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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: Sat Mar 04, 2017 1:48 am Post subject: |
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Graslu: I watched the livestream, quite enjoyable - I was very worried that it would not work as I haven't properly tested local multiplayer thankfully that isn't the case
deuxsonic: I really don't know the affects 18 overclock has on plugins or other parts of the emu - hence it is an experimental feature that is beneficial for splitscreen multiplayer in PD. To be safe stay inside the 6x - 12x OC range
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I will be focusing my attention to PCSX2 and it's internals - a MI for TS series will be ready when it's ready [no guarantees]
Last edited by Carnivorous on Sat Mar 04, 2017 8:02 am; edited 1 time in total |
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Graslu Agent


Joined: 15 Dec 2016 Posts: 119 Location: Almeria, Andalucia, Spain  |
Posted: Sat Mar 04, 2017 6:41 am Post subject: |
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It worked flawlessly on our side, except at the start because I forgot to set the proper controls but that's not an issue.
I still think it'd be awesome to somehow work together with the Dolphin devs to get proper mouse support in there too, specially when a lot of the games that appear both on PS2 and GC are better on the GC counterpart, for example, Nightfire. No idea about the version differences on Time Splitters though. _________________ You can't win.
YouTube: https://www.youtube.com/c/Graslu00
Discord: https://discord.gg/tksttVC |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Sat Mar 04, 2017 8:00 am Post subject: |
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From some devs I've spoken to mouse injection is outside the scope of dolphin - and the PS2 versions of TS have lan\internet capabilities [users have created internet matches with PCSX2] |
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Graslu Agent


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

Joined: 06 Feb 2017 Posts: 29
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Posted: Sat Mar 04, 2017 1:29 pm Post subject: |
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For GE there's no difference above 6x oc, right?
I wish you good luck too, hope everything goes well with TS. |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Sat Mar 04, 2017 3:56 pm Post subject: |
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thank you
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yes, maybe a unoptimized custom level will slow it down but for most parts 6 is good
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progress so far - i am able to inject into pcsx2's memory using dll hooking. this means i dont need to compile pcsx2 for every update or break their plugin spec to support a mouse injector. input would still be handled using pcsx2's plugin so the dll's purpose is to poll mouse direction. lucky for me pcsx2 uses the same memory base address as 1964 so i dont need to search for rambase like pj64. fooling around in ts:fp i found two values that control the display ratio. this opens the possibility of supporting ultra wide displays. if the other game's ratios are easy to change i will include this feature. for example here is 50:9
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madmax386 Agent


Joined: 30 Apr 2008 Posts: 196 Location: New Zealand  |
Posted: Tue Mar 07, 2017 10:31 pm Post subject: |
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graslu wrote: | It worked flawlessly on our side, except at the start because I forgot to set the proper controls but that's not an issue.
I still think it'd be awesome to somehow work together with the Dolphin devs to get proper mouse support in there too, specially when a lot of the games that appear both on PS2 and GC are better on the GC counterpart, for example, Nightfire. No idea about the version differences on Time Splitters though. | ...... dude...... ive been hanging out for mouse compatibility for time splitters for so long.... i would love that.
@Carnivorous thank you very much for all you have done, thank you for bringing refined mouse support to the GE community and i eagerly await your next project with Timespliters/PCSX2 |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Tue Mar 07, 2017 10:35 pm Post subject: |
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thankyou. i'm researching dll proxy to hook between lilypad and mouse injector. i will be reusing a lot of code from the current plugin. i am aiming for a demo by next month |
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Rekrul Agent

Joined: 06 Dec 2016 Posts: 43
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Posted: Wed Mar 08, 2017 5:00 pm Post subject: |
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Carnivorous wrote: | thankyou. i'm researching dll proxy to hook between lilypad and mouse injector. i will be reusing a lot of code from the current plugin. i am aiming for a demo by next month |
Will it work with PCSX2 1.4.0, or only with the newer beta versions? |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Wed Mar 08, 2017 5:03 pm Post subject: |
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it should - depends how recent their API changes are. the prototype was built with 1.3.1 |
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Prenihility Agent

