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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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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Thu Feb 09, 2017 9:36 pm Post subject: |
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Quote: | It could be that GLideN64 just doesn't handle them gracefully but since everything else performs so well, it kind of sticks out as a "why is this one thing so slow?" | I tested each plugin and Glide64 doesn't slow down as much as GLideN64 - no idea why |
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deuxsonic Agent


Joined: 03 Jan 2017 Posts: 140 Location: Ohio, USA, Earth  |
Posted: Thu Feb 09, 2017 11:59 pm Post subject: |
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Carnivorous wrote: | I tested each plugin and Glide64 doesn't slow down as much as GLideN64 - no idea why |
I guess I'll bug them about it. They'll be like "your computer isn't fast enough."
I'm curious about what FOV 90 looks like in widescreen. |
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Graslu Agent


Joined: 15 Dec 2016 Posts: 119 Location: Almeria, Andalucia, Spain  |
Posted: Fri Feb 10, 2017 7:55 am Post subject: |
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deuxsonic wrote: | I'm curious about what FOV 90 looks like in widescreen. |
Really good.
Carnivorous wrote: | I have changed the interface note for FOV to reflect this. Anything beyond 90 degrees will show 'breaks viewmodels and LOD'. |
I've been playing around the original FOV and the widescreen / cinema mode and noticed that the LOD issues are present there too, most noticeably on Depot. If you enable cinema mode and go far enough from the doors you'll see them disappear on the side of your screen. Increasing the FOV just makes this also happen on "full" mode and infront on you, not only the sides. At 80º it can also be noticeable but it's not really a big issue until you go over 90º as you already state on the emulator notes.
I've reworded the video description a little and also pinned a comment about your version, so hopefully people will always download this version from now on. Soon I should be able to upload another one showing some of the new features. _________________ You can't win.
YouTube: https://www.youtube.com/c/Graslu00
Discord: https://discord.gg/tksttVC |
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deuxsonic Agent


Joined: 03 Jan 2017 Posts: 140 Location: Ohio, USA, Earth  |
Posted: Fri Feb 10, 2017 11:19 am Post subject: |
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graslu wrote: | deuxsonic wrote: | I'm curious about what FOV 90 looks like in widescreen. |
Really good.
Carnivorous wrote: | I have changed the interface note for FOV to reflect this. Anything beyond 90 degrees will show 'breaks viewmodels and LOD'. |
I've been playing around the original FOV and the widescreen / cinema mode and noticed that the LOD issues are present there too, most noticeably on Depot. If you enable cinema mode and go far enough from the doors you'll see them disappear on the side of your screen. Increasing the FOV just makes this also happen on "full" mode and infront on you, not only the sides. At 80º it can also be noticeable but it's not really a big issue until you go over 90º as you already state on the emulator notes.
I've reworded the video description a little and also pinned a comment about your version, so hopefully people will always download this version from now on. Soon I should be able to upload another one showing some of the new features. |
Interesting. I forgot that it's going by vertical FOV so I should have asked for 74 at widescreen.
For the file checksums, you may want to drop SHA-256 and use CRC-32 instead as CRC-32, MD5, and SHA-1 are the most common for file checksums. |
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Graslu Agent


Joined: 15 Dec 2016 Posts: 119 Location: Almeria, Andalucia, Spain  |
Posted: Fri Feb 10, 2017 1:46 pm Post subject: |
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deuxsonic wrote: | Interesting. I forgot that it's going by vertical FOV so I should have asked for 74 at widescreen. |
Here you go. I tried to get to the same spot to make some good comparison shots.
I also didn't know it was vertical so I've been playing at roughly 120FOV all this time lol. I'm used to it anyways, as that's what I use on other games like DOOM or Battlefield (110 there if I remember correctly though). _________________ You can't win.
YouTube: https://www.youtube.com/c/Graslu00
Discord: https://discord.gg/tksttVC |
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madmax386 Agent


