Rice
January 7th, 2004, 21:57
There won't be another release in the near further. Version 5.3.1 will be the last one in this period of time.
Changes in 5.3.1 over 5.3.0:
- Reported GUI problem fix
- Improved OGL 1.2/1.3 combiner. (Still not good enough yet)
- Bettle Adv. Racing texture fix
- All-Star Baseball games field texture problem fix
- All-Star Baseball menu text
- More manual combiner setting for Zelda and Pokemon 2
- Source code is cleaned for release
Changes in 5.3.0 over 5.2.0:
- Improved 2-stage combiner with manually configurated combiner settings. It is working not bad on my GF2 MX400 with the latest driver. You don't have to downgrade your driver in order to use TNT combiner for you TNT, GF2 MX cards any more. This combiner should also work fine on other older video cards.
- The manually configurated combiner settings also helps 3-stage, 4-stage and high-end combiners. (If you still have combiner problems, try the 2-stage combiner)
Fixes:
- Conker, almost
- Dr. Mario
- Super Bowling: the splitted screen problem
- Zelda: Japanese character problem
- N64 frame buffer setting: with emulator
Getting better:
- Mario Tennis player shadow for non-TNT combiners
- Many games are getting much less combiner problems:
Zeldas, Goldeneye, PD, Mario Tennis, Conker, Kirby, JFG
Tooie, Paper Mario, RR64, Castlevania 1/2, DOUBUTSUNOMORI
DKR, F-Zero, ROCKETROBOTONWHEELS, POKEMONs,
MULTI RACING, KING HILL 64, Grand Prix, HSV ADVENTURE RACING
G.A.S.P, GAUNTLET LEGENDS
(I don't see any unsupported combiner modes with 2-stage combiner anymore.
In any other word, the 2-stage combiner should work fine for most games.)
Known problems:
- OGL 1.2/1.3 combiner, texture 1 did not work. Not fixed yet. Please use OGL 1.4 combiner if you can.
Rice
Regarding the source code:
- Please let me know if you are planning to port it or to use or refer it in your own code
- There are many changes recently for frame buffer features. Frame buffer feature is working in DirectX only, not in OGL
- There are not significant changes in OGL code and OGL combiners
- Frame buffer features are not stable enough, could causing system lockup and even reboot on certain video cards.
- You are welcome to work on the source code.
- Email me for further questions and suggestions.
>>> Source code is reloaded, to add .rc file <<<
(You can create a "rice" folder in your C driver. The plugin will then be able to log unsupported combiner modes into a log file in the folder. This won't affect your game. Send me the log file and I will manually create settings for the unsupported combiner modes.)
zorbid
January 7th, 2004, 23:20
1337 :D
Why does it come with a 5.2.0 ini file?
Iriez
January 7th, 2004, 23:30
Fantastic work!
Im very excited about the fixes = ) Alot of favorites on that list.
Hexidecimal
January 7th, 2004, 23:32
Hrmm, 5.2.0 seems to work a bit better on my ATI, but i might need to play with it a bit more, at least I can see the pills in DrMario now, but i get pill trails and the backdrop is still gone.., getting there rice, very nice work as always.
-Shadow-
January 7th, 2004, 23:52
Aww man , it seems to run as crappy as v5.2.0 on my system.....
LazerTag
January 7th, 2004, 23:57
This is on my work system, GF4 MX420 Detonator 45.23 (yes they need an update, hehe)
Using Limited 2 stage combiner most games look fantastic! (sorry for the small pic but I gotta hide my gaming at work ;) )
Clements
January 7th, 2004, 23:58
Conker is now almost flawless. In this shot I'm using OpenGL (defaults). Shame Conker's Eyelids are missing (eyelids are present in Direct X, but pretty much the rest of Conker becomes invisible), and the Rare logo at the start is a bit off, but overall it looks great. Apart from Jabo's, no other plugin runs it properly, until now.
-Shadow-
January 8th, 2004, 00:08
After all , CBFD is running quite well even on my daedelus-hating machine :D
rcgamer
January 8th, 2004, 00:20
here is a screenshot of super bowling now. Great work. And so fast.
rcgamer
January 8th, 2004, 00:22
oh yeah pokemon stadium 2 seems to work a lot better now as well . dont know if it was just my settings before or what.
