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Joined: 5/3/2004
Posts: 1203
In v8 in Mario64: For some reason, in the portion where Mario's head pops into view, just after the starting logo, my FPS drops to 3-4. Also, in the opening sequence, the Princess now has three sets of lips and an extra eye on her cheek. The massive performance hit is a mystery to me since my comp is out of commission and I'm on a much more powerful computer than I was when I watched an older version of this movie on an older version of the emulator. Edit: Sweet, Mario's eyes and mustache are gone, too. Almost getting 19 FPS now! Wow, the goombas have 12 eyes and 6 mouths!
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Joined: 5/29/2004
Posts: 5712
Wow, which video plugin was that?
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 9/17/2005
Posts: 47
xebra wrote:
Sweet, Mario's eyes and mustache are gone, too. Almost getting 19 FPS now! Wow, the goombas have 12 eyes and 6 mouths!
screenshots?
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Joined: 12/21/2004
Posts: 2687
xebra wrote:
For some reason, in the portion where Mario's head pops into view, just after the starting logo, my FPS drops to 3-4. Also, in the opening sequence, the Princess now has three sets of lips and an extra eye on her cheek.
Funny, I saw this exact same thing happen... 5 years ago. You must be using some really outdated graphics plugin and/or hardware. (Well, I don't know, it could be a bad ROM or something else, too.)
Joined: 5/3/2004
Posts: 1203
I'm just using the default settings. I downloaded v8 straight from the link you have in the first post of this thread, installed it, and did nothing except turn off raw data in the input settings. The ROM's hash checked out so it's not bad. Any other ideas?
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Joined: 12/21/2004
Posts: 2687
Have you tried changing your graphics plugin? The default is glN64, and it's possible that your graphics card doesn't handle OpenGL properly compared to DirectX. (Go to Options->Settings... and change the Graphics Plugin to Jabo's D3D or something else.)
Joined: 4/25/2004
Posts: 498
Okay, this is odd... The emulator works just fine for me, except for one little thing: I only get a picture the first time I load a ROM. o_O The first time I load a ROM, there's some garbage pixels thrown all over the screen as it loads everything, and then the game plays fine. However, every time afterward that I load another ROM, or even the exact same ROM, all I get is a black screen (at least video-wise; I can still hear the game running, just can't see it)...I will never get a picture again until I exit and restart the emulator. o_O Seems to happen with any video plugin, so I don't think any plugins are to blame for this...
Player (206)
Joined: 5/29/2004
Posts: 5712
For me that only happens with glN64.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 4/25/2004
Posts: 498
*fiddles with some more settings and gets it to work* ...<_<... ...Uh, yeah, as it turns out it was indeed glN64 that was the problem. I had switched plugins, but hadn't closed the emulator in between, so apparently the changes weren't taking effect. So, yeah, er...never mind, then. =P
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
How about adding autofire hotkey possibility to the next version? Atleast to A and B (and maybe Z) would be nice. And while you are at it, autohold would also be nice add. (Althou' I myself don't think it's even nearly as useful as autofire hotkeys) The v8 seems otherwise work like a charm. Even the quick keys for the save/load state 1 are now fixed (which I mentioned some time ago).
Which run should I encode next? :)
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Joined: 10/9/2004
Posts: 453
Location: Norway
Any chance in hell you could add in some kind of AVI split utility in next version? If the output file nears 2gb start adding -001 to the output files so windows and such work fine. Raw (or FFv1) output files tend to get large, especially with high resolutions :)
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Joined: 12/21/2004
Posts: 2687
Autofire, I don't know. It depends on how easy it is to bypass the input plugin to get the alternating input through directly. It's really functionality that the input plugin should implement, anyway - maybe there are already some input plugins that have autofire and you just have to switch to one of them to use it. AVI splitting... is there any code available that does this? It doesn't sound too hard and I haven't tried very much, but I'm not sure how to check the file size of the AVI while it's being outputted (and AVIStreamWrite doesn't seem to tell me how much it wrote). Also, it seems like a lot of codecs crash when outputting directly with them, like ones with non-RGB formats or ones with quantizers - is this somehow the fault of the emulator's AVI code or are those codecs not meant to work directly from a source like this?
Joined: 11/2/2005
Posts: 198
Ugh... mupen64 is SO SLOW... I can't stand it!
A life without cheese is a life without life.
nesrocks
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Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
humm if i put mario64 in high speed (1600% to force maximum fps), with all graphics enhancements, 1280x1024 resolution, i still get the fps ranging from 60-140 My pc is pentium 3 ghz dual something, with a fx5200 video card. Yea it runs faster than playstation emulator EPSXE.
ventuz
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Joined: 10/4/2004
Posts: 940
speed vary from plugin / plugin setting, therefore if you dont like the speed, change the plugin and their plugin setting in "faster" config.
