Search found 49 matches

by iwasaperson
Wed Jul 13, 2016 1:41 pm
Forum: Open Discussion
Topic: New Vulkan LLE graphics plugin for libretro Mupen64Plus
Replies: 13
Views: 6042

Re: New Vulkan LLE graphics plugin for libretro Mupen64Plus

OK, tried to test it in Windows 10 with a GTX 770 and recent drivers... RetroArch crashes. Maybe it is not finished or there are other problems. Thats why I like Software-Only Emulators. Less problems with drivers... Same. Tried compiling it with Cygwin because it wouldn't compile with MinGW. If on...
by iwasaperson
Wed Jul 13, 2016 1:53 am
Forum: Open Discussion
Topic: New Vulkan LLE graphics plugin for libretro Mupen64Plus
Replies: 13
Views: 6042

New Vulkan LLE graphics plugin for libretro Mupen64Plus

http://www.libretro.com/index.php/first-ever-revolutionary-n64-vulkan-emulator-coming-soon-only-for-libretro-parallei/ https://github.com/libretro/mupen64plus-libretro So the Libretro team managed to implement angrylion's RDP in Vulkan. Apparently it runs full speed and solves all speed issues tryin...
by iwasaperson
Tue Jul 12, 2016 3:05 pm
Forum: Open Discussion
Topic: angrylion RDP plugin almost threaded
Replies: 53
Views: 24060

Re: angrylion RDP plugin almost threaded

Also, I've noticed that CEN64 wants to use the JACK audio server. What advantages does this have over ALSA for emulation? I already use JACK for audio production, so I just have it on whenever I'm running CEN64 anyway. CEN64 uses OpenAL, not JACK. I had some issues with that a while ago, it turned ...
by iwasaperson
Tue Jul 12, 2016 1:38 pm
Forum: Open Discussion
Topic: angrylion RDP plugin almost threaded
Replies: 53
Views: 24060

Re: angrylion RDP plugin almost threaded

I nearly stabilized this commit. There is the occasional total freeze after a few minutes of play with some games, but I'm confident that I'll be able to figure it out. I'll toss up a YouTube video in a bit. Getting 60VI/s on these titles: Goldeneye 007 Vigilante 8 Mario Tennis (on court, not in me...
by iwasaperson
Sat Feb 06, 2016 9:15 pm
Forum: Open Discussion
Topic: angrylion RDP plugin almost threaded
Replies: 53
Views: 24060

Re: angrylion RDP plugin almost threaded

MarathonMan wrote: Ah I see.

And I rescind my comment - I can debug it; I'll just have to debug it in a headless mode.

tl;dr: on the TODO list it goes.
Sounds good.
Really impressed with the spike in progress lately.
by iwasaperson
Sat Feb 06, 2016 8:50 pm
Forum: Open Discussion
Topic: angrylion RDP plugin almost threaded
Replies: 53
Views: 24060

Re: angrylion RDP plugin almost threaded

Also Super Mario 64, although its graphics are a bit unstable, but it's playable. I have managed to play it overclocked(up to almost double the speed!) and get two stars before the games has crashed. :D Nice find!! I am 60VI/s on this game as well! Getting 90 VI/s on my 6600K. We may need a frame l...
by iwasaperson
Sat Feb 06, 2016 8:43 pm
Forum: Open Discussion
Topic: angrylion RDP plugin almost threaded
Replies: 53
Views: 24060

Re: angrylion RDP plugin almost threaded

Getting 90 VI/s on my 6600K. We may need a frame limiter now.
by iwasaperson
Thu Oct 08, 2015 7:14 pm
Forum: Compatibility
Topic: Super Mario Star Road is a mess.
Replies: 16
Views: 7931

Re: Super Mario Star Road is a mess.

