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Messages - Kil3r
Pages: [1]
1
« on: June 26, 2020, 12:12:09 AM »
Well, I followed your instructions to a T, and it manages to run, but crashes the instant I try any input.
Maybe this could be due to accidental misconfiguration or maybe a AV detecting a false positive? Kinda sucks that OP's instructions weren't clear at all and left out important information like your post did in regards to the dlls needed.
For what its worth, the DLLs mentioned in my post are technically optional. I only said they are necessary because if you use the exact same .cfg as mine, mupen will be looking for those specific dlls, as those are the dlls I chose in my cfg. You can use different plugins but you will have to change that in the .cfg. This is somewhat my fault for not giving more vanilla mupen setup, but I really enjoyed my settings so I figured that those were the ones I was going to share. Both of these issues considered, this type of stuff is bound to have user error because people just don't know. However, putting more work into a UI that sets everything up may not even be worth it if there isn't alot of attention on the mouse script. So for me, its easy to understand why getting this mouse look experience is hard. If you want it to be prepackaged for you, ready to play, then you might be waiting until Night Dive releases a remaster. Otherwise, you have to put some elbow grease into it. I expect people to have issues with a video tutorial as well, but it will certainly help alot.
2
« on: May 27, 2020, 03:25:47 PM »
Thanks, I already finished my Danielle run, it was a slideshow sometimes...
Your setup runs smooth like a baby ass, I don't know if it's the mupen64plus-rsp-z64-hlevideo.dll or not using a frontend (¿???)...
. I believe it's the rsp plugin as well. I for sure had laggier results with another rsp plugin. Sorry I didn't get back to you sooner.
3
« on: May 27, 2020, 01:56:31 AM »
Woops delete this post.
4
« on: May 27, 2020, 01:49:05 AM »
Here is my Mupen64Plus config file.
You will need the following plugins: # Filename of video plugin VideoPlugin = "mupen64plus-video-GLideN64.dll" # Filename of audio plugin AudioPlugin = "mupen64plus-audio-sdl.dll" # Filename of input plugin InputPlugin = "mupen64plus-input-sdl.dll" # Filename of RSP plugin RspPlugin = "mupen64plus-rsp-z64-hlevideo.dll" I got them by installing M64Py, taking the plugin dlls out, then uninstalling M64py(to avoid conflicts with normal Mupen64Plus).
Controls: Left Mouse: Fire Right Mouse: Sniper Zoom q: Change Weapon e: Change Weapon\Activate Gadget Spacebar: Jump Ctrl: Crouch WASD: Move Backspace: Pause
Just as the OP stated, you must use Mupen64Plus with no frontend for this to work. I finished the entire game using almost identical CFG. I've slightly changed it to this CFG file when I started playing Rage Wars so I can't confirm if it doesn't have the issues that other people were talking about. Let me know if you get past your crashes or not.
I have a mid-high end gpu+cpu with Windows 10 and a 1080p monitor. This CFG is somewhat tailored for that. I am not an expert on configuring N64 emulators so a little extra research may be required to figure some of the best settings (or perhaps even get it to work).
Side Note: My rating of Turok 3 falls in the range of 6.5/10-7/10 without replaying it. Coming from PC Turok(and remastered Turok), i'd say it lost too much of what made Turok "Turok". For example, the slow movement speed hurts. Also, I personally wanted them to take the "key collection" formula(which IMO was done in a fairly unique way for T1+T2) either at the same level or further. Furthermore, there are some straight up bad choices that were likely due to time\resource\tech constraints on the dev team. For example, in the final 2 chapters of the game there is this huge empty space that you proceed through and backtrack through that doesn't contain enemies. It takes a whole boring minute just to walk through an empty space in a straight line. If they were to remaster this game, I would personally want some improvements on enemy counts, placement, and AI(I know this game was more tailored for n64 controllers and HW). I think they should slightly increase the movement speed and\or do other things to make the game feel more like the previous Turoks. On the bright side, I had low expectations for this game but I ended up enjoying it. I played through it very quickly. While I knew that the devs vision was constrained for this game, I took notice of multiple times where the devs put serious thought into adding a fun and interesting moment into the game. If it were to be remastered and they made those changes I suggested, I can imagine the game would be a solid 7/10 or maybe even 7.5/10 for me. For comparison sake I give T1 and T2 both a 8/10-8.5/10. To me, a 8 has done something significantly unique with atleast solid execution. 7 generally is executed solid but has minimal unique ideas\moments in it.
