the little energy bar thing has disappeared, gasp
bug4: may not look like much, but those purple things in the corner shouldn't all be lit up, i haven't collected them all yet.
ScottJC
June 8th, 2003, 14:16
here are my settings:
ScottJC
June 8th, 2003, 14:22
Dkr is done pretty amazingly, I must say, theres one bug that everyone misses though, even jabos direct3d gets it wrong,
the level select screen, some pictures are out of alignment as you can see:
When i use the "for Nvidia TNT/TNT2/Geforce or better" combiner all the textures are white boxes, this occurs in all games.
And i have the same problem Clements has with the Super Mario trees.
Look at this Rice... in addition, Nintendo logo screen, character selection screen and lucky fruit screen gfx are missing.
Thks again.
Rice
June 8th, 2003, 17:53
Originally posted by Lex
When i use the "for Nvidia TNT/TNT2/Geforce or better" combiner all the textures are white boxes, this occurs in all games.
And i have the same problem Clements has with the Super Mario trees.
It is a known problem. Your video card is too good, you should use High-end combiner instead of the Nvidia TNT one. Your video card does not support the TNT API. And it is very good video card, it does not need to support the TNT API.
Glover text is not good-looking...
EDIT: Fine texture and Fast texture options do nothing on this game...
Rice
June 8th, 2003, 18:12
Thanks all of you very much for the bug reports.
If you can, please also try to turn the "Fast Texture" and "Fine texture mapping" option on/off to see any difference. These two options cause a lot of problem.
Please also pay attention to the new problems which did not happen in my old version.
I will be glad to see more bugs on may different games. There are not many different games reported to have bugs.
I am actually very glad to see the bugs. And you can also see that many bugs are alike, caused by the similar reasons, and easy to fix.
Rice
Mario Kart 64> Nintendo logo Flickering (i think it's called that way)... in addition, look at these screen captures...
Clements
June 8th, 2003, 18:21
Mickey's Speedway USA works as good if not better than Jabo's. But there are some errors such as the engine doesn't change when you highlight harder difficulty settings in the 1-Player, the lights before the race are missing, and the rippling effect is present but not right before races. I know that no plugin exists which solves these... (I have the real game so I know that these issues exist :) )
Rice
June 8th, 2003, 18:30
Originally posted by ySS
Mario Kart 64> Nintendo logo Flickering (i think it's called that way)... in addition, look at these screen captures...
This should not happen to your geforce4 MX440 if you are using the Nvidia TNT directX combiner.
Here is what I have.
Clements
June 8th, 2003, 18:44
Yep, the flag works for me. But notice there is something slightly wrong with the Nintendo logo at the bottom of the screen. Is this a bug? I also get the flickering at the spinning Ninty logo at the start.
Woah!! I think now Rice's plugin is the best for this game! But it is not still playable... Look at this! These captures are great!!
Only FMV are missing (I think the same problem as RE2) util you play... all gfx look like background!
In Yoshi's Story, with some configs, it was the same thing... if there were a coin on screen all the other objects (not yoshi) included the fruits you've collected look that way, but in addittion with bugs (black and white, distortioned, etc.).
Please take a look on this...
EDIT: Whops! I forgot... its the (E) version.
Originally posted by Rice
This should not happen to your geforce4 MX440 if you are using the Nvidia TNT directX combiner.
Here is what I have.
Nope, it still happens... i've tried disabling and enabling lotta options but nothing changed (at least nothing was better).
EDIT: I mean flickering.... ballons are now fixed! ^^U
Doomulation
June 8th, 2003, 18:58
Wow, even though it isn't a bug report (I'll keep out after this, rice, i promise :D), yours is the second plugin to actually emulate this game! Great, great work, Rice! :happy:
you rule! :emutalk:
ScottJC
June 8th, 2003, 19:04
Silicon valley is exactly the same without fine texture enabled.
Next bug set focused on Star Fox 64 (I only do one game at a time):
Bug one, the fonts are incorrect, i don't remember them being so bold, if thats the right word
Bug two: the water texture seems screwed
bug three: Another texture problem, the ground here is funny, and it changes quite alot as you fly over it (this is level 1)
--Save falco and fly through those little things up ahead to go to this part of the level
bug four is bug two again, just to use space up...
