Blank screen! (and bugtracker broken)

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e2118289
Posts: 13
Joined: Tue Dec 31, 2013 12:24 am

Blank screen! (and bugtracker broken)

Post by e2118289 » Fri Jan 09, 2015 2:41 pm

I know this kind of stuff goes to the bug tracker, but when trying to signup captcha is empty/doesn't load so...
:arrow: Image

I'm using cen64-win64-sse2-latest under Windows 7 Ultimate SP1 x64, all I get is a white screen.
wtf.png
I'm pretty sure roms are right: pifdata.bin SHA1 is 9174eadc0f0ea2654c95fd941406ab46b9dc9bdd, and I'm using Z64 roms (it happens with all games I tested but just to verify Super Mario 64 (U) [!].z64 SHA1 is 9bef1128717f958171a4afac3ed78ee2bb4e86ce).

I ended up reinstalling video drivers, DirectX redists, Windows updates and all that stuff to no avail, so...

beannaich
Posts: 149
Joined: Mon Oct 21, 2013 2:43 pm

Re: Blank screen! (and bugtracker broken)

Post by beannaich » Fri Jan 09, 2015 8:08 pm

e2118289 wrote:I ended up reinstalling video drivers, DirectX redists, Windows updates and all that stuff to no avail, so...
I wouldn't put too much stock in the windows builds for the moment, it's a pretty turbulent time for commits, and MarathonMan primarily tests on Linux. I'm sure it'll get fixed sooner than later though :)

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MarathonMan
Site Admin
Posts: 692
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Re: Blank screen! (and bugtracker broken)

Post by MarathonMan » Fri Jan 09, 2015 8:10 pm

Sorry about the bugtracker registration; did a major upgrade quasi-recently and didn't realize that was broken.

I think you're the only person I've seen with this issue so far (and many people use the SSE2 builds). DirectX drivers don't matter for CEN64; it uses OpenGL. What graphics card do you have?

EDIT: Just tried running latest build from downloads.cen64.com on a VM and seemed to work fine.

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juef
Posts: 31
Joined: Sun Oct 27, 2013 10:19 pm

Re: Blank screen! (and bugtracker broken)

Post by juef » Fri Jan 09, 2015 9:14 pm

I can confirm the latest Windows builds work here, and my files have the same checksums as yours...

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e2118289
Posts: 13
Joined: Tue Dec 31, 2013 12:24 am

Re: Blank screen! (and bugtracker broken)

Post by e2118289 » Sat Jan 10, 2015 9:02 pm

OK... grabbed an OpenGL capabilities viewer, there's something specific I should look at?
Here's a report:

Renderer: Intel 945G
Vendor: Intel
Memory: 256 MB
Version: 1.4.0 - Build 8.14.10.1930
Shading language version: N/A

Max texture size: 2048 x 2048
Max texture coordinates: 0
Max vertex texture image units: 16
Max texture image units: 16
Max geometry texture units: 0
Max anisotropic filtering value: 4
Max number of light sources: 16
Max viewport size: 2048 x 2048
Max uniform vertex components: 512
Max uniform fragment components: 1024
Max geometry uniform components: 0
Max varying floats: 41
Max samples: 0
Max draw buffers: 7

Extensions: 56
GL_3DFX_texture_compression_FXT1
GL_ARB_depth_texture
GL_ARB_fragment_program
GL_ARB_multitexture
GL_ARB_point_parameters
GL_ARB_shadow
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_window_pos
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_cull_vertex
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod_bias
GL_IBM_texture_mirrored_repeat
GL_NV_blend_square
GL_NV_texgen_reflection
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_WIN_swap_hint
WGL_ARB_buffer_region
WGL_ARB_extensions_string
WGL_ARB_make_current_read
WGL_ARB_pbuffer
WGL_ARB_pixel_format
WGL_EXT_extensions_string
WGL_EXT_swap_control

Core features
v1.1 (100 % - 7/7)
v1.2 (100 % - 8/8)
v1.3 (100 % - 9/9)
v1.4 (100 % - 15/15)
v1.5 (66 % - 2/3)
v2.0 (10 % - 1/10)
v2.1 (0 % - 0/3)
v3.0 (0 % - 0/23)
v3.1 (0 % - 0/8)
v3.2 (0 % - 0/10)
v3.3 (0 % - 0/10)
v4.0 (0 % - 0/14)
v4.1 (0 % - 0/7)
v4.2 (0 % - 0/13)
v4.3 (0 % - 0/23)
v4.4 (0 % - 0/10)
v4.5 (0 % - 0/11)

OpenGL driver version check (Current: 1.4.0 - Build 8.14.10.1930, Latest known: 1.4.0 - Build 7.14.10.1409):
Latest version of display drivers found
According the database, you are running the latest display drivers for your video card.

