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ziggy
May 27th, 2007, 18:16
Ok, I fixed the texture issue for Supercross 2000. They use tile #7 in the triangles, which apparently is forbiden and should be translated to tile #0 by the rdp. I didn't find any other plugin that handle that game, is there any ?

Xing
May 27th, 2007, 18:23
When i rename z64-rsp.dll to RSP.dll in Plugin, i have got a black screen with mario tennis and when i rename RSPcomp-pj64.dll to RSP.dll in Plugin, i have got a black screen and I hear the sound which jumps

The Siskoo
May 27th, 2007, 18:33
Ok, I fixed the texture issue for Supercross 2000. They use tile #7 in the triangles, which apparently is forbiden and should be translated to tile #0 by the rdp. I didn't find any other plugin that handle that game, is there any ?

Very nice :)
Here 2 test with Rice (pic 1) and Direct64 (pic 2)

ziggy
May 27th, 2007, 18:40
When i rename z64-rsp.dll to RSP.dll in Plugin, i have got a black screen with mario tennis and when i rename RSPcomp-pj64.dll to RSP.dll in Plugin, i have got a black screen and I hear the sound which jumps

In the settings of the emulator, you have to select z64gl as graphics plugin, did you do that ?

The Siskoo
May 27th, 2007, 18:46
Emulator : 1964 0.9.9
Plugin : z64gl r14, project64 rsp r4
Star Wars - Shuggeki Rogue Chitai (J) [!] --> Display summit :) (pic 1 and pic 2)

olivieryuyu
May 28th, 2007, 06:32
About Supercross 2000 the lasty unofficial Daedalus was emulating it :-).

squall_leonhart
May 28th, 2007, 13:10
sasTerra wrote:

Hi,
I tested several other games. Similar problems like the ones posted above. And again the problems are limited to PJ64 1.7.

Is Zilmar aware of that (he posted that the plugin works fine with the internal RSP of PJ64 1.7, which seems not to be the case)?
Regardsany game that doesn't work with LLE with jabo's plugin, won't work with lle with ziggy's plugin.

so far, for me the following games failed, due to Core exception error when set to lle (works in HLE) in both Ziggy and Jabo's plugins

Banjo Tooie
CastleVania - Legacy of Darkness
CastleVania
Conkers Bad Fur Day
Destruction Derby64 (multiple exceptions)
Duke Nukem Zero Hour (multiple Exceptions)
Excite Bike64
Gauntlet Legends (Encounters multiple exceptions)
Gex3 - Undercover gecko
Hercules - the hero journey
Kirby64
Legend of Zelda - Majora's Mask
Legend of Zelda - Ocarina of Time (& MQ)
Mario Party 3
Megaman64
Neon Genesis : Evangelion
Nightmare Creatures
PokeSnap
PokeStad
PokeStad 2
Starwars - Racer
Super Smash Brothers
Superman - (black screen only)
Transformers Beast Wars Transmetal

the following booted the rom but crashed for other reasons in lle

Battle for naboo (crashes to opcode error after N-Logo)
BodyHarvest - (Loads to menu fine, but when attempting to start game or load savestate crashes to unhandled opcode error.)
Donkey Kong64 (OOKAY sound heard at startup, then crash to exception error)
Glover (crashes to opcode error at startscreen for some reason)
Power Rangers, light speed rescue (missing border at startup and crashes to exception error when starting mission/load savestate)
Snowboard kids 2 (rom booted, crashed to exception error right before menu screen)

the following booted, with no exceptions but displayed no graphics or had graphical errors in Jabo's and Ziggy's with LLE

Superman - (black screen only, no audio)
F-Zero X (black screen, has audio)

so far the following worked

BlastCorps
Diddy Kong Racing
Dr Mario64
EarthWorm Jim
Gex 64
GoldenEye (texture issues)
Harvest Moon 64
Jet Force Gemini
Mario Kart 64
PerfectDark
Pilot Wings
ShadowGate64
SnowBoard Kids
StarFox64
Starwars Rogue Squadron
Super Mario64
Xena
Yoshi's Story

also, Ziggy, the plugin isn't closing properly when emulation is ended in PJ64 1.7, it causes the emulator to crash when you attempt to launch another rom.

ziggy
May 28th, 2007, 13:18
also, Ziggy, the plugin isn't closing properly when emulation is ended in PJ64 1.7, it causes the emulator to crash when you attempt to launch another rom.

Have you set "threaded=0" in the config file ?

squall_leonhart
May 28th, 2007, 13:20
yes i have.

could this is a problem?

Trotterwatch
May 28th, 2007, 14:02
PokeSnap

Snowboard Kids 2

Battle for naboo (crashes to opcode error after N-Logo)

Set RSP CPU Method to Interpreter (in debugging menu). It can get in game, though the easiest way is to save state with Jabos then load state.

Pokemon Snap works well in 1.6 with the RSPrecomp plugin, still core issues though.

Not tested any of the others on the list, but that method should work for a few more that get that error.

squall_leonhart
May 28th, 2007, 15:00
Set RSP CPU Method to Interpreter (in debugging menu). It can get in game, though the easiest way is to save state with Jabos then load state.

Pokemon Snap works well in 1.6 with the RSPrecomp plugin, still core issues though.

Not tested any of the others on the list, but that method should work for a few more that get that error.

Trotterwatch, with (edited)Battle for Naboo(edited), the only way to even get to the N-Logo is to have it in interpreter mode.

and it still crashes... and thats with Jabo's plugin.. so i think the issue is with this version of the rom and PJ 64 1.7


hmm



rom name 'Battle for Naboo'
key 'res_x' value 1024
key 'res_y' value 768
key 'fs_res_x' value 1024
key 'fs_res_y' value 768
key 'hires_fb' value 1
key 'force_swap' value 0
key 'no_npot_fbos' value 1
key 'fb_info' value 0
key 'threaded' value 1
key 'async' value 0
section 'ZELDA MAJORA'S MASK'
section 'MAJORA'S MASK'
section 'Banjo-Kazooie'
section 'BANJO KAZOOIE 2'
section 'BANJO TOOIE'
section 'MARIOKART64'
section 'ZELDA MASTER QUEST'
section 'THE LEGEND OF ZELDA'
section 'Beetle Adventure Rac'
section 'Stunt Racer 64'
section 'Perfect Dark'
section 'Resident Evil II'
section 'rogue squadron'
section 'MarioGolf64'
section 'Blast Corps'
viewportOffset 20
fix hend
fix hend
creating fbo 71b800 320x239 (1024x1024) fmt 0
Creating depth buffer 0 1024 x 1024
creating fbo 5f6000 320x239 (1024x1024) fmt 0
Creating depth buffer 71b800 1024 x 1024
creating fbo 61b800 320x239 (1024x1024) fmt 0
creating fbo 6b3000 640x479 (2048x2048) fmt 0
Creating depth buffer 71b800 2048 x 2048
creating fbo 749000 640x479 (1024x1024) fmt 0
Redimensionning buffer
creating fbo 6b3000 640x479 (1024x1024) fmt 0
creating fbo 6ad800 400x447 (1024x1024) fmt 0
creating fbo 556000 400x447 (1024x1024) fmt 0
Creating depth buffer 6ad800 1024 x 1024
creating fbo 5ad800 400x447 (1024x1024) fmt 0
z64 assert failed (rgl.cpp : 1278) : nbChunks < MAX_RENDER_CHUNKS

gandalf
May 28th, 2007, 15:50
This plug-in it´s getting better and better :D now i can see rogue squadron working :)

With the latest release, only with the plug-ins incluided (the rsp and the video) works fine, but crashes at some point in some games, and the sound doesn´t work in PJ64 1.6 at least (with jabo´s and zilmar i tested, with zilmar crashes the emu)



Great job Ziggy :)

ziggy
May 28th, 2007, 16:06
Battle for Naboo : add a section with this rom name (exactly with the same case), and set "force_swap=1", it should fix the problem.

squall_leonhart
May 28th, 2007, 18:59
done.. passed that point,... get to ingame and everything starts blending together, like its not redrawing properly.

ziggy
June 1st, 2007, 20:53
New version R15 with more combiners things (improvements visible in particular in Mario Tennis (get rid of some black block), Mario Golf (the grass) and PGA European Tour (the sky)) and fixes usage of tile #7 (see Supercross 2000)

EDIT : The remaining horizontal artifacts in Bakuretsu Muteki Bangaioh seem gone since around R13 at the expense of somewhat slower emulation in that game.

The Siskoo
June 1st, 2007, 21:32
Emulator : 1964 0.9.9
Plugins : z64gl r15, project64 rsp r4 / z64gl rsp r15

Dark Rift (E) : I made a quick test, with project64 rsp r4 is almost playable (Slow). With z64gl rsp r15, the game crash after the second logo.

Nintama Rantarou 64 Game Gallery (J) [!] --> GFX are messed with r15. With r14, 30 FPS, glitches in game, thin line on the menu screen. (See the pic page 25 )
I just tested Supercross, that's beautifull. Need more speed and it will be perfect.
About Bakurestsu, it's close to be perfect. Speed are good. I've got a last artefact (some thin lines in game).

Btw, congrats ziggy, great progress to each new release. Thank you very much.

ziggy
June 2nd, 2007, 16:42
Emulator : 1964 0.9.9
Plugins : z64gl r15, project64 rsp r4 / z64gl rsp r15

Dark Rift (E) : I made a quick test, with project64 rsp r4 is almost playable (Slow). With z64gl rsp r15, the game crash after the second logo.
Interesting ... I'm surprised it's slow, Dark Rift is one of the fastest game for me. Maybe you've set the "Interpreter" option in the RSP plugin by mistake ?


Nintama Rantarou 64 Game Gallery (J) [!] --> GFX are messed with r15. With r14, 30 FPS, glitches in game, thin line on the menu screen. (See the pic page 25 )
Could you show me exactly how the gfx are messed ? I didn't notice anything particular ... Did you try Mischief Makers ? (there might be something similar there)

The Siskoo
June 2nd, 2007, 16:52
Interesting ... I'm surprised it's slow, Dark Rift is one of the fastest game for me. Maybe you've set the "Interpreter" option in the RSP plugin by mistake ?)
Damn, you're right. My fault ^^. So 2 news games playable with 1964 0.9.9 (E and U version).

Could you show me exactly how the gfx are messed ? I didn't notice anything particular ... Did you try Mischief Makers ? (there might be something similar there)
RSP was on Interpreter. So, that's cool. No changes since the last release (r14) for this game.

Bakuretsu (with rsp recompiler :p), is good except a slight shaking of the screen in game.

Supercross runs slowly, but GFX seems good.

Mario Tennis have some slowndowns (for the replay) with RSP r4

Mortal Kombat 4 (E) and (U) [!] --> GFX messed (pic 1).

Mortal Kombat Mythologies - Sub-Zero (E) [!] --> GFX Messed (pic 2).

MRC - Multi Racing Championship (E) [!] --> GFX messed (pic 3).