Rice
June 8th, 2003, 19:07
Originally posted by ySS
Woah!! I think now Rice's plugin is the best for this game! But it is not still playable... Look at this! These captures are great!!
Only FMV are missing (I think the same problem as RE2) util you play... all gfx look like background!
In Yoshi's Story, with some configs, it was the same thing... if there were a coin on screen all the other objects (not yoshi) included the fruits you've collected look that way, but in addittion with bugs (black and white, distortioned, etc.).
Please take a look on this...
EDIT: Whops! I forgot... its the (E) version.
ySS, this game is not considered to be supported. There are more problems with it. And the plugin crashes. Glide64 is currently the only one to fully support it.
Clements
June 8th, 2003, 19:07
Link looks like this when OoT is paused:
Originally posted by Rice
ySS, this game is not considered to be supported. There are more problems with it. And the plugin crashes. Glide64 is currently the only one to fully support it.
Thanks Rice, i'll try it (I think I'll need a GLide Wrapper, but it isn't the place to talk about it... I'll search something).
Other thing, I have the same problem as other with Mario64: the textures aren't shown correctly when you look them from some angles (not trees problem, these are OK). Par example, castle's exterior textures or red carpet at the lobby.
Clements
June 8th, 2003, 19:23
Originally posted by ySS
Other thing, I have the same problem as other with Mario64: the textures aren't shown correctly when you look them from some angles (not trees problem, these are OK). Par example, castle's exterior textures or red carpet at the lobby.
I had this, disable fast texture.
Sticking to Mario 64... The stars are half black on the level select screen:
Other thing, I don't know if other have said something about it before, but... yes, Mario64 black boxes should be semi-transparent. I'll put a N64 original capture.
EDIT: Thanks! Now textures are shown correctly (sorry, I've not read that post)
Clements
June 8th, 2003, 19:33
BK Pause screen:
Here they are... I't's all explained in captures...
;)
leizar
June 8th, 2003, 23:08
Originally posted by Clements
Link looks like this when OoT is paused:
Shouldn't also be there a background?
I think there was one with the previous version of your plugin
Originally posted by leizar
Shouldn't also be there a background?
I think there was one with the previous version of your plugin
Yeah, but you'll need a cheat only available for PJ64. Go http://www.emutalk.net/showthread.php?threadid=13878
----
I've been trying Zelda64:Master Quest and there are my results...
(first without RSP, second with RSP).
EDIT: Curious thing... Now I can see Link as the second capture wihout the RSP. I've even closed and opened again the emulator. I'm fear... :cry::cry::cry::cry::cry::cry:
marcelos
June 9th, 2003, 01:28
problems mario kart
-two players , one players no problems
helpˇ
Here's a pic
EDIT: Mario Kart (E) (1.0)
loay
June 9th, 2003, 10:12
why dont anybody care about Sin and Punishment - Tsumi To Batsu for me its the best game for n64
as for bug this game has alot of bug this is some of them
in the first pic the plear is not apear and i cant see him in ogl.but in d3d its good
in the 2nd pic half of the screen is mising but its alright in d3d
in some place the color in d3d are not fine
thi game sometime beter in d3d and somtime in ogl and sometime in both bad
please solve thoos proplem:1964:
note:sory for my english
Originally posted by Rice
It is a known problem. Your video card is too good, you should use High-end combiner instead of the Nvidia TNT one. Your video card does not support the TNT API. And it is very good video card, it does not need to support the TNT API.
Ok, thanks
/me says yeeeeeee post count = 400!!
Emu&Co
June 9th, 2003, 19:22
Thats my problem:
Card: 3dfx Voodoo 4 4500 PCI (Version 1.00)
BIOS: Original Voodoo 4 PCI Bios 1.15
Driver: Voodoolizer 1.05.00 for Voodoo 4/5 / Original Driver
Emulator: 1964 0.8.5 / Project64 1.5 / Nemu 0.8
DirectX 9
What's wrong?
