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-   -   How To: Nintendo 64 Emu for N900 <Now in Extras-Devel> (https://talk.maemo.org/showthread.php?t=57647)

IzzehO 2010-07-14 15:22

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by javispedro (Post 751614)
Touché :)


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.

Lol got it now. Not sure of any qualitative tests I can do to see performance increase... but what the hey. Also you'll probably be stuck without an answer on that thread for a while, as most sensible Aussies are in bed by now :P

First thing I noticed was 1080 Snowboarding was REALLY slow. Second thing I noticed was they've renamed frameskip to frame render... to be politically correct. Third thing I noticed is 1080 hasn't improved a lot... but I've never been the type to pick up slight speed changes.

javispedro 2010-07-14 15:47

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by nax3000 (Post 751629)
That's weird, I've been using apt-get upgrade with devel enabled for months and nothing major happened. Oh well haha.

Devel is basically unrestricted, and "upgrade" with get all kinds of packages from it. We have deleted packages that would cause reboot loops in the past, so you have been warned.

Quote:

Originally Posted by nax3000 (Post 751629)
do you recommend waiting for the entire emu update to arrive to devel?

Yep

Quote:

Originally Posted by IzzehO (Post 751636)
Lol got it now. Not sure of any qualitative tests I can do to see performance increase... but what the hey.

Mario 64 is indeed a bit faster for me.

Quote:

Originally Posted by IzzehO (Post 751636)
Also you'll probably be stuck without an answer on that thread for a while, as most sensible Aussies are in bed by now :P

Well, since I will have to change the defaults, any other suggestions about gles2n64 defaults to change?

IzzehO 2010-07-14 16:21

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by javispedro (Post 751659)
Well, since I will have to change the defaults, any other suggestions about gles2n64 defaults to change?

frame render to 2 and still keep frame buffer disabled in my opinion.

javispedro 2010-07-14 17:32

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
http://depot.javispedro.com/nit/64/pa64.so

A "test" sound plugin -- drop it into /usr/lib/mupen64plugins, enable it via config dialog and play some game.
To me it sounds as bad as the original one.

This plugin removes most of the sound logic and just streams directly to pulseaudio but, unlike notaz's, this one also removes the builtin resampler (pulseaudio would resample either way...).

EDIT: Mostly useless, same effect can be obtained by just setting the LOW_BUFFER_LOAD_LEVEL and HIGH_BUFFER_LOAD_LEVEL to ridiculously high values...

nax3000 2010-07-14 20:11

Re: How To: Nintendo 64 Emu for N900 &lt;Now in Extras-Devel&gt;
 
Quote:

Originally Posted by javispedro (Post 751801)
http://depot.javispedro.com/nit/64/pa64-v1.so

A "test" sound plugin -- drop it into /usr/lib/mupen64plugins, enable it via config dialog and play some game.
To me it sounds as bad as the original one.

This plugin removes most of the sound logic and just streams directly to pulseaudio but, unlike notaz's, this one also removes the builtin resampler (pulseaudio would resample either way...).

It's a bit better. Thing is, it sounds perfect in areas where the framerate is high but it cuts off every second where the framerate goes down. Unsurprisingly, the framerate drops with this enabled. I'm thinking that if we manage to up the framerate this would be perfect.

Tested this with Mario 64 btw.
________
MEDICAL MARIJUANA PATIENT

SavageD 2010-07-14 20:16

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Maybe sound is trying to stay in synch with frame rate? I dunno ._.

Bratag 2010-07-14 20:29

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Ok so let me preface this by saying - yes I read the FAQ and yes I searched this thread and the forums in general.

Now the issue. When I start a game I get sound - no video whatsoever, not even a blank screen. Running from command line gives me

Code:

/media/mmc1/ROMS/N64/Mario Kart 64 $ mupen64plus --nogui Mario\ Kart\ 64\ \(U\)\ \[!\].z64
 __  __                        __  _  _  ____  _
|  \/  |_  _ _ __  ___ _ __  / /_ | || | |  _ \| |_  _ ___
| |\/| | | | | '_ \ / _ \ '_ \| '_ \| || |_| |_) | | | | / __|
| |  | | |_| | |_) |  __/ | | | (_) |__  _|  __/| | |_| \__ \
|_|  |_|\__,_| .__/ \___|_| |_|\___/  |_| |_|  |_|\__,_|___/
            |_|        http://code.google.com/p/mupen64plus/
Version 1.5-development

Config Dir:  /home/user/.mupen64plus/
Install Dir: /usr/share/mupen64plus/
Plugin Dir:  /usr/lib/mupen64plus