Got my Everdrive a while ago and forgot to report back. SM Star Road still behaves incorrectly. In CEN64, "Let's a-go" at the beginning is played at the correct speed, it goes to the file select menu, and it goes in-game with missing textures. On real hardware, "Let's a-go" is fast-forwarded, and it...
by iwasaperson
Sat Sep 26, 2015 11:41 am
Forum: Compatibility
Topic: Support .n64
Replies: 26
Views: 34506

Re: Support .n64

The file extension doesn't matter; CEN64 takes any big-endian formatted ROM image. Little-endian format will never be supported. My personal feelings are that it's silly to store ROM images in non-native format. I will outright reject any pull requests that try to implement support for little-endia...
by iwasaperson
Sun Sep 20, 2015 11:14 am
Forum: Compatibility
Topic: Support .n64
Replies: 26
Views: 34506

Re: Support .n64

It's regarded as the official format for ROM dumps since it's the type used in the official SDK. .z64 is viewed as a byte-swapped format. They're both big-endian but you seem to have the minority opinion for which one is correct. No-Intro uses .n64 and therefore RetroArch will only recognize .n64 f...
by iwasaperson
Fri Sep 18, 2015 4:20 pm
Forum: Compatibility
Topic: Super Mario Star Road is a mess.
Replies: 16
Views: 7931

Re: Super Mario Star Road is a mess.

By the way, what's with the messed up lighting in Super Mario 64? Some things are way darker than they should be. Probably a known issue by this point, but I would still like to know.
by iwasaperson
Wed Sep 16, 2015 12:40 pm
Forum: Compatibility
Topic: Super Mario Star Road is a mess.
Replies: 16
Views: 7931

Re: Super Mario Star Road is a mess.

MarathonMan wrote:The real performance boosts will come with the next core/dynarec.

The current situation is more or less in holdover-mode and most benefits will probably end up coming from new GCC versions.
Dynarec in a cycle-accurate emulator? Can't wait to see that.
by iwasaperson
Wed Sep 16, 2015 12:23 pm
Forum: Compatibility
Topic: Super Mario Star Road is a mess.
Replies: 16
Views: 7931

Re: Super Mario Star Road is a mess.

I don't have my 64drive ATM, and won't in the forseeable future. Until I hear from someone how it behaves on an actual console, there's no reason to look into it. :-p I'm planning on getting an Everdrive in the future (because it's a lot cheaper than the 64drive), so I'll report back then. I need t...
by iwasaperson
Wed Sep 16, 2015 3:29 am
Forum: Compatibility
Topic: Super Mario Star Road is a mess.
Replies: 16
Views: 7931

Super Mario Star Road is a mess.

https://i.imgur.com/dqXZQYU.png

This is a ROM hack of Super Mario 64, and I don't know how it runs on console since I don't have a flash cart or even an expansion pak, but in M64P, it works just fine.
by iwasaperson
Fri May 29, 2015 7:04 pm
Forum: Open Discussion
Topic: Future state of the project
Replies: 53
Views: 97288

Re: Future state of the project

And cycle-accurate emulation of N64 will never be possible, right? ;) Well, it's true that a software renderer is never that fast, especially compared to the hardware renderer, though. It will take always a fair share of the CPU power, so it will affect negatively the other components. There's not ...
by iwasaperson
Tue May 26, 2015 5:13 pm
Forum: Site News
Topic: Audio (somewhat) implemented
Replies: 44
Views: 51785

Re: Audio (somewhat) implemented

MarathonMan wrote: Can you `rm -f cen64 && make VERBOSE=1` and pastebin?
Doesn't fail until linking, so I only copied everything below the linking stage.
http://pastebin.com/1FXTAFb4
by iwasaperson
Tue May 26, 2015 3:49 pm
Forum: Site News
Topic: Audio (somewhat) implemented
Replies: 44
Views: 51785

Re: Audio (somewhat) implemented

I'm using Arch, so I don't have -dev packages. Adding it to links worked though. Thanks. I'd like to get a CMake fix applied to this (though that is the correct "fix"): In CMakeLists.txt, at the very bottom of the file, can you change this: target_link_libraries(cen64 ${EXTRA_OS_LIBS} ${OPENAL_LIBR...
by iwasaperson
Mon May 25, 2015 5:19 pm
Forum: Site News
Topic: Audio (somewhat) implemented
Replies: 44
Views: 51785

Re: Audio (somewhat) implemented

I can't seem to compile CEN64 ever since you merged the X11 stuff. No idea why. Am I missing any dependencies? Log: http://pastebin.com/eyHAAVKs Just add -lX11 to the flags. (EDIT: of course you need the -dev dependecies) I'm using Arch, so I don't have -dev packages. Adding it to links worked thou...
by iwasaperson
Mon May 25, 2015 4:26 pm
Forum: Site News
Topic: Audio (somewhat) implemented
Replies: 44
Views: 51785

Re: Audio (somewhat) implemented

I can't seem to compile CEN64 ever since you merged the X11 stuff. No idea why. Am I missing any dependencies?

