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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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deuxsonic Agent


Joined: 03 Jan 2017 Posts: 140 Location: Ohio, USA, Earth  |
Posted: Sun Jan 08, 2017 9:11 am Post subject: |
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The mouse injection not responding actually will happen in either fullscreen or windowed but I haven't established a clear pattern of if anything else causes it to not respond to hammering away at the inject key.
The bigger issue is that on closer investigation, Perfect Dark will not run at 60 FPS no matter what level of overclock or lack thereof. Goldeneye runs fine at 60 FPS but PD even while playing a level won't allow a framerate higher than 30, which has the odd side-effect of causing everything to happen in slow motion like if you were playing a film and played it back at half speed, only this causes the audio to stutter, as if 60 FPS would be normal speed and 30 FPS is 1/2 speed rather than simply being a lower framerate, I guess like if the game puts out 60 FPS and rather than rendering half of the frames, it renders all of them which would produce a slow-motion effect and the audio would have to stutter in order to stay synchronized. If PD is supposed to switch between 30 and 60, that switching is never taking place. I really don't think it's an issue of performance because the framerates are solid. |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Mon Jan 09, 2017 12:18 am Post subject: |
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@Rekrul Yes that is part of the game.
@deuxsonic PD has a higher requirement compared to GE. I don't know your hardware. A duel core 3Ghz CPU should play without problems. Have you tried using Jabo 1.5.2? |
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deuxsonic Agent


Joined: 03 Jan 2017 Posts: 140 Location: Ohio, USA, Earth  |
Posted: Sun Jan 22, 2017 7:38 pm Post subject: |
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You were right, PD runs at normal speed using the Direct3D plug-ins. They're definitely inaccurate though, where texture filtering is lower quality than what the GLide plug-ins can provide. What kind of system do you guys use to run Perfect Dark with "best" settings? Are there any other renderer plug-ins that work with this version of 1964 that would be worth trying? |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Mon Jan 23, 2017 4:26 pm Post subject: |
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I have a modern system. I haven't found any other plugins that work as well as Glide or Jabo. I tried Rice\1964video but are glitchy with 1964. |
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Rekrul Agent

Joined: 06 Dec 2016 Posts: 43
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Posted: Tue Jan 24, 2017 3:41 pm Post subject: |
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deuxsonic wrote: | What kind of system do you guys use to run Perfect Dark with "best" settings? |
I don't know about "best" settings. I use the Glide64 'Final" video plugin, my fullscreen resolution is set to 1024x768x32 (I have tested it with resolutions up to 1600x1200x32 and didn't notice much difference) with most of the other settings left at the defaults. I did try some of the texture filtering options, but didn't really care for the way they made the text look. None of them seemed to impact the performance. I've only played the first level of Perfect Dark because I wanted to play Goldeneye first and I still haven't finished it. (yes, I'm slow!)
Anyway, as far as I can see, both games seem to run pretty much perfectly on the following system;
2.4Ghz Core-2-Duo
4GB RAM
GeForce GT430 graphics card
Windows XP Pro, SP3
If I'm being completely honest, the opening FMVs before each mission occasionally stutter a tiny bit, usually right at the start, but you hear it more in the sound rather than seeing it in the video. Also, sometimes the music on the pre-mission screens in Goldeneye stutters a little. The games themselves seem to play fine though. Even when there are multiple enemies or things blowing up, I haven't noticed any slowdown.
I should mention however that I normally use the "1964Slow" version. I do this because I don't want to experience the speed fluctuations mentioned when using the 60FPS hacks and because the ReadMe says that using Combat Boost won't work all the time at the faster speeds. At the moment I don't even know what Combat Boost does, but just the idea that some features may not work correctly is enough to get me to use the slow version to avoid any potential problems. Honestly though, comparing the slow and x9 versions, I really don't notice any difference. Maybe I just have bad eyes.  |
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deuxsonic Agent


Joined: 03 Jan 2017 Posts: 140 Location: Ohio, USA, Earth  |
Posted: Tue Jan 24, 2017 5:15 pm Post subject: |
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I noticed that with a number of things in the game like rapid-fire weapons firing much faster than normal to the point where you're killed instantly because you're hit with so many shots at once. An example of this are those automated turrets. If you look at the insane amount of sparks all the rounds hitting a wall create, there's no way it was originally like that. The P90 does the same thing where if you don't fire in short bursts you will run out of ammo in under a second.
My PC is pretty similar:
Phenom II 950
4 GB RAM
GeForce 560 SE
XP SP3
I actually can't use Glide64 because the performance is so bad (yet GLideN64 works fine for Goldeneye.) The Jabo plug-ins don't filter textures correctly and things are missing or the wrong color. |
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Rekrul Agent