Always the same problem with Project64 when you launch 2 games, emu close.

grand master
June 3rd, 2007, 00:42
Great work. Your plugin is coming along very nicely. What are your plans for developing the plugin?

FloW3184
June 3rd, 2007, 00:49
Hydro Thunder (E) [!] crashes after some seconds in the intro race.
Extreme-G (E) [!] graphics are messed up (looks like a z-buffer error) in the first race after the intro race.
Extreme-G XG2 (E) [!] shadows and water textures in the 1. intro race are messed up.

ziggy
June 3rd, 2007, 02:27
Extreme-G (E) [!] graphics are messed up (looks like a z-buffer error) in the first race after the intro race.
Yes I noticed this problem. It's a strange bug I didn't understand yet. At the moment you can fix it by switching fullscreen/windowed.


Extreme-G XG2 (E) [!] shadows and water textures in the 1. intro race are messed up.
Indeed, it's a texture format I didn't support. I think I fixed it, it will be in next release.

Thanks for the report !


Great work. Your plugin is coming along very nicely. What are your plans for developing the plugin?
I have a very rough TODO list, but I also fix things as they come along. Some of the thing I plan to (at least try to) do

- better depth handling (detection, depth buffer format) , this will require a bit of rewriting to do things really cleanly

- optimizing the RSP recompiler. It's already pretty good in my opinion, but Zilmar thinks it could be even more fast than that, so I'll have a look since it's really the bootleneck at the moment.

- handling asynchronously the RSP and the main CPU , allowing to have them emulated in separate threads. I already had a look at this problem a bit, it's not simple, and will probably require to modify the core emulators as well. The benefit should be huge on multicore processors.

- Same for the RDP which could be emulated also separately. It should be more simple to do, yet I had no luck so far, I must be missing something obvious. Also I don't expect this to yield great performances increase compared to the point above, but it's worth trying anyway.

The Siskoo
June 4th, 2007, 14:40
Emulator : 1964 0.9.9
Plugins : z64gl r15, z64-rsp r15, pj64 rsp r4
In-Fisherman Bass Hunter 64 (U) [!] --> with z64-rsp r15 = 26-28 Vi/s, with pj64 rsp r4 = 18-19 Vi/s in-game
Jeopardy! (U) [!] --> slowndowns (use RSP r15, with pj64rsp r4, it's more slow).
Jangou Simulation Mahjong Do 64 (J) [!] --> GFX messed on this screen (pic 1),slowndowns (tested with 2 rsp).

ziggy
June 5th, 2007, 02:46
Emulator : 1964 0.9.9
Plugins : z64gl r15, z64-rsp r15, pj64 rsp r4
In-Fisherman Bass Hunter 64 (U) [!] --> with z64-rsp r15 = 26-28 Vi/s, with pj64 rsp r4 = 18-19 Vi/s in-game
Jeopardy! (U) [!] --> slowndowns (use RSP r15, with pj64rsp r4, it's more slow).

You sure you're not using the "Interpreter" option again ? The first game is pretty fast for me, didn't try the second ...

The Siskoo
June 6th, 2007, 11:10
You sure you're not using the "Interpreter" option again ? The first game is pretty fast for me, didn't try the second ...
Damn, it was again on "Interpreter". It was changed by "Recompiler" since your last advice 0_o. Anyway, with "Recompiler", the game crash few seconds after starting the game. No more slowdowns with Jeopardy (always GFX problems) and Jangou.

Emulator : 1964 0.9.9
Plugins : z64gl r15, z64-rsp r15, pj rsp r4

Major League Baseball Featuring Ken Griffey Jr. --> GFX Messed (pic 1 --> rsp15), (pic 2 --> pj64 rsp r4)
Last Legion UX (J) [!] --> screen shaking (tested with both rsp)
Super Bowling 64 (J) [!] --> black box around the the logo (pic 3) and missing gfx on the right parts of the screen (pic 4)

grand master
June 10th, 2007, 00:57
Weird problem. Was going to post up some issues regarding Super Mario and
Super Smash Bros (U) as they had Flicker probs last night. Went in today to get some screens and the flicker is gone.

ziggy
June 10th, 2007, 01:30
Weird problem. Was going to post up some issues regarding Super Mario and
Super Smash Bros (U) as they had Flicker probs last night. Went in today to get some screens and the flicker is gone.

Maybe you computer needed some rest too :)


Damn, it was again on "Interpreter". It was changed by "Recompiler" since your last advice 0_o. Anyway, with "Recompiler", the game crash few seconds after starting the game.
Ok, the crash should be gone in the next release of Z64. It's not a crash by the way (at least in theory), just a special situation that causes the whole emulator to exit (again some leftover debugging code in the win32 version).

LuckyDearly
June 10th, 2007, 11:27
Interesting plugin but I ran into a problem, everytime I try to run a rom the emulator gives a message saying it has encountered an error and must shutdown

I use Project64 1.6

plugins are z64gl (video), jabo's directsound 1.6 (audio), and jabo's directinput7 1.6

The Siskoo
June 10th, 2007, 11:57
Ok, the crash should be gone in the next release of Z64. It's not a crash by the way (at least in theory), just a special situation that causes the whole emulator to exit (again some leftover debugging code in the win32 version).
I believe you ^^ Need to wait to testing :)

Interesting plugin but I ran into a problem, everytime I try to run a rom the emulator gives a message saying it has encountered an error and must shutdown

I use Project64 1.6

plugins are z64gl (video), jabo's directsound 1.6 (audio), and jabo's directinput7 1.6
Have you made this.
- with Project64, you need to rename the plugin "RSP.dll". Don't forget to backup your original RSP.dll plugin (that is the one provided by the core emulator) before doing that Indeed, the RSP plugins I'm providing won't work with other standard HLE video plugins.

LuckyDearly
June 11th, 2007, 04:00
Yeah, I followed the directions and it crashes when I try to load in a rom

ziggy
June 11th, 2007, 04:23
Please specify what is your hardware and OS. This is common sense when doing a bug report.

LuckyDearly
June 11th, 2007, 05:08
I'm on XP and I have a NVidia video card

Doomulation
June 11th, 2007, 17:06
Be specific - WHAT nVidia card? You can also fill our your specs in your profile.

LuckyDearly
June 12th, 2007, 02:10
My card is GeForce FX 5500

ziggy
June 12th, 2007, 03:19
My card is GeForce FX 5500
It's a bit difficult to get informations out of you isn't it ? There's probably the reason of your crash. Have a look into the z64gl.conf file and set

no_npot_fbos = 1

If it still crashes after that, it's probably because this video card model is too old.

LuckyDearly
June 12th, 2007, 09:46
still crashes

you need to update and fix this plugin so it can work on my video card

The Siskoo
June 12th, 2007, 11:19
Ziggy need more information about your computer :
GFx Card : GeForce FX 5500
OS : WinXP
Processor : ???
Memory : ???
Do you get the last Directx ? - http://www.microsoft.com/downloads/details.aspx?FamilyID=2da43d38-db71-4c1b-bc6a-9b6652cd92a3&displaylang=en
Do you get the last drivers for your Nvidia ?
Do you get the last drivers for your Sound card ?
Do you get the last drivers for your chipset ?

You can try this too. Uninstall your emulator properly. Download the emulator on the official website. Download z64gl plugin and RSP. Do the thing for the RPS. Open your emulator, configure it and try again.

Emulator : 1964 0.9.9
Plugins : z64gl r15, z64gl-rsp r15, pj64 rsp r4

Heiwa Pachinko World (J) [!] --> Error message : 80052BD4 exception in emulation thread at the start with PJ64 RSP r4 (Recompiler). Don't have this error message with z64gl-rsp r15 and pj64 rsp r4 (Interpreter)

catcher36
June 13th, 2007, 20:50
Ok i have copied everything like it said, renamed the rsp file but everytime i try to run a rom i get a executing from non mapped space error on version 1.7 of project64. if i use the old rsp then the rom loads fine, i checked my roms with goodtools and there all fine. if i use 1.6 of project64 it all works perfectly with no errors apart from the fact that my frame rates are mega slow but no matter what i do i can't get it to work with 1.7 am i doing something wrong or is there still some compatability issues with the new version of pj64?

Trotterwatch
June 13th, 2007, 23:06
It's a known issue with 1.7, you need to use the bundled RSP rather than the modded ones from this thread.

catcher36
June 14th, 2007, 00:51
If i use the bundled RSP then i just get a black screen when trying to use the video plugin.

Dark_Ansem
June 16th, 2007, 14:58
does this support the hi-res texture projects?

FloW3184
June 16th, 2007, 17:14
still crashes

you need to update and fix this plugin so it can work on my video card

Don't be that ignorant... your GFX-Card is a PCI afaik!
You cant play games with it. (modern at least)

The Siskoo
June 16th, 2007, 17:28
still crashes

you need to update and fix this plugin so it can work on my video card
Or buy a new video card. Buy a N64. Grab another plugin.

Shin_Gouki
June 17th, 2007, 21:49
GF FX 5500 Should work ?
I think this plugin "just" uses OGL 2.0 which should be usable with this card?
But ok his demand WAS a bit harsh ;)

LuckyDearly
June 18th, 2007, 09:51
sorry about that demand

anyhow I'll try to work this plugin again, if not I can search for some other graphic plugins

bgn
June 21st, 2007, 17:00
Hi, i have a problem:
I get a blackscreen every time, when i try to run game with this plugin.
Please help me.
-------------------------------------
Games tested so far:

Super Mario 64 (U) [!]
Pokemon Snap (G) [!]
Pokemon Stadium 2 (E) [!]
-------------------------------------------------------
My Specs:
Intel P4-Prescott 2.80Ghz
1280MB DDR RAM
160GB HDD space(1x 40GB+1x 120GB)
NVidia GeForceFX5950 Ultra 256MB
MS-Windows XP Pro SP2 with newest updates
Project64 1.6 with RDB-Update, Z64 r15
-------------------------------------------------------

ziggy
June 23rd, 2007, 16:16
I'm releasing an experimental version wich support asynchronous rdp emulation. It's not perfectly stable at the momnt, but under linux I notice a slight speedup (maybe between 10% and 20%, it's not completely obvious to measure)

I'd like to know if it improves things under win32, on mono and multi processors.

You need to make sure "threaded" and "async" are both set to 1 in the config file.



Hi, i have a problem:
I get a blackscreen every time, when i try to run game with this plugin.


Are you using one of my rsp plugin ? Without it, it won't work ...

