Richard42
June 15th, 2008, 06:06
We could have waited even longer and packed even more features into the new Mupen64Plus v1.4 release, but I thought that it was time to get another one out the door for people to play. There are some big new features, and major contributions were written for this release by: slougi, DarkJezter, ebenblues, Tillin9, Richard42, nmn, and okaygo. A summary of the changes:
Major New Features
Graphical debugger for R4300 core (build with 'make DBG=1')
On Screen Display
KDE4 GUI (experimental, compile from source)
Cheat system with Gameshark codes
Minor New Features
Single frame advance
Emulator playback speed up or down in 5% increments
Rumble Pak support with force feedback
Map emulator functions (fullscreen, stop emulation, etc) to joystick buttons or axis movements.
Volume up/down
Blight Input: Individually configure each direction of X and Y axis, which allows inverting the axis
JTTL_Audio: libsamplerate support for high quality audio resampling
GTK GUI: Search/filter box
GTK GUI: Accelerator keys
GTK GUI: numerous small changes and fixes
Overhaul of rom handling functions; numerous small fixes
Bug fixes
NoMemoryExpansion parameter to emulate 4MB console; fixes some games
Removed NoAudioDelay core option to resolve issue #48
Fix unresponsive emulator when game gets stuck in loop
GTK GUI: #6 - if a ROM is selected in the ROM browser and 'play' is pressed, emulation will start
GTK GUI: #62 - ROM browser column sorting works
Rice Video: Support hi-res textures with different scale factors for X and Y
Blight Input: don't use 100% CPU in configuration dialog
Mupen64Plus has a Home Page (http://code.google.com/p/mupen64plus/) over at Google Code, with lots of useful information, screenshots, a bug tracker, a discussion forum, etc.
To download Mupen64Plus v1.4, just grab the package that you want:
Mupen64Plus-1-4-bin-32.zip (http://mupen64plus.googlecode.com/files/Mupen64Plus-1-4-bin-32.zip)
Mupen64Plus-1-4-bin-64.zip (http://mupen64plus.googlecode.com/files/Mupen64Plus-1-4-bin-64.zip)
Mupen64Plus-1-4-src.zip (http://mupen64plus.googlecode.com/files/Mupen64Plus-1-4-src.zip)
Lord Budweiser
June 15th, 2008, 08:15
Great to see the progress of this emu. :D
Surkow
June 15th, 2008, 08:51
Thanks for all the hard work. I'm looking forward to the inclusion of the cheat database.
TwistedWhizz
June 15th, 2008, 18:03
Excellent! Had a quick play, and so far it's wonderful to see more games being made compatible. A number of my faves now work, which is marvellous.
So I'd like to say a heartfelt thanks to the team for delivering this wonderful Linux emulator. I'm off now for a play! Thank you all.
:bouncy:
Toasty
June 15th, 2008, 23:16
Fantastic work! Speaking of it being a Linux emulator, can we expect Windows builds soon too? :P
Tillin9
June 16th, 2008, 09:42
Not immediately, no. However, better portability (i.e. checkout the same svn code and compile on MSVC) is one of my big goals for 1.5. Enough that I might spend a substantial time using Windows, after 5 years of trying very hard not to. ;) Maybe its just me, but when I compare Mupen64plus on Linux and Project64 on Windows, I still think Project64 comes out ahead. We're working very hard to change that though.
TwistedWhizz
June 16th, 2008, 18:08
Right, had a bit of a play, and so far a few errors are occurring that I didn't get on your other versions.
Lots of games are just exiting. Closing down, quite often just before gameplay starts. So far it's happened to me on Goldeneye and Smash Bros. among others. Here's a reading from the Goldeneye crash -
twisty@twisty-desktop:~/Emulators/Mupen64Plus-1-4-bin-32$ ./mupen64plus
__ __ __ _ _ ____ _
| \/ |_ _ _ __ ___ _ __ / /_ | || | | _ \| |_ _ ___
| |\/| | | | | '_ \ / _ \ '_ \| '_ \| || |_| |_) | | | | / __|
| | | | |_| | |_) | __/ | | | (_) |__ _| __/| | |_| \__ \
|_| |_|\__,_| .__/ \___|_| |_|\___/ |_| |_| |_|\__,_|___/
|_| http://code.google.com/p/mupen64plus/
Compression: Uncompressed
Imagetype: .z64 (native)
Rom size: 12582912 bytes (or 12 Mb or 96 Megabits)
MD5: 70C525880240C1E838B8B1BE35666C3B
80 37 12 40
ClockRate = f
Version: 1447
CRC: dcbc50d1 9fd1aa3
Name: GOLDENEYE
Manufacturer: Nintendo
Cartridge_ID: 4547
Country: USA
PC = 80000400
EEPROM type: 0
init timer!