Clements
June 9th, 2003, 20:20
I'm using 5.0.1 now (nice release, Rice!) There is one problem I missed concerning OoT and Master Quest. The logo at the start isn't flaming, it just glows:
Rice
June 9th, 2003, 20:24
Originally posted by Clements
I'm using 5.0.1 now (nice release, Rice!) There is one problem I missed concerning OoT and Master Quest. The logo at the start isn't flaming, it just glows:
I think this problem is combiner related. If you are using OpenGL 1.2/1.3 combiner, the flaming effect is better. I know this is a problem, but I did not do anything appearently wrong. I don't know, may I will get back to this problem later.
LazerTag
June 9th, 2003, 22:15
A couple Mario Golf issues
with D3D set to "To Fit You Video Card" (otherwise all grass is white) and all default settings
LazerTag
June 9th, 2003, 22:16
D3D same as the first pic, BTW this is with 5.0.1
LazerTag
June 9th, 2003, 22:17
OpenGL all default settings
LazerTag
June 9th, 2003, 22:17
last one OpenGL as well
LazerTag
June 9th, 2003, 22:18
So are these Mario Golf pics due to something I could be trying but I am not? or is it just video plugin issues? core issues?
I seem to get very similar effects from TR64OGL as well. Jabo's works well in that everything appears nice, but it's so slow that the game is no fun to play.
Rice
June 9th, 2003, 22:33
Mario Golf has frame buffer issues, it is not supported. If you use the option frame buffer emu = Complete, you may get better result but the game will become very slow.
Other frame buffer effects that are not supported yet.
Banjo Koozie puzzle and pause screen.
Zelda pause screen
Shadow in Mario Tennis, Conker, JFG, Banjo Tooie
Ogre Batter 64 missing background
Mario Kart 64, the tv above the bridge
Pokemon menus
Mario tennis game replay
Mario tennis bomberman referees
Mario tennis menu screen switching
A few other Japanese games.
LazerTag
June 9th, 2003, 22:45
Thanks for the quick response Rice. The Complete settings was nutty slow, LOL, but did look a bit better.
Does it help you any to know that if I make the player spin in a circle everything looks great and runs a very decent speed? Again with the default settings in D3D mode.
Thanks Rice! ;) I've been trying 5.0.1 with some games I've tried with 5.0.0
- Mariokart: problems persist (buggy Ninty logo + 2 players bug)
(1) - Pokémon Puzzle League: improved (at least some changes have been made)
(2) - Mario Tennis: Look at this!! (transition effects... what's this?!?!) I know this has been responsed before but... why puzzle league gfx are there?
- Glover: DirectX flickering, OpenGL missing sky (intro)
(3) - Wetrix: Continues like always...
(4) - Yoshi's Island: Perfect menus (I love you Jabo!), In-game buggy (see captures). EDIT: This is without normal combine activated, see post below).
Yoshi's Story: Normal combiner activated
Rice
June 9th, 2003, 23:23
Originally posted by ySS
Thanks Rice! ;) I've been trying 5.0.1 with some games I've tried with 5.0.0
- Mariokart: problems persist (buggy Ninty logo + 2 players bug)
(1) - Pokémon Puzzle League: improved (at least some changes have been made)
(2) - Mario Tennis: Look at this!! (transition effects... what's this?!?!) I know this has been responsed before but... why puzzle league gfx are there?
- Glover: DirectX flickering, OpenGL missing sky (intro)
(3) - Wetrix: Continues like always...
(4) - Yoshi's Island: Perfect menus (I love you Jabo!), In-game buggy (see captures). EDIT: This is without normal combine activated, see post below).
Yoshi is supported in DirectX and Ogl 1.1 combiner, not in Ogl 1.2/1.3/1.4 combiner.
Pokemon texture appearing in Mario tennis is caused by frame buffer emulation. The texture in RDRAM in not cleared to 0 by the emulator core. And Frame buffer emulation for Marion tennis in not good yet. If you want, you can turn it off (set Frame Buffer Emu = disable, or ignore).
You appearently have more combiner problems than you should have. Which combiner are you using?
Hi Rice! Thanks for the response!