The Siskoo
June 23rd, 2007, 17:25
Emulator : 1964 0.9.9
Plugins : Ziggy R15, Ziggy R16, Ziggy PJ64 r4

1080 Snowboarding --> slight screen shaking on the logo (no problem with (U) version).
In-Fisherman Bass Hunter 64 --> with r15, gfxf was nice. With r16, gfx messed (pic 1)
Indiana Jones and the Infernal Machine --> with r15, no screen shaking. With r16, the screen shakes.
Nintama Rantarou 64 Game Gallery --> no more thin line in the main menu with r16 ^^.
Mortal Kombat 4 (E) and (U) [!] --> GFX messed (pic 2).
Mortal Kombat Mythologies - Sub-Zero (E) [!] --> GFX Messed (pic 3).
MRC - Multi Racing Championship (E) [!] --> GFX messed (pic 4).
Nushi Tsuri 64 - Shiokaze Ni Notte --> Screen shaking in-game.
Nushi Zuri 64 --> Screen shaking in-game.

bgn
June 23rd, 2007, 18:18
Are you using one of my rsp plugin ? Without it, it won't work ...
Thx.
BtW: What should I do in PJ64-1.6 in order to select another RSP?
I tried overwriting RSP.dll, but it didnt help. :-(

The RSP plugin cannot be selected via the Project64 GUI - $PluginPath\RSP.dll is always used.

ziggy
June 23rd, 2007, 18:28
Thx.
BtW: What should I do in PJ64-1.6 in order to select another RSP?
I tried overwriting RSP.dll, but it didnt help. :-(

Everything's explained on the first post of this thread. Yes , just replace the dll, but keep a copy of the original around because the dlls I provide aren't usable with normal HLE plugins.

Please read the first post of this thread.

Skiskoo, thanks for the report, but did you notice any change in performance ? Have you tried to set the options "threaded" and "async" to 1 ?

bgn
June 23rd, 2007, 18:40
Everything's explained on the first post of this thread. Yes , just replace the dll, but keep a copy of the original around because the dlls I provide aren't usable with normal HLE plugins.

Please read the first post of this thread.



Thx, are any special requirements for this PlugIn?(just asking, coz i tried pete's OpenGL2, and it works fine for me)

The Siskoo
June 23rd, 2007, 18:47
Skiskoo, thanks for the report, but did you notice any change in performance ? Have you tried to set the options "threaded" and "async" to 1 ?

Siskoo ^^

here the settings by default, I guess it's good !!!

# run RDP emulator in a separate thread
# REQUIRED with Pj64 1.6 and below (not with 1.7), or along with the "async" option
threaded = 1
# emulate RDP asynchronously, might be faster, needs "threaded = 1" option
# DOESN'T WORK YET (at all)
async = 1

Atm, no change with performance. More test tomorrow. :)

Same bug with PJ64 when you launch a game, end emulation and launch another game. PJ 64 close auto.

bgn
June 23rd, 2007, 19:23
I'm releasing an experimental version wich support asynchronous rdp emulation. It's not perfectly stable at the momnt, but under linux I notice a slight speedup (maybe between 10% and 20%, it's not completely obvious to measure)

I'd like to know if it improves things under win32, on mono and multi processors.

You need to make sure "threaded" and "async" are both set to 1 in the config file.

BIG THX, it works fine now, i tried "no_npot_fbos = 1"

btw:asynchronous rdp emulation is slower for me(about 8fps) normally about 10fps in same imo

mudlord
June 24th, 2007, 00:26
Thx, are any special requirements for this PlugIn?

AFAIK, you just need around a OGL 1.5 to 2.0 card, since the plugin uses GLSL a lot. Also, FBO support is needed.

Basically, it seems to use similar methods as Pete's OGL2 PSX plugin :)

The Siskoo
June 24th, 2007, 14:20
Emulator : 1964 0.9.9
Plugins : Ziggy R15, Ziggy R16, Ziggy PJ64 r4

Eikou No Saint Andrews (J) --> this game crash on a black screen in game. Anyway, it seems with r16, there is a better VIs (slight better performance +2-3 VIs)
Heiwa Pachinko World (J) --> slight screen shaking.
NBA Hangtime (E) (U) --> with PJ64 RSP r4 (Recompiler), there is an error message : "8006AF7C : Exception in emulation thread". With PJ64 RSP r4 (Interpreter), the game works but it's slow.
Nintama Rantarou 64 Game Gallery (J) --> with r15, in game 20-21 VIs.With r16 in game 21-22-23 VI/s

ziggy
June 24th, 2007, 20:25
Interesting, Siskoo if I remember you have a single processor, not a dual core ? It's fun then, you get some improvement, whereas bgn get worst result on a single processor as well.

Anyway, I'm pleased you notice a speed up even though you have a single processor. It proove that even on a single processor, emulating the rdp in a separate thread has an advantage. In fact, I'd expect the advantage get bigger as you increase the resolution. Basically, the VI shouldn't change in async mode when you increase resolution, whereas it should get worst in normal mode.

EDIT : the problem you reported in In-Fisherman should be gone in next release.

grand master
June 25th, 2007, 05:09
I've just tried it on my Dual Core (X2 4400+) and there is a definite speed increase. I tried Golden eye and it starts off with 60 fps and then drops down to 40, then back to 60. It drops down to 30 when bond appears in the gun's barrel.
In game it is slow at around 12 fps. I *think* this is slightly fast still.

Donkey kong is 60fps until the graphics come up and then it's around 27fps.

Mario Tennis is the same. most 60 until in game where it crawls at 12-20fps. One thing i did notice was that the scoreboard shows the names and the speed of the serve (nice!). F zeero crashes btw.

Anymore testing just let me know. I'm currently in exams but finish at the end of the week.

Gonetz
June 25th, 2007, 05:38
Golden Eye has texture issue, check my screen shot, beginning of “frigate” level.
It’s caused by an error in your rglTriangle function. Sometimes w is negative. In case of negative w,
#define WSCALE(w) (RDP_GETOM_PERSP_TEX_EN(rdpState.otherMo des)? (float(uint32_t(w) + 0x10000)/0xffff0000) : 1.0f)
does not work well. Precision issue may be. Besides, it will be more efficient to swap numerator and denominator to avoid division later. For example:
#define WSCALE(w) (RDP_GETOM_PERSP_TEX_EN(rdpState.otherMo des)? 65536.0f/float((w+ 0x10000)>>16) : 1.0f)
vtx->w = WSCALE(w);
gives much better result on this level, although still a bit incorrect. I hope you will find better solution.

Gonetz
June 25th, 2007, 05:42
Killer Instinct looks like this because of your tile7 fixes. KI uses tile7 actually.

ziggy
June 25th, 2007, 06:02
Thanks for testing. Could you test with both "threaded" and "async" set to 0 and compare the speed ?

About Mario Tennis, there's been some improvement since R15. There are still some problems (this game uses a lot of framebuffer effects, some are still not completely right, for example the bombs on the side of the playing field aren't rendered right, except during replay, the shadow of the players is wrong too)

Thanks for the tips Gonetz, that sound quite promising , I'm going to try these. EDIT : do you have savestate for KI and Golden Eye ?

Gonetz
June 25th, 2007, 07:34
Yes, I have PJ64 saves, but it's more easy to get there manually. For KI, it happens for any arena. For GE, enable all levels in cheats and select “frigate” level, the issue is just right in the begining.

The Siskoo
June 25th, 2007, 10:51
Interesting, Siskoo if I remember you have a single processor, not a dual core ? It's fun then, you get some improvement, whereas bgn get worst result on a single processor as well.

Anyway, I'm pleased you notice a speed up even though you have a single processor. It proove that even on a single processor, emulating the rdp in a separate thread has an advantage. In fact, I'd expect the advantage get bigger as you increase the resolution. Basically, the VI shouldn't change in async mode when you increase resolution, whereas it should get worst in normal mode.

EDIT : the problem you reported in In-Fisherman should be gone in next release.
Yup, I have a single processor, here my specs :
Processor : Atlhon 64 3200
Memory : 1 Go DDR Corsair
GFX card : Sapphire X1950 Pro
Sound Card : Sound Blaster Audigy 2 ZS

bgn, could you give us the name of games you tested ?

Plus, I'm not confortable with all these technicals words. Could you explain to me what is exactly RDP ^^ ?

Telefoot Soccer --> screen shaking
WCW Nitro (U) --> gfx are messed (in game no problem). (pic 1 and 2)
WCW Mayem (E) (U) --> screen shaking

mudlord
June 25th, 2007, 23:41
Could you explain to me what is exactly RDP ^^

Basically, the RDP is the N64's graphics chip.

The Siskoo
June 26th, 2007, 11:29
Basically, the RDP is the N64's graphics chip.
Ok thanks ^^

squall_leonhart
July 5th, 2007, 02:45
hey Ziggy, remember that

# try to set this to 1 if the plugin crashes (necessary on geforce 5900 for example)
no_npot_fbos = 1

setting you added.

well, i just found that, in the extension viewer, on the main opengl page, it lists non_power_of_two as supported, but on the report tab, it doesn't.

so if you anyone needs a listing of what thier card supports, the realtech vr viewer has one.

Doomulation
July 5th, 2007, 17:55
Linky? Too lazy to look for it myself.

squall_leonhart
July 6th, 2007, 03:03
ftp://ftp2.realtech-vr.com/realtechv/pub/glview229.exe

ziggy
July 7th, 2007, 14:09
I just released new revision 17, it's similar to R16 except it should fix problems introduced and reported by Siskoo (screen shaking and other regressions). The asynchronous RDP emulation is not turned on by default. To use it, set both "threaded" and "async" to 1 in z64gl.conf.

EDIT : to add I also added modifications suggested by Gonetz. I didn't test them very much though.

EDIT : Squall_leonhart, the problem with non power of two textures is as I explained already, there are some vendors (i.e. ATI) who do not advertise the feature but yet support it partially (which is enough for me). Because of that I can't rely on the extension being announced by the driver or not.

The Siskoo
July 7th, 2007, 15:08
Emulator : 1964 0.9.9
Plugins : Ziggy R17, Ziggy RSP r17, Ziggy PJ64 r4

007 - The World is Not Enough (E) (M3) [!] --> GFX bugs, the green area (pic 1). Same bugs with 1964 0.9.9, mupen 0.5.1 and PJ 64 1.5.
1080 Snowboarding (E, U, J) --> slight screen shaking.
Eikou No Saint Andrews (J) --> this game displays a black screen in game.
In-Fisherman Bass Hunter 64 --> gfx messed - fixed.
Heiwa Pachinko World (J) --> slight screen shaking.
Indiana Jones and the Infernal Machine --> screen shaking : fixed.
Mortal Kombat 4 (E) and (U) [!] --> GFX messed.
Mortal Kombat Mythologies - Sub-Zero (E) [!] --> GFX messed.
MRC - Multi Racing Championship (E) [!] --> GFX messed (in-game).
Nushi Tsuri 64 - Shiokaze Ni Notte --> Screen shaking in-game.
Nushi Zuri 64 --> Screen shaking in-game.
Telefoot Soccer --> screen shaking : fixed.
WCW Nitro (U) --> gfx are messed (in game no problem).
WCW Mayem (E) (U) --> screen shaking : fixed.

Thanks for the release, here some tests. Nice fixes ^^

With PJ64 1.6, PJ close alone after pushing "End emulation".

squall_leonhart
July 7th, 2007, 18:18
i realise that ziggy, but OGL EXT Viewer has a database which you can use to see which cards support what

PsyMan
July 7th, 2007, 18:27
Ehh... what ziggy tries to say is that the information provided by OGL Extension Viewer (and similar applications) does not always represent the capabilities of a card, especially when a card has partial support for a feature.

