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  1. #261
    The Great Gunblade Wielder squall_leonhart's Avatar
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    Quote Originally Posted by Trotterwatch View Post
    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
    Last edited by squall_leonhart; May 28th, 2007 at 17:21.

  2. #262
    Member ready to help gandalf's Avatar
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    This plug-in it´s getting better and better 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



  3. #263
    EmuTalk Member
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    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.

  4. #264
    The Great Gunblade Wielder squall_leonhart's Avatar
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    done.. passed that point,... get to ingame and everything starts blending together, like its not redrawing properly.

  5. #265
    EmuTalk Member
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    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.
    Last edited by ziggy; June 1st, 2007 at 22:07.

  6. #266
    EmuTalk Member The Siskoo's Avatar
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    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.
    Last edited by The Siskoo; June 2nd, 2007 at 02:21.
    www.emu-compatibility.com ==> compatibility list : Chankast, Satourne, Saturnin, Yabause, SSF.

  7. #267
    EmuTalk Member
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    Quote Originally Posted by The Siskoo View Post
    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)

  8. #268
    EmuTalk Member The Siskoo's Avatar
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    Quote Originally Posted by ziggy View Post
    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).
    Quote Originally Posted by ziggy View Post
    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.
    Last edited by The Siskoo; June 2nd, 2007 at 19:59. Reason: New Tests
    www.emu-compatibility.com ==> compatibility list : Chankast, Satourne, Saturnin, Yabause, SSF.

  9. #269
    Emualtion Pimp grand master's Avatar
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    Great work. Your plugin is coming along very nicely. What are your plans for developing the plugin?
    "i used to b the master of crushing things"

  10. #270
    Emu_and_Mobile_Freak
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    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.

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