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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
European Ocarina of Time master quest .z64
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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Did it work before you flashed, or whatever you did? Edit.: There are reports like this that your zelda works, try finding a different rom then. I play normal Zeldas roms and they are just fine. Hope you find your solution :cool: |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
No button combination has taken me from the rom to the task manager in any version on M64P I've had. I've always used the power key.
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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If it don't, make sure you are pressing the right keys. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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The only thing I did that I can think of is followed the instructions in this thread: http://talk.maemo.org/showthread.php...hlight=sixaxis Which I think updated loads of stuff, or at least tried, and gave me loads of error messages... |
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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Try not to do apt-get upgrade from terminal, as root and with devel enabled... I guess you will have to live with this, or try changing the plugins, but to come everythign back to normal, after only god knowing what the upgrade changed, would only be a flash, and that's somehow brute... Quote:
Well, I am not sure what might be wrong, I will look on my own M64, hope to help. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
hi how i can start a new thread???
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Happy New Year community. I got my Game Gripper last week and noticed it had been discussed on this topic. Could someone please paste GG keymap/keymaps for N64 emulator? I see that it would be rational that we all could benefit somenones effort on doing that job. Thanks.
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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>
Seems to be functioning normally. Not sure what happened before!
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
i am also having the problem of being unable to press ctrl+backspace and minimize mupen64!,
5spdvl could please outline the steps you took to fix this problem? also the p to pause and q to quit buttons randomly stopped working, does anyone know how to enable them again? |
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>
i reinstalled mupen sevral times but it didnt solve the problem
you mentioned accelmymote? did you enable some setting there? does your p and q quite/pause keys work? |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
nevermind i figured it out, to alt tab out of mupen64 with ctrl backspace you have to disable mouse support in the input settings menu
i also discovered a work around to the SIGSEV type error: to fix it simply load a different kernel preset from within QCPUFreq (an overclocking application) and voila mupen64 works fine, i kept getting the SIGSEV type error after upgrading to PR1.3 when i get home ill try loading the custom config from 1st page to see if i can get q and p to work again |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Im getting my N900 back tomorrow from NCC after burning my CPU! Yipee!:-D
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
all problems solved:
step 1 : uninstall 2: reinstall 3: install custom config from page 1 |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
orcarina of time master quest ntsc USA
no sig fault error with glessn64 v3, with sound, withframskip 1, 60 fps |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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http://www.google.com/search?hl=en&s...&aqi=&aql=&oq= (Besides me, now, heh.) |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
glesn64 0.3 is the video plugin mupen64 uses (0.4 is latest)
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
when i startup mupen64 and select a rom it start but than my screen stay's black, can anyone help me?
sorry for my english |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
I just got a Sixaxis controller and I'm using it with Mupen for the first time. I'm getting an annoying problem and I just know there's a simple solution to it but I can't figure it out.
My "x" button on the controller is making Mupen pause! It's really bugging me! I don't understand why because the Sixaxis "x" button is bound to the Z button on the N900 keyboard, and that should not pause Mupen. Can anyone help me to stop this happening? Thanks a lot. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
lars make sure u have selected gles2n64 in the graphics plugin menu
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
does somebody know if mupen64plus works with a game gripper?
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
i found another way to get rid of the SIGSEV type error:
click once on your desired rom to simply select it and then click and hold on the rom for a couple of seconds then release, if done correctly you should not encounter the SIGSEV type error |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
you can assign keys in mupen64 so yes it will work with gamegripper
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
A new version of Ari64's dynarec was released yesterday, and I just sent it to the autobuilder. Should be available in a few minutes...
Also I added something I had around. The "Configure Graphics" menu item will now actually do something (show a dialog where you can edit the frameskip without editing the gles2n64.conf file). I might implement more options in the future. As usual, the usual disclaimers apply (I've not done extensive testing). The graphics plugin, while updated by me for the config dialog, is still r22, so no improvements there. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Still No big improvement! (sniff) even no sound improvements??