In short, don't rely on OGL Extension Viewer too much.

squall_leonhart
July 7th, 2007, 18:38
it doesn't mention any Radeon 8xxxs suporting it, but it says the Radeon 7500 does :|



Apple Software Renderer
ATI Radeon 7500
ATI Radeon 9600
ATI Radeon 9700
ATI Radeon 9800
ATI Radeon X1600
ATI Radeon X1900
ATI Radeon X800
G73
GeForce 6100
GeForce 6150
GeForce 6200
GeForce 6600
GeForce 6610
GeForce 6700
GeForce 6800
GeForce 6800 GS
GeForce 7300
GeForce 7300 GS
GeForce 7500
GeForce 7600
GeForce 7600 GS
GeForce 7800
GeForce 7800 GS
GeForce 7900
GeForce 7900 GS
GeForce 7950 GX2
GeForce 8800
GeForce FX 6800
GeForce Go 6150
GeForce Go 6200
GeForce Go 6600
GeForce Go 6600 TE/6200 TE
GeForce Go 6800
GeForce Go 7300
GeForce Go 7400
GeForce Go 7600
GeForce Go 7700
GeForce Go 7800
GeForce Go 7900 GS
Intel GMA 950
Mesa Windows GDI Driver
NV44
NVIDIA GeForce 6200
NVIDIA GeForce 6600
NVIDIA GeForce 6800
NVIDIA GeForce 7300
NVIDIA GeForce 7300 GS
NVIDIA GeForce 7600
NVIDIA GeForce 7600 GS
NVIDIA GeForce 7800
NVIDIA GeForce 7800 GS
NVIDIA GeForce 7900 GS
NVIDIA GeForce 8600M
NVIDIA GeForce Go 7800
NVIDIA Quadro FX 3500
NVIDIA Quadro FX 4500
NVIDIA Quadro FX 5500
Quadro FX 3400
Quadro FX 3450/4000 SDI
Quadro FX 3500
Quadro FX 4000
Quadro FX 4500
Quadro FX 540
Quadro FX Go1400
Quadro NVS 285
Radeon X1900
S3 Graphics DeltaChrome
Wildcat Realizm
XGI Volari Family

GL_ARB_texture_non_power_of_two


it could also be that no one has bothered sending in reports on the capabilities of some cards.

PsyMan
July 7th, 2007, 18:46
This does not mean that 8xxx series do not support it. As I said, don't rely on it too much.

mudlord
July 7th, 2007, 23:44
i realise that ziggy, but OGL EXT Viewer has a database which you can use to see which cards support what

The thing is, that'll also require a miniature DB in ziggy's plugin, to turn on NPOT texture support in cases. The simplest way, which I use in my gltest app for the Glide3x wrapper, is to probe the extension itself, rather than relying on a DB. If needs be, I could add a DB to the app in some future updates, if I feel like. But, the simplest method is just to check to see if the extension is there or not.

Cyberman
July 8th, 2007, 00:18
The thing is, that'll also require a miniature DB in ziggy's plugin, to turn on NPOT texture support in cases. The simplest way, which I use in my gltest app for the Glide3x wrapper, is to probe the extension itself, rather than relying on a DB. If needs be, I could add a DB to the app in some future updates, if I feel like. But, the simplest method is just to check to see if the extension is there or not.
Actually you don't want to use a Database in this case at all. The main reason is mostly it's a case of the Driver not per sea the card having support. Well save say the G3 series from Nvidia it doesn't have all the support for things because it's just not in hardware (though you can support it with software emulation).
Point being with extensions and video cards you have to deal with what you have. Otherwise you will be specifying your programs functionality on a DRIVER and not the OpenGL system and that is counter productive. Besides databases are only as good as the information in them, and if it's generated based on anything other than what the driver SAYS it can do, it's prone to error.
Unfortunately some drivers LIE about what they can do. So if you HAVE to use a feature that's one thing, if it's optional, take the course that doesn't hamstring your code to something that may or may not work. IE if the card doesn't support it, and it pretty much can do most everything that's necessary just don't use the feature if it's not there. It's as simple as that.
There are places where a database is useful in a video plugin, that however has nothing to do with the video card really. ;)

Cyb

mudlord
July 8th, 2007, 03:59
Point being with extensions and video cards you have to deal with what you have. Otherwise you will be specifying your programs functionality on a DRIVER and not the OpenGL system and that is counter productive. Besides databases are only as good as the information in them, and if it's generated based on anything other than what the driver SAYS it can do, it's prone to error.

Well, ziggy has added a custom override to the plugin for NPOT in cases where the drivers don't advertise fully what the card is capable of, via the GL extensions. I know my new ATI card supports NPOT, its just the drivers lie about it. And its true about the DB's...


There are places where a database is useful in a video plugin, that however has nothing to do with the video card really.

Yep, I know all too well your plans...:naughty: I can't wait to implement them....\:D/

SWAT_Marc
July 8th, 2007, 11:14
This does not mean that 8xxx series do not support it. As I said, don't rely on it too much.

I think that Radeon 7500 was the low-end version of 8500, since -I think- they were released simoultanesly.

grand master
July 9th, 2007, 13:36
Just tried it out. Much quicker. In golden eye however the text appears and then turns to squares. Also the emulator crawls in game and eventually crahses. All test on 1964 x2 4400+.

ziggy
July 9th, 2007, 14:43
Also the emulator crawls in game and eventually crahses.

Only in Goldeneye or with other games as well ? Also, did you try several times ?

Yazemu
July 9th, 2007, 18:52
I get this when trying to compile r12, r15, or r17 on linux


User@Hostname:~/Emulators/z64-r17$ make
g++ -g -DGCC -DUSE_GTK `sdl-config --cflags` `pkg-config gtk+-2.0 --cflags` -D_GTK2 -I/home/zig/Dev/gl/glui/src/include `/usr/bin/freetype-config --cflags` -I/usr/include/FTGL -O1 -ffast-math -m3dnow -mmmx -msse -msse2 rdp-mess.cpp -c -o rdp-mess.o
rdp-mess.cpp:29:1: warning: "rdram" redefined
In file included from rdp-mess.cpp:9:
Gfx #1.3.h:116:1: warning: this is the location of the previous definition
rdp-mess.cpp:31:1: warning: "rsp_imem" redefined
Gfx #1.3.h:117:1: warning: this is the location of the previous definition
rdp-mess.cpp:33:1: warning: "rsp_dmem" redefined
Gfx #1.3.h:118:1: warning: this is the location of the previous definition
rdp-mess.cpp:37:1: warning: "vi_origin" redefined
Gfx #1.3.h:119:1: warning: this is the location of the previous definition
rdp-mess.cpp:39:1: warning: "vi_width" redefined
Gfx #1.3.h:120:1: warning: this is the location of the previous definition
rdp-mess.cpp:41:1: warning: "vi_control" redefined
Gfx #1.3.h:121:1: warning: this is the location of the previous definition
rdp-mess.cpp:44:1: warning: "dp_start" redefined
Gfx #1.3.h:123:1: warning: this is the location of the previous definition
rdp-mess.cpp:46:1: warning: "dp_end" redefined
Gfx #1.3.h:124:1: warning: this is the location of the previous definition
rdp-mess.cpp:48:1: warning: "dp_current" redefined
Gfx #1.3.h:125:1: warning: this is the location of the previous definition
rdp-mess.cpp:50:1: warning: "dp_status" redefined
Gfx #1.3.h:126:1: warning: this is the location of the previous definition
rdp-mess.cpp:1083:1: warning: "TEXTURE_PIPELINE" redefined
rdp-mess.cpp:1025:1: warning: this is the location of the previous definition
g++ -g -DGCC -DUSE_GTK `sdl-config --cflags` `pkg-config gtk+-2.0 --cflags` -D_GTK2 -I/home/zig/Dev/gl/glui/src/include `/usr/bin/freetype-config --cflags` -I/usr/include/FTGL -O1 -ffast-math -m3dnow -mmmx -msse -msse2 disasm.cpp -c -o disasm.o
g++ -g -DGCC -DUSE_GTK `sdl-config --cflags` `pkg-config gtk+-2.0 --cflags` -D_GTK2 -I/home/zig/Dev/gl/glui/src/include `/usr/bin/freetype-config --cflags` -I/usr/include/FTGL -O1 -ffast-math -m3dnow -mmmx -msse -msse2 main.cpp -c -o main.o
g++ `pkg-config gtk+-2.0 --libs` -o z64.so rdp-mess.o disasm.o main.o -g -rdynamic -lGL -lGLU -lGLEW -L/usr/X11R6/lib /home/zig/Dev/gl/glui/src/lib/libglui.a -lglut -lftgl `/usr/bin/freetype-config --libs` `sdl-config --libs` -lz -shared -Wl,-Bsymbolic
g++: /home/zig/Dev/gl/glui/src/lib/libglui.a: No such file or directory
make: *** [z64.so] Error 1


Why does it look in /home/zig/Dev/gl/glui/src/lib/ for libglui.a ?

ziggy
July 9th, 2007, 19:12
It's a library I'm actually not using. In the Makefile, comment out

#GLUI_PREFIX = /home/zig/Dev/gl/glui/src
#GLUT_PREFIX = /home/zig/Dev/glui/glut-3.7/
#GLUI_LIBS = $(GLUI_PREFIX)/lib/libglui.a -lglut
##$(GLUT_PREFIX)/lib/glut/libglut.so.3.7 #-lglut
#GLUI_INCS = -I$(GLUI_PREFIX)/include

(i.e. add a # at the beginning of the lines)

You will also need to comment out the FTGL lines

ifneq ("$(WIN32)", "1")
FTGL_PREFIX = /usr/
else
FTGL_PREFIX = /usr/mingw32/usr/
endif
FTGL_INCS = `$(FTGL_PREFIX)bin/freetype-config --cflags` -I$(FTGL_PREFIX)include/FTGL
FTGL_LIBS = -lftgl `$(FTGL_PREFIX)bin/freetype-config --libs`

This library, I'm using it , but only in debug mode.

Yazemu
July 9th, 2007, 19:21
Thanks for such a fast response, I commented out those lines, but now I get this.

g++ `pkg-config gtk+-2.0 --libs` -o z64.so rdp-mess.o disasm.o main.o -g -rdynamic -lGL -lGLU -lGLEW -L/usr/X11R6/lib `sdl-config --libs` -lz -shared -Wl,-Bsymbolic
/usr/bin/ld: cannot find -lGLEW
collect2: ld returned 1 exit status
make: *** [z64.so] Error 1

ziggy
July 9th, 2007, 20:18
Obviously you need to install the library GLEW.