Regardless of that, I have to thank OP a TON for this script. As a Turok fan, it has been my dream to play this game with M+K. I had a great experience using your script! This game is definitely a hidden gen and I would say it deserves the treatment you gave it and what a remaster could give it. Well done.
CFG Location: C:\Users\[username]\AppData\Roaming\Mupen64Plus
# Mupen64Plus Configuration File # This file is automatically read and written by the Mupen64Plus Core library
[64DD]
# Filename of the 64DD IPL ROM IPL-ROM = "" # Filename of the disk to load into Disk Drive Disk = ""
[Audio-SDL]
# Mupen64Plus SDL Audio Plugin config parameter version number Version = 1.000000 # Frequency which is used if rom doesn't want to change it DEFAULT_FREQUENCY = 32767 # Swaps left and right channels SWAP_CHANNELS = False # Size of primary buffer in output samples. This is where audio is loaded after it's extracted from n64's memory. PRIMARY_BUFFER_SIZE = 16384 # Fullness level target for Primary audio buffer, in equivalent output samples. This value must be larger than the SECONDARY_BUFFER_SIZE. Decreasing this value will reduce audio latency but requires a faster PC to avoid choppiness. Increasing this will increase audio latency but reduce the chance of drop-outs. PRIMARY_BUFFER_TARGET = 4096 # Size of secondary buffer in output samples. This is SDL's hardware buffer. The SDL documentation states that this should be a power of two between 512 and 8192. SECONDARY_BUFFER_SIZE = 1024 # Audio resampling algorithm. src-sinc-best-quality, src-sinc-medium-quality, src-sinc-fastest, src-zero-order-hold, src-linear, speex-fixed-{10-0}, trivial RESAMPLE = "src-sinc-fastest" # Volume control type: 1 = SDL (only affects Mupen64Plus output) 2 = OSS mixer (adjusts master PC volume) VOLUME_CONTROL_TYPE = 1 # Percentage change each time the volume is increased or decreased VOLUME_ADJUST = 5 # Default volume when a game is started. Only used if VOLUME_CONTROL_TYPE is 1 VOLUME_DEFAULT = 80 # Synchronize Video/Audio AUDIO_SYNC = True
[Core]
# Mupen64Plus Core config parameter set version number. Please don't change this version number. Version = 1.010000 # Draw on-screen display if True, otherwise don't draw OSD OnScreenDisplay = True # Use Pure Interpreter if 0, Cached Interpreter if 1, or Dynamic Recompiler if 2 or more R4300Emulator = 0 # Disable compiled jump commands in dynamic recompiler (should be set to False) NoCompiledJump = False # Disable 4MB expansion RAM pack. May be necessary for some games DisableExtraMem = False # Increment the save state slot after each save operation AutoStateSlotIncrement = False # Activate the R4300 debugger when ROM execution begins, if core was built with Debugger support EnableDebugger = False # Save state slot (0-9) to use when saving/loading the emulator state CurrentStateSlot = 1 # Path to directory where screenshots are saved. If this is blank, the default value of ${UserDataPath}/screenshot will be used ScreenshotPath = "" # Path to directory where emulator save states (snapshots) are saved. If this is blank, the default value of ${UserDataPath}/save will be used SaveStatePath = "" # Path to directory where SRAM/EEPROM data (in-game saves) are stored. If this is blank, the default value of ${UserDataPath}/save will be used SaveSRAMPath = "" # Path to a directory to search when looking for shared data files SharedDataPath = "" # Force number of cycles per emulated instruction CountPerOp = 1 # Randomize PI/SI Interrupt Timing RandomizeInterrupt = True # Duration of SI DMA (-1: use per game settings) SiDmaDuration = -1 # Gameboy Camera Video Capture backend GbCameraVideoCaptureBackend1 = ""
[CoreEvents]
