Smiff said:can i just get confirmation of something?
jabo's d3d8 v1.6 plugin in 1964 - does not hang?
rice' plugin in pj64 app v1.6 - does hang?
thanks muchly
4real said:Thanx ggab will be working on the glide plugin for my next update as mupen and glide seems to be getting good results.
New Update at last.
Whats new :
1: Added a version number.
2: Seem to have got pj64 running with no crashes and problems with a fix and workaround, so added the fix to faq.
Would like some feedback on the fix and if it works on other peoples system.
enjoy
Smiff said:heard some reports that game is stable in pj64 after using native save from 1964.. sounds unlikely but, if someone could provide such a save or info on how to create one that would be appreciated.
also new RDB is out 1.6.014 should be no changes for BanjoT from BETA13, so please up your recommendation to that (unless you know otherwise)
That's too bad, I really don't want to start a new game, I'm all the way at Grunty Industries.ScottJC said:(Don't copy saves from project64, the saves are the reason for the crashes (believe it or not) you must start a new game in 0.8.5)
IceFox said:That's too bad, I really don't want to start a new game, I'm all the way at Grunty Industries.I guess I'll have to accept the random pauses and save the state often.
Or, what if I did this:
1. Delete all Banjo-Tooie SRAM data for 1964 0.8.5 and 0.9.9.
2. Load a PJ64 savestate with my current progress in 1964 0.9.9, and let 1964 generate a new, fresh SRAM. Make an 0.8.5 savestate at this point in 0.9.9 as well.
3. Load this SRAM in OR the savestate in 0.8.5.