Yazemu
July 9th, 2007, 21:35
Silly me, okay I installed glew and the plugins were compiled, but I still get this


user@hostname:~/Emulators/z64-r17$ make
g++ -g -DGCC -DUSE_GTK `sdl-config --cflags` `pkg-config gtk+-2.0 --cflags` -D_GTK2 -O1 -ffast-math -m3dnow -mmmx -msse -msse2 rgl.cpp -c -o rgl.o
In file included from rgl.cpp:80:
rgl.h:32:19: error: IL/il.h: No such file or directory
rgl.cpp: In function ‘void rglRenderChunks(int)’:
rgl.cpp:899: warning: converting to ‘uint16_t’ from ‘float’
rgl.cpp:901: warning: converting to ‘uint16_t’ from ‘float’
rgl.cpp:903: warning: converting to ‘uint16_t’ from ‘float’
rgl.cpp:905: warning: converting to ‘uint16_t’ from ‘float’
rgl.cpp: In function ‘void rglDisplayFramebuffers()’:
rgl.cpp:990: warning: converting to ‘int’ from ‘float’
rgl.cpp:991: warning: converting to ‘int’ from ‘float’
rgl.cpp: In function ‘void rglFramebuffer2Rdram(rglRenderBuffer_t&, uint32_t, uint32_t)’:
rgl.cpp:1616: warning: converting to ‘uint32_t’ from ‘float’
make: *** [rgl.o] Error 1
Is this something I should be concerned about?

ziggy
July 9th, 2007, 21:39
Is this something I should be concerned about?

Yes, in rdp.h remove the three lines

#ifndef WIN32
#define RDP_DEBUG
#endif

mudlord
July 9th, 2007, 22:25
I had a play around with the asynchronous RDP emulation and multithreading.

So far, it made quite a good speed boost for me in cases :).
However, in the Legend of Zelda Oot, I experience the following graphical error on my ATI Radeon X1650 Pro....

ziggy
July 9th, 2007, 22:41
But other games are working as usual ? Also, does this error only happen in async mode ?

I haven't tested under windows yet, I cannot really reboot my machine at the moment, it's being used as server for something else. But it works fine under linux. I didn't notice any problem in Goldeneye either.

mudlord
July 9th, 2007, 22:53
But other games are working as usual ? Also, does this error only happen in async mode ?

Not really, some games seem to crash on startup for me, namely Super Mario 64 and Banjo Kazooie. And the error only occurs in async mode, the normal mode works fine and looks perfect.

ziggy
July 9th, 2007, 23:59
Have you tried several times for games that crash ? Under Linux , I often get a crash on startup, but it's independent of the game. I just need to retry until it finally work.

The Siskoo
July 10th, 2007, 12:41
Emulator : 1964 0.9.9
Plugins : Ziggy R17, Ziggy RSP r17, Ziggy PJ64 r4

South Park Rally (E) (U) [!] --> very slight screen shaking. No screen shaking

mudlord
July 10th, 2007, 12:42
Yes, I have, for Super Mario 64, I found it was purely RSP related (to audio plugins), not sure on BK.

In Sin and Punishment, dithered alpha rendering is absent:

Emu&Co
July 18th, 2007, 10:27
Hi, I have Problems unning this Plugin on Pj64 1.6 and Pj64 1.7. When starting a game,the emulator just exits. I have a ATI Mobility Radeon x300 and yes I tried no_npot_fbos = 1. Any experienes with that? Any ideas?

PsyMan
July 18th, 2007, 10:43
Use the modified RSP ziggy attached on his first post. The default PJ64 v1.6 RSP will not work. Avoid using the v1.7 RSP since it has problems with z64 (it IS a WIP BETA anyway).

Emu&Co
July 18th, 2007, 18:16
I tried that one too... no way...

angrylion
August 1st, 2007, 16:20
Ziggy, are you still working on this outstanding plugin?
Would be nice if you threw some light on future improvements or something.
Actually I can't wait for a day when World Driver Championship will show something (it's not a request of course).

ziggy
August 2nd, 2007, 13:42
I am not doing any work on Z64 at the moment. Real life is taking over, I need to find a job and a new place to live :)

I may or I may not work again on this project in the future, but I cannot know for sure at the moment. In any case, the source is available, so anyone is free to toy with it.

One thing that I know need to be improved, but I haven't work out yet , is the emulation of coverage. The RDP handles antialiasing in a particular way, some informations called "coverage" is stored in the framebuffer (but most of it isn't actually available to the programmer, because it's stored in "hidden" bits of the memory of the N64 (bits normally used for CRC)) Some effects rely on this coverage processing being precisely emulated. This point is my top priority, but it's a delicate problem : emulating it exactly with a 3D card isn't really an option, so instead it requires to find a trick to get a similar result but still allow to use 3D acceleration.

The other point I'd like to improve is taking advantage of multiple CPUs on the emulating host. To go further in this direction, I'd need a core emulator with a debugger (because synchronisation between the Mips, the RSP and the RDP is not completely understood yet (at least by me)), preferably open source. I know Hacktarux started to work on this for Mupen64, so if he finishes it some day, I might start again working on this problem.

chadernook
August 14th, 2007, 18:14
Hi,

This is my first time posting here, though I have popped my head in and out from time to time over the years I probably haven't gained an appropriate amount of lurking but, hi.

I have written a (linux for the time being) N64 emulator. I've never managed to get around to releasing it though (never really knew how to actually do the releasing part). The reason I decided to announce it here and now is because I believe that I might finally be able to finish it.

It was originally conceived as a network transparent emulator: the emulator runs as a server daemon on a server, you have your various inputs and outputs, graphics, sound and controllers that 'plug-in' to the server over a network.

I wrote the server: the main emulator to try to be a simplified, low level, interpreting emulator that would be vaguely future-proof and run anywhere with no dependencies. It worked well and had to my mind easily better stability than anything else on Linux. I then decided that the next thing to do was the graphics. Big mistake, because trying to wrap my head around the upsetting variety of ucodes burned me out. That was two years ago. I did rewrite the core completely about six months ago, it was noticably faster but I am still yet to get around to implementing address error exceptions and the corresponding TLB reload on the rewritten version (Goldeneye doesn't yet work).

I just think that this new paradigm of chip emulation might be a little more amenable to being mangled through a network layer. Or have I misunderstood something really badly?

Ziggy, I did think at one point of writing a 'proper' debugger under ncurses, is that the kind of thing you're after?
Also, has anyone compiled and tried Ziggy's work under native amd64/x86_64?
Last thing, does anyone still care about new emulators? As it is it doesn't really do anything Mupen doesn't (apart from maybe run native under 64bit Linux).

Thanks
(Sorry if this is too OT)

squall_leonhart
August 19th, 2007, 14:34
Ziggy, for some reason the Main menu on Rogue Squadron crashes with the latest version

FloW3184
August 27th, 2007, 07:53
Ziggy, for some reason the Main menu on Rogue Squadron crashes with the latest version

Are you able to read? http://emutalk.net/showpost.php?p=386184&postcount=345

squall_leonhart
August 27th, 2007, 19:24
Are you able to read? http://emutalk.net/showpost.php?p=386184&postcount=345

hahahaha

the whole point of a forum is postbacks, whether hes working on it actively or not, people should continue to post thier findings so that when he does get a period of free time to get back to work on it, there is information to go on with what needs fixing.

ziggy
October 5th, 2007, 20:10
Squall is right, this thread is still open and there's a reason for it ;)

Chadernook, sorry for not answering more longly and earlier to your message. Your project might be interesting, I'd say, the best you can do is release something, so that people will be able to see what you did :)

gandalf
October 6th, 2007, 19:55
Nice to see you here again ^^


Did you read this? may be ineteresting http://www.emutalk.net/showthread.php?t=42136

:)

angrylion
October 6th, 2007, 21:34
Glad to hear something from you, Ziggy!
I also learnt that your rsp.cpp was borrowed from MAME. MooglyGuy has already tested some opcodes against real N64 through NUTS. His results are available at http://mooglyguy.hamsta.com/opcodes.html. He has made one-line-long corrections to VRCP, VRCPH, VRCPL, VRSQL and VRSQH code that are explained on the page I linked to, but not yet implemented in the current source code of Z64. So it may be a good idea to change your rsp.cpp to conform with MooglyGuy's finds. I tried to introduce these changes myself, compiled new Z64 RSP binary and this new build didn't break any games I tested (although no improvements I've seen so far, either).
EDIT: A funny bug I spotted recently. Automobili Lamborghini, Quake II and Roadsters Trophy - these 3 games do not normally work under Z64. They just show a blank screen. But if you run them with Z64 debug version (the latest is based on R13), press "P" and then press "-" or "+" a couple of times, you'll see that rendering actually happens. But it renders to some frame buffer (or back buffer, whatever), not to the primary surface. So an experienced coder (or Ziggy himself, if he returns) would be able to fix these 3 games quite easily. I recommend you to set fb_info=0, threaded=0, async=0, and to use Z64 RSP r17 plugin. Otherwise you may not see this behaviour. Screenshots attached.

X-Fi6
January 2nd, 2008, 22:15
Since this is so CPU-intensive, I'm guessing using Richard42's 64-bit Mupen64 on an AMD64 with XP x64 Edition should make it go faster? :)

angrylion
January 6th, 2008, 13:24
I've modified Ziggy's RSP plugin a bit and managed to get further in World Driver Championship and Stunt Racer 64. These games are playable now, geometry is perfect. There's some texture corruption, though.
What did I modify:
- switched the plugin back to interpreter, as it was in MAME
- added RSP interrupt handling in cases when interrupt is triggered by MTC0, which Ziggy omitted (dunno why)
- I force the plugin to exit an infinite loop which it enters because of Zilmar's RSP spec's drawback. The spec doesn't allow CPU to write into signal flags while RSP operates. As you may have thought, it is a dirty game-specific hack.
- added Mooglyguy's opcode fixes for VRCP, VRCPH, VRCPL, VRSQL and VRSQH.

Required configuration:
Emulator: Project64 1.5
Sound plugin: Jabo's plugin bundled with Project64 1.5
Graphics plugin: z64gl r17 properly set up (don't ask how, it was explained many times)
It's settings in z64gl.conf: hires_fb=1, threaded=1, async=1
RSP plugin: RSP.DLL, the build I've attached. Put it into plugin directory and overwrite any other RSP.DLL.
World driver championship also requires the following. While in rom browser right-click on this game, select "Edit game settings" and set "CPU Core Style" field to Interpreter.


Version history:
Version 1: some 3D in World Driver Championship.
Version 2: both games are playable using the aforementioned configuration.
Version 3: 80% speed boost (still very slow). Now it's hopefully safe to use this plugin with other games, besides these two (still it's not recommended).

http://img221.imageshack.us/img221/2181/stunt1mb7.th.jpg (http://img221.imageshack.us/my.php?image=stunt1mb7.jpg)
http://img242.imageshack.us/img242/742/stunt2zs0.th.jpg (http://img242.imageshack.us/my.php?image=stunt2zs0.jpg)
http://img110.imageshack.us/img110/9930/wdc1no4.th.jpg (http://img110.imageshack.us/my.php?image=wdc1no4.jpg)
http://img110.imageshack.us/img110/820/wdc2yq8.th.jpg (http://img110.imageshack.us/my.php?image=wdc2yq8.jpg)

VERSION 3 DOWNLOAD LINK
http://w14.easy-share.com/15021281.html
Source code: http://w14.easy-share.com/1699574214.html

MooglyTwo
January 8th, 2008, 02:00
Ziggy, I'm interested in finally backporting your fixes to MESS / MAME. Unfortunately, in order to support hardware acceleration the RDP functionality seems to have undergone a fairly radical rewrite, to the extent that I cannot easily determine specifically what behavioral changes you've made under the hood.