Rice
January 8th, 2004, 00:27
Clements
I guess you should blame Nvidia about their inconsistency DirectX combiner mode supports in the driver. Here is a shot from my GF2 MX400 with the DirectX 2-stage combiner on driver version 53.03.
Rice
January 8th, 2004, 00:30
Another one.
Rice
January 8th, 2004, 00:35
1337 :D
Why does it come with a 5.2.0 ini file?
There is no changes in the INI file data structure.
desertboy
January 8th, 2004, 01:26
Just as I was getting into surreal64 I go back to my pc to play N64 games. Damn you Rice I may well never leave my room again.
EDIT: Just noticed pilotwings looks a hell of a lot better in directx than before but a hell of a lot worse in opengl. I'm going to bed but in the morning I'll have a little play and pop off some screenshots. Using standard settings, european rom.
oDD
January 8th, 2004, 01:57
Excellent work Rice. Great stuff. :)
Nighty0
January 8th, 2004, 02:18
Thanks Rice for the CBFD support.............. :D
but i still get the sky problems (in D3D limited 4 stage)
opengl mode is much better now
and mario tennis runs fb effects only in render-to-txture mode, render-to texture faster don't works for me........
2 little problems (is my machine?) in conker.....
1. intro in D3D at 24VI/s (in ogl is at 60VI/s)
2. see the screenshot
Rice
January 8th, 2004, 02:42
Thanks Rice for the CBFD support.............. :D
but i still get the sky problems (in D3D limited 4 stage)
opengl mode is much better now
and mario tennis runs fb effects only in render-to-txture mode, render-to texture faster don't works for me........
2 little problems (is my machine?) in conker.....
1. intro in D3D at 24VI/s (in ogl is at 60VI/s)
2. see the screenshot
Nighty0, you are all correct.
* Mario tennis needs render-to-txture, otherwise shadows of turtles and bombmans won't work.
* I can understand that D3D 4 stage combiner may have problems. Manually configurated combiner settings will be used only if the automatic combiner setting won't work within the stage limit. The automatic combiner setting compiler might work nonperfectly for 4 stages but it generates setting within the 4 stage limit. In such a case, the manually configurated setting will not be used. It is too bad that I don't have a 4 stage video card, so I cannot debug it. You may try the 3-stage or 2-stage for such games. In general, 4-stage combiner will be better than the 2-stage combiner + manually created combiner settings.
* Conker intro uses frame buffer effects which is supported in DirectX mode, not in OGL. This is the reason that OGL may be faster than DX at the intro. For conker, frame buffer effects and conker shadow does not work any way. You may try to set "N64 Frame Buffer" = "Hide" to speed the game up.
* Conker grass may be using frame buffer effects (Render-to-texture). I am not very sure. I know it does not work, will look into it later.
Kunio
January 8th, 2004, 03:22
This is on my work system, GF4 MX420 Detonator 45.23 (yes they need an update, hehe)
Using Limited 2 stage combiner most games look fantastic! (sorry for the small pic but I gotta hide my gaming at work ;) )
Any chance you could post your settings? I'm having no luck getting Dr. Mario to work still I have tried everything. I am running on a Geforce 4ti. It seems only people with MXs are not having problems run it.
I have tried all the combiner settings, but the background is always messed up, it use to display as garbage but now its displaying as white.
Rice
January 8th, 2004, 03:33
Set "N64 Frame Buffer" = "With emulator".
Or just use the INI file from the zip to replace your own INI file.
blight
January 8th, 2004, 03:35
Hey Rice!
Nice work :P
Please make the source available!
--blight
rcgamer
January 8th, 2004, 03:35
Kunio I have a geforce fx and it works for me. try switching the color buffer to copy instead of flip.
rcgamer
January 8th, 2004, 03:47
here is a screen of dr mario with my settings.
Kunio
January 8th, 2004, 04:41
Ok, I uninstalled 1964 and Rices' plugin using the registry files in the uninstall directory and ran it again. I always have the frame buffer set to "with emulator" and it does not work. So i tried running it on my older pc with a Geforce 2 (not mx) and it works perfectly.
