View Full Version : Rice Daedalus 5.1.0-5.1.0d bug report thread
Rice
June 23rd, 2003, 01:10
Most reported problems for 5.0.0/5.0.1 are fixed. (Of course not all of them.)
There is NO improvement of N64 frame buffer related problems.
There is almost NO improvement of combiner compatibility problems with DirectX low-end or OpenGL 1.1. (Don't expect too much with your low-end video card)
Other than the known problem, there are big improvements, especially the speed increase.
NeoNight
June 23rd, 2003, 01:24
did you try coding with pixel shaders? (though only latest cards support it) there is a thread in the nemu board talkin about them. Lemmy showed a pic with the work hes done using pixelshader 1.1 or something...
Clements
June 23rd, 2003, 02:00
Nice one Rice! I can see you've fixed many bugs;
SM64: Pause issue/black screen fixed, Stars in Level select fixed!
CBFD: Much better. Graphics are good, just some of the textures are white.
Super Smash Bros: Characters fixed
Wetrix: Fantastic! Better than any plugin!
MK4: Energy bars fixed
DKR: Skidmarks are present!
Doom 64: Graphics are dark?
Quest 64: Brightness issue fixed, but the character's colours are wrong (glNintendo64 and Glide have it right, Jabos has it wrong for reference)
OoT: Flame effect present (although not quite right)
Perfect Dark: There's some sort of problem which causes the polygons to appear to crash down on you.
Yoshi's Story: Many elements appear fixed but there is motion blur.
I have an Odd problem, when I go fullscreen all the polygons turn white. Not sure if that's just me.
Edit: It appears fullscreen is broken in both PJ64 and 1964 for me for all games :bye3:
I can see that the previous bug report thread really did help you fix some issues. Great work Rice!
karth95
June 23rd, 2003, 02:33
3 notes: Starfox 64 looks AWESOME, only problem is the mission opening text looks BRIGHT white, not sure why. The mission complete notes are working, however. (1964, directx)
Pilotwings however, is trashed. I'll post a SS as soon as I figure out how. It's only messed up in directX, works great open GL. I don't know what happened, but 5.0.0 and 5.0.1 both go 30fps in super smash, 5.1.0 goes the full 60. ( I have limiting turned on, otherwise paper mario runs at 120 v/i a sec)
Supersmash looks awesome, only problem is the light thing at the top, it just stays red the whole time. Note that this is all in PJ, 1964 seems to have some core issues which prevent it from displaying the oponents in the match opening screen and the difficulty/life adjustment in player selection.
gonna retry starfox in pj, since I know it tends to work better there. In PJ, openGL, it looks ok, There's some wierd fade action on the dialog boxes at the beginning, and none at all on some. It's rather frustrating. I'll just use directX on that for now. Looking absolutly fabulous, and the speed thing is making my life 100000% better.
ScottJC
June 23rd, 2003, 02:42
it fixes some issues, but creates new ones.
Dkr, fine for a minute, but then everything turned white
Dkr again; now in game after the whiteness its pretty much textureless
bt: transparent ground, and there is alot of it
bt again: warp pad transparent
bt yet again: showing off transparent ground :luck:
Flash
June 23rd, 2003, 02:51
It hangs sometimes.
And F-Zero X completely locked my machine up right after N64 logo
grand master
June 23rd, 2003, 03:09
Ok i think there is a bug that if you go to fullscreen things turn white.
I am having the same problem that ppl are reporting.
All these bugs i now report are in direct x and only in windowed mode (didnt go out from fullscreen as things still appear white)
Also some things dont appear anymore. In yoshis story (i always test with this game dunno why thou dont like it :P) the hand to select options dosent appear and the background is screwed now.
But i must say you wanted to make it fast and its bloody quick now!
I guess speed is off the list for things to be done :drool:
Knuckles
June 23rd, 2003, 04:18
Same for me, almost everything turns in withe when switching to full screen.
But speed really increased! good work, but that's really bad for all thoses fixes who added problems at other places :(
but keep working on it!
:party:
JohnnyA
June 23rd, 2003, 04:53
I don't know if this has been discussed before, but is there some way in Mario Kart 64, on the first board, Luigi's Raceway, to get the video monitor thingee (when you go into the tunnel) to work? I haven't seen a plug-in yet that emulates this, but maybe I'm just not setting something up right.
A few other things I noticed when playing: there is a bar of junk right below the nintendo logo on the title screen. Also, the characters faces on the character select screen seem like they are blinking their eyes like crazy... very odd (edit: turning off fast textures fixes this). And, finally, the balloons that are released at the beginning of the race in Luigi's Raceway are all blue in OpenGl mode, but are normally multicolored in DirectX mode.