With that in mind, could I convince you to contact me via any of the means listed here - http://mooglyguy.hamsta.com/n64.html - with a synopsis of any and all of the bugs that you've fixed, and how?

Thanks in advance.

squall_leonhart
January 9th, 2008, 18:39
Use the modified RSP ziggy attached on his first post. The default PJ64 v1.6 RSP will not work. Avoid using the v1.7 RSP since it has problems with z64 (it IS a WIP BETA anyway).

btw Psyman, when set correctly, 1.7 and 1.7 RSP do a better job with Ziggy's plugin then 1.6 and the custom RSP.

PsyMan
January 9th, 2008, 19:20
btw Psyman, when set correctly, 1.7 and 1.7 RSP do a better job with Ziggy's plugin then 1.6 and the custom RSP.

Well, they sure didn't 6 months ago.

angrylion
January 10th, 2008, 03:26
A new version of my RSP hack for World Driver Championship. It doesn't improve graphics. But now you don't need cheats or savestates to load. It also doesn't crash while ingame (as far as I've tested) nor after Midway's billboard appearance.
Remember that you must use the emulator and plugins I recommended earlier. Not only you must set threaded=1, async=1, but also hires_fb=1.
EDIT: The updated link is in post#354

MasterPhW
January 10th, 2008, 11:30
A new version of my RSP hack for World Driver Championship. It doesn't improve graphics. But now you don't need cheats or savestates to load. It also doesn't crash while ingame (as far as I've tested) nor after Midway's billboard appearance.
Remember that you must use the emulator and plugins I recommended earlier. Not only you must set threaded=1, async=1, but also hires_fb=1.
Don't try to improve graphics by tweaking emulator settings or graphics plugin's settings, it won't happen. It looks ugly because it executes only about a half of the ucode with my hack, or maybe even lesser part.

http://w14.easy-share.com/14488331.html

Hmm...Emutalk fails to attach today...
It's great to see a relatively new member come with such stuff. Keep it up and probably Ziggy will also have good use of these stuff.

squall_leonhart
January 11th, 2008, 08:26
Well, they sure didn't 6 months ago.

it hasn't been updated for 6 months and it works fine for me.

games like rogue squadron require that the Core be set to interpreter, and to do that properly you need to set it both in the Core settings and Debug settings, which most of the testers don't even have enabled. once thats done it boots fine. the current plugin version though doesn't show the title menu properly though for some reason.

anyway, once you get past the opening menu and into the select screens you can re-enable Recompiler and rogue squadron works at perfect speeds.
battle for naboo has issues in the plugin itself though.

angrylion
January 12th, 2008, 05:38
The 2nd version of my RSP hack that I published in post#358 appears to fix Stunt Racer 64, too. Stunt Racer 64 has the same ucode, or at least very resembling one. Good news! 3D is much better this time. I haven't tested much but the game appears to be close to playability. Geometry is perfect, while textures get distorted, but not too often.
Use just the same settings and plugins (see post#358), but this time use Project 64 1.5 as an emulator. In fact it runs both in 1.4 and 1.5, but I still advise 1.5. In contrast to WDC, Stunt Racer won't boot in Project64 1.6 (even with interpreter CPU).
Don't use my RSP with games other than these two. This plugin contains game-specific hacks, and other games will probably crash, sooner or later. Also I strongly advise you to backup your previous RSP.DLL.

http://img221.imageshack.us/img221/2181/stunt1mb7.th.jpg (http://img221.imageshack.us/my.php?image=stunt1mb7.jpg)
http://img242.imageshack.us/img242/742/stunt2zs0.th.jpg (http://img242.imageshack.us/my.php?image=stunt2zs0.jpg)
http://img242.imageshack.us/img242/6497/stunt3he0.th.jpg (http://img242.imageshack.us/my.php?image=stunt3he0.jpg)
http://img222.imageshack.us/img222/5629/stunt4ec0.th.jpg (http://img222.imageshack.us/my.php?image=stunt4ec0.jpg)

Arghh...Emutalk still refuses to attach. Maybe Emutalk is against game-specific hacks?:)

angrylion
January 12th, 2008, 18:51
Double-posting is forbidden, but I have awesome news!
World Driver Championship is fully playable with my 2nd RSP from post#358 and Project64 1.5! Use the same settings as for Stunt Racer 64, and also do the following. While in rom browser right-click on this game, select "Edit game settings" and set "CPU Core Style" field to Interpreter.
My theory that the game has time to execute only a half of the ucode was wrong. It probably executes most of the ucode, then enters an infinite loop near the end, and my hack forces RSP to exit the loop, thus allowing the game to run. I think there is a bug in PJ64 1.6 that prevents Stunt Racer to boot and causes random crashes in WDC, so use Project64 1.5 for both games.
Just like Stunt Racer, WDC's geometry is perfect, and texture corruption is slight.
Enjoy and remember not to use my rsp.dll with any games besides these two.

http://img110.imageshack.us/img110/9930/wdc1no4.th.jpg (http://img110.imageshack.us/my.php?image=wdc1no4.jpg)
http://img110.imageshack.us/img110/820/wdc2yq8.th.jpg (http://img110.imageshack.us/my.php?image=wdc2yq8.jpg)
http://img208.imageshack.us/img208/1204/wdc3hr9.th.jpg (http://img208.imageshack.us/my.php?image=wdc3hr9.jpg)
http://img110.imageshack.us/img110/7175/wdc4gs4.th.jpg (http://img110.imageshack.us/my.php?image=wdc4gs4.jpg)
http://img530.imageshack.us/img530/3253/wdc5cu8.th.jpg (http://img530.imageshack.us/my.php?image=wdc5cu8.jpg)

EDIT: Version 3 gives an 80% speed boost. The link is in my 1st message (post#354).

ggab
January 16th, 2008, 09:51
good news angrylion!


super thanks for your work :)

DarkJezter
January 23rd, 2008, 09:26
Anyone had any success running this plugin with the linux version of Mupen64? I've managed to get it to run, (by disabling threading in v17, or with no mods to v15) and both give me a black window, with cpu usage maxed and no audio or other indication that anything is happening.

This is on an AthlonXP 3200, with a geforce 5500 so I'm guessing I should at least see or hear something.

Anyone got any ideas?

TOTMS
February 2nd, 2008, 22:52
Nice! Will have a good play with it tomorrow, keep up the dev :D

Molokai
February 6th, 2008, 06:01
Well, I don't know if or when you'll get this, ziggy, but I downloaded the source for the plugin and tried to put it together. My question is, what program were you using to write the plugin? I've tried VS and Dev-C++. Dev comes up with an error in its own makefile, and VS just isn't allowing "stdint.h" (I hear that's because the stupid people at MS decided to remove support for the C99 standard from Visual C++...:angry:) Any suggestions?

smcd
February 6th, 2008, 18:50
Well, I don't know if or when you'll get this, ziggy, but I downloaded the source for the plugin and tried to put it together. My question is, what program were you using to write the plugin? I've tried VS and Dev-C++. Dev comes up with an error in its own makefile, and VS just isn't allowing "stdint.h" (I hear that's because the stupid people at MS decided to remove support for the C99 standard from Visual C++...:angry:) Any suggestions?

Don't know if this will help but here's a VC++ stdint.h http://msinttypes.googlecode.com/svn/trunk/stdint.h and a related inttypes.h http://msinttypes.googlecode.com/svn/trunk/inttypes.h

Jelta
April 2nd, 2008, 14:47
Is it known?
Star Wars battle for naboo and Indiana Jones works with 1964 0.8.5.
That's very unstable but GFX are correct.

z64-r17
Azimer's HLE Audio v0.56 WIP2
rsp-pj64-ziggy-r4 set Interpreter

Core setting default is fine.
change force_swap = 0 to 1

angrylion
April 2nd, 2008, 20:28
Confirmed. Thank you for testing!



Core setting default is fine.


No, I think "CPU Emulator" should be set to "Interpreter". It resolved most stability issues for me.

You can download screenshots of these 2 games running in 1964 here:
http://w13.easy-share.com/1700026082.html

P.S. Will they ever fix attachments at emutalk.net?

Jelta
April 3rd, 2008, 10:47
No, I think "CPU Emulator" should be set to "Interpreter". It resolved most stability issues for me.


I obtained the same result, too.
thanks your info.

olivieryuyu
April 9th, 2008, 17:42
it is not only for those 2 games that 1964 0.85 fixed things.

All games with weird bugs of geometry are fixed.

Just try and compare MRC or Madden NLF 2000 with z64 onto PJ64 (or 1964 0.99) and with 1964 0.85.

How can this be possible ?

I have a theory: 1964 0.85 have a FPU hack. May be it solves some problems with floating point issue that are not totally fixed with other emulators.

Any idea about that is welcome as i do think it is a weird issue and it can fix some issues that remains unfixed for ages now.

Still not possible to attached files onto the forum ...

Gamer96
April 25th, 2008, 05:55
Wow! Thanks, Jelta! :) I am going to try this in just a few minutes. (and I like the screenies you took, angrylion. they are nice. they remind me of how great IJATIM was!

see ya guys.

Gamer96
April 25th, 2008, 21:34
Eh, sorry for double-posting, but I was afraid no one would hear me if I modified. ;)

So, I tried what Jelta said about Indiana Jones and I tried to press "Configure Graphics Plugin" in 1964 v0.85 but it does nothing, right, nothing... :( I tried to run a ROM but it just closes 1964.. :( Hmm..

any help, guys? thank you.

see ya guys.

Gamer96
April 27th, 2008, 04:31
okay, I hate to keep posting under me, but I keep having updates on my problem.

okay, I learned all that I have to do from angrylion and I found out alot on my own. so, what my problem is now is.....

download this video I made. and see for yourself. (it's only 200KB or so)http://www.sendspace.com/file/1a99v4

It just sits there and doesn't do anything, (and I've let it go longer, mind you. ;) )

so, any help would be very greatly appreciated. (and my problem is with Indiana Jones btw)

angrylion
May 4th, 2008, 00:19
The video reveals that you didn't set up the RSP plugin properly.

Have you actually tried the installation that I sent you? The video suggests that you haven't.
Just unpack my archive, leave everything intact and try to load the game from there.

EDIT: Do you still use Voodoo Banshee as your profile suggests? If you do, then you have absolutely no chance to see Indiana Jones emulated, because Banshee doesn't support any shaders.

Gamer96
May 4th, 2008, 09:43
uh, what RSP plugin? and what is a Profile Suggest?

PS all I changed in your archive, is the screen resolution,

please answer my question about the Profile Suggest. because I have no idea, and, what should I use instead of Voodoo Banshee?