I'm using always -if I don't say another thing in the post- DirectX combiner for NvidiaTNT/TNT2/Geforce or better, double buffer copy and default depth. I think you mean that.
Thanks.
EDIT: And with Yoshi I'm using DirectX...
EDIT2: I've tried much more combiners... not improved at all...
EDIT3: Notice that It's (E) version
Rice
June 9th, 2003, 23:35
Here is a shot from the cheap Rage 128 video card. (With combiner problems.)
Cadex
June 10th, 2003, 00:10
Here is Mario Party 2 on version 5.0.1, Direct X, Higher End Video Card combiner. Notice that the first line of text is messed up. Also happens with Mario Party 1. Haven't tried Mario Party 3.
I tried different combiners, OpenGL, and frame buffer settings but same problem occurs. I hope you can fix this because it looks good overall and doesn't have the slowdown problems of Jabo's 1.5.
Cadex
June 10th, 2003, 00:11
Mario Party 2 (continued)
rico001
June 10th, 2003, 00:24
While using 1964 085 your plugin does not show up in the list of plugins... 5 or 5.01. I'm using Win98SE lite? Any ideas? Other plugins work. The winzip prog has trouble with the name.
ySS
June 10th, 2003, 00:25
Haven't tried Mario Party 3.
Mario Party 3 (U) OK (see shot below).
Oh Rice, I forgot. I'm using a Yoshi's Island European version (E). It's supported too?
Cadex
June 10th, 2003, 01:51
Originally posted by rico001
While using 1964 085 your plugin does not show up in the list of plugins... 5 or 5.01. I'm using Win98SE lite? Any ideas? Other plugins work. The winzip prog has trouble with the name.
Does Win98 support multiple extensions? Try removing all of the "." from the filenames except the last one. For example:
RiceDaedalus5.0.0.dll = RiceDaedalus500.dll
Crinx
June 10th, 2003, 02:30
The update is appreciated, but I am still having a full system hang in OpenGl. Could you try to improve the Radeon support, specifically the higher end Radeons?
Edit: After further investigation, I only get the system hang when I use OGL 1.2/1.3/1.4.
The Emulator doesn't load when I use to fit my card. Better than a hang, though.
I am using 1.1 now, but it's ugly due to the missing colors and graphics.
ySS
June 10th, 2003, 04:10
Woah! I've tried OpenGL combiners (1.1) and now Yoshi's Story works for me (but what about directx?!). I've seen these bugs (In addition, menu background is white, and it should be yellow, it isn't?). Here we go:
EDIT: Woah! Scroll bug happens too vertically. The thing I stamp as GFX BUG is due to this scroll bug too.
marioshroom
June 10th, 2003, 05:06
yes the most confusing are the options for which combiner to use. rice, i think you should default one that is most compatible for everyone, or maybe to rename the combiner modes also? of course with a geforce does one want to select only the geforce mode, but as we can see that is not of the best working for anyone!
lol
it is for rocking now!
IS101
June 10th, 2003, 05:16
i just tried 5.0.1.
FOR: Bakuretsu Muteki Bangaioh (J) [!].z64
the background graphic are there. But the scrolling is jerky and stuttery, sometimes coming to a complete pause. Also the actual sprites of your ship and the enemies are just big white blocks.
Can Someone who knows what they are doing test this game, are there any options i could change in the plug/emulator settings to help improve the graphics?
I have a feeling i will have to wait for a new version of the plug-in, keep up the excellent work, Rice.
Rice
June 10th, 2003, 06:26
Originally posted by marioshroom
yes the most confusing are the options for which combiner to use. rice, i think you should default one that is most compatible for everyone, or maybe to rename the combiner modes also? of course with a geforce does one want to select only the geforce mode, but as we can see that is not of the best working for anyone!
lol
it is for rocking now!
The plugin automatically selects the best match one for everyone. (Geforce 2/3/4 ti must manually select to use the hign end one). But your best matching one may not work the best on certain games. When you are looking at the performance of a combiner, you need to run many games to evaluate the average performance, not just a few games.