More testing to come...
karth95
June 23rd, 2003, 06:16
I heard that it's a frame buffer issue, and there's some specific mode to fix it. Do a search, it's in the deep archives somewhere.
yuan
June 23rd, 2003, 06:42
Jabo D3D6 v1.5 plug-in supper frame buffer emulation. This is only plugin support TV monitor in Mario Kart 64 as far as I known.
grand master
June 23rd, 2003, 14:46
Wait for the next version of 1964 and rices' will support (fast) frame buffer emulation.
rico001
June 23rd, 2003, 16:28
can anyone else get this plugin to work under windows98se with nvidia what driver version are you using
EDIT : The new official nividia drivers fixed the problem,
4523, I think
www.3dchipset.com
Rice
June 23rd, 2003, 17:57
Please update your version to 5.1.0b, it fixes the DirectX fullscreen mode bug.
Click here for 5.1.0b (http://www.emutalk.net/attachment.php?attachmentid=10622)
Hexidecimal
June 23rd, 2003, 20:30
Ok Rice, I got your latest plugin, installed it, tried running Pokemon Puzzle Leauge, the emulation starts, the FPS Meter ticks, then in about 2 seconds PJ 64 closes all together, do i HAVE to use 1964 for this one to work?
Edit: Also, I got Dr. Mario 64 running at full speed, but the back ground graphics are screwed up now, and you cant see the falling pieces, wen I switched back to 5.0.1 it works though.
Also, in 1964, i got PPL running at 17 FPS, the in game graphics were completely messed up. and it was way to slow.
Running:
P4 2.2 gigahertz
512 megs DDR
Nvidia GeForce 4 mx 440 64meg
on
1964 0.8.5
Rice's Dedalus 5.1.0
Azmiers audio v 0.40 beta 2
Nrages direct input8 v2 i.82a
What's the problem here? not like im running a dinosaur of a machine.
ySS
June 23rd, 2003, 20:40
[Running 5.1.0b...]
Hi Rice!!
Thks!!! Now Wetrix runs very well!! (I have never seen another plugin that showed OK the game text). I love you!! (oh no, i've said it again!!) Also, I notice the speed increase!! You're the best. :D :D
:sp_canada But as always... I have some bug reports...
- Wetrix: See screenshots (sorry if i repeat it again, but now i show it more clearly with original N64 screenshots, sorry sorry and very very sorry)
- Yoshi's Story: Crashed again... With Direct-X combiner no selection hand is shown and the, in-game, black backgrounds...
with OpenGL 1.1 combiner menu selection hand is not shown, but a yellow box. In-game and yoshi selection screen sprites are totally white... if I enable Normal combiner it fixes, but menu isn't shown correctly this way. Black background too with OpenGL (but in 5.0.1 version I could see it! (yes, scroll buggy but i could :(). If you want the screenshots tell it to me (there are too much screenshots to shown)
- Ep1 Racer - Same as before...
- Smash Bros. - Pikachu ears... (intro, in-game too)
- Pokemon Puzzle - Wow!! Now this game is shown correctly in-game!! (but veery sloooooooow, about 5fps). Otherwise, menus have now white boxes, black boxes, boxes and more boxes... but there are good news ^^.
I'll report some more later, now I have to go sorry!
Hexidecimal
June 23rd, 2003, 20:53
Ok, sorry about the short rant earlier, but i can verify the same PPL problems, I also have no in game graphics on Wetrix, but Kudos, the credits and menu look awsome. and, when switch to Fullscreen in SSB, all my pixels but a few go white, making it unplayable, this and the last bugs were all tried in both OpenGL and Direct X causing the same problems.
Rice
June 23rd, 2003, 21:11
- Pokemon Puzzle - Wow!! Now this game is shown correctly in-game!! (but veery sloooooooow, about 5fps). Otherwise, menus have now white boxes, black boxes, boxes and more boxes... but there are good news ^^.
I guess you need to disable "N64 frame buffer emu" for this game. Change the option when you are running the game. It will then speed up. Its N64 frame buffer effects are not emulated anyway.
rico001
June 23rd, 2003, 21:52
I have a PII MMX processor. Your plugin cannot be red
Clements
June 23rd, 2003, 22:02
Wow, 5.1.0b fixes even more stuff like the white fullscreen! This makes it one of the most if not the most compatible plugins- every game I have works inc. the difficult ones! As usual I use the default Direct X options, here are some issues I found:
Bomberman 64: The intro is not right (missing lots of stuff), but no plugin has managed this problem yet. The Gold Cards in the level select are not shiny.
Resident Evil 2: There is flickering and the frame rate is low (even with the frameskip)
TWINE: No textures?
Banjo-Tooie: House window textures are wrong
Perfect Dark: Lots of little things (apart from the polygon crashing I already mentioned) The three elements to the intro are dark. The perfect menu headers are red/orange and should be blue, and there is just black where an effect that is like a blue blur should be, no plugin has this right. (Found a nice pic on Google to show what it should look like)
ySS
June 24th, 2003, 00:50
Hey Rice!
First thanks by your reply, but I already had disabled it.
POKEMON PUZZLE LEAGUE (E) [!]
