Search found 692 matches

by MarathonMan
Fri Nov 15, 2013 8:20 pm
Forum: Development
Topic: One question about GLFW
Replies: 14
Views: 6384

Re: One question about GLFW

Iconoclast wrote:Not really anything Windows-specific in the angrylion plugin, just DirectX.
Correct. Whenever I see TYPES THAT ARE IN ALL CAPITAL LETTERS AND OBNOXIOUSLY LONG, I just nope.avi my way out. :D
by MarathonMan
Fri Nov 15, 2013 11:33 am
Forum: Open Discussion
Topic: v0.1 released.
Replies: 0
Views: 10259

v0.1 released.

I've started tagging versions so people can externally refer to their copy of CEN64 in a more convenient way. The master branch will always contain the most recent version, and a next-version branch will contain what will eventually become the next version of CEN64 once it stabilizes. Figured it was...
by MarathonMan
Fri Nov 15, 2013 9:25 am
Forum: Compatibility
Topic: The Legend of Zelda - Ocarina of Time
Replies: 39
Views: 32657

Re: The Legend of Zelda - Ocarina of Time

I've confirmed that the odd corruption during sword slash is due to unimplemented CP1 instructions. This will be fixed in the next push. Presence, I still need to determine what is causing the unexpected freezes. I have been able to reproduce them on my end. :| EDIT: Sword slashes looking much bette...
by MarathonMan
Fri Nov 15, 2013 8:40 am
Forum: Other
Topic: Docs
Replies: 13
Views: 9897

Re: Docs

Those discs likely contained the software for the SGI Indy and u64 boards.

The documentations that krom is referring to is what a publishing house or certified developer would have received. They describe how to program like libultra and some details of the hardware (but not too much).
by MarathonMan
Thu Nov 14, 2013 8:47 pm
Forum: Development
Topic: One question about GLFW
Replies: 14
Views: 6384

Re: One question about GLFW

Well, this is disappointing. So it means that force feedback support is completely cut by CEN64 atm? Or do you intend to push GFLW's authors to implement force feedback in a short time? Right now, I've been pushing off any promises of features until the emulator becomes more stable and the show-sto...
by MarathonMan
Thu Nov 14, 2013 8:44 pm
Forum: Development
Topic: Wii U Pro Controller support for CEN64
Replies: 6
Views: 3782

Re: Wii U Pro Controller support for CEN64

This is great, I'll commit it this weekend along with krom's CP1 additions.

Thank you very much for your contributions and the corresponding bug report for us Linux users. :D

EDIT: Added to most recent commit.
by MarathonMan
Wed Nov 13, 2013 11:43 pm
Forum: Development
Topic: One question about GLFW
Replies: 14
Views: 6384

Re: One question about GLFW

GLFW doesn't support any kind of force feedback to my knowledge. CEN64 does have a software renderer. However, even though the output image is rendered is software, it still needs a graphics library of some sort to raster the image to the client's window. It uses OpenGL to do this in a hardware-acce...
by MarathonMan
Wed Nov 13, 2013 9:19 am
Forum: Development
Topic: One question about GLFW
Replies: 14
Views: 6384

Re: One question about GLFW

I hate nothing more than tying myself to bloated, monstrous libraries. If I wanted to drop GLFW support tomorrow, I could do so in a heartbeat because the only purpose it serves is creating a window and gathering user input. Likewise, OpenAL and OpenGL are the most open-sourced, cross-compatible lib...
by MarathonMan
Thu Nov 07, 2013 3:15 pm
Forum: Frontends
Topic: [Windows] Unofficial CEN64 Launcher
Replies: 10
Views: 12767

Re: [Windows] Unofficial CEN64 Launcher

thedax wrote:Yeah, a way to send a save command (and maybe a go fullscreen command) to the emulator would be nice.
As beannaich said, later versions will provide those features and many more options via socket communication on the localhost interface.
by MarathonMan
Thu Nov 07, 2013 2:32 pm
Forum: Compatibility
Topic: Full NTSC roms set compatibility list
Replies: 2
Views: 5094

Re: Full NTSC roms set compatibility list

No, no... certainly nothing is useless. I use these comparability lists when looking for regressions and other problems. Unfortunately, as this project is not funded, I just don't have the time to make use of the list right now and have been focusing on easier to find bugs. But I will use this list ...
by MarathonMan
Thu Nov 07, 2013 11:52 am
Forum: Compatibility
Topic: Doom64's graphics broken
Replies: 1
Views: 3346

