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Messages - Mikhail

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16
General Discussion / Re: 3.0 Alpha Testing
« on: May 02, 2015, 02:42:18 PM »

17
General Discussion / Re: 3.0 Alpha Testing
« on: March 24, 2015, 01:33:05 AM »
Would it be possible to add a aspect ratio option for 3d games so characters / models don't look fat when
the screen scaling is set to stretch / fill screen, as far as I know all widescreen hacks do is take
the ingame height value and multiply it by 1.77777778 to achive 16:9 widescreen for the width.

18
General Discussion / Re: 3.0 Alpha Testing
« on: March 23, 2015, 01:05:42 AM »
There is an unstable and there is a stable version of the translation patch.

Care to share? I could only find Zoinkitys NAFE-WIP-2_12_2010 patch
http://www.romhacking.net/translations/1581/
md5: 01BDCC854D0AB798500E7BC31A24D94F

zoinkity mentioned editing
Mupen64.ini to

[01BDCC854D0AB798500E7BC31A24D94F]
Good Name=Animal Forest (U) [t1]
Header Code=0290AEB9-67A3B6C1-C45

I guess the Android eqvilant would be to edit the mupen64plus.ini
to? but I haven't been able to find a text editor on Android that doesn't hang or crash when opening / editing
large text files, same thing happens in notepad on windows so you have to use wordpad instead.

[01BDCC854D0AB798500E7BC31A24D94F]
Good Name=Animal Forest (U) [t1]
CRC=0290AEB9 67A3B6C1-C45

19
General Discussion / Re: 3.0 Alpha Testing
« on: March 20, 2015, 04:15:53 PM »
More testing,

Animal Crossing:
Works excellent, it runs full speed without audio problems even the internal clock works.
The only problem is the game menu that looks half broken.

I wouldn't go that far the translation patch of Doubutsu no Mori
is a broken mess, it crashes as soon as you enter your house or save in-game.
It won't even load a in-game save you have load a renamed in-game save from Doubutsu no Mori
instead to stop it crashing because of the patched text table.
Sorry to be a party pooper but the hacked rom is far from stable and thats a problem with the hacked rom not
mupen64plusae.

20
General Discussion / Re: 3.0 Alpha Testing
« on: February 15, 2015, 01:02:04 PM »
@Mikhail mupen64plus-ae is now simply a front-end for upstream mupen64plus.  The native code matches upstream exactly.
http://www.paulscode.com/forum/index.php?topic=1861.0

So if upstream hasn't pulled in Retroarch's changes, then no, mupen64plus-ae doesn't have it.  If you are having issues with particular games, you'd get a better response by posting issues to the upstream devs.  Be sure to state which plugin and that you're running on ARM.
https://groups.google.com/forum/#!forum/mupen64plus

Are you using interpreter or dynarec in Retroarch?

Dynarec with the plugin set to auto which I assume sets glide64 as it's default plugin,
it has another setting which sets the precision so I set it as high and the filter set as Bilinear,
I didn't turn on any the shaders. The audio plugin in RetroArch is really laggy though compared mupen64aeplus, it stutters like mad.

21
General Discussion / Re: 3.0 Alpha Testing
« on: February 14, 2015, 05:53:19 PM »
Does the alpha build include all the core / glide64 fixes / updates from the RetroArch repo?
re2 on RetroArch is now showing everything in-game perfect except the fmv and character models, file selection textures,
this includes showing and transitions between the in-game backgrounds, mupen64ae on the other hand
is showing the character models and file selection textures but the in-game backgrounds come up as blank black.

I've mentioned this before as well the osd / speedometer is broken in f1 world rand prix 1 & 2 but displays fine in RetroArch,
mupen64ae is also showing artifacts outside the game window rendering parts of the game window in multiple slices.

22
General Discussion / Re: 3.0 Alpha Testing
« on: February 05, 2015, 07:59:42 PM »
Can someone confirm that rice now has texture filtering enabled by default, I believe this is the cause of the broken / missing title menu for Doubutsu no Mori with gln64 & glide64 you can see the pixelation and rice looks filtered.