Joined: 06 Dec 2016 Posts: 43
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Posted: Tue Jan 24, 2017 7:55 pm Post subject: |
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deuxsonic wrote: | I noticed that with a number of things in the game like rapid-fire weapons firing much faster than normal to the point where you're killed instantly because you're hit with so many shots at once. An example of this are those automated turrets. If you look at the insane amount of sparks all the rounds hitting a wall create, there's no way it was originally like that. |
I never played these games on a real N64. I tried, but I couldn't deal with using the analog stick for aiming. I have the same problem with pretty much all console FPS games.
deuxsonic wrote: | I actually can't use Glide64 because the performance is so bad (yet GLideN64 works fine for Goldeneye.) |
I was under the impression that GLideN64 wouldn't work properly under XP because it requires a higher shader model, which requires a later DirectX version than 9c. When I try to use it, the colors are all messed up, everything is untextured and the crosshairs don't show up. On the plus side, it runs at a good speed.
How did you get it to work properly?
deuxsonic wrote: | The Jabo plug-ins don't filter textures correctly and things are missing or the wrong color. |
I noticed when I played the first level with Jabo, that the shaft by the terminal where you install the covert modem on the first level just looked like a hole in the ground. I wondered why I couldn't fall in it. It wasn't until I switched to Glide64 that I saw it was supposed to have a grate on top of it.
Glide64 isn't perfect though. Occasionally I notice minor problems with the depth ordering (some distant things appearing in front of closer objects), but that's fairly rare. The water in the Frigate level of Goldeneye flickers some at the start, but looks fine once you're on the ship. |
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deuxsonic Agent


Joined: 03 Jan 2017 Posts: 140 Location: Ohio, USA, Earth  |
Posted: Tue Jan 24, 2017 9:33 pm Post subject: |
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It is MUCH nicer being able to play it with keyboard and mouse. It makes me want a port that much more even though it'll never happen. Having played it to death back in the day on the N64, there are definitely a number of things that seem to take the N64's speed for granted and misbehave at 60 FPS.
Yeah actually GLideN64 works near perfectly for me for Goldeneye with slowdowns from the same thing that created them on the N64: explosions. Perfect Dark must need a lot more because it just doesn't play smoothly at all. What's frustrating is that you never know when you start the game up whether it will capture the mouse properly hammering away on that key. It seems like half the time it works without issue and the other half of the time it just ignores me. |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Tue Jan 24, 2017 9:34 pm Post subject: |
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Try disabling frame buffer emulation, it's very expensive on the CPU to emulate. |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Tue Jan 24, 2017 10:55 pm Post subject: |
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@deuxsonic Does it happen with Jabo, or just with Glide? I think I fixed your problem. There was a case where if a window popped up when the ROM finished loading it would assume that window ID is the emulator. Please try the latest version. |
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Rekrul Agent

Joined: 06 Dec 2016 Posts: 43
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Posted: Wed Jan 25, 2017 3:48 am Post subject: |
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deuxsonic wrote: | Yeah actually GLideN64 works near perfectly for me for Goldeneye with slowdowns from the same thing that created them on the N64: explosions. Perfect Dark must need a lot more because it just doesn't play smoothly at all. |
Did you do anything special to get GLideN64 to work under XP? When I try it, I get this;
Also, when I tried it with Perfect Dark, it ran a little slow, whereas Goldeneye seemed to run at full speed. |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Wed Jan 25, 2017 4:18 am Post subject: |
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Rekrul wrote: | Did you do anything special to get GLideN64 to work under XP? When I try it, I get this; | Sorry for previous misinformation I meant OpenGL 4 not Shader Model 4. GLideN64 require an OpenGL4-capable GPU. deuxsonic wrote: | Yeah actually GLideN64 works near perfectly for me for Goldeneye with slowdowns from the same thing that created them on the N64: explosions. | I disabled frame buffer emulation inside GLideN64.custom.ini as GE doesn't rely on frame buffer effects like PD. You can disable FB emu in the configuration window under frame buffer. |
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deuxsonic Agent


Joined: 03 Jan 2017 Posts: 140 Location: Ohio, USA, Earth  |
Posted: Wed Jan 25, 2017 4:16 pm Post subject: |
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Rekrul wrote: |
Did you do anything special to get GLideN64 to work under XP? When I try it, I get this;
Also, when I tried it with Perfect Dark, it ran a little slow, whereas Goldeneye seemed to run at full speed. |
I didn't actually. Since I know GLideN64 works, it's seemingly a matter of trying to find some way to get enough performance that it can handle Perfect Dark.
EDIT: Disabled frame buffer emulation completely. I guess I'll just have to live with the visual anomalies this creates in PD.
It seems like every other time I start it up the injector works or doesn't work. There must be some kind of race condition going on.
Is there a way to hide the bar at the bottom of the screen when using GLideN64 fullscreen? |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Wed Jan 25, 2017 9:12 pm Post subject: |
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deuxsonic wrote: | It seems like every other time I start it up the injector works or doesn't work. There must be some kind of race condition going on. | Does it happen when you use Jabo? And I made a version of the plugin which removes the activation feature. If 1964 window is focused it will automatically turn on, and when you unfocus the window it will let go of the mouse. Tell me if this helps https://files.catbox.moe/nzpgph.zip Quote: | Is there a way to hide the bar at the bottom of the screen when using GLideN64 fullscreen? | I don't know which bar you mean, sorry. |
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Rekrul Agent

Joined: 06 Dec 2016 Posts: 43
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Posted: Wed Jan 25, 2017 9:30 pm Post subject: |
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Carnivorous wrote: | Sorry for previous misinformation I meant OpenGL 4 not Shader Model 4. GLideN64 require an OpenGL4-capable GPU. |
No problem.
According to the specs, my card supports OpenGL 4.2. I guess my drivers are the problem. I'm using 314.07 and they're up to 368.81.
I'm always reluctant to update drivers if I'm not having any problems.
In addition to the 3D hardware my card also has audio processors, which take over for my onboard audio when I install drivers. Unfortunately, the card doesn't have any audio out connectors, so unless you're using the HDMI port (I'm not, I have a VGA monitor), you don't get any sound and then have to manually disable the audio devices and re-enable the motherboard sound. Kind of a PITA. |
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