No ICD registry entry
The current OpenGL driver doesn't expose the SOFTWARE/Microsoft/Windows (NT)/CurrentVersion/OpenGLDrivers registry entry. Unable to detect the driver version, driver revision name and filename.

Multitexture support
This feature accelerates complex rendering such as lightmaps or environment mapping.

Secondary color support
This feature provides an alternate method of coloring specular highlights on polygons.

S3TC compression support
This feature improves texture mapping performance in some applications by using lossy compression.

Texture edge clamp support
This feature improves texturing quality by adding clamping control to edge texel filtering.

Vertex program support
This feature enables a wide variety of effects via flexible vertex programming (equivalent to DX8 Vertex Shader.)

Fragment program support
This feature enables a wide variety of effects via per pixel programming (equivalent to DX9 Pixel Shader.)

Texture anisotropic filtering support
This feature improves the quality of texture mapping on oblique surfaces.

No OpenGL Shading Language support
This may break compatibility for applications using per pixel shading.

No Frame buffer object support
This may break compatibility for applications using render to texture functions.

Extension verification:
GL_ARB_multitexture has the entry point glActiveTextureARB missing!
GL_ARB_multitexture has the entry point glClientActiveTextureARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord1dARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord1dvARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord1fARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord1fvARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord1iARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord1ivARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord1sARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord1svARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord2dARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord2dvARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord2fARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord2fvARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord2iARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord2ivARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord2sARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord2svARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord3dARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord3dvARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord3fARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord3fvARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord3iARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord3ivARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord3sARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord3svARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord4dARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord4dvARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord4fARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord4fvARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord4iARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord4ivARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord4sARB missing!
GL_ARB_multitexture has the entry point glMultiTexCoord4svARB missing!
GL_ARB_point_parameters has the entry point glPointParameterfARB missing!
GL_ARB_point_parameters has the entry point glPointParameterfvARB missing!
GL_ARB_texture_compression has the entry point glCompressedTexImage1DARB missing!
GL_ARB_texture_compression has the entry point glCompressedTexImage2DARB missing!
GL_ARB_texture_compression has the entry point glCompressedTexImage3DARB missing!
GL_ARB_texture_compression has the entry point glCompressedTexSubImage1DARB missing!
GL_ARB_texture_compression has the entry point glCompressedTexSubImage2DARB missing!
GL_ARB_texture_compression has the entry point glCompressedTexSubImage3DARB missing!
GL_ARB_texture_compression has the entry point glGetCompressedTexImageARB missing!
GL_ARB_transpose_matrix has the entry point glLoadTransposeMatrixdARB missing!
GL_ARB_transpose_matrix has the entry point glLoadTransposeMatrixfARB missing!
GL_ARB_transpose_matrix has the entry point glMultTransposeMatrixdARB missing!
GL_ARB_transpose_matrix has the entry point glMultTransposeMatrixfARB missing!
GL_ARB_vertex_buffer_object has the entry point glBindBufferARB missing!
GL_ARB_vertex_buffer_object has the entry point glBufferDataARB missing!
GL_ARB_vertex_buffer_object has the entry point glBufferSubDataARB missing!
GL_ARB_vertex_buffer_object has the entry point glDeleteBuffersARB missing!
GL_ARB_vertex_buffer_object has the entry point glGenBuffersARB missing!