# Mupen64Plus CoreEvents config parameter set version number. Please don't change this version number. Version = 1.000000 # SDL keysym for stopping the emulator Kbd Mapping Stop = "" # SDL keysym for switching between fullscreen/windowed modes Kbd Mapping Fullscreen = "" # SDL keysym for saving the emulator state Kbd Mapping Save State = "" # SDL keysym for loading the emulator state Kbd Mapping Load State = "" # SDL keysym for advancing the save state slot Kbd Mapping Increment Slot = "" # SDL keysym for resetting the emulator Kbd Mapping Reset = "" # SDL keysym for slowing down the emulator Kbd Mapping Speed Down = "" # SDL keysym for speeding up the emulator Kbd Mapping Speed Up = "" # SDL keysym for taking a screenshot Kbd Mapping Screenshot = "" # SDL keysym for pausing the emulator Kbd Mapping Pause = "" # SDL keysym for muting/unmuting the sound Kbd Mapping Mute = "" # SDL keysym for increasing the volume Kbd Mapping Increase Volume = "" # SDL keysym for decreasing the volume Kbd Mapping Decrease Volume = "" # SDL keysym for temporarily going really fast Kbd Mapping Fast Forward = "" # SDL keysym for advancing by one frame when paused Kbd Mapping Frame Advance = "" # SDL keysym for pressing the game shark button Kbd Mapping Gameshark = "" # Joystick event string for stopping the emulator Joy Mapping Stop = "" # Joystick event string for switching between fullscreen/windowed modes Joy Mapping Fullscreen = "" # Joystick event string for saving the emulator state Joy Mapping Save State = "" # Joystick event string for loading the emulator state Joy Mapping Load State = "" # Joystick event string for advancing the save state slot Joy Mapping Increment Slot = "" # Joystick event string for resetting the emulator Joy Mapping Reset = "" # Joystick event string for slowing down the emulator Joy Mapping Speed Down = "" # Joystick event string for speeding up the emulator Joy Mapping Speed Up = "" # Joystick event string for taking a screenshot Joy Mapping Screenshot = "" # Joystick event string for pausing the emulator Joy Mapping Pause = "" # Joystick event string for muting/unmuting the sound Joy Mapping Mute = "" # Joystick event string for increasing the volume Joy Mapping Increase Volume = "" # Joystick event string for decreasing the volume Joy Mapping Decrease Volume = "" # Joystick event string for fast-forward Joy Mapping Fast Forward = "" # Joystick event string for advancing by one frame when paused Joy Mapping Frame Advance = "" # Joystick event string for pressing the game shark button Joy Mapping Gameshark = ""
[Input-SDL-Control1]
# Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number. version = 2.000000 # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic mode = 0 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = -1 # SDL joystick name (or Keyboard) name = "Keyboard" # Specifies whether this controller is 'plugged in' to the simulated N64 plugged = True # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 4=Transfer pak, 5=Rumble pak plugin = 2 # If True, then mouse buttons may be used with this controller mouse = False # Scaling factor for mouse movements. For X, Y axes. MouseSensitivity = "2.00,2.00" # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes. AnalogDeadzone = "4096,4096" # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value AnalogPeak = "32768,32768" # Digital button configuration mappings DPad R = "mouse(3)" DPad L = "" DPad D = "key(306)" DPad U = "" Start = "key(8)" Z Trig = "mouse(1)" B Button = "key(113)" A Button = "key(101)" C Button R = "key(100)" C Button L = "key(97)" C Button D = "key(115)" C Button U = "key(119)" R Trig = "key(32)" L Trig = "key(120)" Mempak switch = "key(44)" Rumblepak switch = "key(46)" # Analog axis configuration mappings X Axis = "key(276,275)" Y Axis = "key(273,274)"
