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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
lol its cool Izzeho, I just wanted to test it :) I hope you are working on updates to fix current issues. I would love to hear the game with sound as it is a bit wierd. Also a GUI version would be great rather than editing controls and enabling accelerometer all the time. Ive tried other games such as quake 64, duke 64 but I had accelerometer on so was difficult, cudnt find the fire key went thru all of em lol As for quake i cudnt get the level started cause the curser on the menu was going nuts with accelerometer enabled.
Ive also noticed most games bring a message saying "controller pak not found, game wont be saved" I thought we could save games? Doesn't bother me, was just wondering. Tried Golden eye, the video an everything played okay but the game itself was slow and couldnt figure out the shoot button in that either lol tried almost every key. Im glad someone has finally worked on and brought us a half working n64 emulator and at least we can see what to expect and how its like. Cheers for this :) |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
i tried starfox with sound and when it got to the planets menu it completely locked the phone up lol. had to take the battery out
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
ive not enabled the sound as when I tried a game with sound I could immediately see it was running slower than before and the sound was glitchy so in essence it just ruined it all by having it on.
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Quote:
In a new terminal, open blight_input.conf: leafpad .mupen64plus/blight_input.conf You'll see on the third line: plugin=1, change it to 2. (Also note: 5 is rumble pak.. but it only works with a Logitech gamepad at the moment.. and thats only if your running mupen64plus on PC) Save and exit... and your done. |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
I dont remember setting the plugin = 1 to 2 but QUEST64 (Holy Magic Century), which requires a memory pak, worked... And the blight input config file has plugin = 2.. Weird..
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Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Thanks for the quick reply IzzehO :)
I dont require it but I think once there is a more finalised version and if I start playing regurarly then ill end up using it :-P I never owned a nintendo 64 as I didn't see the need for it at the time. I duno if the PS1 was out then or if it came after but i ended up getting that. I already had a gameboy, game gear, snes, mega drive then just moved onto the ps1. |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Quote:
The best way to use the accelerometer would be to invoke the backend portion of accelemymote directly in a script that starts the emulator, and shuts it down when the emulator quits. This is what e.g. MAME does. I can help with that... PS When i type mupen64plus <the name of the rom file, I swear if anyone blindly types this out with the bracket and then posts about it I will end them>, it gives me an error. :P |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Quote:
Also I'd love to set up a script as such, but I'm no developer/programmer - nothing.. just a user that works through trial and error =x |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Here's a modified script. You'll want to test that the sed commands work as intended as i haven't done so. This script could be included in your tarball and simlinked as a different command like mupen64-accel or whatever.
Code:
#! /bin/sh |
Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
Quote:
The main reason I haven't attempted something like this yet is the hopes a GUI will show up out of the blue to do it all for us. As it is I've got a script that accepts 1, 2, 3 as input... copying a specific input profile to blight_input.conf. While your here, does accelemymote support deadzones? Only the more recent versions of mupen64plus support deadzone on joysticks (from what I have read) Will almost certainly include this in the next 'release' I do (can hardly call it that when none of it is my work). Hear on the grapevine the next revision of gles plugin isn't far off. EDIT: Actually, one, Code:
# ... and not running. Start it up if so...and the & on the end of accelemymote is that passed to the application? |
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