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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Seriously though, go ahead and update.. no reason not to. Even if you opt out of the gui, you can just add --nogui to the command line and its identical to old xterm version. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Reason I ask is that even with root access enabled I get an access denied message when entering /home/user/.accelemymote/main.cfg. Also I have searched for .acceleymymote in home/user using CuteExplorer and there is no such file there. Would really like to make accelerometer less sensitive. Can any anyone tell me what im doing wrong please |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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I don't know if any of the gui editors can access files in user home directory, but you might try leaf edit, which is Extras. How to Change Accelemymote Settings Edit: I just tested it. Install leafpad from app manager and then open an xterm (NOT IN ROOT MODE) and type: leafpad .accelemymote/main.cfg Edit (increase) the max_roll and max_pitch lines. Save. Tada! The values in brackets [ ] are the defaults if you want to return it to original behavior. The other value of interest is the offset_pitch, which determines what angle from flat is neutral. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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And accelerometer control is perfect once toned down a little. Have increased roll and pitch by 6 points each and may test some more to see if can make control even more usable. Big thanks to you Flandry, and to all responsible for this great emu! |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
so u canot save
games with this? - |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Yes you can. Just save as normal, like you would do with the n64.
Wow, OoT works really good with sound. It's a little more laggy than without sound, but playable for me. Lol but Navi's "hey" is annoying, that brings back memories :D. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
I was playing Virtual Chess with the usb charger connected to a desktop. Apparently the game drains the battery faster than it can recharge because my n900 died. Then to make sure the charger was even working i didnt touch it, and just turned the phone back on, which it did because it WAS getting a charge from the computer.
Is this what happened or was the cord not charging? |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
I'm not exactly sure how this all works, but i think you can't drain the battery while charging. Maybe your n900 just crashed, the Emulator isn't completly stable, neither is an overclocked Phone (I assume you oc'd it).
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Maybe use the standard charger when playing for long periods of time. |
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Does the blight input plugin in theory have rubmle/force feedback support? I don't know how this works on linux but cwiid has rumble functions in wminput but I couldn't get it to vibrate in games yet.
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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You n900 should be able to sustain it self if hooked to the wall charger. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
@ Izzeho - just noticed a couple things when upgrading that I think should be in the first post. These only apply if you are upgrading:
1) You need to uninstall and reinstall accelemymote for it to work 2) Save files need to be manually copied to .mupen64plus/save/ for the emulator to detect them Other than that everything went pretty smooth though! |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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It also makes that script i gave many pages back for automating its startup with mupen a bit wrong. If anyone is using that let me know for updated version. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Is the keyboard mapping in blight_input.conf?
How to know the value of keys? I want to remapp some keys, becаuse Dpad dont work on the German Keyboard. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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but im glad my problem was solved. it was the usb charger. i dare all of you to play virtual chess 64. i only beat the computer one time and i played all day at work. its not fair when the computer can think multiple steps ahead. to beat it its like a big achievement. at least for me it was haha! |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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The short is that USB ports are only designed to trickle charge, whereas a wall charger is specifically for charging at maximum speed. The long, official USB specification says the current drain from the USB port must be somewhere between 100-500mA, this is generally on the lower end (100-200) for laptops... as they have to be more power conscious, whereas a desktop generally will see a little better (200-500), this actually depends a fair bit on there you plug it in also, plugging directly into the back of a PC will see a significantly more amount of current compared to the convenient ones at the front. A wall charger, however, works with the premise it can drain as much power as needed. The Nokia AC-10 wall charger, for example, puts out 1200mA of charging output. As you can obviously do basic maths... thats more than 10 times the charging power. This is why I'm always careful to get the best possible charger... as a lot of the Chinese ones will only ever put out 500-800 (haven't really looked to deeply into this) which limits me to a charger for a lot longer than I need be. Quote:
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
..awesome..
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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http://www.theasciicode.com.ar/ ablesen. Für "ä", wo normalerweise die pfeiltaste oben ist, wäre das dann 132 (immer die nummer für die kleinen Buchstaben). Du kannst die blight_input.conf mit leafpad öffnen und bearbeiten, oder die Tasten mittels GUI zuweisen, options und dann input settings. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Nothing happend when selecting set origin but sometimes when minimizing accelemymote to select mupen I get a notification that origin has been set to 0 but still no accelemymote in mupen. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Problem solved. Dont know how exactly. Just uninstalled some unused apps and cleaned up root memory before reinstalling accelemymote. Now back to testing! :) |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Yeh, I have had this error but only when hotswaping between all my roms as I was testing them. I found just simply turning the emulator off and starting over cured the problem.
Under normal use I would imagine the sigsev error is very rare. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
For anyone interested.. just to tease you. Super Smash Bros now works in the new version... along with a 3-4 fps increase in several games.
Been playing SSB for the last 2 hours at full speed, aside from the fact none of them have eyes: it runs perfect. Now we just need javis to compile and release for you guys :P As for the SIGSEV error, its a very, very broad error and can mean many things. The most common is the emulator has some weird memory stuck somewhere: just close GUI and re-open. It can also mean the ROM doesn't work, is corrupted or just hates you :P If you know the rom should be working (be sure to try both NTSC and PAL versions), reinstall as posted on the first post at the bottom. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Awesome, when did this new version come out?
Any improvement in sound smoothness? |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Changes from previous: - Improved triangle buffering. Due to the low amount of RAM the RSP had access to it could only store ~32 (64 in FZero X's case) transformed vertices at one time. This meant that some programs loaded in 32 vertices and drew them, then directly after loaded in the next 32. My optimisation involved dynamically mapping these 32 vertex locations to a 256 sized buffer and only flushing the buffer when a state change occurs or its full. I used this size so i could continue using UNSIGNED_BYTE index buffers in GL (and i don't think many models actually exceeded 256 verts). With my current fairly naive implementation, The initial scene of Super Mario's Bob-Bomb battlefield (the first level) went from 318 draw calls (21 vertices per call) to 116 draw calls (57 vertices per call) which resulted in it going from ~18 fps to ~21 fps. This is pretty much best case scenario though, Other games do not show any improvement ie Banjo Kazooie. Anyway it makes a noticeable difference in some games. - Added support for noise and k4/k5 in combiner. I haven't been able to test noise yet though, i can't find anywhere where its used.... apparently the invisibility effect of sm64 uses it.... but i'm not up to that bit yet. - Redid texture cache. Added support for using IA textures. For some reason though using IA texture in some games causes a null pointer exception, so they're off by default. - Fixed Wave Race 64 menu, have no idea how i did it... - I also broke clipping so don't enable it. - Various other fixes. And plans to fix Tony Hawk and Starcraft in the next edition. That said, go try out Tony Hawk now... if your tripping you will LOVE the texture bugs :P |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Duke Nukem zero hour also runs near perfectly for me and for those who like zelda I found majoras mask to run even better than Ocarina. It seems some roms vary in quality so might be worth while people testing an alternative rom if an initial one is unstable before writing it off. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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This mean your working on it now? Quote:
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Thanks for the news IzzehO. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Leave it out, or include both builds, but I've tried a few games with the fix and haven't seen any issues. Besides that, its a devel app, For every 2 games that are fixed another gets broken anyway. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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The plugin is in -devel but the updated version of the emu isn't, so you can only update with apt-get install (NEVER do apt-get upgrade with -devel enabled). I will upload the emu "soon", hopefully. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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edit - do you recommend waiting for the entire emu update to arrive to devel? ________ Pissing Panties |
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