GL_ARB_vertex_buffer_object has the entry point glGetBufferParameterivARB missing!
GL_ARB_vertex_buffer_object has the entry point glGetBufferPointervARB missing!
GL_ARB_vertex_buffer_object has the entry point glGetBufferSubDataARB missing!
GL_ARB_vertex_buffer_object has the entry point glIsBufferARB missing!
GL_ARB_vertex_buffer_object has the entry point glMapBufferARB missing!
GL_ARB_vertex_buffer_object has the entry point glUnmapBufferARB missing!
GL_ARB_vertex_program has the entry point glBindProgramARB missing!
GL_ARB_vertex_program has the entry point glDeleteProgramsARB missing!
GL_ARB_vertex_program has the entry point glDisableVertexAttribArrayARB missing!
GL_ARB_vertex_program has the entry point glEnableVertexAttribArrayARB missing!
GL_ARB_vertex_program has the entry point glGenProgramsARB missing!
GL_ARB_vertex_program has the entry point glGetProgramEnvParameterdvARB missing!
GL_ARB_vertex_program has the entry point glGetProgramEnvParameterfvARB missing!
GL_ARB_vertex_program has the entry point glGetProgramLocalParameterdvARB missing!
GL_ARB_vertex_program has the entry point glGetProgramLocalParameterfvARB missing!
GL_ARB_vertex_program has the entry point glGetProgramStringARB missing!
GL_ARB_vertex_program has the entry point glGetProgramivARB missing!
GL_ARB_vertex_program has the entry point glGetVertexAttribPointervARB missing!
GL_ARB_vertex_program has the entry point glGetVertexAttribdvARB missing!
GL_ARB_vertex_program has the entry point glGetVertexAttribfvARB missing!
GL_ARB_vertex_program has the entry point glGetVertexAttribivARB missing!
GL_ARB_vertex_program has the entry point glIsProgramARB missing!
GL_ARB_vertex_program has the entry point glProgramEnvParameter4dARB missing!
GL_ARB_vertex_program has the entry point glProgramEnvParameter4dvARB missing!
GL_ARB_vertex_program has the entry point glProgramEnvParameter4fARB missing!
GL_ARB_vertex_program has the entry point glProgramEnvParameter4fvARB missing!
GL_ARB_vertex_program has the entry point glProgramLocalParameter4dARB missing!
GL_ARB_vertex_program has the entry point glProgramLocalParameter4dvARB missing!
GL_ARB_vertex_program has the entry point glProgramLocalParameter4fARB missing!
GL_ARB_vertex_program has the entry point glProgramLocalParameter4fvARB missing!
GL_ARB_vertex_program has the entry point glProgramStringARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib1dARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib1dvARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib1fARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib1fvARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib1sARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib1svARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib2dARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib2dvARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib2fARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib2fvARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib2sARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib2svARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib3dARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib3dvARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib3fARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib3fvARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib3sARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib3svARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib4NbvARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib4NivARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib4NsvARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib4NubARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib4NubvARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib4NuivARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib4NusvARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib4bvARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib4dARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib4dvARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib4fARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib4fvARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib4ivARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib4sARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib4svARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib4ubvARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib4uivARB missing!
GL_ARB_vertex_program has the entry point glVertexAttrib4usvARB missing!
GL_ARB_vertex_program has the entry point glVertexAttribPointerARB missing!
GL_ARB_window_pos has the entry point glWindowPos2dARB missing!
GL_ARB_window_pos has the entry point glWindowPos2dvARB missing!
GL_ARB_window_pos has the entry point glWindowPos2fARB missing!
GL_ARB_window_pos has the entry point glWindowPos2fvARB missing!