PPS My video card is a 3Dfx Voodoo Banshee. ;)

Agozer
May 4th, 2008, 12:07
Voodoo Banshee is not good enough for Z64. No amount of tweaking will make it work. Ever. Plus, OpenGL support in 3Dfx cards is horrendous or completely lacking, and Z64 uses OpenGL.

Gamer96
May 5th, 2008, 09:51
so, I have to wait till I get a computer say, from, 2003? cuz I have one that's broken, but we think it can be fixed, just need to buy a few things. ;0

oh well... I guess I'll be waiting for a better computer. :(

see ya guys.\ :pj64:

stranno
October 13th, 2008, 16:36
Many thanks 4 this great improvements on this legendary unemulated games ^_^

http://es.youtube.com/watch?v=E12YXHe8SVo

Here is a video i've made running Stunt Racer 64 with this plugin, its a bit slow (about 20 fps), anyway i'm happy to see it running

DragonQ
October 13th, 2008, 17:28
I'm trying this plugin but have a question. I've put the glew32.dll file in the Project64 folder and the three files from the R17 ZIP file into my plugin folder. I renamed my original RSP.dll to RSP.dll.old and then renamed the z64-rsp.dll file to RSP.dll.

I can select the z64 graphics plugin in Project64 but when I go to Options -> Configure Graphics Plugin, no window appears. I also noticed that one file described in the first post is not included in the ZIP file (RSPcomp-pj64.dll - the much faster RSP emulator based on Project64). I assume the missing Configuration window is just because one hasn't been made yet and the .conf file can be used to change settings but how come one of the files is missing?

stranno
October 13th, 2008, 17:36
I'm trying this plugin but have a question. I've put the glew32.dll file in the Project64 folder and the three files from the R17 ZIP file into my plugin folder. I renamed my original RSP.dll to RSP.dll.old and then renamed the z64-rsp.dll file to RSP.dll.

I can select the z64 graphics plugin in Project64 but when I go to Options -> Configure Graphics Plugin, no window appears. I also noticed that one file described in the first post is not included in the ZIP file (RSPcomp-pj64.dll - the much faster RSP emulator based on Project64). I assume the missing Configuration window is just because one hasn't been made yet and the .conf file can be used to change settings but how come one of the files is missing?

The Z64 gp doesnt have configuration windows, this is why there is a config txt

BTW heres another video, World Driver Championship this time

http://es.youtube.com/watch?v=NyfANBXeajU&fmt=18

angrylion
November 10th, 2008, 12:11
What's common about those four games that don't work under Z64 (Automobili Lamborghini, Doom 64, Quake 2, Roadsters Trophy) is that they're among the very few N64 games that utilize 32-bpp framebuffer.

Predator82
December 19th, 2008, 09:24
is there something new to get wdc faster?
i love this game but it´s too slow

greetz

pred

MasterPhW
December 19th, 2008, 11:40
And I thought, ziggy posted something new and exciting here... :(
But I know the person that posted above me! ;)

Predator82
December 19th, 2008, 12:42
haha :)

where are you ziggy & angrylion?

i need updates for wdc
want play it like on a n64 before i die :P

plz help me ... no, help us ;)

squall_leonhart
December 21st, 2008, 22:42
z64gl conflicts with both glide64 and mupen_rsp_hle causing memory usage to rise to 110mb just viewing the pj64 settings screen.

Predator82
December 23rd, 2008, 17:11
hey

has anyone the older rsp-files?
i want test them (myrsp1 & myrsp2)

thanx



ps: what did aforementioned configuration mean?

DarkJezter
December 30th, 2008, 21:54
I've managed to get the z64 plugin working with mupen64plus on linux, and I was hoping to include angrylion's fixes into the repository. Too bad the source link is broken :(

If angrylion or anyone else can track down a copy of the source for the patches I'd love to see fresh links posted

Predator82
January 4th, 2009, 17:53
is z64 dead?

angrylion
January 4th, 2009, 22:14
is there something new to get wdc faster?


No. Emulating RSP in interpretative fashion is a tough task on any CPU and I don't intend to write a recompiler. Maybe if I had a SSE4-capable CPU, I could speed things up, but without tests I can't say by how much exactly. I had tried to write the SSE2-based interpreter core but realized that I wouldn't gain in speed without some useful opcodes that came up with later SSE revisions.


has anyone the older rsp-files?
i want test them (myrsp1 & myrsp2)

Useless. They're not only buggy but also slower.

@ DarkJezter:

Nope, they're not fixes just hackery. I don't know if you'll be able to apply the same hackery to Mupen64plus. To fix this issue properly, one should alter CPU<>RSP interaction scheme, thus rendering the RSP plugin incompatible with any existing emulator. We discussed this in another thread @ emutalk. Anyway here are my old sources:

http://w19.easy-share.com/1903124284.html

Predator82
January 5th, 2009, 07:32
and when you write it & i test it?

DarkJezter
January 14th, 2009, 17:11
@ DarkJezter:

To fix this issue properly, one should alter CPU<>RSP interaction scheme, thus rendering the RSP plugin incompatible with any existing emulator. We discussed this in another thread @ emutalk.

Thanks mate, that's exactly what I needed, and is quite possibly exactly what will be done. In the mupen64plus project we've already made some extensions to the plugin api to resolve other issues. After reading your reply I dug up the earlier thread you mentioned and found it very helpful as well.

A great deal of the modifications were just as you said, hackery... some of the others were modifications I was looking at applying myself, so thanks for saving me the trouble ;)

The hacks, while they will probably be disabled for now, are a good start to resolving some of the issues with the affected games. Thanks again :D

Predator82
June 16th, 2009, 09:04
is z64 @ wip or dead?

death--droid
June 16th, 2009, 11:43
Assumed dead.

squall_leonhart
June 16th, 2009, 17:44
source is available to anyone who wants to play with it.

guarantee's a project is never dead.

angrylion
July 17th, 2009, 07:28
At last I found a game that doesn't work well with Ziggy's plugin AND exposes a bug in MAME's RSP core. Harvest Moon 64 is CFC2-dependant. To make it work add the following hack at the end of CFC2 implementation:
if (RDREG == 1)
RTVAL &= 0xffffff00;
Unfortunately, this breaks Mario Golf and maybe other titles. I don't know a proper solution to this so far.

microdev
July 17th, 2009, 09:20
At last I found a game that doesn't work well with Ziggy's plugin AND exposes a bug in MAME's RSP core. Harvest Moon 64 is CFC2-dependant. To make it work add the following hack at the end of CFC2 implementation:
if (RDREG == 1)
RTVAL &= 0xffffff00;
Unfortunately, this breaks Mario Golf and maybe other titles. I don't know a proper solution to this so far.

It's a hack but I would add a check of the rom name to the condition. Rom name can be found in gfx.HEADER position 32-52.

angrylion
July 18th, 2009, 02:12
OK, the real problem was a subtle bug in the "VCL" RSP opcode. Some values shouldn't be sign-extended before summation as they're in MAME. This led to inaccurate calculation of compare flag (aka flag 1) in some cases, which broke Harvest Moon 64. Project64 1.4 RSP does this particular thing right (see RSP_Vector_VCL() function).
Now the real fix would be to change this line in MAME's VCL implementation:

if (((UINT32)(INT16)(s1) + (UINT32)(INT16)(s2)) > 0x10000)

to this:

if (((UINT32)(UINT16)(s1) + (UINT32)(UINT16)(s2)) > 0x10000)
I've tested a few games that exposed problems with my previous hack, and all worked well.

wareya
July 22nd, 2009, 13:38
Any chance of getting this to run on Nemu64? I get a straight black screen with or without an alternate RSP plugin.

squall_leonhart
July 23rd, 2009, 03:57
considering the age of nemu64.....

wareya
August 31st, 2009, 16:13
Ironically, Nemu64 is the best Windows emulator to hack with. And, since hacks mess with graphics a lot...
Maybe making a way for the plugin to use the RSP independently of the emulator? Considering that it's open source, I might try to hack at it until it works with Nemu. I love OSS.

gdp2000
January 2nd, 2010, 14:15
I love this plugin! It is the only one that can correctly display Mario Tennis with all effects.

Is this still in development or are there any alternatives?

I think LLE plugins are the way to go as computers are ultra fast now.

Predator82
March 12th, 2010, 14:20
are they any news?

Jonez
July 18th, 2010, 19:49
After showing the (c) sh*t the screen goes black and then when I close Mupen 64 0.5.1 => it chrash...

I am using Windows 7 and it is a 64bit machine..

ps: This is my first post here ... so hello!!

Indiana Jones rom....

smcd
July 20th, 2010, 06:37
Indiana Jones is a known trouble rom - no emulator currently does a good job with it... hardware specifics of your machine?

And, welcome! :)

Jonez
July 20th, 2010, 18:56
:bouncy: an answer :)

Which ones you need to know?

smcd
July 20th, 2010, 20:03
Usually the video card is the main culprit - CPU/Sound (and maybe RAM) can be helpful too sometimes. I'm not on Win 7 yet - maybe it's a compatibility issue, set up Mupen to run as XP mode or something? - at least the crash on close part might be? Does it crash on any other game on exiting mupen?

Jonez
July 21st, 2010, 12:26
Yes it does. My other roms aren't even emulated...

squall_leonhart
July 21st, 2010, 15:47
mupen is a pos.

don't even try using jabos dsound with it.

ExtremeDude2
May 2nd, 2011, 01:45
I am assuming this is dead:ermm:

ExtremeDude2
May 15th, 2011, 14:45
For those of you how are interested here (http://sourceforge.net/projects/glew/files/glew/1.6.0/) is an updated GLEW file, I have found that it gives a good speed up (over the one in the original post).:satisfied

Predator82
May 15th, 2011, 17:08
The win32 one? & thanks

ExtremeDude2
May 15th, 2011, 17:15
The win32 one? & thanks

Yes and your welcome :)

ExtremeDude2
May 15th, 2011, 17:22
Anyone know what happened to ziggy? He is (or was :o) awesome! I checked his profile and it said he was last on, on May 16th, 2009.

Predator82
May 15th, 2011, 19:15
Don´t know anything about him but want it to know too

ExtremeDude2
May 16th, 2011, 14:13
It has been 2 years today since ziggy was on.:(:(:(:(:(:(:(:(:(:(:(:(:(:(:(:(:(:(: (:(:(:(:(:(:(:(

Predator82
May 19th, 2011, 10:16
I´ve tested it with world driver championship & get 18fps max @ a 4x2,5ghz
We need a guy like gonetz who put this plugin forward

I´ve forget to close dvb-s, then it´s 23fps max

ExtremeDude2
May 19th, 2011, 12:15
I´ve tested it with world driver chammpionship & get 18fps max @ a 4x2,5ghz
We need a guy like gonetz who put this plugin forward

Do you have integrated GFX?

Predator82
May 19th, 2011, 13:22
No, it´s a geforce 8600gts

ExtremeDude2
May 19th, 2011, 14:36
Try this:




EDIT : R17 now support asynchronous RDP emulation (try it preferably on dual core processors). To use it, set both "threaded" and "async" to 1 in the config file. It's a bit unstable, though once a game is booted successfully it should work well enough. Plus other various improvements.