Log: http://pastebin.com/eyHAAVKs
by iwasaperson
Sat Apr 25, 2015 9:58 pm
Forum: Open Discussion
Topic: Where did MarathonMan go? Project dead?
Replies: 36
Views: 40221

Re: Where did MarathonMan go? Project dead?

So this is a thing: http://www.emutalk.net/threads/55481-an ... ith-OpenGL

An OpenGL implementation of angrylion's RDP that's cross-platform. Think it could be useful?
by iwasaperson
Sun Mar 29, 2015 11:17 pm
Forum: Open Discussion
Topic: Intel Haswell graphics can output true 240p on Windows 7
Replies: 12
Views: 8440

Re: Intel Haswell graphics can output true 240p on Windows 7

Works for me in Windows 8.1. Well I was on Windows 7... Also, are you getting a native 240p output rather than a scaled or window-boxed one? Native on my CRT (I have to run at 120 Hz though). Try 3840x240 and see if that works for you. Horizontal resolution matters little if you're using an emulato...
by iwasaperson
Sun Mar 29, 2015 10:44 pm
Forum: Open Discussion
Topic: Intel Haswell graphics can output true 240p on Windows 7
Replies: 12
Views: 8440

Re: Intel Haswell graphics can output true 240p on Windows 7

Nintendo Maniac 64 wrote:
iwasaperson wrote:320x240 works fine in Windows Catalyst using CRU (Custom Resolution Utility)
This did not work on my AMD E-350 APU back when I tried it 4-9 months ago.
Works for me in Windows 8.1.
by iwasaperson
Sun Mar 29, 2015 6:49 pm
Forum: Open Discussion
Topic: Intel Haswell graphics can output true 240p on Windows 7
Replies: 12
Views: 8440

Re: Intel Haswell graphics can output true 240p on Windows 7

If you aren't aware, modern AMD and Nvidia GPUs are not capable of outputting a true native 240p signal, especially on modern Windows OSes. I initially though this was also the case for Intel graphics as well, but it turns out it's only partially the case. Simply put, Intel Haswell graphics seem to...
by iwasaperson
Tue Jan 06, 2015 10:42 pm
Forum: Site News
Topic: New core starting to come together!
Replies: 162
Views: 102134

Re: New core starting to come together!

...Well that didn't work: https://i.imgur.com/yOm4hC6.png (mgc_2011)

Guess it will be a while until CEN64 is truly indistinguishable from a real N64.
by iwasaperson
Tue Jan 06, 2015 6:19 pm
Forum: Site News
Topic: I'll just leave this here...
Replies: 71
Views: 72166

Re: I'll just leave this here...

Please can someone post the md5 hash of the IPL ROM? Or I have a bad dump, or I don't know how to launch it...Help me! 8d3d9f294b6e174bc7b1d2fd1c727530 Launch with option -ddipl before you put the pifdata.bin and the ROM. ex. ./cen64 -ddipl ddipl.n64 pifdata.bin oot.z64 No idea how to launch actual...
by iwasaperson
Tue Jan 06, 2015 5:13 pm
Forum: Site News
Topic: I'll just leave this here...
Replies: 71
Views: 72166

Re: I'll just leave this here...

Well THAT was unexpected.
by iwasaperson
Tue Jan 06, 2015 5:06 pm
Forum: Site News
Topic: New core starting to come together!
Replies: 162
Views: 102134

Re: New core starting to come together!

So MarathonMan, I saw that image you posted before you deleted it. ;) I even had a chance to screenshot your post because, without closing the tab, I ended up reloading the page in a new tab which allowed me to see that you had deleted the post. Instant email notification of replies FTW. Currently ...
by iwasaperson
Sat Jan 03, 2015 2:31 pm
Forum: Site News
Topic: New core starting to come together!
Replies: 162
Views: 102134

Re: New core starting to come together!

OK. WTH? Majora's Mask works fine on the Windows build (with WINE), but not on the Linux build (my own build, but I've also tried the SSE4.1 build). Fixed. angrylion added a check to clamp the RDRAM range to 4MiB/8MiB using a Windows interface that checks the validity of the virtual address space s...
by iwasaperson
Sat Jan 03, 2015 2:41 am
Forum: Site News
Topic: New core starting to come together!
Replies: 162
Views: 102134

Re: New core starting to come together!

