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Z64 - a LLE graphics plugin

PsyMan

Just Another Wacko ;)
OK, here is the log using the z64 RSP:

Code:
rglInit()
rglClose()
demarrage r4300
dynamic recompiler

ABI set to ABI 1

And here is the log using the modified PJ64 RSP:

Code:
rglInit()
rglClose()
demarrage r4300
dynamic recompiler
PC=80246ddc:0
reg[ 0]:       0       0        reg[16]:       0       0
reg[ 1]:       0       0        reg[17]:       0       0
reg[ 2]:       0       0        reg[18]:       0       0
reg[ 3]:       0       0        reg[19]:       0       0
reg[ 4]:       0       1        reg[20]:       0       0
reg[ 5]:ffffffff80364c60        reg[21]:       0       0
reg[ 6]:ffffffff803230f4        reg[22]:       0       0
reg[ 7]:       0       0        reg[23]:       0       0
reg[ 8]:       0    ff01        reg[24]:ffffffff8033a730
reg[ 9]:ffffffff80364c60        reg[25]:ffffffff8033a730
reg[10]:       0      fe        reg[26]:ffffffffa430000c
reg[11]:ffffffff80364c60        reg[27]:       0     aaa
reg[12]:ffffffffa4400000        reg[28]:       0       0
reg[13]:ffffffffa4400000        reg[29]:ffffffff80200dc8
reg[14]:ffffffffffffffff        reg[30]:       0       0
reg[15]:       0      fe        reg[31]:ffffffff80246dd8
hi:       0       0        lo:       0       0
aprθs 84401108 instructions soit 507dbd4
Freeing 4194304 bytes at e8d0000
Freeing 1048576 bytes at ef60000
Freeing 2097152 bytes at ecd0000
rglClose()

I had to use Mupen to get logging working since PJ64 crashes on exit and the created log file is empty with it.
Both logs were created while running Mario 64. I closed the emu 3-5 frames after the Mario 64 logo showed up.

Edit: Forgot to mention that according to OpenGL Extensions Viewer ATi Mobility x600 supports all the needed extensions. :)
 
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squall_leonhart

The Great Gunblade Wielder
I used the lle rsp and video plugin and rogue squadron shows some stuff, battle for naboo shows the initial screen (about the expansion pack) and then dies. Also, switching between games tends to crash the emulator. Nice :)

it requires advanced interpreter method to get further (naboo)

under 1.7, it doesn't work just by setting the rom settings to interpreter, you actually have to force the emulator into Interpreter mode using the debug settings.
 

squall_leonhart

The Great Gunblade Wielder
the modified rsp's would only crash battle for naboo in 1.7.. so i switched it to the 1.7 rsp and forced it to interpreter

meh.. screw this... back to the *working* 1.7 plugins for me...
 
OP
Z

ziggy

New member
I made a new release (R3) that produce a second file called z64err.txt, possibly showing more detailed errors.

It also fixes crash on exit in Pj64, however , you should toggle windowed mode before stopping emulation, otherwise the screen resolution won't be restored properly until you run the next ROM.
 

ShadowFX

Guardian
Alright, got it... thanks :)

EDIT: I'm getting a message that SDL.dll is not founding and therefore I'm unable to load the plugin in PJ64 1.6. Any comments?
EDIT2: it seems it is required to put SDL.dll in the core directory of the emulator. Maybe a little something to mention on the first post.
 
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PsyMan

Just Another Wacko ;)
OK... Here are the logs i get now (using PJ64 v1.6 this time).


