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Project64 1.6 Released!

ScottJC

At your service, dood!
ryankind said:
Yes there was, 3rd party companies made several different ones, I have one with 4 memory card and a rumble pack with 2 speeds in one device.
Yes *1* device, in order for that to work with the emulators someone would have to find out how it works and build an input plugin to do it, there is no quick fix. I don't remember this device to be honest, sounds pretty dodgy to me.
Nathanew said:
If The intro of Majora's mask and all the other cutscene (like dancing with the scarecrow in the observatory in Clock town) have motion blur, i'll keep it even if it's anoying.
This is the entire point of emulators, to faithfully reproduce the way that the system behaves... to not have the motion blur means that it isn't acting how it should.

If it is such a problem just change to jabo's other plugin if you'd rather have a buggier Majora's Mask.

This is how the game was programmed by Nintendo.
 
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Nathanew

New member
Now my Link in Inventory has return to normal (in OOT), I use this option

In graphic pluggin, choose Full screen resolution 640x480-32 bits 60hz
 
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Extreme184X

Zelda:Da Most Important Period
TrotterWatch wrote:

"Is that really a bug? I thought that is what is supposed to happen"
My bad, left the bug part out: their is graphic glitches around the black border and the very top part of the screen appears in the bottom part of the black border.
 

Allnatural

New member
Moderator
What's the deal with Banjo-Tooie? The core note reports an unhandled opcode, but I haven't noticed any problems yet. Granted, I've only played a very small portion of it...

Is this something that happens further into the game, or is it one of those bugs that comes and goes?

Zelda: OoT still crashes with an unhandled opcode when exiting the Lost Woods. Only a handful of people have reported this problem in the past. Don't know why it doesn't show up more often. Anyway, as before, setting the self-modifying code to Change Memory and Cache fixes it.
 
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RadeonUser

Moderator
Allnatural said:
What's the deal with Banjo-Tooie? The core note reports an unhandled opcode, but I haven't noticed any problems yet. Granted, I've only played a very small portion of it...

Is this something that happens further into the game, or is it one of those bugs that comes and goes?

According to Gent this happens when you're using the internal rumble function and stand in one place for a long time... I havent reproduced it personally so I dont know myself. It *could* have been an error for the test build, an error that is now suppressed, but at this point I dont have anything to confirm.

What you mention about OoT and the lost woods... yea we never were able to successfully reproduce that. I once went back and forth through it ~50 or so times per rom to see if I could reproduce it, but no error on my part or anyone else's...

As for any errors still remaining they werent completely ironed out so live with it :p

I did (so did TrotterW I believe) gripe to Jabo about that ZeldaMM day transition (the extra garbage on it) but it *is* better than just a black screen, right?

If you find any outstanding graphical errors while other people seem to have it fine its either because your card doesnt have shader support (pixel shader 1.1 should be all that's needed i believe) or your drivers might be doing something funky. Its a classic case of too few testers with high end machines (lowest end tested card is a Radeon 8500 which has pixel shader 1.4 support) and an almost complete lack of lower end hardware (only a Geforce 2 was tested I believe with no pixel shader support).

Either way you know the drill, post about an error and include a screenie to see if we'll be able to help you somehow :whistling ...eventually :devil:

On a sidenote I'm finding the "Oh wow look at the thread! X number of posts woot!" deal a bit irrelevant so I might go in and delete those... Depends on how much time I have to be a "moderator"
 

pacers7isback

Zelda dominator
I don't see how you find those posts irrelevant, as it shows you guys how much project64 is appreciated, but of course it's a matter of opinion and I have a biased opinion as half of those were mine
 

Allnatural

New member
Moderator
RadeonUser said:
What you mention about OoT and the lost woods... yea we never were able to successfully reproduce that. I once went back and forth through it ~50 or so times per rom to see if I could reproduce it, but no error on my part or anyone else's...
Just to prove I'm not crazy...:p

Entering, then immediately leaving the Lost Woods won't produce the error. Enter, walk through the left doorway far enough to see the fellow playing the pipe (forgot his name), then go back and exit the way you came in...crash.

Mind boggling, I know.
 

RadeonUser

Moderator
Allnatural said:
Just to prove I'm not crazy...:p

Entering, then immediately leaving the Lost Woods won't produce the error. Enter, walk through the left doorway far enough to see the fellow playing the pipe (forgot his name), then go back and exit the way you came in...crash.

Mind boggling, I know.

Yep I see what you mean... and I should've been a bit clearer :) I didnt JUST enter and exit I tried all sorts of combinations. I wonder how this one escaped... I personally blame Gent since he was the one that basically wrote up (modified) the new rdb and docs. But since I was the Zelda guru blame sorta falls on me :blush:.