Compression: Uncompressed
Imagetype: .z64 (native)
Rom size: 12582912 bytes (or 12 Mb or 96 Megabits)
MD5: 3A67D9986F54EB282924FCA4CD5F6DFF
80 37 12 40
ClockRate = f
Version: 1446
CRC: 3e5055b6 2e92da52
Name: MARIOKART64
Manufacturer: Nintendo
Cartridge_ID: 544b
Country: USA
PC = 80000400
EEPROM type: 0
init timer!
[gles2n64]: Loading Config from /home/user/.mupen64plus/gles2n64.conf
[blight's SDL input plugin]: Couldn't open device file '/dev/input/event4' for rumble support.
[blight's SDL input plugin]: version 0.0.10 initialized.
memory initialized
[gles2n64]: Initializing SDL video subsystem...
[gles2n64]: Error initializing SDL GLES: EGL failed to initialize: EGL_BAD_ALLOC
[JttL's SDL Audio plugin] version 1.5-development initalizing.
[JttL's SDL Audio plugin] Initializing SDL audio subsystem...
[JttL's SDL Audio plugin] Allocating memory for audio buffer: 65536 bytes.
/dev/mixer: : No such file or directory
READ SCREEN!
Starting r4300 emulator
R4300 Core mode: Dynamic Recompiler
Init new dynarec
/dev/mixer: : No such file or directory
UCODE CRC=0xffffffff
UCODE STRING=RSP Gfx ucode F3DEX        0.95 Yoshitaka Yasumoto Nintendo.
glN64: Warning - unknown ucode!!!
fps = 0.200000
fps = 0.400000
fps = 4.000000
fps = 7.800000
fps = 14.000000
fps = 20.000000
fps = 25.800001
fps = 28.200001
fps = 30.400000

I am assuming I am missing something (though I cant figure out what) given the EGL_BAD_ALLOC message on the SDL GLES line.

Any help would be appreciated.

altorn 2010-07-14 20:43

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
PS3 controller support/mapping fix will be a great update... :)

slartibartfass 2010-07-14 20:55

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Bratag (Post 752040)
Ok so let me preface this by saying - yes I read the FAQ and yes I searched this thread and the forums in general.

Now the issue. When I start a game I get sound - no video whatsoever, not even a blank screen. Running from command line gives me



I am assuming I am missing something (though I cant figure out what) given the EGL_BAD_ALLOC message on the SDL GLES line.

Any help would be appreciated.

I had exactly the same problem, but after rebooting it worked for me.

Mat2k10 2010-07-14 22:38

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by IzzehO (Post 751483)
Did you try and actually play SSB? If you did you'd find as soon as you hit someone the emulator would crash. Also in both PAL and NTSC for me the actual 3D characters in game had and still have.. no eyes :P

Ahh yes, sorry my bad.

I see what you mean now. Was using DK who does have eyes and when the emu crashed I assumed it was just at random. Restarted and played through bonus levels which worked fine so thought all was good. Seems I should have been more thorough.

javispedro 2010-07-14 23:08

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by nax3000 (Post 752018)
Unsurprisingly, the framerate drops with this enabled.

You mean, vs the SDL audio plugin or vs not having any plugin at all?

nax3000 2010-07-14 23:18

Re: How To: Nintendo 64 Emu for N900 &lt;Now in Extras-Devel&gt;
 
Quote:

Originally Posted by javispedro (Post 752194)
You mean, vs the SDL audio plugin or vs not having any plugin at all?

VS no plugin at all. But actually I'm getting the same framerate drops with both plugins. That should be expected right?

Also, should we expect a framerate bump in the next version? If so, I wonder if your audio plugin will run better with better framerate. The audio is perfect when inside the castle and in the menus (SM64)
________
TRX450r

javispedro 2010-07-14 23:27

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by nax3000 (Post 752202)
I wonder if your audio plugin will run better with better framerate.

Don't really know -- that's why I released it. I for now will keep the SDL plugin as I prefer its buffer underrun "pause" algorithm.


At least I've noticed that pa64 works flawlessly when the graphics plugin is disabled, while jttl still stutters.

So now I have a portable Mario64 tune player :).

Maybe this means I should invest some time in pa64.

nax3000 2010-07-15 01:36

Re: How To: Nintendo 64 Emu for N900 &lt;Now in Extras-Devel&gt;
 
Quote:

Originally Posted by javispedro (Post 752211)

Maybe this means I should invest some time in pa64.

That would be completely awesome :)
________
Pissing Tube

Bratag 2010-07-15 01:46

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Well progress of sorts. Games now run, however they run in the bottom left corner regardless of me setting --fullscreen or setting it to true in the config.

Help appreciated.

IzzehO 2010-07-15 01:53

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Bratag (Post 752292)
Well progress of sorts. Games now run, however they run in the bottom left corner regardless of me setting --fullscreen or setting it to true in the config.

Help appreciated.

Change framebuffer enable = 0 and the resolution settings below that to 800 and 480.

