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  1. #51
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    Quote Originally Posted by xenphor View Post
    yeah that's pretty much the setup I have for Project 64 and when using your build I still can't get Banjo Tooie to boot. It freezes at the intro. I tried both RSP's.

    Of course, even if it did work, I would still have to use a version of angrylion that had the exclusive fullscreen and vsync options I requested, which apparently has regressions, so I guess it doesn't matter.

    M64p w/ angrylion seems to work well for Banjo Tooie other than the fact that it freezes randomly so I have to save state constantly.
    I really wish I could help you solving the issue you have with Banjo Tooie but I don't own the game and I'm not that familiar with either of the Banjo games more than Banjo's appearance in Diddy Kong Racing.



    From the information that can be found online there seem to be others with similar problems like you have but no bulletproof way to solving them.
    But some people can play the game just fine so I don't know what is going on.

    Looking at the default RDB entry for the USA version of the game there doesn't seem to be much settings for Banjo Tooie or something being off, it's even listed as Compatible

    Code:
    [C2E9AA9A-475D70AA-C:45]
    Good Name=Banjo-Tooie (U)
    Internal Name=BANJO TOOIE
    Status=Compatible
    Plugin Note=[Glide64] need per-frame FB for puzzle pieces
    Culling=1
    Save Type=16kbit Eeprom
    Self Texture=1
    RDRAM Size=8
    Could you test adding this @xenphor and see if it changes anything for you? I'm guessing you have the USA version?

    Code:
    [C2E9AA9A-475D70AA-C:45]
    Good Name=Banjo-Tooie (U)
    Internal Name=BANJO TOOIE
    Status=Compatible
    RDRAM Size=8
    Save Type=16kbit Eeprom
    Counter Factor=1
    ViRefresh=1500
    AiCountPerBytes=400
    32bit=No
    Use TLB=Yes
    Fixed Audio=0
    Sync Audio=1
    Delay DP=Yes
    Delay SI=No
    Audio Signal=No
    AudioResetOnLoad=No
    CPU Type=Recompiler
    FuncFind=1
    Reg Cache=Yes
    Linking=On
    Fast SP=No
    SMM-Cache=1
    SMM-PI DMA=1
    SMM-TLB=1
    SMM-StoreInstr=0
    SMM-Protect=0
    SMM-FUNC=1
    TLB: Vaddr Start=0
    Last edited by Black Zero; April 27th, 2019 at 21:24.

  2. #52
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    Unfortunately those settings didn't help. I'm guessing people are saying it works because most are not using angrylion. It does work with GlideN64.
    Last edited by xenphor; April 28th, 2019 at 00:45.

  3. #53
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    Quote Originally Posted by xenphor View Post
    Unfortunately those settings didn't help. I'm guessing people are saying it works because most are not using angrylion. It does work with GlideN64.
    That's too bad really, then there has to be a angrylion specific problem with these games if GLideN64 works.
    I have honestly not used GLideN64 since 2017 but I must imagine pretty much have happened to it since then, I might just have to try it out sometime.

    EDIT:
    @xenphor could you try out these settings for Perfect Dark? You said earlier that the game didn't boot for you and these are the settings I use with no issues:

    Code:
    [E4B08007-A602FF33-C:50]
    Good Name=Perfect Dark (Europe)
    Internal Name=Perfect Dark
    Status=Compatible
    RDRAM Size=8
    Save Type=16kbit Eeprom
    Counter Factor=1
    ViRefresh=1500
    AiCountPerBytes=400
    32bit=No
    Use TLB=Yes
    Fixed Audio=0
    Sync Audio=1
    Delay DP=Yes
    Delay SI=No
    Audio Signal=No
    AudioResetOnLoad=No
    CPU Type=Recompiler
    FuncFind=1
    Reg Cache=Yes
    Linking=On
    Fast SP=No
    SMM-Cache=0
    SMM-PI DMA=0
    SMM-TLB=0
    SMM-StoreInstr=0
    SMM-Protect=1
    SMM-FUNC=0
    TLB: Vaddr Start=0
    If you have another version of the game you might want to change the two first lines in the RDB file to match your version of the game.
    Last edited by Black Zero; April 28th, 2019 at 07:34.

  4. #54
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    Actually I was able to get Perfect Dark working with the earlier version of angrylion, not the vsync one.

  5. #55
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    OK, I guess you used the angrylion's RDP Plus r7-82 version? That's what I'm using now and so far no issues.

    I got to ask, I know you want vsync and such but from what I can tell, I see no screen tearing with angrylion's RDP Plus r7-82 and screen tearing usually is fixed with vsync. Do you have any screen tearing?

    Feel free to correct me if I'm wrong but I know screen tearing but it's not there at all, at least not for me.

  6. #56
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    No screen tearing isn't the issue since modern versions of Windows have a compositor enabled which enforces vsync by default in applications that don't have exclusive fullscreen. The problem is irregular frame times which leads to judder/stutter where frames aren't delivered evenly. This isn't very noticeable in n64 games that already have low or inconsistent frame rates (of which there are many), but it is still annoying. It's more noticeable in 2d games that are at 60fps, like Mortal Kombat Trilogy:

    https://webmshare.com/0d6Dx

    On the left is Retroarch with Parallel/angrylion and the right is PJ64 with angrylion.
    Last edited by xenphor; April 28th, 2019 at 22:57.

  7. #57
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    I see what you mean now, it's very familiar and awful indeed.
    Once you've seen it you can't let it go, Parallel N64 being so smooth. Yep definitely something you'd want in Project64.

    @xenphor

    It looks like ata4 haven't been active last couple of days, and I see no response to the issue you have opened.
    He or she is probably busy but I hope the issue can be addressed soon, I have completely given up on the latest release because none of the new options is getting saved in the .ini

    Besides from that there is other regressions, but as I mentioned earlier I have no GitHub account anymore.

    We'll have to wait a little bit longer.
    Last edited by Black Zero; April 30th, 2019 at 20:54.

  8. #58
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    Well I've just gone back to mupen at the moment since apparently that latest version of angrylion has issues with Perfect Dark in PJ64 and I could never get Banjo Tooie to run regardless of version. It could be useful for other things if I find something mupen isn't good at.
    Last edited by xenphor; May 1st, 2019 at 02:54.

  9. #59
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    Each of them got their own pros and cons I suppose, but I always liked that Mupen got Cached_Interpreter which is like a middle option between Recompiler/New Dynarec and Interpreter.

    While I got almost all of my games running pretty much OK in Project64 now I'm still trying to tame that beast to beyond perfection, however if I load m64p there is minimal effort and everything is smoother and I wish Project64 could be that too someday.

  10. #60
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    What are your settings for m64p for the cxd4 rsp and sdl2 audio? I can't seem to get rid of intermittent audio popping even in games like Ocarina of Time which are easy to run at full speed. I have the buffer size at 2048 but it still happens. I tried it in parallel with angrylion and the audio was fine; it even runs at around 120fps unthrottled.

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