Joined: 17 Dec 2016 Posts: 13
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Posted: Fri Mar 10, 2017 5:52 pm Post subject: |
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Hey folks! I'm back. And after changing plugins after experimenting with Conker's Bad Fur Day... i tried playing Perfect Dark again, and noticed i have an old problem again. Explosions slow the game down a lot. The end cutscene to the Deep Sea missions is a great example. Again, what are the best settings/plugins for the game? |
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deuxsonic Agent


Joined: 03 Jan 2017 Posts: 140 Location: Ohio, USA, Earth  |
Posted: Fri Mar 10, 2017 11:30 pm Post subject: |
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Prenihility wrote: | Hey folks! I'm back. And after changing plugins after experimenting with Conker's Bad Fur Day... i tried playing Perfect Dark again, and noticed i have an old problem again. Explosions slow the game down a lot. The end cutscene to the Deep Sea missions is a great example. Again, what are the best settings/plugins for the game? |
I don't think there's a fix for this because they ran like crap on the 64 too and GLideN64, the OpenGL 4 plug-in I use, is designed with accurate emulation in mind and it takes a huge hit from explosions, particularly groups of them or being close/in them and smoke to a lesser degree. You can use one of the faster, less-accurate video plug-ins like Glide64 (this actually runs a lot slower for me which is why I don't use it) to improve performance at the cost of the game not looking right to various degrees. |
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Prenihility Agent

Joined: 17 Dec 2016 Posts: 13
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Posted: Sat Mar 11, 2017 4:37 pm Post subject: |
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deuxsonic wrote: | Prenihility wrote: | Hey folks! I'm back. And after changing plugins after experimenting with Conker's Bad Fur Day... i tried playing Perfect Dark again, and noticed i have an old problem again. Explosions slow the game down a lot. The end cutscene to the Deep Sea missions is a great example. Again, what are the best settings/plugins for the game? |
I don't think there's a fix for this because they ran like crap on the 64 too and GLideN64, the OpenGL 4 plug-in I use, is designed with accurate emulation in mind and it takes a huge hit from explosions, particularly groups of them or being close/in them and smoke to a lesser degree. You can use one of the faster, less-accurate video plug-ins like Glide64 (this actually runs a lot slower for me which is why I don't use it) to improve performance at the cost of the game not looking right to various degrees. |
Well, i could've sworn i had perfect performance. Hell, i REMEMBER i had perfect performance. With explosions.
Another problem i have is with the mouse. It doesn't seem to work when opening the weapon/item menu and trying to select something when you're holding 'Q'. |
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Rekrul Agent

Joined: 06 Dec 2016 Posts: 43
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Posted: Sun Mar 12, 2017 2:08 am Post subject: |
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deuxsonic wrote: | I don't think there's a fix for this because they ran like crap on the 64 too and GLideN64, the OpenGL 4 plug-in I use, is designed with accurate emulation in mind and it takes a huge hit from explosions, particularly groups of them or being close/in them and smoke to a lesser degree. You can use one of the faster, less-accurate video plug-ins like Glide64 (this actually runs a lot slower for me which is why I don't use it) to improve performance at the cost of the game not looking right to various degrees. |
The little bit that I tested GLideN64, it looked exactly the same as Glide64. Distant objects appear on top of the chainlink fence at the end of Facility, the water messes up at the start of Frigate, etc. For all the talk about how GLideN64 is designed for accuracy, it didn't seem any more accurate than Glide64. |
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deuxsonic Agent


Joined: 03 Jan 2017 Posts: 140 Location: Ohio, USA, Earth  |
Posted: Sun Mar 12, 2017 5:39 am Post subject: |
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Rekrul wrote: | deuxsonic wrote: | I don't think there's a fix for this because they ran like crap on the 64 too and GLideN64, the OpenGL 4 plug-in I use, is designed with accurate emulation in mind and it takes a huge hit from explosions, particularly groups of them or being close/in them and smoke to a lesser degree. You can use one of the faster, less-accurate video plug-ins like Glide64 (this actually runs a lot slower for me which is why I don't use it) to improve performance at the cost of the game not looking right to various degrees. |
The little bit that I tested GLideN64, it looked exactly the same as Glide64. Distant objects appear on top of the chainlink fence at the end of Facility, the water messes up at the start of Frigate, etc. For all the talk about how GLideN64 is designed for accuracy, it didn't seem any more accurate than Glide64. |
The reason I mentioned it is because the performance is reversed for me. If Glide64 were the faster of the two, I'd probably be using it. |
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