Or framebuffer enable = 1 and resolution below that to 400x240 -> This'll create those jagged edges... but it does increase framerate a little.

Quote:

Originally Posted by jd4200 (Post 752266)
I'm not one for games, at all; but, seeing StarFox has really ignited a childhood spark in me.

I've downloaded the rom from a website, and tried to load it up but the screen just goes black.
Could somebody please help me on how to get this game working? I'm feeling rather My nostalgic.

Give it some time to load. And if that fails just try a different rom from a different site.

Quote:

Originally Posted by javispedro (Post 752211)
Don't really know -- that's why I released it. I for now will keep the SDL plugin as I prefer its buffer underrun "pause" algorithm.


At least I've noticed that pa64 works flawlessly when the graphics plugin is disabled, while jttl still stutters.

So now I have a portable Mario64 tune player :).

Maybe this means I should invest some time in pa64.

Is there no other processor you could offload the sound to? So that even if the framerate is limitting its audio quality, the audio won't slow the game?

I think the best bet at the moment is to try getting sound not to affect speeds at all... at the loss of sound quality.

Then again, I'm with Exophase in thinking sound will probably never be great.

One final thing, do you think you could modify the gles package to install both v0.0.3 and 0.0.4 as 4 has broken Bomberman and some other games, while making others better... so there appears to be a need for both :D

IzzehO 2010-07-15 02:51

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by jd4200 (Post 752312)
I have the same issue of only have a small screen.
I have tried adding the option:
Framebuffer enable = 0 into the config file, aswell as changing the resolution, but it doesn't change a single thing.

Am I doing it right?
thanks.

Are you editting the gles2n64.conf file? that should already be in there.

Download my custom config files.

yodawg 2010-07-15 03:52

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
to the guy who posted the directions on how to change key mappings with izzeho's custom config, can you please provide those instructions in English?

we English speaking people also REALLY want to customize controls too!

maxximuscool 2010-07-15 04:17

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
lol I installed version 1.5 from Extra-devel and it doesn't even work.
I think the commandline version is much better. Since it just work.

altorn 2010-07-15 05:34

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
maxximuscool, why do you say it doesn't work, what happens? it works for me and many others.

weißelstone 2010-07-15 06:03

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by yodawg (Post 752349)
to the guy who posted the directions on how to change key mappings with izzeho's custom config, can you please provide those instructions in English?

we English speaking people also REALLY want to customize controls too!

He just repeated what's already in the first page of this thread, just in German.

pannkaksfest 2010-07-15 06:47

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
First of all i want to thank everybodey that have worked and working on this emulator. Second i have a small question.
When i first use mupen64 i manage to get like a star rating before the name of the roms but now i only have the flag like US or EU. I would be verry happy if someone could please could help me what option to choose to toggle between stars and maps.

slartibartfass 2010-07-15 10:20

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by yodawg (Post 752349)
to the guy who posted the directions on how to change key mappings with izzeho's custom config, can you please provide those instructions in English?

we English speaking people also REALLY want to customize controls too!

Sure.

You can see the number of each key here
http://www.theasciicode.com.ar/
Use the numbers of the little letters, for example the "s" key is 115.
change the number of the buttons you want by editing the blight_input.conf with leafpad.
Code:

leafpad .mupen64plus/blight_input.conf
The far easier way is with the GUI:
In the emulators GUI go to Options, Input Settings.
Choose conroller 1 and make sure "keyboard" is written in the box. (if not, touch the box until it appears).
Then choose the button you want to change and press the key on your keyboard.

@ pannkaksfest:
There is a scrollbar on the bottom. Scroll to the right.

javispedro 2010-07-15 16:14

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Another sound plugin: http://depot.javispedro.com/nit/64/pa65.so

This one tries to minimize buffer underruns (choppiness) by resampling to a lower, dynamically calculated frequency.

It's mostly a fun thing to watch (Weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeelcooooooooooooooo omeeeeeeeee to Maaaario Kart), but if you enjoy slowed down sounds more than frequent pauses, it might be useful for you.

Bazza 2010-07-15 16:24

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by javispedro (Post 752970)
it's mostly a fun thing to watch
(weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeelcooooooooooooooo omeeeeeeeee to maaaario kart), but if you enjoy slowed down sounds more than frequent pauses, it might be useful for you.


LoL.................. :D

slartibartfass 2010-07-15 16:45

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Good thing that you are working on the sound javis.

Will there soon be an update to the new version with improved performance?

Bratag 2010-07-15 17:22

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Just wanted to say that ready to rumble boxing works perfectly. (HUZZAH). Intro etc look a little weird but the game runs so smooth on my OCed N900 I had to go out and buy a PS3 controller :)

Airtux 2010-07-15 17:29

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by javispedro (Post 752970)
It's mostly a fun thing to watch (Weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeelcooooooooooooooo omeeeeeeeee to Maaaario Kart), but if you enjoy slowed down sounds more than frequent pauses, it might be useful for you.