Joined: 30 Apr 2008 Posts: 196 Location: New Zealand  |
Posted: Fri Feb 10, 2017 2:21 pm Post subject: |
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Sorry if this has been discussed before, but i use to use a .bat file to open up and play GE/PD and GE:X with the command lines along the line of this
" cd %~dp0
start 1964.exe -v Glide64.dll -c NRage_Input_V2.dll -g C:\Roms\NintendoN64\Roms\GoldenEye.v64
start MouseInjector.exe "
this still works on the old stolens version but when i try and use it on the Carnivorous edition ( minus the mouseInjector command ) the emulator opens but it throws out this error " Error opening this file.Please refresh the ROM list "
any ideas?
EDIT: Typical.... as soon as i post this i spotted my misstake, for stolens Edittion i had to use the rom directory+rom name... but with the Carnivorous Ediition all you need is the rom name .... Facepalm
Last edited by madmax386 on Fri Feb 10, 2017 2:27 pm; edited 1 time in total |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Fri Feb 10, 2017 2:24 pm Post subject: |
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Quote: | For the file checksums, you may want to drop SHA-256 and use CRC-32 instead as CRC-32, MD5, and SHA-1 are the most common for file checksums. | ok i will change it Quote: | I've reworded the video description a little and also pinned a comment about your version, so hopefully people will always download this version from now on. Soon I should be able to upload another one showing some of the new features. | thanks! Code: | Syntax: 1964 [-f fullscreen_flag] [-v video_plugin_filename] [-a audio_plugin_filename] [-c controller_plugin_filename] [-g rom_name_inside_rom_directory]
Example 1: 1964x# -f -v Jabo_Direct3D8.dll -a AziAudio0.56WIP2.dll -c Mouse_Injector.dll -g Perfect_Dark.z64
Example 2: 1964x# -g goldeneye.z64 | new syntax above. it has been changed to not require the full directory path for -g. I changed it because if your directory path had a space character the command would fail [1964 rejects all spaced from command arguments]. 1964 must have a active rom directory saved in registry before you can use -g deuxsonic wrote: | Interesting. I forgot that it's going by vertical FOV so I should have asked for 74 at widescreen. | I am unsure and I'd like know 100% if fov is for vertical or horizontal. if vertical I can convert the fov to horizontal on the interface |
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madmax386 Agent


Joined: 30 Apr 2008 Posts: 196 Location: New Zealand  |
Posted: Fri Feb 10, 2017 3:33 pm Post subject: |
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GoldenEye X icon
thoughts?
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deuxsonic Agent


Joined: 03 Jan 2017 Posts: 140 Location: Ohio, USA, Earth  |
Posted: Fri Feb 10, 2017 4:20 pm Post subject: |
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Carnivorous wrote: | I am unsure and I'd like know 100% if fov is for vertical or horizontal. if vertical I can convert the fov to horizontal on the interface |
It's vertical. Just looking at the screenshots of 90 I can see that it's way too high to be 90 horozontal. 74 (or if you really want to be exact, 73.7398 degrees) is the vertical FOV that yields a horozontal FOV of 90 at 4:3, 100 at 16:10, and 106 at 16:9. I always try to hit that number because traditionally that's the FOV that first-person shooters have used so it feels natural to have them all be the same.
Keep in mind there is not a linear relationship between horozontal and vertical FOV. The math involved looks like this to go from horozontal FOV to vertical FOV:
n - Near plane
Y - Maximum near y
AR - aspect ratio
a - HFOV
b - VFOV
n/Y = AR/tg(a/2) = ctg(b/2)
Working out b:
b = 2 arctg( tg(a/2)/AR )
In your case it's b = 2*arctg(3/4)
I mention 74 as kind of a magic number because since it will come out to 90 in 4:3, which traditionally was how games would set the value, it will automatically be the right horozontal FOV no matter how wide the screen is as long as the game is set up to change aspect ratio through Hor+ rather than Vert-. Despite GoldenEye's age, it actually was way before its time in regards to handling widescreen so I'm rather impressed with Rare with that, the use of per-poly hit detection dividing the body up into zones, and weapons that needed reloads, and realistic standing idle animation (subtle, but much more visible playing the game on PC) all of which you didn't typically see in first-person shooters that early (I'm sure there are stragglers out there that went against this but in general it was ahead of its time in many respects and this is true of Perfect Dark as well.)
madmax386 wrote: | GoldenEye X icon
thoughts?
 |
It looks nice at 256x256 but the text and the N64 logo are going to vanish at usual icon sizes (48x48, 32x32, and 16x16.) Making icons is sort of a different way of thinking about art, somewhat like doing pixel art, where you need something to stay detailed enough at a very small size. I usually test things by shrinking it down to 16x16 since in the start menu that's the size it's going to be seen, and seeing if it still works well as an icon.
Last edited by deuxsonic on Fri Feb 10, 2017 4:30 pm; edited 1 time in total |
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madmax386 Agent