With the exact same settings on mine it dosnt work. I guess its either the drivers. (I know the geforce 2 drivers are not updated at least from a few months ago, and mine are running the latest.) or its my card. If somone else with a geforce 4ti could test the game and see if it works that might help.
ingonab
January 8th, 2004, 05:05
Report #1: A minor, but potentially hazardous (confusing), GUI issue
I may have reported this once before for an earlier release. The "Render Engine:" option in the Configuration dialog triggers screen updates when the MOUSEUP event is received (for adjusting to DirectX or OpenGL mode appropriately). This trigger doesn't work when the Render Engine choice is changed by a key press or, a method I sometimes use, with the mouse wheel. Possibly a better event to look out for is CBN_SELCHANGE.
Report #2: Some info on the "Force Nearest Filter" issue...
It doesn't seem to matter which of the three options under "Force Texture Filter:" I choose. They all seem to do exactly the same thing (literally) --as if that option didn't matter at all. The plugin seems to choose Linear or Nearest at some inconsistent random: In one scene, a piece of graphics will be Linearly filtered (in no apparent consistency to how other graphics in the scene are filtered).. but in the next, a similar graphics can be Nearest filtered. The choice of filtering used at once specific spot in a game seems to be consistent accross emulations however.
onetwothree
January 8th, 2004, 05:15
If somone else with a geforce 4ti could test the game and see if it works that might help.
Tested and nope, doesn't work for me either. I've tried countless settings, even installed 44.03 drivers as opposed to the latest (53.xx) but it's still a no-go.
Your plugin (and the sheer amount of work you put into it) is stunning Rice, but I still wish I had a spare GF4 Ti4200 to donate :P The plugin seems to hate my card. Nonetheless, keep up the great work!
xamenus
January 8th, 2004, 05:29
RiceDaedalus works really well with Banjo-Kazooie :)
karth95
January 8th, 2004, 05:31
did you enable framebuffer r/w?
revl8er
January 8th, 2004, 05:51
It's great to see another release of this great plugin, I'm downloading it now.
rcgamer
January 8th, 2004, 06:00
I was still having problems with all star baseball 2001 but i seem to have figured it out. It is a audio issue not a video one. with schibos and jabos plugins the game would quit after about a minute. with azimers i got no sound at all but the game worked fine. Hmm weird. Anyway here is a screen of your great plugin at work.
Rice
January 8th, 2004, 06:05
Report #1: A minor, but potentially hazardous (confusing), GUI issue
I may have reported this once before for an earlier release. The "Render Engine:" option in the Configuration dialog triggers screen updates when the MOUSEUP event is received (for adjusting to DirectX or OpenGL mode appropriately). This trigger doesn't work when the Render Engine choice is changed by a key press or, a method I sometimes use, with the mouse wheel. Possibly a better event to look out for is CBN_SELCHANGE.
Report #2: Some info on the "Force Nearest Filter" issue...
It doesn't seem to matter which of the three options under "Force Texture Filter:" I choose. They all seem to do exactly the same thing (literally) --as if that option didn't matter at all. The plugin seems to choose Linear or Nearest at some inconsistent random: In one scene, a piece of graphics will be Linearly filtered (in no apparent consistency to how other graphics in the scene are filtered).. but in the next, a similar graphics can be Nearest filtered. The choice of filtering used at once specific spot in a game seems to be consistent accross emulations however.
ingonab, thanks for the bug report.
problem #1: fixed, will be in the next release.
problem #2: It works. I use Mario64, in the Mario head screen. By changing the filter type and watching the background image quality, I can see that the feature works. You have to click OK in order for the change to take effect. [Cancel] won't work.
revl8er
January 8th, 2004, 06:55
This release is a big improvement over your last one on an fx5200. I was impressed on how the games ran. There were a few games I was having problems with such as: Tony Hawks Pro Skater, Killer Instinct Gold, and Perfect Dark. Each of these games jammed up while using both opengl and direct x. It's not that big of a deal though since kigold never worked, and thps and pd works with jabo's. One other thing I need help with is how to get flickering to stop when I go into fullscreen. Keep up the good work rice, I'll be looking foward to another great release.
Rice
January 8th, 2004, 07:40
There should not be flicking if you keep the default settings.