[Direct-X Geforce or better, defaults]
I've noticed a VERY WEIRD THING in that game... Do you remember boxes i've told you? They can't dissapear -I've tried lotta options- but you reset the emulation when you are in-game... if you do it, after reset boxes aren't shown and menu looks so great as in 5.0.1 version. However the weird brown boxes don't dissappear (I have disabled normal combiner and now that two big white boxes don't appear, but now all is a great brown box)... yeah, if you remember in version 5.0.1 Ash and Gary pics plus all 6 Pokémon pictures were shown almost correctly, but now... :\ Also, in-game, behind pieces and semitransparent box should be a picture of the player but there is shown nothing (simply stadium background).
[OpenGL Geforce or better, defaults]
No boxes reset problem. When in argument (pokemon choose screen) no pics are shown (instead brown boxes there is NOTHING). In-game is the same.
[OpenGL 1.1, defaults]
No boxes reset problem. Black boxes in arguments, then black boxes and white boxes for Gary and Ash when selecting Pokémon. In-game is the same.
MARIO KART 64 (E) (1.0) [!]
[Direct-X Geforce or better, Defaults]
See screenshot
MARIO PARTY 3 (E) [!]
[Direct-X Geforce or better, Defaults, Frameskipping]
Continues frameskipping-flickering problem, plus other problems (missing cases in load game screen)...
ySS
June 24th, 2003, 00:57
I Missed screenshot
NeTo
June 24th, 2003, 05:32
Good work Rice! And thanx!Your plugin is excellent.
Here's a minor bug report (Paper Mario):
* Attachment 1: With Framebuffer Emulation set to Disabled, Mario appears black in the Pipe Area.
* Attachment 2: If Framebuffer is set to Complete those textures get
corrected, but menus and other graphics appear very slowly, and the emulator tends to crash. Is it possible to set Framebuffer to something like "Complete only on first Framebuffer call" or something similar? Since that is the only part where Complete Framebuffer emulaton seems to be required, and only when that stage is loaded (if i change back buffer emu to Disabled when Mario appears with the correct texture everything seems to be fine)
* Attachment 3: In the same pipe area, there several textures that appear incorrectly (look attachment 2). This last attchment show how they should look like (they appear correctly when Normal blender is Enabled, but that messes other textures)
ScottJC
June 24th, 2003, 06:21
I play none of these games full screen:
DKR is unplayable in this release,every time i play it in single player mode soon the entire game loses its textures, and when it is working, poligons seem to appear from nowhere :P
Banjo tooie is unplayable (well half) because the textures are completely screwed up for alot of things, look at world 1 for an example
now i have some positive feedback:
(if you can get past f-zeros relentless slowdown before this part)
Woah, check out the colors on the Car selection screen on F-Zero X.. they're perfect! ingame they aren't however, but it shows progress.
I haven't noticed that much of a speed increase, maybe its because of my speedy processor...
PistolGrip
June 24th, 2003, 09:32
Ok well besides DirectX not working well at all (games run but have a lot of missing textures and a few missing polygons) I have taken a screenshot of a few PilotWings thing. The first screenshot is of missing textures and incorrectly colored "target circles". They should be RED and WHITE
I think the second screenshot's problems are frame buffer related.
Both are using OPENGL btw with default settings. But they both occur in DirectX also.
PistolGrip
June 24th, 2003, 09:38
In this screenshot you can see some blur style effect on the rings (is this the same on the real Pilotwings? I do not remember it) but in the background you can see the sky coming through the hills, like the hills are transparent. Frame Buffer problems?
On the earlier levels the blurryness only occurs when you quickly swing around the view but in the later levels in Pilotwings it starts to blur on a lot of things, even with little movement, all the time making the graphics seem very blurry overall.
Another thing, the 2d parts of Pilotwings, menus and such seem to be a lot slower than the rest of game, I guess this is somewhat related to the 2d slowdowns in FZERO-X also.
Cadex
June 24th, 2003, 09:55
In the plugin config, Fine Texture Mapping displays the wrong tooltip (Force Buffer Clear).
PistolGrip
June 24th, 2003, 11:31
I took two screenshots, one of the TARGET CIRCLES from a distance, as can be seen it is shown correctly. Get a bit closer to the target and it loses the red texture. If you go further away from the circle again it regains its texture. A perspective mapping problem maybe?
Trotterwatch
June 24th, 2003, 20:14
Before and After :)
In Knockout Kings 2000 as well as several others I have experienced problems with textures not loading in correctly. An example is the floor ring texture in Knockout Kings - I have fixed this problem.
Using 3D Analyse I simply forced Software T&L and ran 1964 through 3D Analyse - as a result the texture glitch has disappeared and the game seems to be running pretty much perfect. This has also fixed problems with South Park Rally - originally for me it displayed identical problems to Jabos D3D 1.4 (depth issues).
NeoNight
June 24th, 2003, 21:44
oh wow hey :afro: where did you get that program?? and can u show a pic of southpark rallly? and whats your specs? :bunny: :sombrero:
Trotterwatch
June 24th, 2003, 22:03
I got the program from here: http://www.tommti-systems.de/start.html
South Park Rally screenshot is attached - from what I checked though South Park Rally didn't work correctly (same depth issue) in PJ64, though I would have to test it further to confirm that. Also the plugin seems to work ever so slightly faster in PJ64 than 1964 (fullscreen), again I would need to test further to confirm that (could be a setting issue somewhere).