Re: Doom64's graphics broken

Thanks for this! Regression-related bugs are easy to spot. I'll look into it this weekend.
by MarathonMan
Tue Nov 05, 2013 11:55 pm
Forum: Compatibility
Topic: The Legend of Zelda - Ocarina of Time
Replies: 39
Views: 32657

Re: The Legend of Zelda - Ocarina of Time

Ocarina of Time crashes for me if I try to pause close to the entrance to the Deku Tree. The yellow debug line appears in the upper left after a few seconds. Great job finding this, I'll test on an actual console. Unfortunately, this bug is particularly difficult to trace but I'll see what I can do...
by MarathonMan
Sun Nov 03, 2013 2:04 pm
Forum: FAQ/Guides
Topic: How to use CEN64
Replies: 42
Views: 74595

Re: How to use CEN64

Net_Bastard wrote:For some reason all of the EmuCR Windows builds are giving me error messages when I try to unzip them.
Just tried extracting the most recent version. Works fine for me...
by MarathonMan
Sun Nov 03, 2013 1:00 am
Forum: Frontends
Topic: CEN64-Qt
Replies: 48
Views: 194590

Re: CEN64-Qt

beannaich wrote:Could we move all the Front-end/Launcher/GUIs to the same sub-forum?
Done. :D
by MarathonMan
Sat Nov 02, 2013 11:59 pm
Forum: Frontends
Topic: CEN64-Qt
Replies: 48
Views: 194590

Re: CEN64-Qt

Devin wrote:Sweet I was hoping a Linux frontend would show up.
Second that thought.
by MarathonMan
Sat Nov 02, 2013 11:58 pm
Forum: Frontends
Topic: [Windows] Unofficial CEN64 Launcher
Replies: 10
Views: 12767

Re: [Windows] Unofficial CEN64 Launcher

I am glad to see so much interest in CEN64! Excellent work. :D
by MarathonMan
Fri Nov 01, 2013 3:33 pm
Forum: Compatibility
Topic: The Legend of Zelda - Ocarina of Time
Replies: 39
Views: 32657

Re: The Legend of Zelda - Ocarina of Time

Whoops, yeah. The explanation was correct except for the 8MiB typo. Fixed.
juef wrote:
MarathonMan wrote:36Mbit (36*1024 bits) physical bits of memory.
36 * 1024 * 1024 :)
Also yes, this. :P
by MarathonMan
Fri Nov 01, 2013 1:02 am
Forum: Compatibility
Topic: The Legend of Zelda - Ocarina of Time
Replies: 39
Views: 32657

Re: The Legend of Zelda - Ocarina of Time

I'm not completely following. If we're converting megabits to "megabytes", of sorts, do you mean 32 Mb/8 = 4 MiB, or 64 Mb/8 = 8 MiB? Because 32 Mbit/(8==2*2*2) = 8 [MiB] doesn't seem right. The N64 actually has 36Mbit (36*1024*1024 bits) physical bits of memory. However, the user only sees 32MBit ...
by MarathonMan
Thu Oct 31, 2013 11:49 pm
Forum: Compatibility
Topic: The Legend of Zelda - Ocarina of Time
Replies: 39
Views: 32657

Re: The Legend of Zelda - Ocarina of Time

It could be a floating-point comparison bug under COP1 of the VR4300 somewhere... This was my suspicion, exactly , for the longest time... yet I have been unable to find a bug. :( How is RDRAM 9-bit? The RDRAM basically does a "checksum" of all data on every access; this is the reason why although ...
by MarathonMan
Thu Oct 31, 2013 9:37 am
Forum: Compatibility
Topic: The Legend of Zelda - Ocarina of Time
Replies: 39
Views: 32657

Re: The Legend of Zelda - Ocarina of Time

I think we should start to report all bugs we encounter in every N64 game we are testing. Any contribution are always welcomed. We start with one of most iconic N64 games, Ocarina of Time! There is what I have encountered so far: 1) Rupees number isn't showed correctly in the savegame ... In this s...
by MarathonMan
Wed Oct 30, 2013 9:24 pm
Forum: Bugs/Issues
Topic: Unable to read program stdout when running.
Replies: 5
Views: 4082

Re: Unable to read program stdout when running.

