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

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    Flandry | # 801 | 2010-07-19, 16:30 | Report

    Can confirm the Mario Kart 64 + mupen64plus + Accelemymote = win. It seems like the default max_pitch and max_roll might be a bit too low for ideal control sensitivity, so i will increase them in the next release.

    Forward and back don't actually do anything on the joystick in Mario Kart, do they? Is it possible to map those to accelerate/brake in the config file? That combined with proximity sensor for fire button would leave only jump uncovered for playing with keyboard closed.

    Note that this is only a good option for people with no friends, because receiving a SMS or IM notification makes a big mess of emulation smoothness.

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    Last edited by Flandry; 2010-07-19 at 16:33.
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    mornage | # 802 | 2010-07-19, 16:57 | Report

    back on the joystick lets you fire shells backwards and forward lets you lob banana ahead of you.

    I agree that its great fun with accelmymote although much harder to get the stearing right!

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    DarthLuda | # 803 | 2010-07-19, 17:28 | Report

    Originally Posted by Flandry View Post
    Note that this is only a good option for people with no friends, because receiving a SMS or IM notification makes a big mess of emulation smoothness.
    i would recommend anyone to use the N900 only as an internet tablet anyway since it's much faster in offline mode.

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    Ikari | # 804 | 2010-07-19, 17:52 | Report

    Not sure if it's possible to make any of the keys on top of the phone do anything, but if the camera key could be used to fire items then it'd be fine with the current set up (assuming proximity sensor works as A button)

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    atilla | # 805 | 2010-07-19, 18:07 | Report

    hello guys i had some time to test a few games.
    my phone runs at stock 600 mhz i used the updated gui version,all games without sound and played with sixaxis.
    speed is shown in percent.so lets start


    mario 64 -100%
    zelda ocarina of time-70%
    turok 1-100% map has some grafik glitches
    turok 2 seeds of evil-80% same glitches like 1
    turok 3 shadow of oblivion-60% strong graphic glitches
    fighting force- big glitches game is not playable
    cruisn usa-50%
    cruisn world-50%
    extreme g 1-50%
    extreme g 2 -50%
    1080 snowboarding-90%
    super smash brothers-60% charas have no eyes
    aeoro fighters aussault-70%
    banjo kazooie-80%
    banjo tooie-very slow game start,crushes at intro
    battle tanks-rom crushes
    bomberman 64-same as above
    dark rift-same as above
    blast corps-mupen shuts down
    donkey kong-mupen shuts down
    iss 64-80% graphic bugs
    iss 98-80%
    iss 2000-70%
    yoshis story-many graphical bugs,game not starting

    sry that i post it here but cant find the mupen compatibility list at the wiki

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    Bratag | # 806 | 2010-07-19, 18:26 | Report

    Let me add Ready 2 Rumble 2 to this list 80% - Game is perfect when fighting - menus etc look a little wonky.

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    ryanl33x1511 | # 807 | 2010-07-19, 18:44 | Report

    so its about 65 yo 70 % can play a game.

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    jschan | # 808 | 2010-07-19, 19:10 | Report

    Originally Posted by lordboro View Post
    Hello!

    i've a problem to pair a second dualshock to the emulator,
    the accelerometer of the second six axis control the mouse pointer and the setting of the second gamepad in the emulator are unusable!

    is a bug of the emulator or a problem of the smoku's six axis support?

    how i can disable the accelerometer of the gamepad?



    appart this problem most of the best n64 games runs great without audio!!
    I've been able to successfully play 3 player Rampage & Rampage 2 (though both are choppy) with 3 sixaxis controllers. Configuration is a snap. Just configure the 1st controller as you like it ([controller 0]) and then copy and paste the mapping from that one over each of the other ones ([controller 1] through [controller 3]). Here are some additional pointers about controller mappings that may or may not be obvious:
    * Backup your original configuration--it's very useful as a reference if you already have some things mapped the way you like it.
    * Controller should be marked as plugged in (aka plugged=1)
    * The mouse input should be off (aka mouse=0) unless you are configuring keyboard input (see details below on keyboard mappings)
    * Change the "device" setting for each controller mapping properly ([controller 0] gets device=0, [controller 1] gets device=1, etc).
    * Don't map keyboard keys yet (since you are going to copy the same mappings to each controller section). They should all be set to 0.
    * When mapping joystick buttons, keep in mind that the blight button mappings are indexed starting at 0 as opposed to the sixaxis configuration button mappings indexed starting at 1.