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Joined: 12/21/2004
Posts: 2687
megaman wrote:
Ugh... mupen64 is SO SLOW... I can't stand it!
ventuz wrote:
speed vary from plugin / plugin setting, therefore if you dont like the speed, change the plugin and their plugin setting in "faster" config.
It also depends a lot on your computer, of course. Nintendo 64 is not fast to emulate - it's already taking a lot of shortcuts just to get it as fast as it is, but that will only go so far if your computer (and/or graphics card) is too outdated. To get reasonable speed, my guess is that you need at least a 1.5 GHz processor, at least 256 MB of RAM, and a graphics card with at least 64 MB of video memory. (If you mean it's slow in comparison with other N64 emulators... I haven't found other N64 emulators to be all that much faster to tell the truth, but even if that's the case... well, this thread isn't about other emulators, is it?)
nesrocks
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Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Nitsuja, if i provide you with the graphics for it, would you like to implement (if feasible) an image of a n64 controller being displayed at the corner of the screen when toggled? button presses would lit respective buttons (by simply swapping the image of the button) and the analog stick would be the circle top of the stick image moving analogicaly in the n64 range. The Z button could be displayed by the side of the controller, separately. Would that be too hard? The input display is a little confusing the way it is hehe and that would look so cool... imagine being able to really see how fast one is spinning the stick vs bowser for example..
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Well, it couldn't be on the game screen, I would have to pop up a new window separate from the Mupen64 one, and use I-don't-know-what to actually draw the controller graphics in the window, which would probably reduce the emulation speed without either a low update rate or a lot of work on the update timing.
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Joined: 6/22/2005
Posts: 1050
What do the numbers by the input display of the arrows mean?
Current Projects: TAS: Wizards & Warriors III.
nesrocks
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Posts: 4096
Location: Rio, Brazil
Nitsuja, i think mupen64 can use savestate slot 0 as well, but i can't find a way to config that on your patched #8 version.
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Joined: 12/21/2004
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Dacicus wrote:
What do the numbers by the input display of the arrows mean?
It's a measure of how much it was pushed in that direction, scaled to between 1 and 99 so that it's never more than 2 digits. (^99 >5) means it was pushed 100% up and about 5% right. I thought of making it hex but that seemed unnecessarily confusing when games don't even make use of most of the accuracy of the analog data anyway.
FODA wrote:
Nitsuja, i think mupen64 can use savestate slot 0 as well, but i can't find a way to config that on your patched #8 version.
It was called the "default" savestate, which I got rid of partly for being confusing and mostly for lack of space in the config dialog. But I can add a state 0 whenever I do another release of mupen64-rerecording.
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Joined: 7/14/2005
Posts: 103
i think there may be some conflict with the disabled savestate 0 and autosavestate increment feature, but i'm not sure how. what is the best way to resume recording? the only way i've found is to go through the whole movie until i get to where i want to pick up on. you know how there's a "pause at frame x" feature? maybe a "start at frame x" feature could be helpful.
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Posts: 2687
nico wrote:
what is the best way to resume recording? the only way i've found is to go through the whole movie until i get to where i want to pick up on. you know how there's a "pause at frame x" feature? maybe a "start at frame x" feature could be helpful.
The best way to resume recording is to (during non-read-only mode playback) load the savestate that you made while recording at the point you want to continue from. The second-best way is to load a savestate sometime before you want to record from in read-only mode, then switch out of read only mode and save-load to resume. "Start at frame x" doesn't really make sense - pausing at the frame is already what you'd do anyway to continue from there if you didn't have a savestate there. If you have the ROM already running, a trick you can do is pause, then playback the movie, then load the state, then unpause, and that way you don't even have to wait for the ROM to load again, it just jumps straight into the save state in the movie.
nesrocks
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Posts: 4096
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yea but nistuja, it's better to start the playback, choose "pause at frame x" and put max speed and go do other things so when you come back, the game will be paused waiting for you to resume recording. it's boring to pay attention to a long movie waiting for the moment to pause.
Joined: 11/16/2005
Posts: 46
Is there a way to get around the 4 GB limit on AVIs generated by Mupen64? I've been trying to record the 16-star Mario64 at 640x480 using a lossless codec, but it stops writing to disk once the AVI gets to 4GBs. I am so close. This short run at this res is about 5 GBs. I am using NTFS, so I can support files larger than 4 GBs. Would it be hard to fix it in Mupen64?
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