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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: Fri Aug 25, 2017 5:33 pm Post subject: |
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It will not affect mouseinjector.ini, and 1964.cfg will not complain about the different versions. It's at least a couple of weeks away before I can figure it out, I'm entirely new to MIPS.
Update: The PD framelimiting code has been located but has some issues when changing maps. I've asked some community members for some advice to this issue. The current speedhack implementation is workable, but takes a few seconds before it locks the game to 60fps. |
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deuxsonic Agent


Joined: 03 Jan 2017 Posts: 140 Location: Ohio, USA, Earth  |
Posted: Fri Aug 25, 2017 8:50 pm Post subject: |
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It will be worth the wait, I'm sure. |
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doctornull Agent

Joined: 18 Mar 2006 Posts: 75
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Posted: Sat Sep 16, 2017 10:28 am Post subject: |
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Hey, just been using this to run Goldfinger 64 and its working pretty well so far, but a couple of issues:
On Jabo 8.1, the guards appear to glow in the dark.
On Glide64 final, it seems to work pretty well but I get screen tearing, regardless of whether the vsync option is on or off. _________________ a.k.a Hypnotoad |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Sat Sep 16, 2017 11:36 am Post subject: |
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Vsync for glide64 must be forced in your graphics control panel. As for Jabo, it does not emulate vertex lighting used for models. |
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doctornull Agent

Joined: 18 Mar 2006 Posts: 75
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Posted: Sun Sep 17, 2017 5:15 am Post subject: |
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So I've noticed another issue. Guards seem to be far less accurate on this emulator, at least on goldfinger, any idea what could be causing this? _________________ a.k.a Hypnotoad |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
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doctornull Agent

Joined: 18 Mar 2006 Posts: 75
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Posted: Sun Sep 17, 2017 7:48 am Post subject: |
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I don't have any issue with the shooting speed being fast, if anything that makes it a little more fun. But that doesn't exactly explain why the guards are so incredibly inaccurate in goldfinger, and what's strange is that someone in the thread you linked claimed: "guard firing speed (ge/pd is harder at 60fps)", but I find that goldfinger is far far easier (too easy), not harder, since the guards so rarely land any shots even in double O agent.
Is it possible to disable the overclock/60fps? Setting the overclock menu to "stock" doesn't appear to do anything to the guard accuracy. _________________ a.k.a Hypnotoad |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Sun Sep 17, 2017 7:58 am Post subject: |
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I did a test and found they are hitting accurately. The only difference was with pistols, which I found were more inaccurate at 60 compared to 20. This is quite unusual as they are usually more difficult in GE. You can play at more 'accurate' speeds with counter-flag 3 (CTRL+3). |
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doctornull Agent

Joined: 18 Mar 2006 Posts: 75
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Posted: Sun Sep 17, 2017 8:13 am Post subject: |
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I was going to say, for some reason I also found that specifically in China the accuracy was fine, but in other levels the accuracy is terrible, try grounds in particular, or maybe shipyard too, to see what I mean.
Regarding counter factor, it seems to be locked, ctrl + 3 doesn't seem to change it, and if I right click and change it in the rom properties it rests back to 1, is there something else I need to do? _________________ a.k.a Hypnotoad |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Sun Sep 17, 2017 8:41 am Post subject: |
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Yeah this is quite strange.. hmm. China is working fine but the other levels...
As for the CF3, first set OC to stock, then press CTRL+3 while the game is running. The default settings for GE is CF1. |
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doctornull Agent

Joined: 18 Mar 2006 Posts: 75
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Posted: Sun Sep 17, 2017 8:47 am Post subject: |
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Gotcha, unfortunately stock with cf3 has pretty poor framerate and performance.
If there was a way to have the overclocked version have accurate guards, that would be fantastic, and allow people to enjoy Goldfinger to the fullest. _________________ a.k.a Hypnotoad |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Sun Sep 17, 2017 9:08 am Post subject: |
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From my brief test with PJ64 (overclocked), it had the same results. I'm not sure if I can do anything on my end to fix this issue with GF64. Sorry :/ |
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doctornull Agent

Joined: 18 Mar 2006 Posts: 75
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Posted: Sun Sep 17, 2017 9:12 am Post subject: |
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Perhaps if someone can provide a gameshark code that boosts guard accuracy an arbitrary amount to rebalance it. _________________ a.k.a Hypnotoad |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Mon Sep 18, 2017 3:06 am Post subject: |
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Just a couple suggestions I've posted up in the GoldFinger thread:
* Maybe allow the saves, and setup for Goldfinger 64 on your next build?
These below are more related to the build itself:
* I wouldn't mind having HLE Audio as one of the bundled audio plugins. As in my opinion, it's probably the best one that works fine with your 1964 build.
* Surprisingly, the Die Hard 64 prototypes work pretty fine on your emulator, so maybe tag them to be playable? _________________ This is a signature, why did you read this? |
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AL64inthedark 00 Agent


Joined: 18 Sep 2014 Posts: 548 Location: France  |
Posted: Mon Sep 18, 2017 3:36 am Post subject: |
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Oh so that's the reason why I advance slowly compared to some. They play on emulator and the enemies aim badly. They know how to hit on hardware omg. _________________ Listen to me
https://youtu.be/BzZ3k3NmhLM?t=25m51s |
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