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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What is needed is that the engine keeps on improving. So far, I'm quite satisfied. :) |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
I still have segfault (the emulator close itself) or repetitive sigsegv errors which make the device unusable from gui when I launch a game with the gui, with the Terminal, I don't have this strange problem.
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Retry from the UI (yes, a few more times). There seems to be some weird random thing going on.
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
I have retried many times, but no succes.
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Here is the segfault log:
__ __ __ _ _ ____ _ | \/ |_ _ _ __ ___ _ __ / /_ | || | | _ \| |_ _ ___ | |\/| | | | | '_ \ / _ \ '_ \| '_ \| || |_| |_) | | | | / __| | | | | |_| | |_) | __/ | | | (_) |__ _| __/| | |_| \__ \ |_| |_|\__,_| .__/ \___|_| |_|\___/ |_| |_| |_|\__,_|___/ |_| 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 Rescanning rom cache. Scanning... /media/mmc1/ROMS/N64/ Rom cache up to date. 14 ROMs. Compression: Uncompressed Imagetype: .z64 (native) Rom size: 8388608 bytes (or 8 Mb or 64 Megabits) MD5: 45676429EF6B90E65B517129B700308E 80 37 12 40 ClockRate = f Version: 1446 CRC: a03cf036 bcc1c5d2 Name: SUPER MARIO 64 Manufacturer: Nintendo Cartridge_ID: 4d53 Country: Europe (0x50) PC = 80241800 EEPROM type: 0 init timer! [gles2n64]: Loading Config from /home/user/.mupen64plus/gles2n64.conf [blight's SDL input plugin]: version 0.0.10 initialized. init timer! [gles2n64]: Loading Config from /home/user/.mupen64plus/gles2n64.conf [blight's SDL input plugin]: version 0.0.10 initialized. Segmentation fault Here is the sigsegv log: __ __ __ _ _ ____ _ | \/ |_ _ _ __ ___ _ __ / /_ | || | | _ \| |_ _ ___ | |\/| | | | | '_ \ / _ \ '_ \| '_ \| || |_| |_) | | | | / __| | | | | |_| | |_) | __/ | | | (_) |__ _| __/| | |_| \__ \ |_| |_|\__,_| .__/ \___|_| |_|\___/ |_| |_| |_|\__,_|___/ |_| 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 Rescanning rom cache. Scanning... /media/mmc1/ROMS/N64/ Rom cache up to date. 14 ROMs. Compression: Uncompressed Imagetype: .z64 (native) Rom size: 8388608 bytes (or 8 Mb or 64 Megabits) MD5: 45676429EF6B90E65B517129B700308E 80 37 12 40 ClockRate = f Version: 1446 CRC: a03cf036 bcc1c5d2 Name: SUPER MARIO 64 Manufacturer: Nintendo Cartridge_ID: 4d53 Country: Europe (0x50) PC = 80241800 EEPROM type: 0 init timer! [gles2n64]: Loading Config from /home/user/.mupen64plus/gles2n64.conf [blight's SDL input plugin]: version 0.0.10 initialized. init timer! [gles2n64]: Loading Config from /home/user/.mupen64plus/gles2n64.conf [blight's SDL input plugin]: version 0.0.10 initialized. Error: The core thread recieved a SIGSEGV signal. This means it tried to access protected memory. Maybe you have set a wrong ucode for one of the plugins! SIGSEGV in core thread caught: errno = 0 (Success) address = 0x73752F89 address not mapped to object Error: The core thread recieved a SIGSEGV signal. This means it tried to access protected memory. Maybe you have set a wrong ucode for one of the plugins! SIGSEGV in core thread caught: errno = 0 (Success) address = 0x73752F89 address not mapped to object Error: The core thread recieved a SIGSEGV signal. This means it tried to access protected memory. Maybe you have set a wrong ucode for one of the plugins! SIGSEGV in core thread caught: errno = 0 (Success) address = 0x73752F89 address not mapped to object Error: The core thread recieved a SIGSEGV signal. This means it tried to access protected memory. Maybe you have set a wrong ucode for one of the plugins! SIGSEGV in core thread caught: errno = 0 (Success) address = 0x73752F89 address not mapped to object Error: The core thread recieved a SIGSEGV signal. This means it tried to access protected memory. Maybe you have set a wrong ucode for one of the plugins! SIGSEGV in core thread caught: errno = 0 (Success) address = 0x73752F89 address not mapped to object Error: The core thread recieved a SIGSEGV signal. This means it tried to access protected memory. Maybe you have set a wrong ucode for one of the plugins! SIGSEGV in core thread caught: errno = 0 (Success) address = 0x73752F89 address not mapped to object Error: The core thread recieved a SIGSEGV signal. This means it tried to access protected memory. Maybe you have set a wrong ucode for one of the plugins! SIGSEGV in core thread caught: errno = 0 (Success) address = 0x73752F89 address not mapped to object Error: The core thread recieved a SIGSEGV signal. This means it tried to access protected memory. Maybe you have set a wrong ucode for one of the plugins! SIGSEGV in core thread caught: errno = 0 (Success) address = 0x73752F89 address not mapped to object Error: The core thread recieved a SIGSEGV signal. This means it tried to access protected memory. Maybe you have set a wrong ucode for one of the plugins! SIGSEGV in core thread caught: errno = 0 (Success) address = 0x73752F89 address not mapped to object Error: The core thread recieved a SIGSEGV signal. This means it tried to access protected memory. Maybe you have set a wrong ucode for one of the plugins! SIGSEGV in core thread caught: errno = 0 (Success) address = 0x73752F89 address not mapped to object Error: The core thread recieved a SIGSEGV signal. This means it tried to access protected memory. Maybe you have set a wrong ucode for one of the plugins! SIGSEGV in core thread caught: errno = 0 (Success) address = 0x73752F89 address not mapped to object Error: The core thread recieved a SIGSEGV signal. This means it tried to access protected memory. Maybe you have set a wrong ucode for one of the plugins! SIGSEGV in core thread caught: errno = 0 (Success) address = 0x73752F89 address not mapped to object Error: The core thread recieved a SIGSEGV signal. This means it tried to access protected memory. Maybe you have set a wrong ucode for one of the plugins! SIGSEGV in core thread caught: errno = 0 (Success) address = 0x73752F89 address not mapped to object Error: The core thread recieved a SIGSEGV signal. This means it tried to access protected memory. Maybe you have set a wrong ucode for one of the plugins! SIGSEGV in core thread caught: errno = 0 (Success) address = 0x73752F89 address not mapped to object Error: The core thread recieved a SIGSEGV signal. This means it tried to access protected memory. Maybe you have set a wrong ucode for one of the plugins! SIGSEGV in core thread caught: errno = 0 (Success) address = 0x73752F89 address not mapped to object Killed I have killed it from a ssh shell because it was flooding windows with error messages on the GUI. |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Even after a total clean-up of ~/.mupen64plus/ I still have this this issue, does anyone have a similar problem ?
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
I have the same problem. Sucessive SISEGV errors.
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
I just tried the new update and zelda 64 seems to run alot better its almost full speed I would say it avgs at 22fps the menu takes long to start I still cant get sivseg error for mario kart,banjo kazooie , star fox (this worked before the update) I tried both plugins 0.03//0.04 only mario 64 (full speed now) and zelda works now
edit I got star fox to work but it seems the same to me |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
Now, just a gles2n64 0.0.4 black screen.
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
@LucianoBraga
I solved by: rm /home/user/.mupen64plus/gles2n64.cfg |
Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
whoa pokemon stadium 2 is almost full speed even with the sound cpu is 900mhz
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Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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MUPEN64PLUS new version not working |
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