As you will be able to see South Park Rally is not perfect in this plugin but it is fast, and it is close. Glide64 and Jabos 1.2 are still the plugins of choice just for the moment anyway for this game.
My system specs btw are in my profile :)
Doomulation
June 24th, 2003, 22:07
Great work on the plugin, Rice, but I still seem to have troubles...
First, tripple buffer causes major flickering. And I sense that some settings is causing major slowdown (emulation isn't even full speed!) on my specs.
Screenshot and config below.
EDIT: And as to the system specs hack is gone, I might say I got a fast processor and a GeForce4 Ti4200.
Trotterwatch
June 24th, 2003, 22:08
Doom, try using the fix I have outlined in my above posts - I have a GF3 which is to all intents and purposes the same as a GF4 (for emulation). 3D Analyse and either forcing software T&L or Emulating D3D Caps makes it work faster and with much less glitches :)
Edit:
Just checked out what you posted Doom, and there does seem to be several glitches that I have been unable to fix - having said that there were a few settings that lessened them but nothing that fixed it totally.
Doomulation
June 24th, 2003, 22:14
Hmm yes, I could try :)
I'll let Rice figure out those problems and hopefully solve them sometime! :D
Edit -
Btw, erm, I can't find any of those options in this 3d analyzer...am I using wrong version or what?
Trotterwatch
June 24th, 2003, 22:33
I'm using 2.16a which I got from the link I posted above. The option is entitled:
Force SW T&L
alternatively
Enable HW T&L Caps
(this below one may be needed)
Emulate other DX 8.1 caps
Doomulation
June 24th, 2003, 23:07
I suppose you just tick those, choose the emu and hits run? Because doing this, I don't see much diffrence...unfortunaly.
And the issues are there, still, too. But as you said, some of they won't dissappear...so...well...
Rice
June 24th, 2003, 23:22
3D Analyse really makes differences even on my office Rage 128.
I post two shots. The first one is running without 3D Analyse, and the 2nd one is running with it and a few options on.
Rice
June 24th, 2003, 23:26
Shots for Duke 64. Again, the 1st one is without 3D analyse, and 2nd one is with it.
Rice
June 24th, 2003, 23:38
1st is without, and the 2nd is with 3D Analyse.
Doomulation
June 24th, 2003, 23:59
It seems it doesn't do anything about these particular issues, though
Rice
June 25th, 2003, 00:04
It won't work for many issues, but for some issues.
Other options you want to try in 3D Analyse.
emulate bump map caps - this one is important
emulate other DX8.1 caps
emulate max. sim. textures
Rice
Doomulation
June 25th, 2003, 00:07
Hmm, yet, they don't solve these problems, either...
Trotterwatch
June 25th, 2003, 00:10
I'm going to get myself a Nvidia tweak utility to see if I can isolate any of these problems by disabling/changing some features. Long shot but worth a try.
Excellent plugin though Rice!
Rice
June 25th, 2003, 00:12
Please try the updated version 5.1.0d to see if it solves the software TnL problem. I am setting a flag to force Directx to use software T&L now.
Trotterwatch
June 25th, 2003, 00:22
Just gave it a quick try, the results are:
Knockout Kings - glitches like usual :(
South Park Rally - Depth prob solved
Legend of Zelda - Seemed to have less glitches in the intro, at least I never noticed anything near the same level of glitches
So all in all forcing it to choose Software T&L for certain users seems like a wise decision.
Rice
June 25th, 2003, 00:31
Does it give the same result as you were using 3D Analyse with Force Software TnL option on with the 5.1.0c? (Does the flag setting in DirectX work the same way as setting the option on in 3D Analyse?)
Trotterwatch
June 25th, 2003, 00:36
It doesn't have the same effect for me. My main frame of reference is Knockout Kings which exhibits disappearing textures etc without 3D Analyse (with only Force SW T&L checked). So it seems that 3D Analyse does do something else, what that is I haven't a clue.
But as I said in the last post Zelda seems to exhibit less flashing of textures with this new build.
EDIT: Zelda definately has less flickering with the new build (compared to the last build, and the last build with a variety of 3D Analyse settings ticked)
Rice
June 25th, 2003, 00:46
You should compare the new build to 5.1.0c with 3D Analyse with only the Force Software TnL option on, not other options on.
Trotterwatch
June 25th, 2003, 00:47
I did compare it with that :) Basically I've compared everything, but I'll recompare it once more just for total clarification.
The Zelda issue is doing my head in, after a reboot of my machine I can't make it happen with version C (definately using ver C) unless I use 3D Analyse (then the flickering is present). I know earlier that the flickering definately existed without the intervention of 3D Analyse > I haven't changed settings in your plugin either - leaving everything at default.