Ahh yeah, I didn't do a debugging compile and was attempting to capture the "... VI/s " messages that the video writes. I'll try that. EDIT: Yup, that was it. It needed a fflush. Now its capturing the output, thanks! What exactly do you mean by enable C99? I thought setbuf was C99, but it turns out...
by MarathonMan
Mon Oct 28, 2013 9:31 pm
Forum: Bugs/Issues
Topic: Unable to read program stdout when running.
Replies: 5
Views: 4082

Re: Unable to read program stdout when running.

For me it is printing to StdOut, as when I changed the code to read from StdErr, I got nothing at all, even at program close. Atleast on StdOut I got the output when the program closed. I also tried what you mentioned about redirecting stderr to stdout but still it seems to sit there until the prog...
by MarathonMan
Mon Oct 28, 2013 8:36 pm
Forum: Bugs/Issues
Topic: Unable to read program stdout when running.
Replies: 5
Views: 4082

Re: Unable to read program stdout when running.

It prints to StdErr, not StdOut.

On Linux, I have to redirect using

Code: Select all

./cen64 ... 2>&1 ...
by MarathonMan
Mon Oct 28, 2013 8:12 pm
Forum: Site News
Topic: EEPROM/SRAM saves working
Replies: 0
Views: 12000

EEPROM/SRAM saves working

Instead of hiding updates in the commit logs, I finally have a place to post things. :D SRAM saves, as well as EEPROM saves, are now working. You must press the close button in your window manager in order for the EEPROM/SRAM to save. If you press CTRL^C or kill the process, your data will be lost ....
by MarathonMan
Mon Oct 28, 2013 4:46 pm
Forum: Frontends
Topic: CEN64 Front-end for Windows v1.7
Replies: 113
Views: 55739

Re: Cen64 GUI Windows

Note on the "software portability" article it specifically says " Not to be confused with Application portability. " Please note that the article on "software portability" also specifically says: "It has been suggested that Porting be merged into this article." and "This article is about portabilit...
by MarathonMan
Mon Oct 28, 2013 4:29 pm
Forum: Frontends
Topic: CEN64 Front-end for Windows v1.7
Replies: 113
Views: 55739

Re: CEN64 Front-end for Windows v1.61

Just to clarify, by 'portable' I'm assuming you mean " ... I mean portable in the same way that Wikipedia defines it: http://en.wikipedia.org/wiki/Portability Portability may refer to: ... Porting, the ability of a computer program to be ported from one system to another in computer science ... In ...
by MarathonMan
Mon Oct 28, 2013 2:37 pm
Forum: Frontends
Topic: CEN64 Front-end for Windows v1.7
Replies: 113
Views: 55739

Re: Cen64 GUI Windows

With other emulators, the GUI has direct access to internal variables. This is a designer's worst nightmare. If MarathonMan ever allows GUIs to be coded that directly reference his code (Or if he externs some helpful functions that I could P/Invoke), things like that would be much easier. I'd be hi...
by MarathonMan
Sun Oct 27, 2013 11:09 pm
Forum: Compatibility
Topic: Problems?
Replies: 53
Views: 43864

Re: Problems?

You're right, CEN64's core needs to be completed first, audio isn't that much important right now. I know it's a priority matter, and I don't mean to annoy you, but... at least the save system (EEPROM, SRAM and memory pak) needs to be implemented ASAP EEPROM and SRAM are implemented already... :D S...
by MarathonMan
Sun Oct 27, 2013 9:47 pm
Forum: Development
Topic: STICKY: How can I help?
Replies: 6
Views: 7410

Re: STICKY: How can I help?

Devin wrote:This good so far?
Yes, exactly -- stuff like that. :D
by MarathonMan
Sun Oct 27, 2013 1:57 pm
Forum: Development
Topic: STICKY: How can I help?
Replies: 6
Views: 7410

Re: STICKY: How can I help?