[Input-SDL-Control2]
# Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number. version = 2.000000 # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic mode = 2 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = -1 # SDL joystick name (or Keyboard) name = "" # Specifies whether this controller is 'plugged in' to the simulated N64 plugged = True # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 4=Transfer pak, 5=Rumble pak plugin = 2 # If True, then mouse buttons may be used with this controller mouse = False # Scaling factor for mouse movements. For X, Y axes. MouseSensitivity = "2.00,2.00" # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes. AnalogDeadzone = "4096,4096" # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value AnalogPeak = "32768,32768" # Digital button configuration mappings DPad R = "axis(4+)" DPad L = "axis(4-)" DPad D = "axis(5+)" DPad U = "axis(5-)" Start = "button(9)" Z Trig = "button(6)" B Button = "button(0)" A Button = "button(1)" C Button R = "axis(2-)" C Button L = "axis(2+)" C Button D = "axis(3+)" C Button U = "axis(3-)" R Trig = "button(7)" L Trig = "button(4)" Mempak switch = "" Rumblepak switch = "" # Analog axis configuration mappings X Axis = "axis(0-,0+)" Y Axis = "axis(1-,1+)"
[Input-SDL-Control3]
# Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number. version = 2.000000 # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic mode = 2 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = -1 # SDL joystick name (or Keyboard) name = "" # Specifies whether this controller is 'plugged in' to the simulated N64 plugged = False # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 4=Transfer pak, 5=Rumble pak plugin = 2 # If True, then mouse buttons may be used with this controller mouse = False # Scaling factor for mouse movements. For X, Y axes. MouseSensitivity = "2.00,2.00" # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes. AnalogDeadzone = "4096,4096" # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value AnalogPeak = "32768,32768" # Digital button configuration mappings DPad R = "" DPad L = "" DPad D = "" DPad U = "" Start = "" Z Trig = "" B Button = "" A Button = "" C Button R = "" C Button L = "" C Button D = "" C Button U = "" R Trig = "" L Trig = "" Mempak switch = "" Rumblepak switch = "" # Analog axis configuration mappings X Axis = "" Y Axis = ""
[Input-SDL-Control4]
# Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number. version = 2.000000 # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic mode = 2 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = -1 # SDL joystick name (or Keyboard) name = "" # Specifies whether this controller is 'plugged in' to the simulated N64 plugged = False # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 4=Transfer pak, 5=Rumble pak plugin = 2 # If True, then mouse buttons may be used with this controller mouse = False # Scaling factor for mouse movements. For X, Y axes. MouseSensitivity = "2.00,2.00" # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes. AnalogDeadzone = "4096,4096" # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value AnalogPeak = "32768,32768" # Digital button configuration mappings DPad R = "" DPad L = "" DPad D = "" DPad U = "" Start = "" Z Trig = "" B Button = "" A Button = "" C Button R = "" C Button L = "" C Button D = "" C Button U = "" R Trig = "" L Trig = "" Mempak switch = "" Rumblepak switch = "" # Analog axis configuration mappings X Axis = "" Y Axis = ""