memory initialized
[blight's SDL input plugin]: Couldn't open device file '/dev/input/event6' for rumble support.
[blight's SDL input plugin]: version 0.0.10 initialized.
fb_clear 0 fb_smart 1
extensions 'CHROMARANGE TEXCHROMA TEXMIRROR PALETTE6666 FOGCOORD EVOODOO TEXTUREBUFFER TEXFMT'
fb_hires
(II) Initializing SDL video subsystem...
(II) Getting video info...
(II) Setting video mode 640x480...
Congratulations, you have 4 auxilliary buffers, we'll use them wisely !
packed pixels extension used
NPOT extension used
use_fbo 0
f 1 z 7.80821e-06
f 2 z 7.689e-06
f 4 z 7.45058e-06
f 8 z 6.97374e-06
f 16 z 6.02007e-06
f 32 z 4.11272e-06
f 64 z 2.98023e-07
f 128 z 7.33137e-06
f 256 z 2.25902e-05
f 512 z 5.31077e-05
f 1024 z 0.000114143
f 2048 z 0.000236213
f 4096 z 0.000480354
f 8192 z 0.000968635
f 16384 z 0.0019452
f 32768 z 0.00389832
f 65536 z 0.00780457
--> bias factor 64
num_tmu 2
bebefore
bebefore2
before
after
tbuf_size 2Mb
[JttL's SDL Audio plugin] version 1.4 initalizing.
[JttL's SDL Audio plugin] Initializing SDL audio subsystem...
[JttL's SDL Audio plugin] Allocating memory for audio buffer: 65536 bytes.
Starting r4300 emulator
R4300 Core mode: Dynamic Recompiler
Signal number 11 caught:
errno = 0 (Success)
I'm using Ubuntu 8.04 32bit, with a Geforce 6200. My processor isn't too hot - a Sempron 2200+ (1.5ghz), but it's been fine for N64 emulation. Using Glide Wonder plugin for most part.
Also noticed that a couple of games that ran OK before are now experiencing more slowdown than previously. It seems to be random - ie. not happening at the same spot in the game. Ocarina of Time is one and Smash Bros is another one when I can get it to run. Another problem I'm seeing is one I've not had before. I tried to launch Killer Instinct v1.2 and am getting a uCode crc error - uCode crc not found in INI. I've not seen that before, and don't know what it means. I have the Good set N64 roms, so the rom should be fine.
Also, how do you get the rumble to work? I set the pad config, but there's no rumble. Can anyone help?
If you would like more details please let me know. If I'm doing something wrong too, again please let me know. I'm not criticising, since I love this emu, but only trying to help if I can.
Many thanks.
EDIT: Similar error when running Wipeout 64 -
Compression: Uncompressed
Imagetype: .z64 (native)
Rom size: 8388608 bytes (or 8 Mb or 64 Megabits)
MD5: 5783373634B11F81C86908C3D81CA988
80 37 12 40
ClockRate = f
Version: 1444
CRC: 54310e7d 6b5430d8
Name: Wipeout 64
Manufacturer: Nintendo
Cartridge_ID: 5057
Country: Europe (0x50)
PC = 80000400
EEPROM type: 0
init timer!
memory initialized
[blight's SDL input plugin]: Couldn't open device file '/dev/input/event5' for rumble support.
[blight's SDL input plugin]: version 0.0.10 initialized.
fb_clear 0 fb_smart 0
extensions 'CHROMARANGE TEXCHROMA TEXMIRROR PALETTE6666 FOGCOORD EVOODOO TEXTUREBUFFER TEXFMT'
fb_hires
(II) Initializing SDL video subsystem...
(II) Getting video info...
(II) Setting video mode 640x480...