GL_ARB_window_pos has the entry point glWindowPos2iARB missing!
GL_ARB_window_pos has the entry point glWindowPos2ivARB missing!
GL_ARB_window_pos has the entry point glWindowPos2sARB missing!
GL_ARB_window_pos has the entry point glWindowPos2svARB missing!
GL_ARB_window_pos has the entry point glWindowPos3dARB missing!
GL_ARB_window_pos has the entry point glWindowPos3dvARB missing!
GL_ARB_window_pos has the entry point glWindowPos3fARB missing!
GL_ARB_window_pos has the entry point glWindowPos3fvARB missing!
GL_ARB_window_pos has the entry point glWindowPos3iARB missing!
GL_ARB_window_pos has the entry point glWindowPos3ivARB missing!
GL_ARB_window_pos has the entry point glWindowPos3sARB missing!
GL_ARB_window_pos has the entry point glWindowPos3svARB missing!
GL_EXT_blend_color has the entry point glBlendColorEXT missing!
GL_EXT_blend_func_separate has the entry point glBlendFuncSeparateEXT missing!
GL_EXT_blend_minmax has the entry point glBlendEquationEXT missing!
GL_EXT_color_subtable was not found, but has the entry point glColorSubTableEXT
GL_EXT_compiled_vertex_array has the entry point glLockArraysEXT missing!
GL_EXT_compiled_vertex_array has the entry point glUnlockArraysEXT missing!
GL_EXT_cull_vertex has the entry point glCullParameterdvEXT missing!
GL_EXT_cull_vertex has the entry point glCullParameterfvEXT missing!
GL_EXT_draw_range_elements has the entry point glDrawRangeElementsEXT missing!
GL_EXT_fog_coord has the entry point glFogCoordPointerEXT missing!
GL_EXT_fog_coord has the entry point glFogCoorddEXT missing!
GL_EXT_fog_coord has the entry point glFogCoorddvEXT missing!
GL_EXT_fog_coord has the entry point glFogCoordfEXT missing!
GL_EXT_fog_coord has the entry point glFogCoordfvEXT missing!
GL_EXT_multi_draw_arrays has the entry point glMultiDrawArraysEXT missing!
GL_EXT_multi_draw_arrays has the entry point glMultiDrawElementsEXT missing!
GL_EXT_paletted_texture was not found, but has the entry point glColorTableEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableParameterfvEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableParameterivEXT
GL_EXT_secondary_color has the entry point glSecondaryColor3bEXT missing!
GL_EXT_secondary_color has the entry point glSecondaryColor3bvEXT missing!
GL_EXT_secondary_color has the entry point glSecondaryColor3dEXT missing!
GL_EXT_secondary_color has the entry point glSecondaryColor3dvEXT missing!
GL_EXT_secondary_color has the entry point glSecondaryColor3fEXT missing!
GL_EXT_secondary_color has the entry point glSecondaryColor3fvEXT missing!
GL_EXT_secondary_color has the entry point glSecondaryColor3iEXT missing!
GL_EXT_secondary_color has the entry point glSecondaryColor3ivEXT missing!
GL_EXT_secondary_color has the entry point glSecondaryColor3sEXT missing!
GL_EXT_secondary_color has the entry point glSecondaryColor3svEXT missing!
GL_EXT_secondary_color has the entry point glSecondaryColor3ubEXT missing!
GL_EXT_secondary_color has the entry point glSecondaryColor3ubvEXT missing!
GL_EXT_secondary_color has the entry point glSecondaryColor3uiEXT missing!
GL_EXT_secondary_color has the entry point glSecondaryColor3uivEXT missing!
GL_EXT_secondary_color has the entry point glSecondaryColor3usEXT missing!
GL_EXT_secondary_color has the entry point glSecondaryColor3usvEXT missing!
GL_EXT_secondary_color has the entry point glSecondaryColorPointerEXT missing!
GL_EXT_stencil_two_side has the entry point glActiveStencilFaceEXT missing!
GL_EXT_texture3D has the entry point glTexImage3DEXT missing!
WGL_ARB_buffer_region has the entry point wglCreateBufferRegionARB missing!
WGL_ARB_buffer_region has the entry point wglDeleteBufferRegionARB missing!
WGL_ARB_buffer_region has the entry point wglRestoreBufferRegionARB missing!
WGL_ARB_buffer_region has the entry point wglSaveBufferRegionARB missing!
WGL_ARB_extensions_string has the entry point wglGetExtensionsStringARB missing!
WGL_ARB_make_current_read has the entry point wglGetCurrentReadDCARB missing!
WGL_ARB_make_current_read has the entry point wglMakeContextCurrentARB missing!
WGL_ARB_pbuffer has the entry point wglCreatePbufferARB missing!
WGL_ARB_pbuffer has the entry point wglDestroyPbufferARB missing!
WGL_ARB_pbuffer has the entry point wglGetPbufferDCARB missing!
WGL_ARB_pbuffer has the entry point wglQueryPbufferARB missing!
WGL_ARB_pbuffer has the entry point wglReleasePbufferDCARB missing!
WGL_ARB_pixel_format has the entry point wglChoosePixelFormatARB missing!
WGL_ARB_pixel_format has the entry point wglGetPixelFormatAttribfvARB missing!
WGL_ARB_pixel_format has the entry point wglGetPixelFormatAttribivARB missing!
WGL_EXT_extensions_string has the entry point wglGetExtensionsStringEXT missing!
WGL_EXT_swap_control has the entry point wglGetSwapIntervalEXT missing!
WGL_EXT_swap_control has the entry point wglSwapIntervalEXT missing!