The other results are the same. It seems like even though I kept everything controlled (software etc) when doing the tests, there have been some inconsistencies in the results. I would really like to see some other GF 3 or above users chipping in with their testing results.
This issue at the moment isn't a major one (the workarounds are decent enough). Though undeniably it'd be nice to get it fixed - but it's probably going to be incredibly hard (near impossible) to do so without having access to a GF3 or above graphics card.
LazerTag
June 25th, 2003, 02:21
I can confirm between my work system which has a GF4 MX440 and my home system GF4 ti4200, both look the same in everygame I have tried now with 5.1.0d !!!! :)
It has always been consistant that my work box with the MX card always had a "better" look to all games. While my home system would exhibit "oddities". For example Mario Golf, MX card had green grass while the TI always had white. Mario 64, MX card looked fine everywhere, TI card kept hiding number of lives and coins behind the background in game. There are more I could reference, but it's alot of the same.
Way to go Rice!!! I am so glad you decided to try this D version. When I saw your post earlier today about sticking to simply your current card type I was quite saddened, but I also understand the reasoning.
Thank you again for all the great work you do for N64 emulation. You truely are a great programmer.
IS101
June 25th, 2003, 07:50
<quote from someone else>
beleve it or not Bakuretsu Muteki Bangaioh (J) is now workink for the first time in emulation64 horay thank you rice you make my day good but its very slow when jump but its working
</end quote>
yes, its true!......to do a bug report on bangai-O for all the Treasure fans ;)
Much better now, background, main sprites etc all visible, but still not fully playable due to following:
Main Problems:
[1] huge amounts of stuttering when trying to scroll around the playing area. sometimes whole screen freezes up completely and stops scrolling for 1/2 seconds. This stuttering means the game is still not really enjoyable/playable.
[2]black lines across main pictures/menus (very obvious on all frontend menus/movies)
[3] related to stuttering [?], certain elements of the background flickers on/off.
still,this is a massive improvement, keep up the good work please! :)
tested:
1964_085:
athlon 2100+, geforce 4 ti4200 128mb with 41.09 drivers
direct x 9.0
512 MB RAM
scotty
June 25th, 2003, 17:10
Perfect Dark gives me an error message after playing it for about 2 minutes a KERNEL32.dll error. Could it be the plugin configurations.
Pokemaniacs
June 25th, 2003, 19:54
The new 5.1.0d is great. 3D Analyse no longer required for my Radeon 9700 TX. Thanks
For Pokemon Puzzle League, run at 60fps until actual play starts and it drops to 1-4fps. :D
WinXP SP1
P4 2.66Ghz
256MB DDR Ram
128MB ATI Radeon 9700 TX
SoundBlaster Live!
DirectX9.0a
Rice
June 25th, 2003, 22:06
I bet you need to disable N64 frame buffer emu for this game. Change the option when the game is running.
ScottJC
June 26th, 2003, 00:11
I upgraded to my Radeon 9000pro yesterday and tried with your plugin, mario64 explodes with high end combiner as you can see in this screenshot :sp_canada
ScottJC
June 26th, 2003, 00:51
bloody hell, 3D Analyse fixed the above problem ^
grand master
June 26th, 2003, 03:27
Rice i have a bug to report:
In tony hawks 1 after you play it for a while (it looks good) all the textures just go!
i can provide a screeny if u want.
Oh yeah thanks again for the speed increase!
hey its my 100th post. A minute silence plz.............
Pokemaniacs
June 26th, 2003, 18:19
Rice,
I forgot to mention that I am running the game with FrameBuffer disabled. see attached. The fps simply drop from 60 quickly and fluctuate between 2-7fps.
When I tried to stop 1964, it gives another error, see attached.
Pokemaniacs
June 26th, 2003, 18:23
See attached
SyTEST
June 26th, 2003, 20:16
thanks for your plugin
JohnnyA
June 29th, 2003, 04:56
I played a game of Mario Party 3 today, and I have a big report.
Some of the items you receive have these weird bar things attached to them when they are shown from the main game board.
Also, In some of the mini-games, it comes crawling to a stop and gets corrupted graphics after the winner is decided (when it shows the victory screen). Most notably is the duel game where you pick the right tunnels (you're riding a train).
Last but not least, the little guy with the die on his head shows the die as being white while on the main game board. It is actually blue and has a texture on it.
This is in DirectX mode.
Other than that, the game is a lot slower in full screen mode for some reason. All things said, the game runs great though. Didn't crash once, and is completely playable. Well done.
ySS
June 29th, 2003, 06:29
Yeah... and some split-screen minigames have the same problem as Mariokart64. Rice, you know what i refer to :) Also others has flickering (but not always, sometimes in the first in-minigame seconds, sometimes at the last seconds...).
More... i'm playing this game with 5.0.1 version cause 5.1.0 version causes missing graphics (as the tresaure chest in the player selection screen). That is.
dmac2003
June 29th, 2003, 06:55
I am having the same full screen problem JohnnyA has.
