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Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
MOD EDIT: Modern Mupen releases are located at the following Github links: Repository: https://github.com/mkdasher/mupen64-rr-lua- Latest: https://github.com/mkdasher/mupen64-rr-lua-/releases/latest
This is a message from okaygo.
Yes folks, after hiding underground in a shelter for such a long time... I decided to visit EmuTalk forums, low and behold people where actively working on a new Linux version of Mupen64. This got me insterested (as all of my window partitions are dead). I have decided to join the emulation team (yes team, we currently have 5 developers as of this post). Mupen64Plus is basically a fork of Mupen64 which aims to complete the project as hacktarux has gone busy in his life. One major drawback is that development is heavily concernced with a stable Linux build, however do not fret. Work is being done to cure this: http://emutalk.net/showthread.php?t=44032 Here is what I am asking of you guys, as re-recording WILL be a feature in this emulator, and since you guys are emulation savy (some) and also coding savy (some) I ask that everyone that can help out does. This will ensure the projects growth and lifespan. This is a list of whats been changed since mupen0.5: http://code.google.com/p/mupen64plus/wiki/ReleasePage Please discuss Mupen64Plus here, and here: http://code.google.com/p/mupen64plus/issues/list I've opened a special issue just for re-recording here: http://code.google.com/p/mupen64plus/issues/detail?id=58&colspec=ID%20Type%20Component%20Status%20Priority%20Milestone%20Owner%20Summary As for game compatibility, I am unsure of whats been changed, but it doesn't mean things wont get fixed, we just need a DETAILED explination of what is broken, you can do this by opening an issue for each game, and writing segments in the wiki here: http://code.google.com/p/mupen64plus/wiki/GameCompatibility April 13th: Mupen64Plus v1.3 was released a couple of weeks ago and there haven't been too many bugs reported yet. Mostly just requests for Windows and OSX builds. I guess everyone is busy playing away. We're now actively working on features for the next release. Our SVN repository has a new gameshark-code cheat system, a KDE4 GUI, support for rumble in Linux, a whole bunch of GTK2 GUI fixes and improvements, high quality audio resampling with libsamplerate, and a dummy video plugin. http://emutalk.net/forumdisplay.php?f=50 - Mupen64 Forums http://code.google.com/p/mupen64plus/ - Homepage http://groups.google.com/group/mupen64plus - Discussion
[Edited by AngerFist: Stickied].
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Experienced player (829)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
I don't have any coding or emulation abilities, so I can't help out, but this looks very promising!
Living Well Is The Best Revenge My Personal Page
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
Since I'm very interested in future development of mupen64 as it's the only good-compatibility open-source Nintendo 64 emulator out there, I'll be happy to help out anyway I can. I can't really help out on the coding side of things because I only know Java, not C but I'll be happy to do testing, provide info and suggest improvements.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Joined: 8/27/2006
Posts: 883
If it's possible, for those who don't have linux installed on their system, Ubuntu now have a software that can install a Dual boot on your windows partition without having to change your partition. That way, you can install linux like any other software and it can even be removed in the Add/Remove Software.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Can't program for beans. Don't have Linux. But I can make a ton of suggestions for what features should be available in the emulator, as well as make "complaints" for the game compatibility thingie. If a new mupen can be made available without having to wait a very long time, and it fixes many of the things that need fixing, I will be a very happy TASer indeed.
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Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
This looks great; can't wait for a release.
Joined: 7/16/2006
Posts: 635
While obviously an acceptable recorded reset would be desirable, I think save state stability is most necessary. Also, if you can fix that pause bug in OoT, that would be nice, too. Unfortunately, the only language I know is BASIC, and I know nothing of Linux, so I probably can't help with making the thing, but I can always say what needs to be fixed. At least when the Windows version comes out. So I'm basically in the same position as comicalflop. Anyways, great to see that people are working on this.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
You guys need to submit the graphical errors to the error tracker, and you need to do this in the outline that we provide. Also for game errors you need to submit those to the error tracker as well. The windows port will be ready soon, however the first version wont have anything really special in it. Everything that will come will come on Linux first then ported into windows.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Boo! Why does Linux get the uber special treatment when many willing testers use Windows? >:-( I already detailed an extensive graphical/playing errors list (on the compatibility wiki) that occurs with current plugins and mupen rerecording v8. You can be sure that those games I mentioned are the ones that most people are going to be looking at for improvements, and will be testing the most. I can assume that the games that currently run perfectly will continue to do so? Can you describe really quickly: -Whats being done to solve desynch issues? -Why 3 plugins are given heavy focus as the main plugins that mupenplus will be using? will each individually be improved? why were they chosen? Will all 3 combined guarantee emulation of every N64 game? -Is the OoT pause bug going to be fixed? -Will DK64 and Blast Corps be playable?