You can easily see that it is no possible to have a one combiner for everyone's video card since someone has very good ones while the others have the old and cheap ones.
It is also no possible for me to perfect all combiners since I don't have the video cards. I can only use my knowledge to do my best. And this is also the reason why I need the plugin to be tested by all people and need bug reports.
Looking at other plugins, you can see that glide64 works only on voodoo cards. glnintendo64() only on Nvidia geforce cards, even don't support TNT or TNT2, starts to support Radeon now. Jabo's is using DirectX 6, it probably can never generate perfect graphics on geforce video cards as glnintendo64() does on the same video card.
I probably shouldn't try to cover all video cards, to cover nvidia cards better glnintendo64(), and to cover all other video cards with DirectX as Jabo's does.
But I believe what I have done make sense to many people who has old low end ones or the most recent high end ones, even though what I have done may be not good enough yet.
ScottJC
June 10th, 2003, 06:26
Wow, looks like yoshi got high :P
Crinx
June 10th, 2003, 07:07
Props to ya Rice, the plugin is nice after I get it working, but I am curious... is simply knowing that OpenGl 1.2+ hangs my system on my Radeon going to help you fix the bug(if you feel like supporting Radeon cards better, that is), or is there more to it than that?
PistolGrip
June 10th, 2003, 14:33
Ok some rather serious problems to list.
I've tried different drivers, originally I was on 44.03 but I also tried 43.45 Detonators. Anyhow look at the attached screenshot of PilotWings.. the wierd thing is I tried to GO back to 4.5.0 (which used to work fine) and now its the same... maybe I was on 41.09 back when 4.5.0 plugin was released, I am not too sure.
But nearly everygame doesn't show any graphics at all, just blackness, if I go to fullscreen mode it seems to draw ONE frame to the buffer which will then slightly flicker. Go back to windowed mode and it will show the same frame as fullscreen did. It seems polygons are jittery or BEHIND something (maybe a depth buffer problem?).
The next thing I did was try EVERY option combination to try and get back to something usable, no dice. You said somewhere that the "screen update" code made the screen black or something and I had to play around with that. Did you mean Frame Update? OPENGL gives me constant messageboxes saying my card doesn't support the features,etc, UNLESS I use opengl 1.1 . I know my card can do 1.4 and even using the GEFORCE combiner gives the same constant messageboxes which do not go away, they reoccur.
I might try reverting back to 41.09 drivers to see if any of these problems are fixed..... hard to imagine THAT much has changed between these driver revisions.. but I guess something has that you rely upon in your emu.
Do you have a NVIDIA card? I am sure there a lot of people in here have similar problems... anyhow if you don't have a NVIDIA card I'd be willing to put in $10 US or so (using PAYPAL) , just need another 9 people to do the same then you can get a TI4400 or something. Fuck knows you deserve it. Who's with me?
karth95
June 10th, 2003, 16:15
sounds good to me. I'm only using a gf2, but I'd be willing to chip in the bucks so rice can have a nice shiny new card.
Stupidity_Emu
June 10th, 2003, 16:54
Is there any way to make Zelda run uber smooth at 60fps w/o the flickering cause it looks really nice! Also, why is the menu so slow in Zelda?
ScottJC
June 10th, 2003, 17:11
yes, there is a way but it involves buying a new processor...
Stupidity_Emu
June 10th, 2003, 17:38
Well, I'm not talking about disabling sync game. I'm talking about the screen update. If I leave it on at default, the fps matches the v/i which is 60 but it flickers to no end, if I make it update when the v/i does, it goes back to 20fps but with no flickering. I want to run it at exactly 60fps with no flickering if you thought I was talking about running at 100+ fps.
Rice
June 10th, 2003, 18:06
Originally posted by PistolGrip
Ok some rather serious problems to list.
I've tried different drivers, originally I was on 44.03 but I also tried 43.45 Detonators. Anyhow look at the attached screenshot of PilotWings.. the wierd thing is I tried to GO back to 4.5.0 (which used to work fine) and now its the same... maybe I was on 41.09 back when 4.5.0 plugin was released, I am not too sure.