It's fun.

With the game "Goldeneye" its not working it blocks

nax3000 2010-07-15 18:26

Re: How To: Nintendo 64 Emu for N900 &lt;Now in Extras-Devel&gt;
 
Quote:

Originally Posted by javispedro (Post 752970)
Another sound plugin: http://depot.javispedro.com/nit/64/pa65.so

This one tries to minimize buffer underruns (choppiness) by resampling to a lower, dynamically calculated frequency.

It's mostly a fun thing to watch (Weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeelcooooooooooooooo omeeeeeeeee to Maaaario Kart), but if you enjoy slowed down sounds more than frequent pauses, it might be useful for you.

Mario sounds like the devil using that plugin. Kind of creepy.

Anyway, this plugin slows the framerate the hell (pun) down! The previous one seems way more promising.
________
Gay Movie

Ikari 2010-07-15 20:16

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Alright so I haven't been around for a few days and this thread has moved quite a bit. Previously I was using the xterm mupen64plus just fine, but since the first post was updated I decided to try out the gui version. So I did the rm -R .mupen64plus and then install it from extras-devel. Everything is fine, MarioKart64 looks a bit better than before, just one problem...only like 1/4 of the screen is used, the bottom left. The whole screen is black, what should I do to make it play full screen again? Sorry if this has been asked before but I kinda skimmed through 20 pages and didn't see anything..

slartibartfass 2010-07-15 20:30

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Did you download the Custom Config from IzzehO?
Instructions are in the first post.

Ikari 2010-07-15 20:36

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Yeah, I did that. But guess I'll go try it again and hope I made a mistake earlier.

Edit: Tried it again and it didn't change anything so I went and edit the gles2n64.conf file and set the framebuffer width=800 and framebuffer height=480 and it's playing full screen now.

Arichman 2010-07-15 21:35

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
I had the same poblem as Ikari and had to do the same thing to fix it. Also followed IzzehO's guide for bringing over the saves but it put all the saves directly into the mupen64plus directory and i had to put all the saves into the save folder. Other than all that the transition was smooth. Even my Queen Beecon Widgets still work.
http://img688.imageshack.us/img688/2...1514250.th.png

Q-Man 2010-07-15 22:13

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Arichman (Post 753300)
I had the same poblem as Ikari and had to do the same thing to fix it. Also followed IzzehO's guide for bringing over the saves but it put all the saves directly into the mupen64plus directory and i had to put all the saves into the save folder. Other than all that the transition was smooth. Even my Queen Beecon Widgets still work.
http://img688.imageshack.us/img688/2...1514250.th.png

I have the same problem with the small screen in the left corner. The file gles2n64.conf already has the width set to 800 en height to 480. could you please tell me where i need to change this.

do i change it on my pc or in terminal

thanks in advance

Arichman 2010-07-15 23:29

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Q-Man it seems you are looking at either the screen or window width and height. What needs to be changed is the framebuffer width and height.

The easiest way to do this is to install leafpad. Then open up X Terminal and type this:
Code:

cd .mupen64plus
leafpad gles2n64.conf

Leafpad should open up with the config file. Then you just look for the lines that say(I cant remember what they were set to before. I know one of them was set to 240):
Code:

framebuffer width = (some number)
framebuffer height = (some number)

and change it to:
Code:

framebuffer width = 800
framebuffer height = 480

Hope this helps!

javispedro 2010-07-15 23:34

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Or uninstall everything (it's required until I update the emu itself) and wait until tomorrow since I will have fixed this (aka uploaded a new r21 plugin) reinstall it from app manager now.

Q-Man 2010-07-15 23:45

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
It worked Thanks Arichman

javispedro 2010-07-16 00:43

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by nax3000 (Post 753094)
The previous one seems way more promising.

Unfortunately the previous one is a plain pass-through and there's not much to do on it. I've updated it and made it round sample rates -- which gets a very slight speedup.

maxximuscool 2010-07-16 01:49

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by altorn (Post 752393)
maxximuscool, why do you say it doesn't work, what happens? it works for me and many others.

I installed it and it runs but when I tried to run the game it said there is no graphic addon, when i go to option and selected them then run the game. It just Black screen. Nothing worked

nax3000 2010-07-16 03:03

Re: How To: Nintendo 64 Emu for N900 &lt;Now in Extras-Devel&gt;
 
Quote:

Originally Posted by javispedro (Post 753412)
Unfortunately the previous one is a plain pass-through and there's not much to do on it. I've updated it and made it round sample rates -- which gets a very slight speedup.

Hmm, I see. Would it be possible to make a plugin that uses MAFW as backend while using the N900's DSP for acceleration?
________
HERBALAIRE VAPORIZER REVIEW


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