Congratulations, you have 4 auxilliary buffers, we'll use them wisely !
packed pixels extension used
NPOT extension used
use_fbo 0
num_tmu 2
bebefore
bebefore2
before
after
tbuf_size 2Mb
[JttL's SDL Audio plugin] version 1.4 initalizing.
[JttL's SDL Audio plugin] Initializing SDL audio subsystem...
[JttL's SDL Audio plugin] Allocating memory for audio buffer: 65536 bytes.
Starting r4300 emulator
R4300 Core mode: Dynamic Recompiler
two events of type 8 in queue
two events of type 8 in queue
two events of type 8 in queue
two events of type 8 in queue
Signal number 11 caught:
errno = 0 (Success)
Can get as far as the race opening, but then it quits abruptly. I'll go now before you guys get cross with me...
okaygo
June 16th, 2008, 19:49
I'm very proud of this release! Remember, we are still looking for active developers to help out. There is so much to do, and we are a very patient development team. If you have any experience with C, OpenGL, Emulation, MIPS, Porting Software, or just want to help test, document, and explore. Please join us on IRC at irc.freenode.net #mupen64plus
Richard42
June 16th, 2008, 20:26
Right, had a bit of a play, and so far a few errors are occurring that I didn't get on your other versions.
Twisted,
Take a look at the wiki page here for some tips on setting up the rumble feature:
http://code.google.com/p/mupen64plus/wiki/RumbleSupport
We'll try to replicate the crashes from the games that you mentioned and find the bug. The OSD may cause some slowdown when the messages are fading in and out -- you can run with --noosd to disable this feature.
TwistedWhizz
June 16th, 2008, 20:35
Twisted,
Take a look at the wiki page here for some tips on setting up the rumble feature:
http://code.google.com/p/mupen64plus/wiki/RumbleSupport
We'll try to replicate the crashes from the games that you mentioned and find the bug. The OSD may cause some slowdown when the messages are fading in and out -- you can run with --noosd to disable this feature.
Thanks for your reply. I wasn't aware of specific drivers needed for the rumble feature, but of course should have realised. I'll look into your link, so thanks for that.
I do actually run it with the OSD disabled, so can't imagine what's causing my problems. It's very random as I say, but I've definitely had a few occurrences of quite noticeable slowdown where I wouldn't have seen it before.
Still, thanks again for your reply. I honestly am only trying to help, and not trying to cause you extra headaches!!!
EDIT: Sorry, could've sworn I 'd disabled the OSD, but I hadn't. Again, thanks for the tip. I'll see how it goes.
Richard42
June 17th, 2008, 06:59
Twisted,
Tonight I ran a few tests, with the latest 64-bit build of Mupen64Plus, using the Glide64 plugin. Both Goldeneye and SSB crashed, as you said. Then I tried them again, with Mupen64Plus v1.3, and they also crashed in the same places. Can you tell me which version of Mupen64Plus ran these games with the Glide64 plugin and did not crash? These games run properly under Rice Video.
TwistedWhizz
June 17th, 2008, 14:41
Hi there. Mupen64plus 1.3 doesn't suffer from the same crashes on my system at all, and is fine, The only thing you have to remember to do is first delete the hidden .mupen64plus directory from your home folder and start afresh before you try it, otherwise it does indeed cause the same crashes as 1.4.
Hope this helps. Please let me know if there's anything else you need to know.
okaygo
June 17th, 2008, 18:41
That means it might be something with the config.
Richard42
June 17th, 2008, 18:54
Hi there. Mupen64plus 1.3 doesn't suffer from the same crashes on my system at all, and is fine, The only thing you have to remember to do is first delete the hidden .mupen64plus directory from your home folder and start afresh before you try it, otherwise it does indeed cause the same crashes as 1.4.
Hope this helps. Please let me know if there's anything else you need to know.
I did delete the .mupen64plus folder before starting v1.3, and got crashes in SSB and Goldeneye in the same places as v1.4. I'll try again with the 32-bit build.
TwistedWhizz
June 17th, 2008, 19:02
Yeah, it is the 32bit version I'm using.