Try again -- I disabled the optimization that should be responsible for that. The Windows x64 calling convention allocates fewer volatile registers so this is less likely to happen with that optimization enabled. Nope. Still happening. Ok that's really weird then. I'll look into that tomorrow or so...
by iwasaperson
Sat Jan 03, 2015 2:27 am
Forum: Site News
Topic: New core starting to come together!
Replies: 162
Views: 102134

Re: New core starting to come together!

MarathonMan wrote:Try again -- I disabled the optimization that should be responsible for that. The Windows x64 calling convention allocates fewer volatile registers so this is less likely to happen with that optimization enabled.
Nope. Still happening.
by iwasaperson
Fri Jan 02, 2015 11:21 pm
Forum: Site News
Topic: New core starting to come together!
Replies: 162
Views: 102134

Re: New core starting to come together!

OK. WTH?

Majora's Mask works fine on the Windows build (with WINE), but not on the Linux build (my own build, but I've also tried the SSE4.1 build).

https://i.imgur.com/MCvXEGK.png (WINE on left, native on right)
by iwasaperson
Fri Jan 02, 2015 2:55 am
Forum: Site News
Topic: New core starting to come together!
Replies: 162
Views: 102134

Re: New core starting to come together!

Lot's of flickering, no UI in the menu, no Nintendo text (although the spinning 'N' shows up). I just kept mashing X and Enter and I started the game. That's odd. I'm using the build from 02:41 UTC (only 2 hours ago) and everything seems pretty much flawless except that things seem darker, you star...
by iwasaperson
Fri Jan 02, 2015 1:22 am
Forum: Site News
Topic: New core starting to come together!
Replies: 162
Views: 102134

Re: New core starting to come together!

Majora's Mask kind of works: https://i.imgur.com/6hKSFnB.png

Lot's of flickering, no UI in the menu, no Nintendo text (although the spinning 'N' shows up). I just kept mashing X and Enter and I started the game.

Honestly, I wasn't expecting it to work at all.
by iwasaperson
Sun Dec 28, 2014 11:07 pm
Forum: Development
Topic: Retarded Windows conventions
Replies: 4
Views: 4111

Re: Retarded Windows conventions

You could always just go the libretro route and not worry about Windows, then again, I have no experience with that API.
by iwasaperson
Sat Dec 27, 2014 8:43 pm
Forum: Site News
Topic: New core starting to come together!
Replies: 162
Views: 102134

Re: New core starting to come together!

Also you might want to enable VR4300_BUSY_WAIT_DETECTION in the build options. That just boosted me up to 45 VI/s in game (60 at menus). Lolwut? EDIT: Dig Dug is still the same though :( busy wait detection is used to skip idle periods for the cpu. when the RCP is busy, the cpu will most likely "sp...
by iwasaperson
Sat Dec 27, 2014 2:34 pm
Forum: Site News
Topic: New core starting to come together!
Replies: 162
Views: 102134

Re: New core starting to come together!

Snowstorm64 wrote: Also you might want to enable VR4300_BUSY_WAIT_DETECTION in the build options.
That just boosted me up to 45 VI/s in game (60 at menus). Lolwut?

EDIT: Dig Dug is still the same though :(
by iwasaperson
Sat Dec 27, 2014 12:55 am
Forum: Site News
Topic: New core starting to come together!
Replies: 162
Views: 102134

Re: New core starting to come together!

Kind of runs OoT, but nothing past the Nintendo logo, and glitches around. It's a start: https://i.imgur.com/dsWHH3F.png And I am building Native and Release Couple opcodes still need to be implemented, and a known RSP bug needs fixing before OoT or many other ROMs will boot. Hm, that's disappointi...
by iwasaperson
Sat Dec 27, 2014 12:35 am
Forum: Site News
Topic: New core starting to come together!
Replies: 162
Views: 102134

Re: New core starting to come together!

Kind of runs OoT, but nothing past the Nintendo logo, and glitches around. It's a start: https://i.imgur.com/dsWHH3F.png

And I am building Native and Release
by iwasaperson
Sat Dec 27, 2014 12:22 am
Forum: Site News
Topic: New core starting to come together!
Replies: 162
Views: 102134

Re: New core starting to come together!

