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1964 60FPS bundle for GoldenEye/Perfect Dark (2020/04/06)
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williansti
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Joined: 06 Nov 2019
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Location: Rio de Janeiro - Brazil

 PostPosted: Sat Nov 09, 2019 5:56 pm    Post subject: Reply with quote Back to top

I took a third emulator to test, "1964 ultrafast v3" i deleted all the default plugins, I copied all of carnivorous mostly gliden64, worked 60fps with active vsync with no screen tears or cuts, with or without overclocked flowed as project64, confirmed my suspicion there is something in carnivorous.


a question, Is carnivorous based on the latest revision of 1964? 1964 SVN r146?

I also saw a newer fork, 1964-X
https://github.com/LegendOfDragoon/1964-X

http://www.emu-france.com/emulateurs/5-consoles-de-salon/52-nintendo-n64/
 
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Carnivorous
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 PostPosted: Sat Nov 09, 2019 6:17 pm    Post subject: Reply with quote Back to top

1964 fork is based on 0.8.5 as it is the most stable with GoldenEye, future revisions had problems with GoldenEye. You can compare source trees with the original 0.8.5 and my fork. Ultrafast v3 is a fork of 1964 1.1. I am not aware of any conflicting vsync code, the above commits are only related to input plugin and various ROM defaults for GE/PD. Can you try using stolen's 0.8.5 bundle with GLideN64?
 
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williansti
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Joined: 06 Nov 2019
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Location: Rio de Janeiro - Brazil

 PostPosted: Sat Nov 09, 2019 7:32 pm    Post subject: Reply with quote Back to top

Thank you for all your patience. we finally find the source of the problem.

the problem is not carnivorous, is from the base version.
I downloaded several versions and tested.

1964 1.0 (r146) = OK!
1964_ultrafast_v3 = OK!
1964-X-20160711 = OK!
Project64 2.4.0 = OK!

1964_085 = Problem!
1964 - Carnivorous Edition = Problem!

so in fact version 0.8.5 have problems using vsync on gliden64...

i love carnivorous, I'm sad that I can't use vsync, all others work well, however project64 has no decent overclocking, and others have distorted windows window when finishing emulation.

would it be too much to order a carnivorous based on 1964 1.0 or 1.1? :wink:
 
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Carnivorous
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 PostPosted: Sat Nov 09, 2019 7:45 pm    Post subject: Reply with quote Back to top

Sorry I don't have the time nowdays to migrate all changes over to 1.1. If you are using PJ64 nightly there should be an option to overclock within ROM properties.
 
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Kerr Avon
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Joined: 26 Oct 2006
Posts: 799

 PostPosted: Sat Dec 07, 2019 12:36 pm    Post subject: Reply with quote Back to top

Is it possible to use the new PD texture pack (https://www.youtube.com/watch?v=Ou2RkLmowPA&feature=emb_logo) with this emulator, please?
 
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Carnivorous
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 PostPosted: Sat Dec 07, 2019 3:19 pm    Post subject: Reply with quote Back to top

It should be if you use the expected GLideN64 settings needed for the texture pack
 
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Kerr Avon
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 PostPosted: Sun Dec 08, 2019 2:21 am    Post subject: Reply with quote Back to top

Carnivorous wrote:
It should be if you use the expected GLideN64 settings needed for the texture pack


Oh right. I'll give it a go, thanks.
 
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NutShot
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Joined: 19 Nov 2017
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 PostPosted: Sat Dec 28, 2019 11:36 am    Post subject: Reply with quote Back to top

Hmmm. It´s great that you still doing these Updates, Carnivorous.
But can you explain to me why you disabled the "Autoloading Cheats" once again?
I requested that so you don´t have to check that everytime you load up the Emu everytime. But now you disabled it again .....
 
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Carnivorous
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 PostPosted: Sat Dec 28, 2019 1:10 pm    Post subject: Reply with quote Back to top

Some cheats would overwrite something used during bootload unzip process, so when a cheat was enabled during mid-mission it would break on the next session. As most N64 emulators reset the enable cheat option between restarts, I figured I would do the same and revert the change.
 
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Wreck
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Joined: 14 Dec 2005
Posts: 6865
Location: Ontario, Canada

 PostPosted: Sun Dec 29, 2019 12:06 pm    Post subject: Reply with quote Back to top

Quick question. With the GE compilation pack ROM having different internal names / ID codes than regular GE, will it need support added to this emulator? I know my ED64 requires I force EEPROM4K save type on before starting.

GOLDENEYE COMP PACK
NG7E
 
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Carnivorous
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 PostPosted: Sun Dec 29, 2019 1:48 pm    Post subject: Reply with quote Back to top

Just tested - it works.

As long as the game strats with the characters GOLDENEYE it'll be detected.
 
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Kerr Avon
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 PostPosted: Mon Dec 30, 2019 3:35 am    Post subject: Reply with quote Back to top

Carnivorous wrote:
Just tested - it works.

As long as the game strats with the characters GOLDENEYE it'll be detected.


Is the GE compilation rom out yet? I can't find mention of it anywhere.
 
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NutShot
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 PostPosted: Mon Dec 30, 2019 6:36 am    Post subject: Reply with quote Back to top

I´m not sure about the Borderless Window yet. I don´t know how to upload a Picture of what i mean here, so i have to explain.
Basically i activated the "Use Borderless Fullscreen" and have hidden the "Display Status Bar", but i´m still seeing the Status Bar. Is this only working in Fullscreen Mode (which destroys the meaning of Borderless Window)?
 
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Carnivorous
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 PostPosted: Mon Dec 30, 2019 2:59 pm    Post subject: Reply with quote Back to top

Press alt+enter. Window resolution is used for borderless fullscreen - it should look like this
 
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Wreck
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Location: Ontario, Canada

 PostPosted: Mon Dec 30, 2019 6:33 pm    Post subject: Reply with quote Back to top

Kerr Avon wrote:
Is the GE compilation rom out yet? I can't find mention of it anywhere.

Not yet. I just want to make sure this emulator will support it on day one.

Thanks for the info, Carn.
 
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