Clements
June 29th, 2003, 07:10
I get slowdown in fullscreen with both PJ64 and 1964, so I have to skip frames/lower resolution even when playing simple games like SM64. PJ64 seems slightly faster in fullscreen for me (odd, that) Windowed mode is fullspeed in both 1964 and PJ64 with most games though.
ingonab
June 29th, 2003, 12:55
#1
In DirectX mode, the plugin, as of 5.1.0, renders the first scene of Puyo Puyo Sun 64 with Linear Filtering even when "Force Texture Filter: Force Nearest Filter" is set.
#2
There still appears to be an internal state problem. If I run Puyo Puyo Sun 64 once in OpenGL mode, all subsequent runs (whether in OpenGL or DirectX) will have a specific rendering error until I run a different game or restart 1964.
#3 (not recent)
Configuration panel bug: If I change the the "Render Engine" setting ("DirectX" or "OpenGL") using the scrollwheel or keyboard, the "Render Setting" pane isn't updated for the corresponding Engine. (use CBN_SELCHANGE instead of CBN_CLOSEUP?)
Pokemaniacs
June 29th, 2003, 18:54
Rice,
Seems like I'm getting the same application error for PJ64 using your plugin v5.1.0d, see attached, at the same instruction as Pokemon Puzzle League. This time is for Pokemon Stadium 2.
decription
June 29th, 2003, 20:06
The Goldeneye script is incorrect I guess it is a relfection issue.
kookamunga
June 29th, 2003, 22:07
I have a really strange problem with Paper Mario and the Rices Daedalus 5.1.0d pluggin. Ever since I attempted to run Dr. Mario, the pluggin has been acting strange. The Normal Combiner option will not stay selected, and now paper mario flickers for the intro pictures, and does not show the sprite layer when in the game, meaning all I get is the background. Before I ran Dr. Mario, Paper Mario was running perfectly (well, the best it gets among all pluggins) I dont know what could cause this, I've even scanned for viruses, and I'm not sure which registry setting enables normal combiner. It even auto selects when the game is ran, but the problem still exists.
I'm using
1964 0.8.5
-Rices Daedalus 5.1.0d
-Aizmers Audio 0.40 b2
-Nrage Input
- and the RSP dll
oh, and the settings for the RSP dll are set to send instructions to the audio and video pluggin as I usually have it
** I forgot to enter my Pluggin settings, screenshots below
kookamunga
June 29th, 2003, 23:24
here are some screens of the problem that I've been experiencing
Clements
June 29th, 2003, 23:31
You should change the Frame Update to 'At 1st CI Change' to solve some/all of those probs in Paper Mario.
kookamunga
June 29th, 2003, 23:47
Having it on at first cl change makes everything turn black. I dont get this, everything was working till I ran Dr. Mario for the first time
firestarter
June 30th, 2003, 05:45
All right, I have to repeat my post from the original plugin thread, and then some.....
The plugin is all right (v.5.1.0d), save two immediate things I noticed:
1. Audio is mute in all the games I've played.....The audio plugin usually works fine otherwise...
Sound info:
Azimer's Old Audio v. .30
OEM SoundBlaster Live! Value (Live!Ware 3)
2. In Perfect Dark, the PD logo in the intro is an extremely dark purple color, and the weapons have a dark blue color to them.....
Clements
June 30th, 2003, 06:01
The audio problem is very weird indeed- I have it too with Mortal Kombat 4 using Direct X (with OpenGL sound works, very odd) in both PJ64 and 1964. You can hear just the sound effects but no music. Must be a DX conflict or something.
revl8er
June 30th, 2003, 06:26
I was wondering if anyone could help me. Everytime I go to fullscreen using any of Rice's plugins past 4.6.0, it is either slow, or the screen flickers. When I use direct x, it is really slow, but when I use opengl it just flickers while going at full screen. I have tried all of Rice's new plugins and it gives me the same results. If anyone can give me the best settings for my system specs, then I would be grateful.
kookamunga
June 30th, 2003, 07:55
I sort of solved my problem
although it runs slower now, if I deselect all the checkboxes for default game options, the game works fine, and it autoselects everything when its running. I Really dont understand the sudden change in activity after running a single rom, even after reinstalling my video drivers, deleting all n64 emu registry entries, and deletign the plugin and reinstalling it, the problems still existed... At least now I can continue using what seems to be the best video pluggin for n64 emu
Daphisto
June 30th, 2003, 17:39
I have the same problem when going full-screen... it just gets really choppy and the sound stutters. In windowed mode, it runs smooth as silk.
karth95
June 30th, 2003, 18:46
I had the same problem till 5.1.0.d. Works great for me now, full screen or windowed. I admit that for some reason if I change the plugin settings, it slows the whole thing down and trips out completely.
Rice, does your plugin use the registry at all, and if it does, could you either generate an uninstall file or let me know what keys to delete? I think it'd help.
