What's new

NRage Input Plugin V2.00 BETA (an overhaul)

squall_leonhart

The Great Gunblade Wielder
Glide64 IS NOT a viable representation of Opengl as its a API being emulated via another.

Rabbiddiety, i have the source code for Snes9x's unzipping feature if it would help add the ability to open zipped gba carts.
 
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lion10

New member
Nrage language issue in project64 on legacy win os..

Hello everyone...

I have tested the newest Nrage debug build, it runs really great. Unfortunately the strange "unable to load any language" error in pr64 1.6 is still present.:plain:

Note, I have reproduced this error on my (new) triple boot (Win ME, Win Vista 64, openSUSE 10.2) system. It seems that this error is a general symptom in pr64 on Win ME...

I know, there is no high priority for legacy win OS compatibility, - the upcoming pr64 1.7 will droop legacy Win OS support, nevertheless it would be nice if this would be fixed for my favorite n64 emulator...
 

lion10

New member
WinME requires Unicow unicode layer

Thanks for the info. If you look my older posts you will see that I am not new here, - I know about the Unicode "handling" on legacy Win 9x...

This bug is nothing new, its a well known issue. In Mupen64, and 1964 everything works perfect, i am able to change between the different language without any problem. Only on project64 occurs this very oddly error.
 

squall_leonhart

The Great Gunblade Wielder
the problem is limited to you, i installed this plugin to my ME system and it worked fine, even changed the language to italian, french, and german, and it still worked... good thing i can read those languages...
 

lion10

New member
the problem is limited to you, i installed this plugin to my ME system and it worked fine, even changed the language to italian, french, and german, and it still worked... good thing i can read those languages...

Interesting, if I remember me correctly it was also for Kruci impossible to reproduce this issue... Probably that error only occurs on German localized Win ME OS. As already mentioned, I am able to reproduce this issue on different computers. Question, can you find in your Nrage debug file the following information:

Couldn't load library: NRage-Language-7.dll
couldn't load language DLL, falling back to defaults

If someone other has an German Win ME OS here on emutalk, it would me nice if you can check this problem.
 

Harlay

New member
The Wonder Project J2's name display wrong in mempak.
According to the game's picture, the name must be "ワンダープロジェクト ジェイツー".
 
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squall_leonhart

The Great Gunblade Wielder
the save itself is a file stored withn the memory pak, the name shown is the name of this file. the name shown to games and the N64 is the name saved internally in the file, this would also include any progress or level detail.

PS2 memory cards work the same way, they use the data stored within the file to show thier propername and save details, rather then the file name.
 

Harlay

New member
i have no idea i can say.
just check this.
The plugin now displays names for Japanese mempak notes almost correctly. God, that was a pain in the ass. I still don't have mappings for some characters and there is literally NO documentation on it. But if you have Japanese language support on your computer, and you have a mempak with a Japanese savegame, and the header is in Japanese, it should be legible (if you read Japanese). At least, most of it.

And if you get any weird circle characters with spikes sticking out of them, it means you've found my missing characters. Please tell me what game it is, so that I can finish the mapping.
 

squall_leonhart

The Great Gunblade Wielder
Iconoclast informed me of this then i was able to reproduce it

Iconoclast (8:19 AM) said:
Hey you're in touch with EmuTalk so, found a bug with rabbideity's overhaul.

It might need verification, but, when I load a couple save states I made for OOT, I can't control the game (since I had Unplugged checked at the time I made them).
Although Jabo's DInput lets me control, so, signifies it's with N-Rage's.

basically, it doesn't realise its plugged in till you reset the game, or the plugin (in 1.7's case)
 

p_025

Voted Least Likely to Succeed
Rabbiddiety, i have the source code for Snes9x's unzipping feature if it would help add the ability to open zipped gba carts.
GBA carts are useless to the N64, since it only had GameBoy and GameBoy Color compatibility. Though, that's not to say, of course, that opening zipped GBC carts wouldn't be nice. What would be simply fantastic, however, would be using 7Zed carts.
 

squall_leonhart

The Great Gunblade Wielder
GBA carts are useless to the N64, since it only had GameBoy and GameBoy Color compatibility. Though, that's not to say, of course, that opening zipped GBC carts wouldn't be nice. What would be simply fantastic, however, would be using 7Zed carts.

ha, well thats infact what i meant, and he has already noted this is something to put in a future release
 

Legend

New member
I forgot where we left off on this but loading a profile still does not save - the config. turns everything back to Unassigned upon closing emu or loading a game after loading a profile. So profiles are useless currently. And also the Rumble device is reset when loading a profile.
 

squall_leonhart

The Great Gunblade Wielder
legend, that doesn't happen for me,

but it did at first, it was because the new driver changed the device information so i had to setup the control again. and then rasave it.
 

p_025

Voted Least Likely to Succeed
I recently got my hands on an Adaptoid (these things are EXPENSIVE these days :x) so now I can use it with this plugin.

I don't think it will ever support the Transfer Pak, right now when I stick the thing into a controller it says it's a blank mempak. Unless someone can improve the source code for the Adaptoid drivers, I doubt the Transfer Pak will ever work properly...

Another thing I've noticed: Whenever I use "Direct rumble" with the Adaptoid, and click "Test Rumble" the emulator will close completely (crash), but it still works in the game. Sometimes it won't work at all though, on any rumble setting, but that's probably an Adaptoid driver problem and not a problem with the plugin. Reinstalling the Adaptoid drivers seemed to fix that.

Using the "Adaptoid Pak" option just lagged the emulator enough to be really annoying. I remember seeing something on the front page of this thread saying "Rewrite Adaptoid code to be asynchronous," is that what this is?
 
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