Nevertheless, to stop the flicking:
- For DirectX, use COPY instead of FLIP. Will slow down in full screen.
- Use FLIP, and "Frame update at" = "At VI origin change (default). This combination should not cause flicking in full screen mode for most games.
- If the game is still flicking, try to use other settings for "Frame update at". Try "At CI change".
- Skip frame feature in either the plugin or 1964 emu will usually cause flicking. Use COPY instead of FLIP may reduce it.
(In window mode, COPY is always used instead of FLIP regardless of the setting. No speed problem any how)
Gonetz
January 8th, 2004, 09:39
Wah! Very, very cool version!
Rice's plugin is for sure the most advanced video plugin. Great compatibility, many hard problems are solved. I just tested beetle adventure racing - backgrounds, trees look perfect - for a first time, afaik. And Conker - Rice has cracked another RARE game! Big step forward, congratulations :flowers:
Legend
January 8th, 2004, 11:20
Can someone pleeease tell me what settings to use to get Beetle Racing looking good. In DirectX mode the sky keeps changing colors and in OpenGL the cars and others textures are missing. I think I've almost tried every configuration including using T&L. I don't know if it's my card or my drivers or what but I just can't seem to use this plugin properly.
Riven
January 8th, 2004, 12:17
Does it solves any problems with ATI video cards? I'm at work now and can't try it myself :P
-Shadow-
January 8th, 2004, 12:51
Wow , the compatibility with zelda got quite well , BUT the flame effects and the light arrow effects are gray instead of orange/yellow !!!
Trotterwatch
January 8th, 2004, 13:07
Does it solves any problems with ATI video cards? I'm at work now and can't try it myself :P
Not for me it didn't (but I only have the issues in D3D). Turning off FB in D3D also helps.
ingonab
January 8th, 2004, 13:42
problem #2: It works. I use Mario64, in the Mario head screen. By changing the filter type and watching the background image quality, I can see that the feature works.Okay. It works for me in Mario too. :) The issues I described are from primarily testing Super Robot Wars 64.
Are there supposed to be any .rc files in your source package? The config dialog doesn't work. Also, if it's not too much trouble, could you tell me how to get your inbuilt DL_Parser debug console to show? (In another version, I remember it showed just by building in _DEBUG mode)
EDIT: I figured it out now. The console wasn't working because of the same reason as the config dialog not working. :)
Rice
January 8th, 2004, 15:39
It will show only in DEBUG mode. There is only 1 .rc file in the source. My god, I deleted the .rc from the source package, I have reloaded the source, check it again.
olivieryuyu
January 8th, 2004, 15:58
thanks for the fix !!!
in opengl the game (Beetle Adventure Racing) is nearly perfect now !!!!!!
the cars still had some strange colors but it's great !!!
in directx with limited 2 stage combiner it's nearly perfect too,except the colors of the sky due (may be) to the texturehack1
Thanks for all !!!!
Rice
January 8th, 2004, 16:08
Wah! Very, very cool version!
Rice's plugin is for sure the most advanced video plugin. Great compatibility, many hard problems are solved. I just tested beetle adventure racing - backgrounds, trees look perfect - for a first time, afaik. And Conker - Rice has cracked another RARE game! Big step forward, congratulations :flowers:
Gonetz
Thanks. I need also thank you for the Emulate Clear idea. And I wish you will have new version release soon.
Martin
January 8th, 2004, 16:34
It will show only in DEBUG mode. There is only 1 .rc file in the source. My god, I deleted the .rc from the source package, I have reloaded the source, check it again.
Thanks Rice, I've updated the file in our downloads section with your latest release that includes the .rc. :)
ScottJC
January 8th, 2004, 16:57
you seem to have made Majoras Mask slightly worse in this latest release, this appears before the mask appears...
-Shadow-
January 8th, 2004, 17:11
I've got the same glitch in all Zelda games , it seems that the colors of the effects are gone.....
Shin_Gouki
January 8th, 2004, 17:22
I have to say that version 5.3.1 has best results i have tried so far with evangelion !!!
look at this difficult scene :w00t:
httP://chrono.myownworld.de/eva.jpg
-> tested on my mobile with dx standard settings
i like this ^^
wbr Shin Gouki
amano
January 8th, 2004, 17:30
who has problems with shaking textures in both zeldas (especially MoM)? It works for me in OpenGL, but fails to work correctly in DirectX (for my Geforce2MX I use 2 stage limited combiner).