JKKDARK
June 17th, 2008, 21:11
Thanks for the update, keep the good job :D
soren121
June 17th, 2008, 22:39
I'm getting a compile error when I include LIRC support. Help?
main/lirc.o: In function `lircCheckInput':
lirc.c:(.text+0x1e2): undefined reference to `screenshot'
collect2: ld returned 1 exit status
make: *** [mupen64plus] Error 1
Richard42
June 18th, 2008, 04:08
Soren121, thanks for reporting this problem. I fixed it by modifying 3 source files. You can download the archive at the link below and extract the 3 source files inside into the main/ folder, overwriting the old ones. Then you should be able to "make clean && make" to build Mupen64Plus.
http://www.picturexchange.net/mupen64plus/lirc-fix-files.tar.gz
Tillmann
June 18th, 2008, 13:22
I am damn Glad to see this kick ass emu progressing under my beloved O.S :D
Thank You SO MUCH guys :D:linux:
DarkJezter
June 18th, 2008, 13:45
I filed an issue for the Smash Brothers & Goldeneye under the Glide64 plugin, and just submitted a patch to SVN that addresses the issue.
Goldeneye is now working, and I'm going to test Smash Brothers more...
Thanks for the heads up.
-EDIT-
I've tested both smash brothers and goldeneye and both appear to be working now. I've included the fix in r622 in SVN
soren121
June 19th, 2008, 13:59
Soren121, thanks for reporting this problem. I fixed it by modifying 3 source files. You can download the archive at the link below and extract the 3 source files inside into the main/ folder, overwriting the old ones. Then you should be able to "make clean && make" to build Mupen64Plus.
http://www.picturexchange.net/mupen64plus/lirc-fix-files.tar.gz
OK, thanks Richard42! :)
Felipe
June 20th, 2008, 16:01
One hint: i noticed that the win32 version of plus doesnt have the version number added in the main site http://code.google.com/p/mupen64plus/ this is dangerous because i downloaded it thinking it was 1.4 but it wasnt. :| please, rename it to avoid to download a wrong version. Thank you ;)
GE Master
June 20th, 2008, 18:12
Just a thought. You announce the new version, yet nowhere do you even mentioni t's Linux only. I personally wouldn't assume that people coming into the forums know that you're releases are Linux only. Most people would assume the opposite.
okaygo
June 20th, 2008, 19:03
Just a thought. You announce the new version, yet nowhere do you even mentioni t's Linux only. I personally wouldn't assume that people coming into the forums know that you're releases are Linux only. Most people would assume the opposite.
Mupen64Plus is a plugin-based N64 emulator for Linux which is capable of accurately playing many games. Included are four MIPS R4300 CPU emulators, ...
Please do not assume otherwise until stated.
Daniel15
June 27th, 2008, 17:04
Awesome work, seems to work perfectly on Ubuntu Linux 8.04 for me :D
nmn
June 28th, 2008, 04:01
I did the origina Win-port, but i haven't seen enough time to get working on a new one... But anyways, We focus on Linux support as of now. It should be quite obvious seeing has Windows has been the only place for decent native N64 emulation for a while, aside from SixtyForce on OS X. Mupen64Plus will likely focus on Linux and OS X before Windows even if a full port arrives because most things will work better on Project64 right now, especially on Windows because we must make a few "hacks" for regular plug ins to operate properly.
So there you go... If you're interested in the bleeding edge features like Net play and stuff well I'm not so sure what to tell you. I guess you could look into Linux but it has a lot of gotchas for incoming Windows users and it can be quite discouraging or annoy the living hell out of you (Or, if your lucky nothing will go wrong :P But normally at least one thing goes wrong whether its hardware support or software installation... normally some hardware like a less popular scanner is not supported... Xbox 360 wireless controllers also require a special driver though it isn't all that hard or complex to install.)
X-Fi6
June 28th, 2008, 08:00
I did the origina Win-port, but i haven't seen enough time to get working on a new one... But anyways, We focus on Linux support as of now. It should be quite obvious seeing has Windows has been the only place for decent native N64 emulation for a while, aside from SixtyForce on OS X. Mupen64Plus will likely focus on Linux and OS X before Windows even if a full port arrives because most things will work better on Project64 right now, especially on Windows because we must make a few "hacks" for regular plug ins to operate properly.