AIO
Posts: 51
Joined: Wed Nov 05, 2014 4:56 pm

Re: Blank screen! (and bugtracker broken)

Post by AIO » Sat Jan 10, 2015 11:10 pm

I think

Code: Select all

Renderer: Intel 945G
Vendor: Intel
Version: 1.4.0 - Build 8.14.10.1930
is the problem unfortunately.

User avatar
Breadwinka
Posts: 54
Joined: Fri Oct 04, 2013 11:35 pm

Re: Blank screen! (and bugtracker broken)

Post by Breadwinka » Sun Jan 11, 2015 1:28 am

AIO wrote:I think

Code: Select all

Renderer: Intel 945G
Vendor: Intel
Version: 1.4.0 - Build 8.14.10.1930
is the problem unfortunately.

Ohh man thats what like 2005 right there.

User avatar
MarathonMan
Site Admin
Posts: 692
Joined: Fri Oct 04, 2013 4:49 pm

Re: Blank screen! (and bugtracker broken)

Post by MarathonMan » Sun Jan 11, 2015 4:31 pm

I have some GL 1.x code that I can use, I'll look into providing that as a fallback or at least detecting/throwing an error in the future.

User avatar
Imgema
Posts: 8
Joined: Wed Mar 30, 2016 8:47 am

Re: Blank screen! (and bugtracker broken)

Post by Imgema » Fri Apr 08, 2016 5:07 pm

I'm also getting a black screen, whatever rom i use. My roms are z64.

My system is i5 4670 and a GTX 960. All drivers updated. Used all .exe versions i downloaded from the site just now. Using Windows 7 SP1 64bit.

So far, i have never managed to make Cen64 work :(

ShadowFX
Posts: 86
Joined: Sat Oct 05, 2013 2:08 am
Location: The Netherlands

Re: Blank screen! (and bugtracker broken)

Post by ShadowFX » Sat Apr 09, 2016 4:20 am

What steps are you taking to load your ROM?
Maybe that way we can pinpoint the problem.

A reminder that CEN64 is primarily a command line only application, have you tried CEN64-Qt?
"Change is inevitable; progress is optional"

OS: Windows 10 Pro x64
Specs: Intel Core i7-7700K @ 4.2GHz, 16GB DDR4-RAM, NVIDIA GeForce GTX 1080 Ti
Main build: AVX (official)

User avatar
Imgema
Posts: 8
Joined: Wed Mar 30, 2016 8:47 am

Re: Blank screen! (and bugtracker broken)

Post by Imgema » Sat Apr 09, 2016 11:49 am

ShadowFX wrote:What steps are you taking to load your ROM?
Maybe that way we can pinpoint the problem.

A reminder that CEN64 is primarily a command line only application, have you tried CEN64-Qt?
Alright it seems like it was just the games not working. I tried a few others and i managed to load Blast Corps successfully.

Also, yes, i am using the Cen-Qt frontend.

I thought there was some other problem because i couldn't make Starfox (in particular) to work. I remember a recent video of the game running almost full speed (on a laptop even) and i thought it was a given that it will work.

Btw, the few games i managed to make them work... don't seem to use all the cores. I still get terrible speed with around 25% CPU used (i5 4670 here). So, is the multi-threading not implemented yet? I do have the option checked in the frontend. Not very fluent with command lines unfortunately.