But nearly everygame doesn't show any graphics at all, just blackness, if I go to fullscreen mode it seems to draw ONE frame to the buffer which will then slightly flicker. Go back to windowed mode and it will show the same frame as fullscreen did. It seems polygons are jittery or BEHIND something (maybe a depth buffer problem?).
The next thing I did was try EVERY option combination to try and get back to something usable, no dice. You said somewhere that the "screen update" code made the screen black or something and I had to play around with that. Did you mean Frame Update? OPENGL gives me constant messageboxes saying my card doesn't support the features,etc, UNLESS I use opengl 1.1 . I know my card can do 1.4 and even using the GEFORCE combiner gives the same constant messageboxes which do not go away, they reoccur.
I might try reverting back to 41.09 drivers to see if any of these problems are fixed..... hard to imagine THAT much has changed between these driver revisions.. but I guess something has that you rely upon in your emu.
Do you have a NVIDIA card? I am sure there a lot of people in here have similar problems... anyhow if you don't have a NVIDIA card I'd be willing to put in $10 US or so (using PAYPAL) , just need another 9 people to do the same then you can get a TI4400 or something. Fuck knows you deserve it. Who's with me?
I am using a cheapo GF2 MX400. For your Geforce 2/ti, you should use DirectX high end combiner instead of DirectX Nvidia TNT one. Except that, all default options should be good for you, and you don't really need to mass around the options unless you need which option which game should use. Nvidia OpenGL TNT, Nvidia OpenGL register combiner should work just fine for you.
I will be very happy if someone can donate. So I can buy a Radeon 9700 to fix Radeon problems. I believe Geforce should be working just fine (If you are using the right combiner type, and have the right driver.).
Rice
June 10th, 2003, 18:07
ingame.
PistolGrip
June 10th, 2003, 18:25
Hi Rice,
what driver do you suggest since 43.45 and up are unusable? I have tried all settings in your plugin and nothing works at all with these drivers. So obviously it is a driver problem, I would just like to know which driver is the best (minimum I can use is 41.09 since my TI4800SE has AGP8x) .
Is there any reason why the new drivers break your plugin? Ideally they shouldn't :) . What email do you want the money to be sent to.. and I hope some other people in here will also donate so this cause is worthwhile.
ySS
June 10th, 2003, 18:27
First of all: I'm sorry. I've not tried all the combiners for the games I've reported until now. Now I'll try them with more combiners (I had changed Opengl/DirectX and Default Game Options but not another Render settings until now).
I'm only using Double Buffer Copy, please tell me if it's important for some games to change this. When I say only Direct-X I only try the game with Nvidia Gforce combiner (should I use another as med or high?). I'll report again lotta games and some news, if you want some screenshots please tell me. Let's go:
- Glover (U): No Sky and no copyright notice at start (OpenGL 1.1, 1.2/1.3/1.4, TNT or better, Geforce of better). Sky -buggy-, but game flickering (Direct-X).
- Blast Corps (U 1.1): ˇˇVERY LOW!! (0.7/0.8) framerate on Ninty/Rare logo, then seems to crash -yes it crashes- (Direct-X). Buggy-frameskipping Ninty and Rare Logo, then video crashes (OpenGL 1.1, 1.2/1.3/1.4, TNT or better, Gforce or better). Jabo's plugin works OK.
- Mario Kart 64 (E 1.0): 2 players bug -3 players OK-, blue then black ballons, buggy Ninty logo -it isn't exactly flickering, it's only seems to be in the bright- (OpenGL 1.1, 1.2/1.3/1.4). Same but green only ballons (OpenGL TNT or better, Gforce or better). Same but ballons bug (Direct-X).
- Yoshi's Story (E): MENU: Background should be yellow, not white -but I'm not sure- (OpenGL 1.1). IN-GAME: Black all except Yoshi and other objects, black borders and blue background whit normal combiner (Direct-X, as showed before in another posts). White shadows, explossions and smoke; buggy scroll (OpenGL 1.1). Low framerate when happy mode -little heart is taken- but I don't really know if it's from the plugin or the emu.