The problem can be observed in the first three seconds of the game intro (zelda -OOT), with Link riding to the left on the horse. watch the textures on the left side of the hill. who can confirm the problem, or is it just me?
@rice: great work. It's good to see Dr. Mario finally working on an emu (with software T&L and "with emulation" framebuffer!).
BTW, did you have a look already at the grass problem in conker?
-Shadow-
January 8th, 2004, 17:34
I've got that problem with the shaking textures , too. With OpenGL i've got also a completely green hud........
amano
January 8th, 2004, 17:39
DirectX works better for me than openGL. But this specific problem is DirectX only, so I think it is combiner related. I only checked openGL to check if it was a combiner problem or rather an emulation problem.
Rice
January 8th, 2004, 17:55
you seem to have made Majoras Mask slightly worse in this latest release, this appears before the mask appears...
Sayargh, it turns out to a combiner problem. It can be solve easily. But I won't bother to release another patch.
If someone likes to do it, to replace some part of CombinerTable.cpp with this:
{
0x030F0604, 0x00060003, 0x07020706, 0x02000000, // Simplified mux
0x00272C60, 0x350CE37F, // 64bit Mux
2, // number of stages
ENABLE_BOTH,
MUX_ENV, // Constant color
0x00000005, 0x00000005, 0, // Shade and specular color flags
0x00000000, 0x00000000, // constant color texture flags
{
{MOD(T1,DIF), MOD(T1,DIF), 1, true}, // Stage 0
{MULADD(DIF,T0,CUR), MOD(T0,CUR), 0, true}, // Stage 1
}
},
You will get rid of this glitch, and you also get colored Zelda logo.
Rice
-Shadow-
January 8th, 2004, 18:10
And what part of the CombinerTable.cpp has to be replaced ?????
Rice
January 8th, 2004, 18:13
It can be easily figured out if you take a look. But anyway, you can search:
0x030F0604, 0x00060003, 0x07020706, 0x02000000
and replace the whole block of code.
-Shadow-
January 8th, 2004, 18:17
umm... i found that piece of code twice in that file...
Rice
January 8th, 2004, 18:59
Then replace the block which also has this line:
0x00272C60, 0x350CE37F, // 64bit Mux
-Shadow-
January 8th, 2004, 19:21
Ok , its done and what program do you use to compile the sourcecodes to .dll ?
Rice
January 8th, 2004, 19:54
Ok , its done and what program do you use to compile the sourcecodes to .dll ?
You must be kidding. If you have Microsoft Visual Studio or Visual C++ .net 2003, you can open the project file. Build the project, you will get the DLL (to some folder)
Rice
January 8th, 2004, 19:56
Heres a log file made when running "Spacestation Silicon Valley (U) [!]", the game locks up.
Sayargh, game lock up is not a plugin or a combiner problem. If you want send me the MUX log file, please wait the file to get bigger (to log more unsupported combiner modes) while you are playing more games.
ScottJC
January 8th, 2004, 20:18
Whoops, didn't test that game with any other video plugin, you are indeed correct rice. Will send a bigger log in the future.
-Shadow-
January 8th, 2004, 22:17
There is no *.dsp project file , i can't open your project with my Visual C++ and im too lazy to make a new project...
Rice
January 8th, 2004, 22:25
You need VS.net 2003. There is a .suo file, it's the project file. I have deleted my older VS 6.0 .dsp file.
WildSOfT
January 8th, 2004, 22:31
Hey Rice,
I've built dll with your suggested fix. Zeldas look fine now :satisfied
Can I post it here so others could use it too?
rcgamer
January 8th, 2004, 22:42
just thought i would tell you that the game st. andrews old course (j)! has the grey unknown icon next to it in 1964 when in fact it is almost playable using rices 5.3.1 . I think if i tweak around with the settings it might be playable.
rcgamer
January 8th, 2004, 23:35
also ogre battle 64 is working almost perfectly for me now. There is a big slowdown at the chapter title pages but so far thats about it.
Hexidecimal
January 8th, 2004, 23:44
I am so tempted to stick my MX400 back in to see how well this works....