So there you go... If you're interested in the bleeding edge features like Net play and stuff well I'm not so sure what to tell you. I guess you could look into Linux but it has a lot of gotchas for incoming Windows users and it can be quite discouraging or annoy the living hell out of you (Or, if your lucky nothing will go wrong :P But normally at least one thing goes wrong whether its hardware support or software installation... normally some hardware like a less popular scanner is not supported... Xbox 360 wireless controllers also require a special driver though it isn't all that hard or complex to install.)Exactly
Although Mupen64 is targeted at a large variety of systems, Windows already has way too much, like Project64. Project64 is already a great emulator for Windows and is very fast and stable, and works with a large variety of systems.
So let's focus on what we NEED to do first. Linux. And while we're working on it mainly on Linux, we'll get some support to help us make a nice port for OS X. And finally when we have the time, Windows.
okaygo
June 29th, 2008, 02:02
Well the first plan of action for any port is to separate the core from GUI. This can be done by anyone willing to step up. If your interested please drop by IRC.
Tillin9
June 29th, 2008, 15:58
As I continually argue on IRC, there are tons of other issues to address before even thinking about the GUI. We have a GUI=NONE build. The first task in porting is for someone to get that to compile in MSVC and generate project files. Heck the first task is for someone to try to get that to build in MSVC and write down exactly where the porting issues are.
There is no reason to start thinking about a Win32 GUI until the core compiles on MSVC, period.
I actually reversed my decision that a windows port should be a priority after having a few rounds of debate on IRC. Basically I had thought the end result would be an influx of win32 devs and bug reports, but instead realize that after a lot of hard work we'd likely get only a few windows users complaining its not as good as Project64.
The current direction is to just make the emulator better, fix bugs, add more features like netplay, 7zip support, etc. Hopefully, after awhile the Win32 devs will come to us.
okaygo
June 30th, 2008, 16:15
Our emulator beats Project64 with features.
mafiosnik
July 1st, 2008, 12:01
good work guys, mupen64plus kicks ass! i appreciate your goal to give the linux-community a high quality n64 emulator! maybe u even can beat pj64. :) incredible work so far, looking forward to seeing more.
i was more than happy seeing conkers bfd running on my hdtv at fullspeed, nearly without problems, except some slowdows when entering new areas. ( using glide64 wonder plus as gpu plugin )
i would like to report some problems i discovered playing zelda though.
1. both, zelda oot and zelda mm run at average speed of 80%. title, menus, ingame.
2. mupen doesnt show the good names properly. well, loolk at the screenshot i h've just uploaded.
3. games using the expansion pack don't work, the expasion pack can't be found.
for now i didnt play any other games. gonna report more bugs as far as i have time for playing around with mupen64plus again. :) this weekend, i suppose.
now a little suggestion... maybe there should be an option in the gui to allow users configure mupen64plus to run directly in fullscreen. i know there is a command line option "--fullscreen" for this purpose but many guys (just think of ubuntu and many of its new users using linux like windows) have no knowledge how to use a shell.
and yes, completely forgotten to mention the version i was using. it was the official release, Mupen64Plus v1.4.
gonna build the svn-version this weekend (hopefully), pretty excited already. :)
cya
http://img383.imageshack.us/img383/6465/mupenbuggs7.th.jpg (http://img383.imageshack.us/my.php?image=mupenbuggs7.jpg)
okaygo
July 1st, 2008, 16:20
1. both, zelda oot and zelda mm run at average speed of 80%. title, menus, ingame.
2. mupen doesnt show the good names properly. well, loolk at the screenshot i h've just uploaded.
3. games using the expansion pack don't work, the expasion pack can't be found.
1. That all depends on your CPU, Core type, Plugin settings (I get full speed on all plugins, so I don't know)
2. That is not as much of an issue anymore with the RCS.
3. Goto Options, and uncheck Disable Expansion Pack
mafiosnik
July 1st, 2008, 17:46
1. That all depends on your CPU, Core type, Plugin settings (I get full speed on all plugins, so I don't know)
2. That is not as much of an issue anymore with the RCS.
3. Goto Options, and uncheck Disable Expansion Pack
1. well, other games run at fullspeed. my machine is quite powerfull, that's not the problem. :) my cpu is "Intel(R) Pentium(R) D CPU 2.66GHz", running at 3.4Ghz.
2. ok!