Edit: This is also one reason why 3rd party rdbs may not always be best... modifying a setting without proper testing could cause unforseen issues. In this case upping the Self-modifying core Method from Change Memory & Cache (or was it Check Memory & Cache?) to Check Memory Advance was bad (for this area at least). Usually if we have something on Protect Memory its there for a reason though (for example StarFox64, it crashes at some point if its on anything lower).
 
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pacers7isback

Zelda dominator
Either way you know the drill, post about an error and include a screenie to see if we'll be able to help you somehow :whistling ...eventually :devil:
Since you're intent on hearing about errors instead of getting praise, here's my biggest complaint
Look at what place Donkey Kong is in
 

tEtOner

New member
Yeah.. I have the same error in MArio KArt 64... and all the time my control Rumbles in games like Hydro Thunder and Star Fox 64.......
 

pacers7isback

Zelda dominator
now i know what you mean on zelda crashing, but for me it doesn't happen unless you make the skull kid disappear as a kid and doesn't happen at all as an adult
 

ggab

Emutalk Member
Rice said:
I saw one relatively important problem, probably not new:

Project64 calls the RomClosed() function not in the emulation thread, and causes OpenGL video plugins cannot clean up and close, and leads to possible crash in the plugin or system crash in Windows 98/ME.
olivieryuyu said:
i'm under windows 2000 and with glide64 with hacktarux wrapper (in opengl) it crashes when i close the emulation
yes, when i press F12 (in fullscreen) the emu hangs too...
and the desktop changes to 640*480 with 16 colors (glide64+voodoo4+winXP)
the "safe" way: press ESCAPE (or alt+enter) , and then End Emulation :)

Jabo D3D8 1.6 works ultra great on a voodoo4!

example, in PD i can see the camspy, motion blur effects, nightvision, etc :)

if i set 320*220 to avoid the black rectangule at the bottom:
the intro scenes are in wrong dimmensions (sshot 1)

PS: mario tennis is full speed (in the replays too!) and Y. Story too! ;)

PS2: i can't take sshots with F3 (both window and fulls.) with D3D8 1.6... maybe a video card's driver issue...
 
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ScottJC

At your service, dood!
yeah, you're right... ok then set the in-game settings to "hi-res" under video... this isn't a plugin or an emu thing... its an actual game option... that works equally well.

perfect dark is too slow with PJ64 on my current system, i set the CF to 3 and it helps but it made the gameplay jerky, dunno if it buggers timing or not :p
 

Gent

The Soul Reaving Gentleman
Administrator
ryankind said:
This release is an excellent one, I appreciate all the hard work gone into it. I do have one problem though. The force feedback isn't working right, it rumbles constantly when the option in enabled, and why can't I use both force feedback and memory pak? Anyone know of a fix? Thanks.

Yep i reported this to the rest of the team but no one else could reproduce this. just so you know i have this back again also very annoyinmg to say the least i will be combing through this issue to see what starts and then cures it.

As for Rad blaming me for errors ive made :p should of got off ya arse and helped comes to mind :whistling :happy: nah seriously if anoyone has any problems with games and settings please post them here making it clear what Game;Region;Version and the exact problem please and all the team will try to assist with the best outcome reslts for you. As Rad and Trots have told you things change from Build to Build on exe and dlls and things could well of changed at any given time and effects the rdb and ofcourse the gfaq so these things are to be expected. Right now though im off on a weekend away rest with my wife and family, have a great weekend gang.
 
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RadeonUser

Moderator
ggab said:
Jabo D3D8 1.6 works ultra great on a voodoo4!

example, in PD i can see the camspy, motion blur effects, nightvision, etc :)

if i set 320*220 to avoid the black rectangule at the bottom:
the intro scenes are in wrong dimmensions (sshot 1)

PS: mario tennis is full speed (in the replays too!) and Y. Story too! ;)

PS2: i can't take sshots with F3 (both window and fulls.) with D3D8 1.6... maybe a video card's driver issue...

You'll find that we tend to lean towards the "best" option when it comes to resolutions. 320x220 was not used because of what it did to the intro. You'll find a few roms with set resolutions but those were either added because they were needed to be manually set (some games for example show half the height...) or because it would've expanded the entire screen without a problem. It's generally not recommended to set the resolution to something different... The option is just there for those games that dont have the resolution automatically detected.

Screenshots are a bit "funky" with Jabo's latest plugin. Any time of anti-aliasing, anisotropic filtering, 2xsai, or other options in the plugin may break the feature so try with default settings first. If that fails then try updating the drivers for your video card (I cant recommend anything here since the latest video card drivers arent necessarily the best). If its still not taking screenshots after that... then we might be able to see what's happening if you post the computer's specs.
 

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