Trotterwatch
January 8th, 2004, 23:47
It was like that before for me (last checked version was pre-framebuffer enhancements). However there are certain sections of the game that will still be black backgrounds - unless he has fixed this covertly.
rcgamer
January 9th, 2004, 00:33
my problem was never the backgrounds but the characters. in every plugin i tried the characters just showed up as black area. Though im sure with a little more tweaking I might have gotten it to work before.
Besides it is a beautiful pic :D
:cheers:
Zuzma
January 9th, 2004, 01:20
Hey Rice,
I've built dll with your suggested fix. Zeldas look fine now :satisfied
Can I post it here so others could use it too?
Could you please post it? I can't compile it because I don't have .net :( . But make sure you state that it's unoffical from rice's bulid.
revl8er
January 9th, 2004, 04:15
Wow rice, another release so soon. I'm downloading this now.
WildSOfT
January 9th, 2004, 09:05
OK, here's an UNOFFICIAL video plugin dll built from RiceDaedalus 5.3.1 with Rice's suggested fix for ZeldaMM intro and colored Zelda logo.
Zuzma
January 9th, 2004, 09:59
OK, here's an UNOFFICIAL video plugin dll built from RiceDaedalus 5.3.1 with Rice's suggested fix for ZeldaMM intro and colored Zelda logo.
Awsome, thanks ALOT! :)
-Shadow-
January 9th, 2004, 13:28
WOW! The flame effect in Zelda are also drawn with color !
@ Rice : Go on with ya work you are about to make the best plugin ever !
Zuzma
January 9th, 2004, 17:16
Rice: Is the problem with radeons and direct3d the same one as the sega model 2 emulator nebula? In the readme for it Elsemi said that radeons don't support TLVERTEXCLIP in direct3d mode and it looks almost like the same problem your video plugin has.
sorry, here's a link to the emulator: http://nebula.emulatronia.com/
amano
January 9th, 2004, 18:20
Provide a link, then rice could look into it.
LazerTag
January 9th, 2004, 18:36
I only played a few minutes, but it sure does look like the same problem to me. Elsemi appears to have added a workaround and not a fix though. I'm no programmer so I can't verify for sure that this is what effects your plugin Rice, but may be worth looking into or maybe not. :shrug:
quote from Nebula MODEL 2 TEST version
KNOWN PROBLEMS
- ATI video cards don't support TLVERTEXCLIP direct3d capability, to workaround this
problem, set ATIClipWorkaround=1 in nebula.ini renderer section.
LINK (http://nebula.emulatronia.com)
rippon
January 9th, 2004, 18:36
The unofficial build fixes a metric crap top of glitches in Beetle Adventure Racing, particularly on the Inferno Island level, which previously would flash between regular and inverse colors, and had mostly black and white foliage. Now it just seems to have un-lit textures randomly. Looks odd, but not nearly as distracting. But anyway, the unofficial fix made it a LOT better.
Hexidecimal
January 9th, 2004, 18:56
Interesting Development in the ATI problem, here's hoping it is infact the same issue and it can be resolved in a similar fasion
Gladiac0190
January 9th, 2004, 23:02
Hmmm, FzeroX goes down to 1fps in track selection screen on my G4 ti4200. Is this my fault or is this a bug by the plugin? Settings are set to default...
-Shadow-
January 9th, 2004, 23:30
Ive got exactly the same problem....
And by the way , ive found an effect in Zelda MM that could PROBABLY need a pixel shader...
It's the Bubbles that Deku-Link can shoot . It has an Enviroment map on it and it is transparent at the same time on my n64 . But on the emulator , the bubbles are either transparent or enviroment - mapped . Ive seen this effect only in DX8 games so I think it's a pixel shader effect (or it has to be emulated by P-S).
Clements
January 10th, 2004, 04:29
Hmmm, FzeroX goes down to 1fps in track selection screen on my G4 ti4200. Is this my fault or is this a bug by the plugin? Settings are set to default...
Bug in Rice's Daedalus AFAIK. Use Glide64 or Jabo's instead.