Just built it on my 3570K. Getting around 30 VI/s. Also 52 in Dig Dug (Namco Museum), which is up 6 VI/s from the last time I built. Impressive.


EDIT:And adding on what MarathonMan said in the post above, cen64-qt converts n64 to z64, which is unbyteswapped.
by iwasaperson
Mon Nov 10, 2014 5:43 pm
Forum: Site News
Topic: Finally: SSE2-only builds
Replies: 26
Views: 22112

Re: Finally: SSE2-only builds

EDIT: Also, full-on RSP support still isn't present, so be surprised that most commercial ROMs still don't boot. /s I am very surprised that commercial ROMs don't boot without a fully functioning RSP. Anyway, great news for those with only SSE2 support, although I don't think CEN64 will come close ...
by iwasaperson
Sun Oct 26, 2014 8:15 pm
Forum: Site News
Topic: Short burst of progress...
Replies: 36
Views: 32465

Re: Short burst of progress...

If Angrylion's RDP is pixel-accurate, why doesn't it have AA like my real N64? Very noticeable in the intro to OoT on the hills. Is that just a side-effect of composite video, or is there something missing? I stripped out the VI filters because there was a lot of Windows-specific code that I didn't...
by iwasaperson
Sat Oct 25, 2014 10:11 pm
Forum: Site News
Topic: Short burst of progress...
Replies: 36
Views: 32465

Re: Short burst of progress...

I found a bug in uncached reads and writes, though I don't think it'll fix the input bug. I have a inkling about what that 'cache' bug may be, though it's not a cache bug per se. It's more of an issue with timing or a race condition. I'm using MAME/angrylion RDP as from before, RSP is being rewritt...
by iwasaperson
Sun Oct 19, 2014 1:46 pm
Forum: Compatibility
Topic: Compatibility test (11th of September 2014, cen64-backport)
Replies: 4
Views: 4798

Re: Compatibility test (11th of September 2014, cen64-backpo

MarathonMan wrote:I haven't written anything to checksum and set CIC seeds yet, so you have to do it manually:
http://forums.cen64.com/viewtopic.php?f ... =CIC#p1106
That worked. Thanks!
by iwasaperson
Sat Oct 18, 2014 4:41 pm
Forum: Compatibility
Topic: Compatibility test (11th of September 2014, cen64-backport)
Replies: 4
Views: 4798

Re: Compatibility test (11th of September 2014, cen64-backpo

I can't get anything to work except for Namco Museum. I'm using cen64-backport and I've tried Ocarina of Time, Super Smash Bros., and Super Mario 64. OS: Arch Linux. Couldn't get it to compile in Windows (with MSVC) Am I missing something? Same thing happens in the regular cen64 branch, but I didn't...
by iwasaperson
Thu Jul 03, 2014 1:58 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 125732

Re: New core/version 0.3

Sorry. I didn't realize just how early in development the new core is.
by iwasaperson
Wed Jul 02, 2014 10:59 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 125732

Re: New core/version 0.3

Installed native Linux. Now it runs, but there is no picture. I really want to see it since it's reporting ~56 VI/s.
Tried with Majora's Mask, Super Mario 64, and Ocarina of Time.
by iwasaperson
Sat Jun 28, 2014 12:06 am
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 125732

Re: New core/version 0.3

MarathonMan wrote:What ROMs are you trying? As mentioned above, few work with the new core.
Super Mario 64 and Ocarina of Time.

EDIT: Actually, scratch that. I think it's because I'm running in VirtualBox.

"libGL error: failed to load driver: vboxvideo"
by iwasaperson
Fri Jun 27, 2014 5:54 pm
Forum: Site News
Topic: New core/version 0.3
Replies: 301
Views: 125732

Re: New core/version 0.3

It keeps crashing when I build on Windows (using CodeBlocks w/ GCC after cmake) and it shows a blank screen on Linux (using cmake & make)
I'm trying to do a release build.

I'm going to try again in Windows, but I have no idea why it's failing in Linux.
by iwasaperson
Thu Jun 12, 2014 11:03 pm
Forum: VR4300
Topic: Signal tapping...
Replies: 6
Views: 14403

Re: Signal tapping...

Something something hype.