Devin wrote:What kinds of FAQs, guides, or tutorials do you need?
Even something as simple as "how to use CEN64" would be nice. A lot of people throw their hands in the air when they see that you have to start it from the command prompt (though now Breadwinka has his tool for Windows... :))
by MarathonMan
Sat Oct 26, 2013 2:28 pm
Forum: Bugs/Issues
Topic: black screen with sse3 only CPU and 10/21 commit
Replies: 3
Views: 3307

Re: black screen with sse3 only CPU and 10/21 commit

No problem. Technically, you should only have to do incremental builds...

but my Makefiles are very hacky, so that doesn't work. :D
by MarathonMan
Sat Oct 26, 2013 10:05 am
Forum: Bugs/Issues
Topic: black screen with sse3 only CPU and 10/21 commit
Replies: 3
Views: 3307

Re: black screen with sse3 only CPU and 10/21 commit

Can you please do a full clean (clean.cmd) followed by a rebuild and try again?

Failing that, are all ROMs no longer working?
by MarathonMan
Fri Oct 25, 2013 9:42 am
Forum: Frontends
Topic: CEN64 Front-end for Windows v1.7
Replies: 113
Views: 55739

Re: Cen64 GUI Windows

Spaces need to be escaped.

You could probably try doing something like

Code: Select all

sprintf(rom_name_with_quotes, "\"%s\"", rom_name");
And launching with that. Anywho, good work!
by MarathonMan
Wed Oct 23, 2013 10:52 pm
Forum: Compatibility
Topic: Problems?
Replies: 53
Views: 43864

Re: Problems?

The degree to which it is taken care of varies directly with what there is to fear by implementing audio for slow games. Perhaps not so much fear as my utter inexperience with audio libraries. As it stands, the audio "plugin" gets 62,500,000 invocations per second (assuming the machine powering the...
by MarathonMan
Wed Oct 23, 2013 8:31 pm
Forum: Compatibility
Topic: Problems?
Replies: 53
Views: 43864

Re: Problems?

What better way to show off compatibility then to have some audio playing? Fix the bug that makes arguably the most iconic game, Super Mario 64, work? ;) So I think the trick is that the audio just needs proper support from the core to have a higher priority. This kind of thing is already taken car...
by MarathonMan
Wed Oct 23, 2013 9:56 am
Forum: Compatibility
Topic: Problems?
Replies: 53
Views: 43864

Re: Problems?

I think Pokémon Snap is actually cen64's first big win, whereas other emulators have failed to emulate properly. However, cen64 still isn't ready for any use but testing, since it's an alpha software and needs to fix some thing as the audio or the save system. I've been avoiding audio/mempak saves/...
by MarathonMan
Mon Oct 21, 2013 9:38 am
Forum: Compatibility
Topic: Problems?
Replies: 53
Views: 43864

Re: Problems?

Wow, thank you! :shock:

I will try to make use of all this information.
by MarathonMan
Sun Oct 20, 2013 10:09 am
Forum: Compatibility
Topic: Problems?
Replies: 53
Views: 43864

Re: Problems?

Thanks to both of you! There are some regressions in that list that I can start looking at to see where they broke.
by MarathonMan
Sat Oct 19, 2013 9:58 pm
Forum: Compatibility
Topic: Problems?
Replies: 53
Views: 43864

Re: Problems?

Mario Party 3 is setting CP0 register 18 (WatchLo). Right now CEN64 doesn't emulate this register, so that may be the issue. Hmm...
by MarathonMan
Wed Oct 16, 2013 8:48 pm
Forum: Compatibility
Topic: Problems?
Replies: 53
Views: 43864

Problems?

Has anyone had problems with ROMs other than Super Mario 64? I'm gotten libdragon ROMs, most commercial ROMs booting on my end. There's a few select issues I'm aware of, but I'd like to hear any community feedback on the issue in an organized thread. Where possible, please give steps on how to repro...
by MarathonMan
Fri Oct 11, 2013 8:01 pm
Forum: Development
Topic: STICKY: How can I help?
Replies: 6
Views: 7410

Re: How can I help?

Well that depends on your skill set. This, but allow me to elaborate a little bit: I have no programming skills, can I still help? Yes, of course. I'm currently a one-man team (along with a bunch of part-time contributors!) and this is a large-scale open source project. The number one weakness of m...
by MarathonMan
Fri Oct 04, 2013 7:08 pm
Forum: Site News
Topic: Welcome to the CEN64 Forums
Replies: 0
Views: 11623

Welcome to the CEN64 Forums

Hello all and welcome to the CEN64 forums. :D Please note that I am having trouble with my mailer at the current time; you may need to check your spam folder for messages mailed by the board. Also, please be patient while I configure the boards. I don't have the time to set everything up at the mome...