User avatar
Nintendo Maniac 64
Posts: 185
Joined: Fri Oct 04, 2013 11:37 pm

Re: Blank screen! (and bugtracker broken)

Post by Nintendo Maniac 64 » Sat Apr 09, 2016 3:57 pm

Start Fox 64 works fine on my end...though I use the SSE 4.1 build because I cannot test the AVX builds seeing how my CPU doesn't support AVX. If you're using the AVX build, try using the SSE 4.1 build and see if it works?



And just so you know, I'm also bad with the command line, but I know how to use it - I'm just terrible at memorizing actual commands, so I just use .BAT batch files instead.

If you don't already know how to use .BAT files, I'd be happy to step you through setting up Cen64 to run via a .BAT file. However, for simplicity sake, I would be very grateful if you answered three things:

1. Which build of Cen64 to you use? Like AVX, SSE 4.1, etc...

2. Do you care at all about running Cen64 in single-threaded, or are you only interested in multi-threaded? You're allowed to be interested in both.

3. Do you want the Cen64 program window to start maximized or not?
CEN64 Forum's resident straight-male kuutsundere
(just "tsundere" makes people think of "Shana clones" *shivers*)

CPU+iGPU: Pentium G3258 @ 4.6GHz/1.281v
dGPU: Radeon HD5870 1GB
RAM: Vengeance 1600 4x4GB
OS: Windows 7

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Imgema
Posts: 8
Joined: Wed Mar 30, 2016 8:47 am

Re: Blank screen! (and bugtracker broken)

Post by Imgema » Sat Apr 09, 2016 4:31 pm

Nintendo Maniac 64 wrote: 1. Which build of Cen64 to you use? Like AVX, SSE 4.1, etc...

2. Do you care at all about running Cen64 in single-threaded, or are you only interested in multi-threaded? You're allowed to be interested in both.

3. Do you want the Cen64 program window to start maximized or not?
1. I tested every build but AVX does work for me since i'm on Haswell. So i use that since i assume is the more advanced.

2. For testing purposes mostly, sure. I did try the option to see any differences and compare any gains with multi-threading. But i'm mostly interested for multi-threaded since this will be the only way to see the emulator running at reasonable speeds in this decade, i assume.

3. I usually don't like programs starting as maximized widows. Or do you mean Windowed fullscreen? Anyway, i usually prefer a smaller window that i can move around as default.


Thanks for the offering to help with the bat files. I am good with the frontend, although i'm not sure if everything works as it should. For instance i don't know if multi-threading doesn't work for me because the option tick box doesn't work. But i only get 20-30% CPU usage regardless if i tick it or not.

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Re: Blank screen! (and bugtracker broken)

Post by Nintendo Maniac 64 » Sat Apr 09, 2016 4:57 pm

Ok, so this should be quite easy. The amount of steps makes it look lengthy, but that's because I really broke it down so as to make each step simple:



1. Make a new folder somewhere on your computer that is easily accessible - for simplicity sake, let's call this new folder "Emu-64"

2. Find your pifrom/pifdata file

3. Copy your pifrom/pifdata file into the newly-created "Emu-64" folder

4. Rename the copy of the pifrom/pifdata file to "pifdata.bin" (without quotes)

5. Get your Star Fox 64 rom and copy it into the "Emu-64" folder

6. Rename that copy of the Star Fox 64 rom to "game.z64" (without quotes)

7. Download a fresh copy of the AVX build of Cen64 and save it in the "Emu-64" folder

8. Rename the copy of the Cen64 AVX build to "cen64.exe" (without quotes)

9. Open Notepad

10. Copy & paste the following into Notepad:

Code: Select all

start cen64.exe pifdata.bin game.z64
11. In Notepad, do a "Save as"; name the file as "Launch game.z64 .txt" (without quotes) and save it to the "Emu-64" folder

12. Close Notepad...and then open Notepad again

13 . Copy & paste the following into Notepad:

Code: Select all

start cen64.exe -multithread pifdata.bin game.z64
14. In Notepad, do a "Save as"; name the file as "Launch game.z64 - multithread.txt" (without quotes) and save it to the "Emu-64" folder

15. Close Notepad and go to that "Emu-64" folder

16. Rename "Launch game.z64 .txt" to "Launch game.z64 .bat" (without quotes); Windows will complain that the file may become unusable, click "Yes"

17. Rename "Launch game.z64 - multithread.txt" to "Launch game.z64 - multithread.bat" (without quotes); again Windows will complain that the file may become unusable, click "Yes"



Now to run Cen64, all you need to do is double-click on "Launch game.z64 .bat" or "Launch game.z64 - multithread.bat".