Neophyte
January 11th, 2004, 10:18
Hmmmm. It seems that I've run into a bit of trouble trying to run it. When I go to change the settings in PJ 64 I get an error that says, "This application has failed to start because MSVCP71.dll was not found. Re-installing the application may fix this problem." Then after I click Okay I get another error message that says, "Failed to load plugin: "C:\unzipped\plugin\RiceDaedalus5.3.0.dll " Then my settings window pops up as if nothing happened. However, I can't find Rice's plug-in in the drop down menu for the video plug-ins.
It appears that a required .dll for the plug-in is missing from the .zip file. Does anyone have it or can post a link to it?
Oh, and C:\unzipped is where I store PJ 64. Hence, the C:\unzipped\plug-in folder. :)
Neophyte
January 12th, 2004, 06:46
Never mind. Found the .dll. :)
yawis3632
January 14th, 2004, 12:47
everytime i use the plugin with directx i get this error message "Can not initialize DX8, check your Direct Settings" i have directx 9b, do you have to use directx 8 to use the plugin? if someone could help it would be apprieciated
Hexidecimal
January 14th, 2004, 15:57
be sure you arent in 32 bit color set it 16 bit works.
twex
January 14th, 2004, 17:43
Several Mario Party minigames don't display correctly. When the screen is split horizontally, the upper half is stretched way beyond proportion and 'leaks' into the bottom half.
EDIT: I've now tried both DirectX and OpenGL, as well as driver versions 30.82 and 53.04 with my Geforce 4 MX440, and the distortion is present in all modes. Makes me think it's a genuine bug in the plugin.
The screenshot shows "Bowl Over" from Mario Party 1, by the way.
no-success
January 17th, 2004, 23:46
everytime i use the plugin with directx i get this error message "Can not initialize DX8, check your Direct Settings" i have directx 9b, do you have to use directx 8 to use the plugin? if someone could help it would be apprieciated
I have the same problem.
I switched to 16bit color as recomended but it didnt make a difference.
This plugin seems slanted towards nvidia.
Also, I've been playing Paper Mario and I can't stand the flickering I've tried tons of plug-ins, any recomendations for an ati radeon 9600?
Qun Mang
January 18th, 2004, 01:49
Also, I've been playing Paper Mario and I can't stand the flickering I've tried tons of plug-ins, any recomendations for an ati radeon 9600?
I know Rice's (5.3.1) didn't give me trouble with flickering, but it did have other problems like slowdowns in certain areas (sewer, forest, top of star summit, castle, more) and total breakdown of graphics leading to a 1964 crash in a couple others (Boo's house). I tried the build of v.5.2.0 for Radeons, but the slowdown areas didn't work at all (just black) with that plugin, though I think that was something broken in 5.2.0 in general, nothing to do with the unofficial build. In the end, I just used Jabo's plugin, flickering and all. How about the GL64 plugin? It is bad on a Radeon 7500, but it's supposed to be good for 8500+.
firestarter
January 18th, 2004, 01:58
When I try to activate the Night-Vision Goggles in Jet Force Gemini, I get something like this picture...What's exactly wrong with it?
no-success
January 18th, 2004, 06:46
I know Rice's (5.3.1) didn't give me trouble with flickering, but it did have other problems like slowdowns in certain areas (sewer, forest, top of star summit, castle, more) and total breakdown of graphics leading to a 1964 crash in a couple others (Boo's house). I tried the build of v.5.2.0 for Radeons, but the slowdown areas didn't work at all (just black) with that plugin, though I think that was something broken in 5.2.0 in general, nothing to do with the unofficial build. In the end, I just used Jabo's plugin, flickering and all. How about the GL64 plugin? It is bad on a Radeon 7500, but it's supposed to be good for 8500+.
rice 5.3.1 doesnt do paper mario good it makes some text invisable and the same with objects. i cant seem to find GL64. id really hate to just give up on this esp with how far into the game i am.
gln64 seems to work the best for me but constantly freezes my system.
oh also i cant get any of the plugins to work in d3d mode and the options that are supposed to stop the flicker just make it not function for me.
zargos
January 18th, 2004, 13:58
RiceDaedalus 5.3.1 don't work with my graphic card, a ProSavage DDR (of S3, chip model 420). OnBoard with ultimate drivers (13.01.09). Directx 9.0b. 800x600 16-bit.