[rsp-cxd4]
# Mupen64Plus cxd4 RSP Plugin config parameter version number Version = 1.000000 # Send display lists to the graphics plugin DisplayListToGraphicsPlugin = False # Send audio lists to the audio plugin AudioListToAudioPlugin = False # Force CPU-RSP signals synchronization WaitForCPUHost = False # Support CPU-RSP semaphore lock SupportCPUSemaphoreLock = False
[Rsp-HLE]
# Mupen64Plus RSP HLE Plugin config parameter version number Version = 1.000000 # Path to a RSP plugin which will be used when encountering an unknown ucode.You can disable this by letting an empty string. RspFallback = "" # Send display lists to the graphics plugin DisplayListToGraphicsPlugin = True # Send audio lists to the audio plugin AudioListToAudioPlugin = False
[Rsp-Z64]
[Transferpak]
# Filename of the GB ROM to load into transferpak 1 GB-rom-1 = "" # Filename of the GB RAM to load into transferpak 1 GB-ram-1 = "" # Filename of the GB ROM to load into transferpak 2 GB-rom-2 = "" # Filename of the GB RAM to load into transferpak 2 GB-ram-2 = "" # Filename of the GB ROM to load into transferpak 3 GB-rom-3 = "" # Filename of the GB RAM to load into transferpak 3 GB-ram-3 = "" # Filename of the GB ROM to load into transferpak 4 GB-rom-4 = "" # Filename of the GB RAM to load into transferpak 4 GB-ram-4 = ""
[UI-Console]
# Mupen64Plus UI-Console config parameter set version number. Please don't change this version number. Version = 1.000000 # Directory in which to search for plugins PluginDir = ".\" # Filename of video plugin VideoPlugin = "mupen64plus-video-GLideN64.dll" # Filename of audio plugin AudioPlugin = "mupen64plus-audio-sdl.dll" # Filename of input plugin InputPlugin = "mupen64plus-input-sdl.dll" # Filename of RSP plugin RspPlugin = "mupen64plus-rsp-z64-hlevideo.dll"
[Video-Angrylion-Plus]
# Distribute rendering between multiple processors if True Parallel = True # Rendering Workers (0=Use all logical processors) NumWorkers = 0 # VI mode (0=Filtered, 1=Unfiltered, 2=Depth, 3=Coverage) ViMode = 0 # Scaling interpolation type (0=NN, 1=Linear) ViInterpolation = 0 # Use anamorphic 16:9 output mode if True ViWidescreen = False # Hide overscan area in filteded mode if True ViHideOverscan = False # Compatibility mode (0=Fast 1=Moderate 2=Slow DpCompat = 1
[Video-Arachnoid]
# Color bit-depth in fullscreen mode ColorDepth = 32 # Screen refresh-rate in fullscreen mode RefreshRate = 60 # Size of texture cache used to store textures TextureCacheSize = 15728640 # Render in wireframe? Wireframe = False # Render fog? Fog = False # Use MultiSampling? 0=no 2,4,8,16=quality MultiSampling = 0 # Use Mipmapping? 0=no, 1=nearest, 2=bilinear, 3=trilinear Mipmapping = 0 # When to update the screen: 1 - on VI, 2 - on first CI ScreenUpdateSetting = 2
[Video-General]
# Use fullscreen mode if True, or windowed mode if False Fullscreen = True # Width of output window or fullscreen width ScreenWidth = 1920 # Height of output window or fullscreen height ScreenHeight = 1080 # If true, activate the SDL_GL_SWAP_CONTROL attribute VerticalSync = False # Rotate screen contents: 0=0 degree, 1=90 degree, 2 = 180 degree, 3=270 degree Rotate = 0
[Video-Glide64]
