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View Poll Results: should the gfx and rcp and audio plugin be one plugin??
yes! vote and tell here. 1 33.33%
no! vote and tell here why not. 2 66.67%
Voters: 3. You may not vote on this poll

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Old April 15th, 2003, 23:16   #1
dreamwaker
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Question i just wondering why does the gfx plugin and sound plugin disable the rcp plugin when

it is audio and display are check.

i whould think that the audio and gfx plugin whould miss some code!!

i think the rcp plugin and the gfx plugin and sound plugin should be
one plugin!

what do you people think????
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Old April 15th, 2003, 23:32   #2
felinusz
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Well, if all the plugins were one then there would be no need for plugins would there? We would have an emulator like ZSNES that doesn't use plugins. Also, think of all the plugin combinations that are used to make a game run faster and necer-looking, for example, with DK64 I use Jabo's DSound, Glide64 Video, whilst for Conker's Bad Fur day I use Azimer's Audio 0.40 and Jabo's Direct3D6 video, and with Mario64 I use Jabo's Direct3D6 video and Azimer's LLE audio.

You see what I mean? Uber plugins or a no-plugin system would dramatically hurt game compatibility.
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Old April 15th, 2003, 23:59   #3
dreamwaker
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i am not saying to make all plugins one.

just to allow the 3 to be combined into one plugin.and to keep the gfx and sound part open source!
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Old April 16th, 2003, 00:13   #4
felinusz
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Erm.. if the three plugins were to be combined into one plugin then wouldn't that be the same as making all the plugins one?
The current 'seperate' 'plugins' (" because the RSP isn't really a 'plugin') work just fine and are easy enough to use once one gets used to them (which admittedly doesn't take very long)

And as for open source plugins, you can get the basic O/Source outlines for each plugin type here at Ngemu if you are interested in that...

I don't really see any benefits to what you are suggesting, sorry.

Last edited by felinusz; April 17th, 2003 at 20:24..
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Old April 16th, 2003, 03:07   #5
dreamwaker
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for one thing if the code was sent to the rsp plugin first

it whould then send the rest of the code to the gfx and sound plugin.

meaning less errors and alot less crashing them emu.
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Old April 17th, 2003, 20:22   #6
felinusz
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I think I see what you're getting at. But I don't think having the RSP get straight info that then goes to the sound and graphics plugins would do much of a speed increase. The 'lists' that are sent by the plugins to the RSP right now seem to work adequately enough and provide decent compatibility.

Also, I believe that a RSP -> plugin setup would take more power to run and be much slower.
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Old April 19th, 2003, 03:45   #7
Violineb
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hmm felinusz could you make a small list of examples of plugin combinations? For the "older" games do you just use Jabo video 1.4? I never really bothered with the Audio plugins in PJ64. hmm I should think about it.
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Old April 19th, 2003, 06:35   #8
CpU MasteR
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Re: i just wondering why does the gfx plugin and sound plugin disable the rcp plugin when

Quote:
Originally posted by dreamwaker
it is audio and display are check.

i whould think that the audio and gfx plugin whould miss some code!!

i think the rcp plugin and the gfx plugin and sound plugin should be
one plugin!

what do you people think????
I think your an idiot.

1. The plugins are sepreate for a reason, they can use Different APIs. Example: GFX can use Glide, OpenGL, or DirectX. If you combine the plugin, then it would be more of a hasstle because you would have one big file, and if you use multiple APIs, I wouldnt think is possible. Like, GFX = Glide, Sound = DirectSound. I don see that working.

2. zilmar spec doesnt allow that, and I wouldnt think that every author would know about the RSP or Audio (Audio being the hardest).

3. RSP is not a plugin.

4. Open-Source is the authors call

nuff said, no more stupid posts. dreamwaker
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Old April 21st, 2003, 15:51   #9
felinusz
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Quote:
Originally posted by Violineb
hmm felinusz could you make a small list of examples of plugin combinations? For the "older" games do you just use Jabo video 1.4? I never really bothered with the Audio plugins in PJ64. hmm I should think about it.
Here are some 'common' games that I have gotten to work superbly by utilizing different combinations (N-Rage's input is used for all of them). This is of course, on my computer, with my specific outdated drivers (:eek: ) that these work at peak speed and niceness :grin:. But I believe that these combinations should produce *good* results almost anywhere.


GAME VIDEO AUDIO

Mario 64 Jabo's D3D6 1.5 Azimer's Audio 0.50 (LLE) <- this plugin only works well with a select few games...
Tony Hawk's Pro Skater Jabo's D3D6 1.5 Azimer's Audio 0.40
Banjo-Kazooie Glide64 0.4 Azimer's Audio 0.40
Conker's Bad-Fur-Day Jabo's D3D6 1.5 Azimer's Audio 0.40
Mario Kart 64 Glide64 0.4 Azimer's Audio 0.40
Donkey Kong 64 Glide64 0.4 Jabo's DSound <- is laggish, try using a faster and better computer (looks at /me)
Zelda:OoT Icepir8's Tr64 video Azimer's Audio 0.40
Super Smash Brothers Jabo's d3d 1.5 (or Glide64) Jabo's DSound
Zelda: MM Jabo's D3D6 (or D3D7)1.5 Azimer's Audio 0.40
Star Fox 64 Jabo's D3D6 1.5 Azimer's Audio 0.40
1080 Snowboarding Jabo's D3D6 1.5 Azimer's Audio 0.50 (LLE)
F-Zero X Jabo's D3D6 1.5 Azimer's Audio 0.40

Hope this is legible... The forum automatically squeezes anything more than 2 spaces down to 2... Always experiment with different plugins when you grab a new game, especially the sound plugins as big quality differences occur for some games. To remember all of this I have the ROM browser display 'core notes' and I put the configurations into there. I wish that someone would make a ePSXecutor-like frontend that remembered all of the plugin settings for you...
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Old April 25th, 2003, 23:54   #10
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it is in 1964!
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