Predator82
May 19th, 2011, 14:59
Is set
How much fps do you have?

ExtremeDude2
May 19th, 2011, 16:13
How much fps do you have?

About 10 fps (I do not use LLE too much) in front of the castle on SM64 with 1964 Ultrafast v3 (http://www.retrocopy.com/forumthread/414-1/1964-ultrafast---60fps-n64-emulator.aspx) 200 MHz overclock with a 2x1.9GHz with intergrated ati x1250.

ExtremeDude2
May 20th, 2011, 00:44
Anyone fell like making a UI for this plug-in?:bounce:

Mauiman
June 14th, 2011, 18:20
I have looked for a Read Me file in the zipped folders and found nothing for installation instructions even read the original posting for where to put the items. So yeah.

So guessing I put them in my Project64 1.6\Plugin folder and it is seeing the plug in but it is having a error loading the plug in. It reads. "This application has failed to start because glew.dll was not found. Re-installing the application may fix this problem." Where I placed that was in the plugin folder and infarct I placed everything in my plug in folder. and it is still giving me a whole bunch of errors.

What I am using for the emulator is Project64 Version 1.6

Any help will be appriceated. Thanks.

Predator82
June 14th, 2011, 18:54
glew32.dll - project64-folder, avaiable here on the last few sites

z64gl.conf, z64gl.dll & the r17-rsp.dll in the plugin-folder, you need to rename the r17-rsp.dll to rsp.dll and override the old rsp.dll (make backup)

then you should z64 see in options

to change resolution & so things, you need to open the z64gl.conf with any editor

My settings:
######################################## ####################################
#
# Z64 configuration file
#
# This config file is organized in three parts :
# - first part are default values for all games
# - second part are settings that you can specify for specific roms
# - third part allow you to override settings from second part globally
#
# Lines starting with a "#" are comments
#
######################################## ####################################

######################################## ####################################
# 1) global settings
######################################## ####################################

# windowed resolution
res_x = 1280
res_y = 960

# fullscreen resolution
fs_res_x = 1680
fs_res_y = 1050

hires_fb = 1
force_swap = 0

# try to set this to 1 if the plugin crashes (necessary on geforce 5900 for example)
no_npot_fbos = 0

# try this option with mupen, it might make z64 a bit unstable though
# games that benefit from this option :
# Banjo & Kazoie, Mario Kart, Zelda MM, Zelda OOT and probably others
fb_info = 0

# if 1 then use original N64 screen resolution
# can give good results on 2d games that show bad texels mapping
# (for example Mischief Makers and Nintama Rantarou Gallery)
lowres = 0

# run RDP emulator in a separate thread
# REQUIRED with Pj64 1.6 and below (not with 1.7), or along with the "async" option
threaded = 1

# emulate RDP asynchronously, might be faster, needs "threaded = 1" option
# a bit unstable, also fb_info is currently forced to off then
async = 1

######################################## ####################################
# 2) per rom settings
######################################## ####################################
[ZELDA MAJORA'S MASK]
fb_info = 1

[MAJORA'S MASK]
fb_info = 1

[Banjo-Kazooie]
# cause freeze when entering a level
#fb_info = 1

[BANJO KAZOOIE 2]
#fb_info = 1

[BANJO TOOIE]
fb_info = 1

[MARIOKART64]
fb_info = 1

[ZELDA MASTER QUEST]
fb_info = 1

[THE LEGEND OF ZELDA]
fb_info = 1

[Beetle Adventure Rac]
fb_info = 1

[Stunt Racer 64]
force_swap = 1

[Perfect Dark]
fb_info = 1
force_swap = 1

[Resident Evil II]
fb_info = 1
#force_swap = 1

[rogue squadron]
#fb_info = 1
#force_swap = 1

[Battle for Naboo]
force_swap = 1

[MarioGolf64]
fb_info = 1

[Blast Corps]
force_swap = 1

[MISCHIEF MAKERS]
lowres = 1

[NINTAMAGAMEGALLERY64]
lowres = 1

[PUYOPUYO4]
lowres = 1

######################################## ####################################
# 3) override settings
######################################## ####################################
# this section should be last, it allows to override options set per rom
# (for example if you want to force lowres to 0 for all games, put it here)
[override]

Mauiman
June 15th, 2011, 03:05
Okay it now works though I am not getting any sound and it crashes when I get to the menu screen and when I go to end emulation.

Predator82
June 15th, 2011, 06:59
Here does it work fine

Mauiman
June 15th, 2011, 07:16
well I did download and use the files on the very first post in my directory.

Predator82
June 15th, 2011, 08:45
Which os, plugins & graphic-card do you use?

Mauiman
June 15th, 2011, 14:45
I cant say because I try to let my dxdiag file do the talking for me and all the site could do is not post the file due to a fatal error and I can't post the body of the file due to the limitations of the character count.

Predator82
June 15th, 2011, 15:00
Write it

Mauiman
June 15th, 2011, 23:21
Operating system: Windows Vista Home premium
Graphics. ATI Radeon on board chip set
CPU: AMD dual core processor.
Sound. On board sound with Realtek as the drivers.

Would love to get a graphics card but I cannot find one for this computer because they stuck a awkward shaped power supply which it is operating at 250 watts. and minimal for any video card that is worth any thing is well above 300 watts.

For more info on my computer system. it is a pre-made Acer Aspire AM5100-U5300A

Predator82
June 16th, 2011, 06:55
May the onboard things let this happen, newest drivers on it?

Mauiman
June 16th, 2011, 14:39
Yup. I did that before I even started installing any of my games and software. Even Mozilla Firefox my browser :P

One thing that I failed to mention is that I upgraded the ram on this machine from the standard 2 Gigs of ram to 4 gigs of ram. And yet Vista is being a very big piggy going oink oink oink I must have all your resources. I would love to tell Vista to stop being a pig and be what a operating system is supposed or I will make ham, pork, breakfast sausage, hot dogs, pizza sausage, and bacon out of it. MMMMMMMMMmmmmmmmmmmm Bacon :P

Mauiman
June 20th, 2011, 17:40
Did I chase people with my sense of humor? 8D

Predator82
June 20th, 2011, 19:46
Nobody has a solution, that´s all

Mauiman
June 22nd, 2011, 16:53
Well I am going to have to wait till a better economy so I could get a job and save up till I could build me a computer then.

ExtremeDude2
September 2nd, 2011, 12:45
GLEW 1.7.0 out :D

http://sourceforge.net/projects/glew/files/glew/1.7.0/

angrylion
September 2nd, 2011, 22:51
Since previous links have expired and forum attachments are fixed now, I'm attaching my old RSP hack that makes WDC and Stunt Racer 64 runable with PJ64 1.5 interpreter, both source and Windows binary.

sponskater
October 8th, 2011, 01:52
Since previous links have expired and forum attachments are fixed now, I'm attaching my old RSP hack that makes WDC and Stunt Racer 64 runable with PJ64 1.5 interpreter, both source and Windows binary.

How to set he RSP? explain to zee noooob please. (attempting to play WDC) I currently have it in the Plugins directory i tryed replacing the other RSP.DLL but that didnt work... also you said you changed the core to "Interpreter" I can't figure out how to do that... I am using Project 64 1.5 I also have 1.6 if you think that it would run better...


Edit: few hours later...

I changed your RSP to the only one in there and it is set to interpreter but WDC still will not run... here is a picture of my plugins if you can see anything wrong.

http://i55.tinypic.com/29awmt2.jpg[/IMG]

angrylion
October 8th, 2011, 16:35
Can you run other games with z64gl? If not, does your video card support OpenGL 2.0?

sponskater
October 8th, 2011, 21:43
Can you run other games with z64gl? If not, does your video card support OpenGL 2.0?

"The Intel® 82915G/82910GL Express Chipset Family and the Mobile Intel® 915GM/GMS, 910GML Express Chipset Family support hardware acceleration of OpenGL* applications in 16-bit and 32-bit color depths.

The latest version of OpenGL currently supported by the Intel® Graphics Media Accelerator drivers is OpenGL 1.4 plus extensions."

it does not support 2.0...

angrylion
October 8th, 2011, 23:45
If it does not support 2.0, then that is the reason you cannot run games with z64gl. So the only option is to upgrade.

sponskater
October 10th, 2011, 01:30
If it does not support 2.0, then that is the reason you cannot run games with z64gl. So the only option is to upgrade.

you mean new computer/videocard right...?

angrylion
October 10th, 2011, 19:37
New videocard.

sponskater
November 12th, 2011, 22:15
In your experiences... what are the best settings for WDC? I have a new video and I ran it last night... It runs about 80% of normal speed without sound in practice and in a race it does like 55-60% of normal speed. The cars sprite is also quite glitchy... does yours also glitch?

angrylion
November 13th, 2011, 03:58
I'm not aware of any settings that could raise performance, the only option is buying a faster CPU as far as I know. Could you post a screenshot of the glitch you experience?

dsx
February 4th, 2012, 05:09
Just a test video of the intro for WDC using z64gl and your RSP mod on my system:


http://www.youtube.com/watch?v=t4jdjF13WNs

ExtremeDude2
February 5th, 2012, 12:49
Wow dsx this ^^ is your first post but you've been here for a year and a 1/2 XD

dsx
February 5th, 2012, 12:58
haha yeah i've been lurking around this z64gl thread for ages, i was gonna post something when i registered but i forget what...

mistamontiel
February 28th, 2012, 17:12
ziggy !! Cheers so much for this

ExtremeDude2
February 29th, 2012, 13:24
ziggy !! Cheers so much for this

Too bad he hasn't been on for 3 years this May XD

mistamontiel
March 1st, 2012, 13:14
:(

I also forgot to ask about angrylion. It seems your RSP plugin link is dead

EDIT: Oops. Some posts from you kept saying to refer to older post.

It's on Page 44 (sorry, my post count is too small to link.)

foxrox1234
March 31st, 2012, 20:03
Hey anybody have any advice to get this plugged into sixtyforce?

ExtremeDude2
April 1st, 2012, 14:10
Hey anybody have any advice to get this plugged into sixtyforce?

I'm assuming you want it for a mac?

Edit: 100th post :D

foxrox1234
April 6th, 2012, 17:58
I'm assuming you want it for a mac?

Edit: 100th post :D

Yep. Any ideas? idont know how to build the .n64plugin files from the .dll file

dsx
April 9th, 2012, 13:04
Another World Driver vid, this time of gameplay footage
youtube.com/watch?v=41J3673S_SM
was running at 60V/Is most of the time, just with significant frameskipping because of the higher counter factor setting. Still playable imo.

(apparently i can't post URLs anymore)

ExtremeDude2
April 9th, 2012, 13:17
Yep. Any ideas? idont know how to build the .n64plugin files from the .dll file

You'd have to compile it and I dunno how you'd do that :P

ExtremeDude2
May 16th, 2012, 13:07
It has now been 3 years :D