- Ep.1 Racer (U): MENU: Buggy title screen, LucasArts transition effect -White to colored- buggy too, 3D models near the cam dissapear (OpenGL 1.1, 1.2/1.3/1.4, TNT or better, Gforce or better, EDIT*Direct-X too). IN-GAME: 3D models near the cam dissapear (OpenGL 1.1, 1.2/1.3/1.4, TNT or better, Gforce or better, Direct-X). Flickering sky (Direct-X).
- Wetrix (E): ALL: Black borders, buggy text -I've explained it before lotta times-, really dark models, (OpenGL 1.1, 1.2/1.3/1.4, TNT or better, Gforce or better, Direct-X). MENU: Black and white background -but some pink circles-, purple water -should be like Jabo's one-,buggy mode text, when an option is selected mode text should fade (OpenGL 1.1, 1.2/1.3/1.4, TNT or better, Gforce or better). IN-GAME: Gray terrain (Direct-X Low), No background (Direct-X Mid, High), Background but not effects (Direct-X Gforce). Not playable (OpenGL).
- Snowboard Kids (E): ALL: Black border. Uncentered 3D-2D scenes (OpenGL 1.1, 1.2/1.3/1.4, TNT or better, Gforce or better, Direct-X). No transition effect (OpenGL 1.1, 1.2/1.3/1.4, TNT or better, Gforce or better). MENU: Numbr of player not selected options bad-shadowed (OpenGL 1.1, 1.2/1.3/1.4, TNT or better, Gforce or better). IN-GAME: Black sky or black boxes on sprites -normal combiner off, on- (Direct-X).
- Super Smash Bros. (U): OPENGL totally buggy but playable. DIRECT-X: Intro's Samus&DK scene incorrect -Samus mustn't get into the platform, to hit DK at the end of the scene, this runs OK with OpenGL, you can see it-, Black Border, some minor in-game graphic bugs, 2P in VS screen is not shown (otherwise, I think this is a 1964 bug).
That's all for now. If you want I put some screenshots, just tell it to me, I'll be glad to do it. Another matter: It's usual that if I check Force Buffer Clear most 3D games in OpenGL dont show 3D things?
I hope you understand me ^^. I'll say one more time and another and another... My mother's language is spanish. If you don't understand something please tell it to me too.
Thanks Rice!
EDIT: I've just read something about drivers... 43.45 and upper don't work properly? But it works for me... yes, buggy, but it works...
emuexpert
June 11th, 2003, 12:36
why is 5.01 and 5.00 slower than 4.6.1?
ScottJC
June 11th, 2003, 15:18
Originally posted by Stupidity_Emu
Well, I'm not talking about disabling sync game. I'm talking about the screen update. If I leave it on at default, the fps matches the v/i which is 60 but it flickers to no end, if I make it update when the v/i does, it goes back to 20fps but with no flickering. I want to run it at exactly 60fps with no flickering if you thought I was talking about running at 100+ fps.
I know, i was just showing you how fast my system can cope with emulation with rices plugin. 120fps isn't bad, about 80 on Hyrule field, 60fps is easy for my athlon xp (wow what a way to rub it in... ;))
to answer emuexpert, well, upgrades often are slower, the worlds not perfect, you know.
rico001
June 11th, 2003, 16:15
Originally posted by Cadex
Does Win98 support multiple extensions? Try removing all of the "." from the filenames except the last one. For example:
RiceDaedalus5.0.0.dll = RiceDaedalus500.dll
I tried that it doesn't work. Could it be the video drivers? I'm using 43.45. What are you using?
Any other ideas?
I can stick to d3d1.5 if you don't want to waste time editing the thing for win98
-----------------------------
on another 1964 works good with fzeroX 8, 1080 7, and mario 5, on this comp with these counter facters. Hopefully the plugin can improve the fps.
PistolGrip
June 12th, 2003, 08:47
I tried 41.09 which USED to work fine but its the same deal as the newer NVIDIA drivers... which leads me to suspect some other things. I have a GIGABYTE VIA KT400 board and am using the latest HYPERION 4 in 1's... maybe that has something to do with it. Anyone here on the latest 4 in 1's with no troubles?
