Is there a chance that the recording branch will allow us to use audio compression? In the current mupen when you record avi, it asks you which video compression you want to use, however it saves the audio as uncompressed PCM format. This I believe leads to sound desyncs when you compress the avi a second time.
Comicalflop wrote:
I don't recommend HISSing at parties though, people will think you're a snake.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Yes that will most likely be an option, after we finish off a few of our branches... I will get to reworking recording. Hopefully nmn will have solved some of the Win32 issues. I don't want to start doing recording until I have all the necessary things done for this project.
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
chaosv1 wrote:
This I believe leads to sound desyncs when you compress the avi a second time.
Actually I thought this was a bug with the way it saves the audio to a file. If the game uses multiple sample rates etc for sounds, I was led to believe this caused an A-V desync..
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
I plan to take a whack at the Banjo-Tooie fire-egg bug. If I get into working on this emulator at all, then this bug will be the first one I fix. I'm downloading the dependencies as we speak, as well as ripping my banjo-tooie copy onto my computer.
I got BT booting again on Mupen64, seemed to be a problem with the ini settings as I suspected. I wonder where the fireegg thing occurs.
I'll try to be precise: once you have learned how to hang from ledges and aim eggs in level 1 (mayahem temple), you can proceed in the overworld to the plateau (3rd tunnel/teleport thing in the game, and contains entrance to level 2, glitter gulch mine). If you have enough notes, jamjars in this area will teach you how to launch fire eggs. If you shoot a fire egg at the icon above a brown gate, the gate is supposed to open giving you access to the meador (with the 4th tunnel/teleport thing and 3rd level (witchyworld) entrance). The bug with mupen is that the gate doesn't open at all.
Edit: I have provided a state which under normal circumstances would be fine, but the glitch prevents progress. Press Z to launch a fire egg. (R changes egg type, C-up gets out of aiming mode)
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
EmuTalk.net wrote:
We could have waited even longer and packed even more features into the new Mupen64Plus v1.4 release, but I thought that it was time to get another one out the door for people to play. There are some big new features, and major contributions were written for this release by: slougi, DarkJezter, ebenblues, Tillin9, Richard42, nmn, and okaygo. A summary of the changes:
Major New Features
Graphical debugger for R4300 core (build with 'make DBG=1')
On Screen Display
KDE4 GUI (experimental, compile from source)
Cheat system with Gameshark codes
Minor New Features
Single frame advance
Emulator playback speed up or down in 5% increments
Rumble Pak support with force feedback
Map emulator functions (fullscreen, stop emulation, etc) to joystick buttons or axis movements.
Volume up/down
Blight Input: Individually configure each direction of X and Y axis, which allows inverting the axis
JTTL_Audio: libsamplerate support for high quality audio resampling
GTK GUI: Search/filter box
GTK GUI: Accelerator keys
GTK GUI: numerous small changes and fixes
Overhaul of rom handling functions; numerous small fixes
Bug fixes
NoMemoryExpansion parameter to emulate 4MB console; fixes some games
Removed NoAudioDelay core option to resolve issue #48
Fix unresponsive emulator when game gets stuck in loop
GTK GUI: #6 - if a ROM is selected in the ROM browser and 'play' is pressed, emulation will start
GTK GUI: #62 - ROM browser column sorting works
Rice Video: Support hi-res textures with different scale factors for X and Y
Blight Input: don't use 100% CPU in configuration dialog
Enjoy this guys, this is one step closer to ReRecording, what we could really use now is some of the programmers to help port the code to Windows. You could also join us in IRC on FreeNode at #mupen64plus
Although some of surely have already checked their inbox and thus heard the news: soft reset is now supported and seemingly working as of revision 793.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
slougi has started a windows branch, and this is my copy working. games dont seem to run, and I haven't played with it much. But eventually things should just work.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
working(a): adopted as a temporary basis for further work; "a working draft"; "a working hypothesis"
ie: my working copy, or... my copy working :P
no your right, i see what you mean.
it runs, but you couldnt say it WORKED well
The N64 version actually has better controls.
In the PSX version, it's harder to get a bead on your enemies. Plus, your shots just go right through every enemy. Kinda makes it hard to power level when you're destroying every enemy plus the generators. xD
I'm just going to keep my fingers crossed, and hope Mupen+ can run the game better than other emulators.