Using the z64 RSP:

z64err.txt
Code:
viewportOffset 23
fix hend
creating fbo 400 320 x 240 fmt 0
Creating depth buffer 400 1024 x 777
creating fbo 38f800 320 x 240 fmt 0
creating fbo 3b5000 320 x 240 fmt 0
fix hend
creating fbo 3da800 320 x 240 fmt 0
fix hend

z64log.txt
Code:
rglInit()
rglClose()

ABI set to ABI 1

ABI set to AutoDetect
cache hit 146978 miss 1148 0.781069%

ABI set to AutoDetect


Using the PJ64 RSP

z64err.txt
Code:
viewportOffset 23
fix hend
creating fbo 400 320 x 240 fmt 0
Creating depth buffer 400 1024 x 777
creating fbo 38f800 320 x 240 fmt 0
creating fbo 3b5000 320 x 240 fmt 0
fix hend
creating fbo 3da800 320 x 240 fmt 0
fix hend

z64log.txt
Code:
rglInit()
rglClose()

ABI set to ABI 1

ABI set to AutoDetect
Freeing 4194304 bytes at 1fd0000
Freeing 1048576 bytes at 23d6000
Freeing 2097152 bytes at 27b0000

ABI set to AutoDetect
 
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OP
Z

ziggy

New member
Alright, got it... thanks :)

EDIT: I'm getting a message that SDL.dll is not founding and therefore I'm unable to load the plugin in PJ64 1.6. Any comments?
EDIT2: it seems it is required to put SDL.dll in the core directory of the emulator. Maybe a little something to mention on the first post.

Oops you're right, I forgot SDL is now used. I'll get rid of this dependency instead. (EDIT done in R4 on original post)

PsyMan, thanks for the log. So there's not much useful yet . I'll make another release with hopefully more informations in the log.
 
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ShadowFX

Guardian
ziggy, you were able to get ingame with Conker seeing you posted that screenshot. I can't get any further with either RSP files:

z64_conker_error.jpg
 

Trotterwatch

New member
There is no way I could post the error log using the supplied PJ64 RSP, as within the matter of a few seconds it created a file 70mb and growing!

Edit/
I do have one, but it's over 5 megs in size, so let me know if it'll be any use for you and I'll post it.

Z64Err.log using latest RSP

viewportOffset 23
fix hend
creating fbo 400 320 x 240 fmt 0
Creating depth buffer 400 1024 x 777
creating fbo 38f800 320 x 240 fmt 0
creating fbo 3b5000 320 x 240 fmt 0
fix hend
creating fbo 3da800 320 x 240 fmt 0
fix hend

Z64.log
rglInit()
rglClose()
cache hit 40834 miss 322 0.788559%
 
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PsyMan

Just Another Wacko ;)
Hmm... the error logs I get with r4 seem quite the same compared to r3.... here they are anyway.
 
OP
Z

ziggy

New member
No it's not anymore necessary to post logs. I'll tell you when I have a release that will produce more interesting logs.

EDIT : however I'd be insterested to see just a few lines of your monstruous log :)

EMu-LoRd : It's weird. I checked, indeed under windows with Project64 I get this error. However, it works fine with mupen64. It also actually works with Pj64 but through wine under Linux (that's where the screen shot come from by the way). I don't know what the problem is yet.
 
OP
Z

ziggy

New member
Ah, I see the problem, you've setup the RSP plugin in "Interpreter" mode. This mode currently contains debugging code , so it displays a trace of all instructions executed by the RSP, which is very verbose indeed :) Just set it to "Recompiler" instead (you might need to turn on "advanced settings" in Pj64)
 
OP
Z

ziggy

New member
Just released version R2 of modified Pj64 RSP plugin, without debugging code in "Interpreter" mode :)
 

ShadowFX

Guardian
EMu-LoRd : It's weird. I checked, indeed under windows with Project64 I get this error. However, it works fine with mupen64. It also actually works with Pj64 but through wine under Linux (that's where the screen shot come from by the way). I don't know what the problem is yet.
Just to let you know, even Mupen64 (win32) exits unexpectedly at the same point PJ64 gives me the error message. Tried both interpreter and recompiler :bouncy:
 
OP
Z

ziggy

New member
Ah ok, so it's not the same problem I'm having. The problem I get under Windows with Pj64 is that is crash right on the beginning.

I know there's a second problem that is it fails at the end of the Nintendo intro (where conker cut the Nintendo logo) That second problem is going to be easy to fix, should be fixed in next release. Meanwhile, if you have a saved state, you can jump across this part of the intro and get into the game.
 

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