    Once you have your configuration set just how you like it, back it up! For example, I've copied mine to blight_input.conf.p1joystick.

    At this point, if you want to also support keyboard mappings, now is a good time to start tweaking that. Here are some pointers for that:
    * Having mouse input enabled (aka mouse=1) allows you to use the sixaxis controller joystick (though I understand it makes control-backspace not function correctly). This setting along with sixaxis button to key mapping functionality allows you to setup your config to work with both the keyboard and sixaxis controller simultaneously pretty well.
    * Change the "device" setting for only the 1st porfile ([controller 0]) to keyboard (aka device=keyboard).

    Like the controller-based config you already did, once you have your keyboard configuration set just how you like it, back it up! For example, I've copied mine to blight_input.conf.p1keyboard.

    Other than the obvious benefits of having your configurations backed up, you also now have the ability to switch between the two easily (either by xterm, power button configs, queen bee widget, etc). I personally just do it the old fashion way using xterm made easier by adding the following to user's .profile script:

    Code:
    alias joy='cp /home/user/.mupen65plus/blight_input.config.p1joystick /home/user/.mupen64plus/blight_input.config'
    alias key='cp /home/user/.mupen65plus/blight_input.config.p1keyboard /home/user/.mupen64plus/blight_input.config'
    Oh, also keep in mind that if you opt for the sixaxis w/keyboard input style of configuration, be sure that
    keys you map don't conflict with other mupen64plus keys. For example, my L2 button is mapped to 'q'
    which by default will quit/stop the n64 rom emulation. Rather than change my sixaxis key mapping, I decided
    to simply change the "Kbd Mapping Stop" key in the mupen64plus.conf file.

    Hope this helps!

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    IzzehO | # 809 | 2010-07-19, 23:34 | Report

    Originally Posted by Flandry View Post
    Can confirm the Mario Kart 64 + mupen64plus + Accelemymote = win.
    Yes, yes it is :P F-Zero X and most other games are also rather enjoyable with it (it takes more getting use to than a joystick though).

    Originally Posted by
    Forward and back don't actually do anything on the joystick in Mario Kart, do they? Is it possible to map those to accelerate/brake in the config file? That combined with proximity sensor for fire button would leave only jump uncovered for playing with keyboard closed.
    As said, forward and back choose direction of shells/bananas etc. What I have done is map proximity sensor to A (accelerate) and the touch screen to Z (fire) and its perfect.

    This is done by opening .conf (~/.mupen64plus/blight_input.conf) file and setting mouse ( 1 ) next to the Z section. Note that I don't think you need mouse=1 at the top either.

    Originally Posted by
    Note that this is only a good option for people with no friends, because receiving a SMS or IM notification makes a big mess of emulation smoothness.
    I wouldn't recommend using this if your expecting a call, no :P I am curious about this... as the PSX emulator seems to have no issue with "alt+tabbing". A simple manual fix is to hit P everytime you want to change window to pause it.


    Originally Posted by atilla View Post
    super smash brothers-60% charas have no eyes
    Just with this one. Change frameskip (frame render in the .conf file) to 3 and it runs fantastically! (They still have no eyes)

    Originally Posted by jschan View Post
    Hope this helps!
    Awesome instructions! I've just added the link to the first page. I'll probably just modify my configs to already have controllers 1-3 set up with identical controls though.

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    atilla | # 810 | 2010-07-19, 23:40 | Report

    izzeHo where can i find the mupen conf file?i searched at /etc but cant find it there.can you give me pls a little hint?

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