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Project64 1.6 Released!

seam

New member
ScottJC said:
I've been doing more bug squashing,

Star Wars Shadows of the Empire:

With Jabo's Direct3d 1.6

[Flicker Fix] Go to Options... Graphics Plugins, Uncheck Hide advanced options if nessicary (then close and reopen this dialog), then go to the third tab, change Direct3D Clear mode to "only per frame"!

[Speed Fix] Change to CF2, the game will run more like it should.

im pretty sure this was already noted in 1.5....? good call on the rayman fix.
ive got a few fixes to add. not sure if they have been mentioned b4.

re-volt - use rices 6.1.1 debug plugin. (this game randomly crashes with every other plugin i tried) isnt fullspeed though.
san francisco rush - for car select screen use direct3d clear mode at ONLY PER FRAME.(turn back off once in game)
sin and punishment - use rice 5.6.0. use basic frame buffer and basic
render to texture. (this fixes cutscenes and motion blur parts)
wipeout 64 - use direct3d transformation pipeline. (fixes draw distance and background errors)
Doom64 - this might not be the emulator, but i cant tell. but i had to set the brightness to 190% just to be able to see what i was doing, even after adjusting the ingame brightness.

ive also noticed that disabling audio sync helps some games. also if its on, some games wont even work at all. excitebike, top gear rally2, rush 2049, armorines, scars, etc. anyway, if anyone can find any way to fix the glitch that causes the wale in pilotwings to be a big square, that would rock, as it makes the mission near impossible to get a perfect on... heh. thats like my only dissapointment with 1.6. anyway, hope those couple of fixes helped a few people.

later
 
Last edited:

leezer3

New member
Two points-
1. SUPERB!!! I have waited so long for this update to my favourite N64 emu!!
2. Just noticed that the bars (You know, strike power etc) are missing in Paper Mario. Much better though- Emulated the shadow effect in sewers etc, & stopped those *&@!^&% slowdowns!

-Leezer-
 

Aks

New member
I just wanted to say thanks alot, I havent been able to play this game to the end since I played it on the console, keep up the great work.

DK64-Done.jpg


yeah yeah, I know so and so <insert nick here> could probably do it faster, but I loved every minute of it. :)
 

Dooby Duck

New member
Hi,

Just wanted to thank the programmers for their work on Project64 1.6...it's great to play some classic games I had forgotten.

I was wondering what graphic settings people used...I want to achieve the optimal settings but without affecting performance.

Also, I was wondering if it was worth increasing Anti-Aliasing and AF or whether this would affect performance...if it makes little difference, I am happy to do this...my current settings are no AF pr anti-aliasing, all options set to default, full screen resolution - 1024x768 - 16bit 70ghz.

PC Specs = 2ghz Pentium 4, FX5600, 768Mb Memory.

Thanks again for a fantastic emulator :bouncy:
 

Trotterwatch

Active member
Also, I was wondering if it was worth increasing Anti-Aliasing and AF or whether this would affect performance..

Best thing is to simply try it and see. It takes only seconds to toggle it on and off in the options.

For the record your computer should be fast enough to handle high amounts of both :)
 

Clements

Active member
Moderator
An FX 5600 can handle 4xAA + 8xAF @ 12x10 no problem in N64 emulation. Not much penalty since the graphics are not that complex.
 

Mikk-DC

New member
Ive read that there is a work around for the geometry problems on DK64. If there is can someone post a link to it please?

I would love to be able to play this game without the polygons "popping out" every so often. Quite distracting.
 

ScottJC

At your service, dood!
Anti-alias effect depends on video hardware and your processor... my x800pro could run any game with 6x anti-alias and have nearly no performance hit, yes... any game... even doom 3 :p, however for the n64 emulation you should be able to run it up full whack and no performance hit.

As for DK64 "workaround", I never heard of that... only way I know for sure is 1964 0.9.9 but it has loads of timing faults as well, such as cutscenes... the Geometry prob can be reduced slightly by syncing the game to audio... other than that its best to just accept them and put up with them... after a while they don't bug you so much.
 

Dooby Duck

New member
Great - thanks guys. I'll turn the settings up now...

Now my only dilema is whether to play Ocarina of Time on Gamecube via Collectors Disc or with original controller on high settings via PJ64...after sitting in front of a PC all day at work, I can't help playing all these classics on computer when I get home...square eyes here we come
 

Emu_Lover

New member
Omg!!!!!! I just tried several games with this new Project 64 on my Radeon 9200 graphics card PC and there were no bugs anywhere in any of them for me. Again wonderful work with this new version Project 64 team. :D :D :D


:pj64:
 

pounch

New member
I perhaps will say a silly thing :p but the function "copy to rdram" in pj64 video plugin 1.6 copy the "screen" from the video memory to the global memory???
If i'm right, why not use agp texturing to create to boost the transfert. It's just an idea, I'm not sure that's possible. Perhaps I say a silly thing for a second time :D

voila c'est tout pour aujourd'hui ;)
 

ScottJC

At your service, dood!
if it was that easy everyone would've done it already, the true reason copy to rdram is so slow is because its copying video frames from the video card to memory, not the other way round.

Btw, I mentioned earlier ATI Drivers solved a framebuffer issue I had earlier, now I think it was more likely that AA and AF were causing it... with them on it causes me problems with the framebuffer. Still it can't hurt to update to the newest ati drivers, unless you've got an old card that is!
 

pounch

New member
no optimisation possible for the "copy to rdram" :( :cry: SNIIFFFFF

It's impossible to sharing memory between the global memory and the video memory, with descent speed. The AGP aperture size in my bios is not used for nothing SNNIIIFFFFFF :cry:

je vais me suicider ( peut etre un jour qui sait ??? )
 

cooliscool

Nintendo Zealot
ScottJC said:
Anti-alias effect depends on video hardware and your processor... my x800pro could run any game with 6x anti-alias and have nearly no performance hit, yes... any game... even doom 3 :p, however for the n64 emulation you should be able to run it up full whack and no performance hit.

As for DK64 "workaround", I never heard of that... only way I know for sure is 1964 0.9.9 but it has loads of timing faults as well, such as cutscenes... the Geometry prob can be reduced slightly by syncing the game to audio... other than that its best to just accept them and put up with them... after a while they don't bug you so much.

Actually, AA performance has absolutely nothing to do with Processor. Completely Fillrate/Memory bandwidth dependent (mostly the ladder).
 

snes

New member
Has somebody made a PJ64 (or another N64 emulator) DVD/CD Cover?I need one but I'm not very good with photoshop
 

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