Joined: 30 Apr 2008 Posts: 196 Location: New Zealand  |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Fri Feb 10, 2017 4:26 pm Post subject: |
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deuxsonic wrote: | Keep in mind there is not a linear relationship between horozontal and vertical FOV. The math involved looks like this to go from horozontal FOV to vertical FOV | I've looked up formulas for converting hoz to vert but there are no vert to hoz. Would you by chance know how to convert that? I'm awful at math
~~
edit: got it thanks
Last edited by Carnivorous on Fri Feb 10, 2017 4:52 pm; edited 3 times in total |
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Graslu Agent


Joined: 15 Dec 2016 Posts: 119 Location: Almeria, Andalucia, Spain  |
Posted: Fri Feb 10, 2017 4:29 pm Post subject: |
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Carnivorous wrote: | I am unsure and I'd like know 100% if fov is for vertical or horizontal. if vertical I can convert the fov to horizontal on the interface |
I think I can confirm the FOV is vertical. I tried launching up GE:S to compare and this is the result. ge_facility_classic is scaled like the N64 1:1, so this should be pretty accurate if you don't mind the camera being slightly moved a little.
On the left you can see the FOV settings I used inside GE:S and right the ones I set on the mouse injector settings. Source calculates the FOV horizontally. Interestingly, at least for me because I always felt like it was narrower, GE64's default FOV is 90 horizontally which is the maximum GE:S can go at 16:9.
EDIT: While I was posting this it was already confirmed it's vertical but oh well :p
 _________________ You can't win.
YouTube: https://www.youtube.com/c/Graslu00
Discord: https://discord.gg/tksttVC |
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deuxsonic Agent


Joined: 03 Jan 2017 Posts: 140 Location: Ohio, USA, Earth  |
Posted: Fri Feb 10, 2017 4:41 pm Post subject: |
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graslu wrote: | Carnivorous wrote: | I am unsure and I'd like know 100% if fov is for vertical or horizontal. if vertical I can convert the fov to horizontal on the interface |
I think I can confirm the FOV is vertical. I tried launching up GE:S to compare and this is the result. ge_facility_classic is scaled like the N64 1:1, so this should be pretty accurate if you don't mind the camera being slightly moved a little.
On the left you can see the FOV settings I used inside GE:S and right the ones I set on the mouse injector settings. Source calculates the FOV horizontally. Interestingly, at least for me because I always felt like it was narrower, GE64's default FOV is 90 horizontally which is the maximum GE:S can go at 16:9. |
Very interesting. Rare must be using a different way of calculating FOV if this is true. The only ways I'm used to seeing FOV calculated are horozontal and vertical degrees, and sometimes expressed in radians rather than degrees, which is the case with how Halo expresses FOV (specifically the 32-bit floating point decimal representation of this as a little-endian hexadecimal value) But it has always come out in an apples-to-apples way of measuring in the end. If you aren't simply measuring the angle from the camera to the edges of the screen, the camera may actually be placed behind the vertex of the angle created. This is where it would be nice to have the source code to the games.
Here's that image as an icon file: http://www.mediafire.com/file/59av75ogig8ed61/GoldenEye_X_Icon.7z
Last edited by deuxsonic on Fri Feb 10, 2017 5:26 pm; edited 1 time in total |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Fri Feb 10, 2017 5:19 pm Post subject: |
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I figured out the calculation between hoz and vert fov but now I think the slider is far too wide. It goes from 65 - 156 degrees [w/ 16:9 ratio]. Should I change this to something like 65 - 140? |
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Graslu Agent


Joined: 15 Dec 2016 Posts: 119 Location: Almeria, Andalucia, Spain  |
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