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Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
Comicalflop wrote:
-Will DK64 and Blast Corps be playable?
AFAIK the japanese version of DK64 is playable.
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Former player
Joined: 12/5/2007
Posts: 716
Nice! Gonna get the sourcecode soon. Hopefully this version is compilable, neither the official Mupen source code nor the version featuring rerecording would compile over here (Gentoo Linux, gcc 4.1.2, glibc 2.5, x86). BTW: Are the hi-res SM64 textures included (haven't dl'd it yet) or can anyone give me a hint to where they can be found? /Compiles great (with VCR=0 as avifile isn't available anymore in Gentoo).
Joined: 7/26/2006
Posts: 1215
Why is Banjo-Tooie listed as "works well" on the compatibility wiki? It looks fine, sure, but you cannot play past the first two levels since the fire-egg switch on the plateau, above the gate to the meadow, connot be activated for some unknown reason!
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I'm guessing that "test a game" means checking to see if graphically the game looks ok, and if it plays at all. I don't think the testing goes all the way to beating the game. If the problem is with the ROM, then there's no way that it can be fixed since mupen is playing the game the way the ROM intends, just not allowing to get past that. If it's a plugin/emu problem, then eventually it will be solved once the source of the problem is found. Until the source is found, I wouldn't blame the testers since they probably did not think to go past the first level, as their job is not to play throughout the entire game.
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cf: Not a rom problem, since project64 handles it fine with the same plugins. I'm also not blaming anyone.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
bkDJ wrote:
cf: Not a rom problem, since project64 handles it fine with the same plugins. I'm also not blaming anyone.
It's a timing issue in the core, if you have someone to blame BLAME RARE FOR THE PIRACY PROTECTION
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
Yes, how dare they protect their property from thieving pirates and ensure that their name isn't tarnished by crappy pirated copies. Burn them at the stake!
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Joined: 12/10/2007
Posts: 260
Location: Oregon
I'm learning C right now. Once I learn how to fully work with C I'll join the team. I'm using C for dummies to learn C. I know how to do if else statements, simple stuff like that.
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
dartht33bagger wrote:
I'm learning C right now. Once I learn how to fully work with C I'll join the team. I'm using C for dummies to learn C. I know how to do if else statements, simple stuff like that.
Trust me, once you've learned C good enough to help with this, the project will probably be finished by far.
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Please don't discouarge, I still don't really know C very well and I've managed to do a lot for this project.
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
okaygo wrote:
Please don't discouarge, I still don't really know C very well and I've managed to do a lot for this project.
Discourage? My dear friend, I'm only being realistic. I'm just saying, if he's learning C for this project only, he's is probably going to end up wasting his time.
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Soulrivers wrote:
okaygo wrote:
Please don't discouarge, I still don't really know C very well and I've managed to do a lot for this project.
Discourage? My dear friend, I'm only being realistic. I'm just saying, if he's learning C for this project only, he's is probably going to end up wasting his time.
Absolutely not. I also don't see where he said he's learning it just for this project. Edit: I can see how your argument would make sense if he has no prior knowledge of programming.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Thought of another feature that would be tasty: A basic bot. Of course, it might be tricky with the analog, but still if it was included to test randomness and stuff it'd be really cool.
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Former player
Joined: 12/5/2007
Posts: 716
okaygo, can you provide me with a link to these textures? Or are they confidential and unfinished yet? :o
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
It isn't a secret, check emutalk... it might take a little searching, but I believe it is Datadynes Mario64 pack..
Joined: 12/10/2007
Posts: 260
Location: Oregon
Soulrivers wrote:
okaygo wrote:
Please don't discouarge, I still don't really know C very well and I've managed to do a lot for this project.
Discourage? My dear friend, I'm only being realistic. I'm just saying, if he's learning C for this project only, he's is probably going to end up wasting his time.
I'm not learning it for this project, I'm learning it to help out with all programs. I've been wanting to learn C for a long time and I finally got around it. Also I know a fair amount of visual basic 2005 programming so I'm not completly new to coding.
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