...possibly don't work with alls RiceDaedalus versions :ranting:
XxCronoxX
January 18th, 2004, 14:19
I have the same problem.
I switched to 16bit color as recomended but it didnt make a difference.
This plugin seems slanted towards nvidia.
Also, I've been playing Paper Mario and I can't stand the flickering I've tried tons of plug-ins, any recomendations for an ati radeon 9600?
By flickering do you mean that the screen keeps "blinking"? Blinking as in the screen turns black then normal then black again really fast over and over.
If so, (with this plugin) go to the video settings then uncheck skip frame. I -think-, it worked for me the last time everything started flickering.
firestarter
January 18th, 2004, 18:52
RiceDaedalus 5.3.1 don't work with my graphic card, a ProSavage DDR (of S3, chip model 420). OnBoard with ultimate drivers (13.01.09). Directx 9.0b. 800x600 16-bit.
...possibly don't work with alls RiceDaedalus versions :ranting:
How about you get a new video card....The S3s suck now, isn't there an S4 that's available?
/flamage
Qun Mang
January 18th, 2004, 19:39
Flickering on Paper Mario would be the background constantly appearing over the foreground, several times a second.
no-success: I meant GLn64 when I said GL64.
If you can stand the flickering, Jabo's plugin will take you to the end of PM with one exception: dark areas. Dark areas are just black under Jabo's plugin, even though having Watt as your companion is supposed to light it up. I had to go to wireframe rasterization for these areas or suffer the extreme slowness of Rice's plugin. Glide64 with the Evoodoo version 4 alpha wrapper may work with these though I gave up on this plugin due to speed issues before trying it in dark areas. Fortunately the only major dark area is the caverns in Bowser's castle.
zargos
January 18th, 2004, 20:13
Rice Daedalus 5.3.1 will work good in a Geforce 4 MX 440 64MB TV ??????
firestarter
January 18th, 2004, 21:53
I think so, since they have a special layer combiner for it.
no-success
January 19th, 2004, 07:11
By flickering do you mean that the screen keeps "blinking"? Blinking as in the screen turns black then normal then black again really fast over and over.
If so, (with this plugin) go to the video settings then uncheck skip frame. I -think-, it worked for me the last time everything started flickering.
i didnt even have it checked.
gln64 is the best on my card but crashes to frequently. jabo's does too but slightly less. i have to run every plugin in ogl mode otherwise it wont work at all. however rices is far worse in gl mode from what i can tell.
i just cant see there being all this support for crap gfx cards and none for us average card owners it almost makes me think id be better off with my old mx420 :(
thanks for all the help everyone. i guess i was looking for a simple solution to my problem.
MagusB
January 20th, 2004, 00:13
Hmmmm. It seems that I've run into a bit of trouble trying to run it. When I go to change the settings in PJ 64 I get an error that says, "This application has failed to start because MSVCP71.dll was not found. Re-installing the application may fix this problem." Then after I click Okay I get another error message that says, "Failed to load plugin: "C:\unzipped\plugin\RiceDaedalus5.3.0.dll " Then my settings window pops up as if nothing happened. However, I can't find Rice's plug-in in the drop down menu for the video plug-ins.
It appears that a required .dll for the plug-in is missing from the .zip file. Does anyone have it or can post a link to it?
Oh, and C:\unzipped is where I store PJ 64. Hence, the C:\unzipped\plug-in folder. :)
I'm very interested in how you solve that issue, since I am positive that I have the dll's in the correctfolder and it still gives me exactly that same error mesage whenever I try to access the Setting's in PJ64 to change from the Rice's 5.1.0 to 5.3.1 I've tried many things, from changing or making up folders for that .dll only to erasing the others but it still gives me that error message. Anybody who is willing to help, thx in advance, here are my specs:
P4 2.0 Ghz
PC133 512 MB Ram (I know it's old)
GeForce4 Ti 4400 128 MB
Windows XP Pro
Project64 1.5 SP 1
Neophyte
January 20th, 2004, 12:45
I found it in the 1964 .9.9 download. I just put the .dll in the same folder as the plug-in and problem solved. Oh, and make sure that it is MSVCP71 and not MSVCP70, which comes with one of the other emulators(PJ 64 I think).
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