Trotterwatch
June 30th, 2003, 19:30
It does use the Registry, here is an example of where the key should be:
HKEY_CURRENT_USER\Software\RICEDAEDALUS5 10
karth95
July 1st, 2003, 05:00
Thanks Trotterwatch, that actually helped a lot, all the problems I was having with 5.0.1 went away after deleting the whole series of keys (460, 501, 510, etc)
Nasorean
July 1st, 2003, 20:29
Hello,
Rice excellent plug-in you have created. i recently tested with UHLE2064 and got some graphics with Mario 64; very impressive. but my message is not soley to praise your efforts but to make a suggestion.
Suggestion: Save settings in a bin file instead of the registry. This method could be helpful to some who are having problems with the plug-in and are unaware of registry setting and their influence.
A bin file could also could help development greatly by clearing any problems which may occur when registry entries clash.
Edited for clarity
Nasorean
July 1st, 2003, 21:08
Hello again, here is a small bug report.
SETTINGS
win me
DX8.1a
detonator 30.82
deadalus Direct X options default with smooth texture option enabled
1964 8.5
cpu 666 (!) celeron
256 ram
MX420
AC97 audio
Castlevania & Castlevania: LOD (u)
no menu text on scrolls
no cinema text
no text in game messages
main menu & char select cursor not transparent
sky is smeared
large squares in place of particles of dust and fire
speed excellent
Mischeif Makers (e)
text is missing intermittently during cinema dialogue
Turok 2(u)
in menus the first letter in the text is the only letter shown throughout the menu. all text is shown but the first letter is the only one used
example: "ARROW" becomes "AAAAA"
"PISTOL" becomes "PPPPPP"
Resolution is amazing!!
speed is a tad too fast
weapon wheel contains garbage
HUD is garbage
blood splattering on floor creates white spots
polygons in fog flicker
some polygon tearing when walking against walls
Turok Rage Wars(u)
polygons flicker allowing one to see through walls
HUD garbage
weapon wheel is fine
speed good
Quake II
trails
missing lots of grafx
well done emulating this game its the first time its been done!!
Excitebike (e)
background, track textures, and track side objects white
particles are big squares
menu really screwed up
speed is good.
there will be no follow up to this report. i reset my computer and switched over to XP this weekend. will soon test these games and (many) more. i have almost every single N64 rom out there so i can help alot. just give me time to finish setting up my computer.
also what is the screen shot button?
(edited for spelling)
needhelpplz!
July 1st, 2003, 21:25
can somsone help plz?
needhelpplz!
July 1st, 2003, 21:25
ive been on this forum all day and i cant ffind someone 2 help me...plz somone?
needhelpplz!
July 1st, 2003, 21:27
?
Quip
July 1st, 2003, 21:32
Stop spamming.
What is the problem you are having?
Riven
July 2nd, 2003, 21:48
Yes, tell the problem and maybe you'll get help
dmac2003
July 9th, 2003, 07:23
I heard that Rice made his plugin with a PIII 500 MHz CPU and 32 MB V.Ram and he said he can get it to run at a good speed. What settings does he use? My performance is a little slow, especially in full screen, and I only know a little about emulation. Thanks for any help. Check my profile for system specs.
Nasorean
July 9th, 2003, 20:39
so i set up my computer and did a few more tests.
all system specs are the same except drivers are now 40.73 WHQL and i am running window xp
Mario 64-- excellent
Turok 2 -- the polygon flickering in the fog is not as severe, but the game speed is still too fast.
The sound in the cinemas goes at the regular speed while the graphics are faster. This causes the narrative to be interrupted.
also the letters are doing the same thing with the repeating of the first letter.
ie "arrow" becomes "aaaaa"
"pistol" becomes "pppppp"
for some reason "alt+pritn scrn" does not work on my system-- can someone tell me the screen shot button so i can show what is going on with the games. thanks.
Nasorean
July 9th, 2003, 23:08
dmac2003 you have a tnt2 for that select the tnt option and if spped still is not adequate select texture filter to low quality textures. also you can mess with the counter factor and set it to three.
also you might wanna try playing in a window of 640*480 or setting your full screen resolution to 640*480
as a last resort you can turn off sound.
Clements
July 9th, 2003, 23:21
for some reason "alt+pritn scrn" does not work on my system-- can someone tell me the screen shot button so i can show what is going on with the games. thanks.
In PJ64, the screenshot key is F3, and in 1964, it is F12. You can save them as Jpegs and post them. :)
dmac2003
July 10th, 2003, 06:21
Thanks I'll try that
dmac2003
July 10th, 2003, 11:38
Is everybody still having the full screen slowdown for the rice plugin?
Nasorean
July 10th, 2003, 18:08
Clements -- thanks, you are a cool person!!
Nasorean
July 11th, 2003, 01:48
so i redid some of the tests and here are the results.
Castlevania (both games)
text on scrolls appeared but then a couple days later the text was gone.
the same thing happened to the particles- there and fine one day into big blocks the next.
also the select cursor fixed itself then reverted back to the transperency error.
also when gamma correction 1(brighter) is enabled the lighting changes color-- ie. white goes to blue.
Turok 2
the text fixed itself then reverted back to the single leter repeat.
