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#1 (permalink) |
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Banned
Join Date: Feb 2003
Location: mars.
Posts: 42
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why does so many new n64 emu gfx plugin can't get the gfx to work right in
rogue squardon and dr.mario64.why are these 2 so hard to emulate? what keeps them from working? |
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#2 (permalink) |
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No preservatives™
![]() ![]() ![]() ![]() Join Date: Nov 2001
Location: Toledo, OH. USA
Posts: 965
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Perhaps the authors don't own those particular cartridges; perhaps they simply aren't interested. As non-programmers, we have no idea how difficult certain games may be to support (or we wouldn't understand the explanation). Don't lose sleep over it. Play the games that work and enjoy life.
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Videogame Gifs |
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#3 (permalink) | |
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Global Moderator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2001
Location: South Carolina, USA
Posts: 6,828
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Re: why does so many new n64 emu gfx plugin can't get the gfx to work right in
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If you want to play them so bad, fix them yourself. You're a great programmer eh?
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#4 (permalink) | |
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Key To The Universe
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2001
Location: Stratosphere
Posts: 2,707
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Re: Re: why does so many new n64 emu gfx plugin can't get the gfx to work right in
Quote:
__________________
But there is someone who remembers you Someone waiting for a sign that leads the way to you There is someone who will die for you Keep that in mind when the hope fails |
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#5 (permalink) | |
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Global Moderator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2001
Location: South Carolina, USA
Posts: 6,828
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Re: Re: Re: why does so many new n64 emu gfx plugin can't get the gfx to work right in
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You may recall n64warrior? Not only is he him, but he's also "cold1", and "lightknight" (his emutalk names). |
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#6 (permalink) |
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red like my stool
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2002
Location: Massachusetts, USA
Posts: 9,036
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I'll try to answer this in a civilized manner I only know something about the star wars game.It was extremely late when rogue squardon became playable on Project64. Until then, the plugin developers like Jabo didn't see a need to optimize the way the plugin runs with the game. With Jabo gone soon after, there are alot of new and talented people taking over the plugin scene, like Rice and TR64. Since these plugins are quite new, they only focused on getting the easiest of games to emulate with their plugin. Therefore, the newer and highly complicated games won't work that well until they gain more experience and fix what might ills the plugin. Just keep yur pants on for now, the N64 isn't dead yet. |
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#7 (permalink) |
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No preservatives™
![]() ![]() ![]() ![]() Join Date: Nov 2001
Location: Toledo, OH. USA
Posts: 965
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You need some aromatherapy cooliscool. Subtle insults are more effective (and more enjoyable) than overt, indignant flaming.
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#9 (permalink) |
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Registered User
Join Date: Apr 2002
Posts: 10
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Rogue Squadron uses heightmaps to generate the terrain... LaC (nemu) had this working AFAIK but never released it. Dr. Mario uses all sorts of weird framebuffer stuff (didn't Rice solve that?). Battle for Naboo is probably in the same boat as RS, but the two are unique cases afaik, and DM is also unique afaik. Other than that there's probably nothing especially tricky about these games, but sorting out HLE for specific cases gets un-prioritised (if that's a word) when it's non-trivial like this.
Last edited by Smiff; March 5th, 2003 at 12:36.. |
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