If you want to launch a different game, simply replace the "game.z64" with any other z64 rom - as long as it's named "game.z64", it should work (unless it's a game that Cen64 doesn't actually work with yet). Same thing for updating Cen64 - just replace "cen64.exe" with a newer build - as long as it's still named "cen64.exe", everything should still work.

And just an FYI, you can actually view the .BAT files in Notepad directly if you desire to do so for whatever reason.


Oh, and note that, when running Cen64 multithread, after you close it, the process may actually still exist in the Task Manager under "processes" and you may need to manually end the process.
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Re: Blank screen! (and bugtracker broken)

Post by Imgema » Sat Apr 09, 2016 6:02 pm

Ah thanks, worked like a charm. Starfox did work with this too. So maybe it was the frontend screwing up somehow?

Some things to mention.

-There wasn't any sound. The frontend has an option for sound and Blast Corps did have sound when i launched it. Is there a line that enables it in the bat files?

-I'm still not sure about the multi-threading. It does seem to be enabled but i'm only seeing a 10% CPU usage difference at best. Single threaded gives me a 29% usage max and multi gives me 38% max, on parts where the game doesn't really run full speed (about 40 VI/s). From the task manager graph, i can see it's pushing 2 cores, but only at about 60% each.

I will test further though. Again, thanks a lot!


Edit: Ok multi-threading does indeed have a difference. I tried Goldeneye and it does seem to run at least twice as fast.

However i don't have an indication about how close to full speed a game can be. Does 60 VI/s = full speed (like other emulators)?

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Re: Blank screen! (and bugtracker broken)

Post by Nintendo Maniac 64 » Sat Apr 09, 2016 6:42 pm

Imgema wrote:There wasn't any sound
O_o That's weird - I have sound...you could always try the SSE 4.1 version of Cen64 and see if it makes any difference.

Is this with any and all games? I usually test with the US version of Mario Kart 64 because there's only a single version of that and because I know the game better than the back of my hand.
Imgema wrote:Does 60 VI/s = full speed (like other emulators)?
Yes. 60 VI/s is full speed for NTSC while 50 VI/s is full speed for PAL.
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dGPU: Radeon HD5870 1GB
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Re: Blank screen! (and bugtracker broken)

Post by Imgema » Sat Apr 09, 2016 7:06 pm

Yeah, no sound with any game so far. Even with Blast Corps which did have sound when i launched it through the frontend. SSE builds didn't do any difference either.

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Re: Blank screen! (and bugtracker broken)

Post by Nintendo Maniac 64 » Sat Apr 09, 2016 7:08 pm

Imgema wrote:Yeah, no sound with any game so far. Even with Blast Corps which did have sound when i launched it through the frontend. SSE builds didn't do any difference either.
Surely you don't have your Windows volume turned down, right? Remember to check the mixer and the individual volume for Cen64 as well!
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Imgema
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Re: Blank screen! (and bugtracker broken)

Post by Imgema » Sat Apr 09, 2016 7:15 pm

Nintendo Maniac 64 wrote:
Imgema wrote:Yeah, no sound with any game so far. Even with Blast Corps which did have sound when i launched it through the frontend. SSE builds didn't do any difference either.
Surely you don't have your Windows volume turned down, right? Remember to check the mixer and the individual volume for Cen64 as well!
What's more weird is that Cen64 doesn't even appear in the mixer list :?

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Nintendo Maniac 64
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Re: Blank screen! (and bugtracker broken)

Post by Nintendo Maniac 64 » Sat Apr 09, 2016 7:49 pm

Imgema wrote:What's more weird is that Cen64 doesn't even appear in the mixer list :?
Regardless, your "blank screen" issue has been solved. Perhaps it'd be wise to make a new thread specifically for your "no sound" issue?
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