----
is Rice's plug-in doomed to forever have faulty text? ;-)
also i attempted to delete the registry keys and did not find them in windows search so these issues may also be caused by older plug-in keys. i will download tweak ui and attept to fix them this weekend as well.
This weekend i will do a massive test with many American roms and many screenshots(thanks to Clements) so come over on monday and check out my results.
Rice I hope you dont have a new release in the next one hundred hours. :-)
Clements
July 15th, 2003, 22:44
Hi, I was talking to a pleasant guy called Wiggle64 from the Ngemu forums and he found a bug which I'd like to report for him (he can't register as he hasn't received a confirmational email). It involves Mario completely disappearing when wearing the vanish cap, so that all you can see is his shadow. (although Jabo's/Glide64 don't emulate the dissolve effect, they make Mario visable)
Here is the thread where he reported the bug:
http://www.ngemu.com/forums/showthread.php?threadid=38860
Rice
July 16th, 2003, 06:34
It should be a combiner problem. Someone can also verify it with other video cards. I don't have so good a video card, I cannot reproduce it.
For this guy, since he has Geforce 4 TI video card, he can try the Nvidia OGL combiner, or Nvidia TNT OGL combiner to see if it helps. If he just wants to see visible mario, he should try OGL 1.1, or low-end DirectX combiner.
Kevin11
July 27th, 2003, 04:40
Is everybody still having the full screen slowdown for the rice plugin?
Yeah, I have slowdowns in full screen. But I have bigger problems, as well. :P
I only have one ROM right now to test, that being Mario, but here's my results. (Radeon 9500 Pro, WinXP, Omega Catalyst 3.6)
In DirectX mode, it works fine until it gets to actual gameplay, then it becomes a huge mess of polygons.
In OpenGL mode, it works, but it flickers horribly. It's like every second or third frame gets dropped, and drawn as black instead. In 1964, OpenGL mode is really slow, but in PJ64, it goes full speed.
Trotterwatch
July 27th, 2003, 10:33
I only have one ROM right now to test, that being Mario, but here's my results. (Radeon 9500 Pro, WinXP, Omega Catalyst 3.6)
In DirectX mode, it works fine until it gets to actual gameplay, then it becomes a huge mess of polygons.
Try reading through this thread again, paying particular attention to my posts for the solution to the polygon issue in D3D.
Kevin11
July 27th, 2003, 14:41
Oops, sorry. I didn't actually read the whole thread. :blush: That worked. Thanks.
stupidrake
July 30th, 2003, 11:06
Bug Report:
In Puyo Puyo 4 Party the new plugin works better then previous plugins until you reach the main menu at which point there are some rotating letters at the top which seem to slow the emu from 60+fps to less the 5fps. Versions 4.6.0 and lower do not have this issue and Open GL will not display anything in all versions until the main game in loaded and even then there is merely greyscale boxes.
And another bug I have to report is with Doubutsu No Mori (Animal Forest). The beginning of the game with the dog has really messed up lighting and the textures are misplaced. This is fixed by using Jabo 1.5.1. But both plugins have much difficulty displaying the Pause Menu screen. I could write for hours about the extensive testing I did with all available plugins and my several computers, but I never had it displayed even remotely close. The rest of the game runs flawless in all recent versions of your plugin.
On an unrelated note, I have been having issues with sound. Most games have crackled sound. Could this be a result of my neglect in buying a good sound card, if so any recommendations.
P3 Tualatin 1.56 Ghz, 768 PC150 SDRAM, Radeon 9000, AC 97 Sound. Win XP Pro SP1, Direct X 9.0b
Sorry for the lengthy post.
mojo
August 17th, 2003, 03:02
I found a bug with 1964 + Rice. F12 to capture screenshot does not work with this plugin.
Rice
August 17th, 2003, 04:35
Because it is not implemented.
revl8er
August 18th, 2003, 07:05
I really need some help with this plugin. Everytime I play a game at fullscreen the game slows down dramatically while in directx mode. In opengl mode the screen just flashed white when put in full screen. I can play them pretty much perfectly when it's windowed. I need to know if anybody can help me get it working while it's at fullscreen. At first I thought it was my gfx card because I used to have a geforce2 mx400, but I upgraded my card to a geforce fx5200 and it's still doing the same thing. I also want to know if it's possible to get Killer Instinct Gold working with this plugin, and if it is then can you tell me the best settings to make it work. I would appreciate it if you guys can help me out with this little problem. By the way, great plugin rice!
Pins
September 25th, 2003, 16:07
I can not see any game good, you can see many triangles on the screen(Rice Daedalus 5.0.1d). I have a radeon 9700, with Jabo's plugin 1.4 and 1.5 I can see the games good but with Jabo 1.5.1 I can not see anything. My drivers are Catalys 3.4.
If I need 3d Analyse, where I can find it?
Thanks
Trotterwatch
September 25th, 2003, 16:40
From here: http://www.tommti-systems.de/main-Dateien/files.html
And yes you probably do need it - my instructions for use are in this thread somewhere.
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