3. im so blind, sorry for annoying. :)
ebenblues
July 1st, 2008, 19:13
now a little suggestion... maybe there should be an option in the gui to allow users configure mupen64plus to run directly in fullscreen. i know there is a command line option "--fullscreen" for this purpose but many guys (just think of ubuntu and many of its new users using linux like windows) have no knowledge how to use a shell.
That's a good suggestion. I'll add that option.
okaygo
July 1st, 2008, 19:53
That's a good suggestion. I'll add that option.
Does this mean your going to continue working again? :)
Make sure to drop by IRC.
Tillin9
July 1st, 2008, 20:39
I hope this means Eben is back. We can really use your help fixing up the input issues. :)
As far as the slowdown, what is your GPU? Do you have compiz enabled? Yes, sorry if these seem like stupid questions.
Can you goto the console and run top while mupen is running? If mupen / Xorg combined are using 90%+ of the CPU then it is a real slowdown. Even so, did you try adjusting the Glide plugin config options such as disabling Fog and trying the Zelda Corona fix?
mafiosnik
July 1st, 2008, 22:03
I hope this means Eben is back. We can really use your help fixing up the input issues. :)
As far as the slowdown, what is your GPU? Do you have compiz enabled? Yes, sorry if these seem like stupid questions.
Can you goto the console and run top while mupen is running? If mupen / Xorg combined are using 90%+ of the CPU then it is a real slowdown. Even so, did you try adjusting the Glide plugin config options such as disabling Fog and trying the Zelda Corona fix?
1. i dont use such eye-candy stuff hence no compiz here. the options "Composite" and "RenderAccel" are enabled in my xorg.conf though.
2. my GPU is "NVIDIA Corporation - GeForce 7950 GT/PCI", should be enough, i think. ;) and yes, 90% and even 100% cpu usage (only muppen thoug!), xorg is just fine. btw. tried both zeldas also, cpu is at 20/30% average.
3. yes, i did. the glide plugin doesn't provide an option like "disable fog" or similiar. and nope, the corona fix didn't help.
i discovered a bug, i think. when loading a savestate (reproduceable, fullscreen only. window mode is ok.) mupen crashes sometimes. after crashing, the mouse doesnt react, even killing muppen didn't help. but i discovered how to get the mouse working againg without the need restarting x. just start a game and quit again. mouse should work then.
btw. i looked at /dev/input/*mymouse* after the crash, the dev-node was still present ;)
notice: first i tried with banjo, didnt work. then with CBFD (caused the crash), that did it. please don't forget to go fullscreen again. otherwise this little trick has no effect.
if u need help in debugging, i could do that with gdb.
Tillin9
July 1st, 2008, 22:49
First off in Glide's config in the Rendering frame is a Fog enabled box (which is usually greyed out), you must first disable custom ini settings in the Other frame at the bottom left. However, since you have a decent Nvidia card I seriously doubt this is the issue.
Distro / video driver / SDL version / are you 64-bit / anything else? I tried to replicate the bug and wasn't able to on 32-bit Debian. The issue itself is the crashing when loading a savestate.
Also, please try the latest svn. There was actually one change I can think of which might directly address crashing in fullscreen and numerous minor bugfixes which might.
If you still get the crash, any info. gained from gdb. etc. would be very helpful. You might want to go on the #mupen64plus IRC channel on freenode later since a number of devs are usually on and can help.
Btw, Eben has already added an always start in fullscreen GUI option to svn.
Tillin9
July 2nd, 2008, 19:10
Also, please post the .st0 savestate that's causing the crash. It will help us debug. It will be in ~/.mupen64plus/save/
mafiosnik
July 17th, 2008, 21:12
hello.
sorry for not answering for so long time ... had no free time so far. this weekend im gonna do this and check out the svn-source. ;)
cya
mafiosnik
July 22nd, 2008, 23:50
i was playing around with mupen64plus, built from svn (1.4-trunk-r771) and the save-state problem seems to be gone.
if you still need some gdb-output, just tell me. ;)
bakwoods
November 4th, 2008, 20:27
How do you install it? I downloaded the 64.zip and there is no install.exe file...GRRR am I doing something wrong?
vBulletin v3.6.2, Copyright ©2000-2009, Jelsoft Enterprises Ltd.