23
General Discussion / Re: 3.0 Alpha Testing
« on: January 21, 2015, 11:48:51 PM »
I have the need for speed because there's hardly any noticable speed improvements from the optimized builds at all on my weak FireTV. :(

You should be able to overclock it to 1.9Ghz, the Nexus 7 2013 can safely overclock to 1.7Ghz from it's stock 1.5Ghz, so a 200Mhz overclock on the firetv to 1.9Ghz should be no problem with it's bigger case area for heat dissipation.
The Adreno320 can be overclocked safely to 531Mhz.

24
General Discussion / Re: 3.0 Alpha Testing
« on: January 21, 2015, 10:53:45 PM »
When using the rice plugin with Doubutsu no Mori (J) [!] it renders the intial n64 boot logo multiple times overlapping about sixteen times all over the screen, this didn't happen in 2.4.4

The textures for title screen text aren't showing up either using rice, this also happened in 2.4.4 though.
Both problems exist within latest integer-divide also.

25
General Discussion / Re: 3.0 Alpha Testing
« on: January 10, 2015, 08:56:57 PM »
Too many files housing too many settings imo,

emulation.cfg - Not needed since where only getting to select video, frameskip, R3400, cant these profiles be hard coded?

If where having game specific settings for each video plugin do we really need the .ini, .conf junk in org.mupen64plusae.v3.alpha?
for games that require specific fixes already can't these settings be automatically placed into rom CoreConfigs on the first game run once it identifys the z64 rom md5 + title / region header, then if a user should want to test something they can override a previous fix by editing the rom CoreConfig instead of trawling through the lengthy files which contain fixes for all games, it can be quite tiresome editing a setting for a single game.

26
General Discussion / Re: 3.0 Alpha Testing
« on: January 10, 2015, 06:37:27 PM »
If where using per game settings and general global profiles wouldn't it make sense to have the per game settings as a seperate profile called user?

27
General Discussion / Re: 3.0 Alpha Testing
« on: January 10, 2015, 03:45:03 PM »
Ah, thanks.

Unless you were modifying fb_read_always by *manually editing* mupen64plus.cfg before, nothing is different in the latest versions.  The latest versions do not allow you to manually edit that field any more (it's always zero - disabled).  Previously, the default value was -1, which meant that glide64mk2.ini could override the value on a per-game basis, though in practice no games were overriding it.  So the end result is the same unless you had been modifying either of those files by hand.

There have been a lot of changes upstream, but fb_read_always is not a likely culprit in this case.

The comment isn't coming up at all with F1 Grand Prix II, it is with RE2 though,
 I can't be certain it isn't showing the mesage though, it's still rendering bs outside the game window probably related the Adreno rotation glitch www.paulscode.com/forum/index.php?topic=1227.msg11325#msg11325

Editing the fb_always_read Glide64mk2.ini in org.mupen64plusae.v3.alpha still works whilst the per game coreconfigs have no effect.

The gln force screen clear has no effect at all now and the setting in gln64.conf always resets back to 0, even though the
emulation.cfg are true and the gln entries are now gone from mupen64plus.cfg

28
General Discussion / Re: 3.0 Alpha Testing
« on: January 08, 2015, 09:28:20 PM »
The one that comes up as

FB Read Always: , Motion Blur: , Filtering Mode:

29
General Discussion / Re: 3.0 Alpha Testing
« on: January 08, 2015, 09:19:00 PM »
Is their a verbosity setting for glide so I can double check?
 I've noticed when starting games it doesn't always show the on/off comment.

30
General Discussion / Re: 3.0 Alpha Testing
« on: January 08, 2015, 08:41:33 PM »
It's recently come to my attention that having fb always read set to 0 also disables some in-game osd counters in various games, probably already known, but at least I know the source of previous issue here
www.paulscode.com/forum/index.php?topic=96.msg12311#msg12311

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