I think I am going to take a look at the source code after work and work out why I am having this problem.. who else is better to debug it ;) . No Starcraft tonight for me.
ySS
June 12th, 2003, 20:50
I've noticed some flickering problems with some games as Mario Party 3 when using frameskipping... :\ Annoying
jelbo
June 13th, 2003, 11:50
Hi there,
I own a Radeon which isn't very compaitbile with Rice's plugin, but with the 3d analyze tweak it has some good results.
(What Trotterwatch said about 3d analyze:
"Start 3D Analyse
Top left of the screen under DLL Path click select and navigate to the folder that has the emulator in double click the exe file of the emulator
One option below that is the EXE path, once again navigate to the folder and double click the EXE file
Now to the right under Hardware limits (cap bits) enable HW T&L Caps, now simply go to run and the emulator will start as normal.
You can save a batch file once you have done all this to automate the process in future, the option for this is at the bottom of the screens. If you need any further help feel free to PM me." ).
Anyway, Mystical Ninja starring Goemon seems to work fine now :holiday: , but my Radeon has problems with it. The screenshot attached shows this;
jelbo
June 13th, 2003, 11:52
But the last screenshot was taken from PJ64 without the '3d analyze tweak'. When I apply the tweak it's rather OK-ish. Let me first show the 'tweak' from 3d analyze;
jelbo
June 13th, 2003, 11:55
OK, after that setting the game works OK-ish, except when I'm in fullscreen with PJ64, the fps counter interferes with the screen. So, I see the fps counter flickering trough the image. Is there any way to fix this problem? I don't like using 1964 (sorry Rice :blush: ) because I don't get good speed with it and it's rather unstable and Jabo's sound plugin doesn't work with it). \
Here's an image of Mystical Ninja in window mode and the 3d analyze tweak applied, which works OK.
ingonab
June 13th, 2003, 13:24
Screenshot: "Puyo Puyo Sun 64" in DirectX mode + default settings.
Textures are linear filtered without being clamped. Edges of slices bleed with filtered wraps.
ingonab
June 13th, 2003, 13:32
Screenshot: "Puyo Puyo Sun 64" in DirectX mode + default settings.
Linear filtering ruins the sprite masks. (Notice the pink edge around the guy with horns.) Also happens in other games. Happens in OpenGL mode too.
Rice
June 13th, 2003, 18:25
Originally posted by ingonab
Screenshot: "Puyo Puyo Sun 64" in DirectX mode + default settings.
Textures are linear filtered without being clamped. Edges of slices bleed with filtered wraps.
It is a very well known problem in many games, and I worked hard on it, without success. It is nice to see that using NEAREST filter instead of LINEAR filter may be better. I will try.
Clements
June 13th, 2003, 21:46
Wow Rice! Just discovered something! I was trying to get your plugin to work with Killer Instinct Gold, but it wouldn't have it... But I tried it on 1964 0.85 and wow, there it was. On PJ64, on Jabo's plugin is the only plugin that can get KI Gold to run. Could you make your plugin work with PJ64 with KI Gold? :flowers:
It looks stunning, although the energy bars aren't right, but the sprites are there and its fast too! Again, nice work!
ScottJC
June 16th, 2003, 20:50
Heres a weird bug, in f-zerox when i get to this part of the game the framerate drops to amazingly low speeds... aregh
Update: Doom64 doesn't do anything with this plugin, black screen- same witrh automobile lamborghini
chaosjr7
June 17th, 2003, 18:41
I have found that ProcessDlist problem..... I know how to fix it.. I think! Try setting display color depth to 32 bit mode in windows display settings! If you still have problems you could try increasing the counter factor to about 3!
Daphisto
June 29th, 2003, 06:04
Wow, I am incredibly impressed with your plugin, Rice. Every game runs silky smooth.
My only problem is that when I switch to full-screen mode, games run choppy for some reason. I've tried it out on multiple computers (ranginging from mid to high-end systems) with the same problem.
Is this a known issue?
I also can't start a game right off the bat using full-screen mode, I have to switch ingame.
At any rate, keep up the good work, you are doing an amazing job! :)
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