# Card ID card_id = 0 # Depth bias level depth_bias = 0 # Auto-detect microcode autodetect_ucode = True # Force microcode ucode = 2 # Wireframe display wireframe = False # Wireframe mode: 0=Normal colors, 1=Vertex colors, 2=Red only wfmode = 1 # Filtering mode: 0=None, 1=Force bilinear, 2=Force point-sampled filtering = 1 # Fog enabled fog = True # Buffer clear on every frame buff_clear = True # Vertical sync vsync = False # Fast CRC fast_crc = False # Buffer swapping method: 0=Old, 1=New, 2=Hybrid swapmode = 1 # LOD calculation: 0=Off, 1=Fast, 2=Precise lodmode = 0 # Logging logging = False log_clear = False elogging = False # Filter cache filter_cache = False # Detect CPU writes detect_cpu_write = False # Display unknown combines as red unk_as_red = False # Log unknown combines log_unk = False unk_clear = False # Wrap textures too big for tmem wrap_big_tex = False # Zelda corona fix flame_corona = False # Display performance stats (add together desired flags): 1=FPS counter, 2=VI/s counter, 4=% speed, 8=FPS transparent show_fps = 1 # Clock enabled clock = False # Clock is 24-hour clock_24_hr = False # Framebuffer read every frame fb_read_always = False # Framebuffer read alpha fb_read_alpha = False # Smart framebuffer fb_smart = False # Motion blur motionblur = False # Hi-res framebuffer fb_hires = True # Get framebuffer info fb_get_info = False # Clear framebuffer fb_clear = False # Depth buffer render fb_render = False # Use custom INI settings custom_ini = False # Texture filter: 0=None, 1=Blur edges, 2=Super 2xSai, 3=Hq2x, 4=Hq4x tex_filter = 0 # Disable dithered alpha noditheredalpha = True # Disable GLSL combiners noglsl = True # Use framebuffer objects fbo = False # Disable aux buffer disable_auxbuf = False
[Video-Glide64mk2]
# Enable full-scene anti-aliasing by setting this to a value greater than 1 wrpAntiAliasing = 0 # Card ID card_id = 0 # If true, use polygon offset values specified below force_polygon_offset = False # Specifies a scale factor that is used to create a variable depth offset for each polygon polygon_offset_factor = 0.000000 # Is multiplied by an implementation-specific value to create a constant depth offset polygon_offset_units = 0.000000 # Vertical sync vsync = True # TODO:ssformat ssformat = False # Display performance stats (add together desired flags): 1=FPS counter, 2=VI/s counter, 4=% speed, 8=FPS transparent show_fps = 1 # Clock enabled clock = False # Clock is 24-hour clock_24_hr = True # Wrapper resolution wrpResolution = 0 # Wrapper VRAM wrpVRAM = 0 # Wrapper FBO wrpFBO = True # Wrapper Anisotropic Filtering wrpAnisotropic = True # Texture Enhancement: Smooth/Sharpen Filters ghq_fltr = 0 # Texture Compression: 0 for S3TC, 1 for FXT1 ghq_cmpr = 0 # Texture Enhancement: More filters ghq_enht = 0 # Hi-res texture pack format (0 for none, 1 for Rice) ghq_hirs = 0 # Compress texture cache with S3TC or FXT1 ghq_enht_cmpr = False # Tile textures (saves memory but could cause issues) ghq_enht_tile = 0 # Force 16bpp textures (saves ram but lower quality) ghq_enht_f16bpp = False # Compress texture cache ghq_enht_gz = True # Don't enhance textures for backgrounds ghq_enht_nobg = False # Enable S3TC and FXT1 compression ghq_hirs_cmpr = False # Tile hi-res textures (saves memory but could cause issues) ghq_hirs_tile = False # Force 16bpp hi-res textures (saves ram but lower quality) ghq_hirs_f16bpp = False # Compress hi-res texture cache ghq_hirs_gz = True # Alternative CRC calculation -- emulates Rice bug ghq_hirs_altcrc = True # Save tex cache to disk ghq_cache_save = True # Texture Cache Size (MB) ghq_cache_size = 128 # Use full alpha channel -- could cause issues for some tex packs ghq_hirs_let_texartists_fly = False # Dump textures ghq_hirs_dump = False # Alternate texture size method: -1=Game default, 0=disable. 1=enable alt_tex_size = -1 # Use first SETTILESIZE only: -1=Game default, 0=disable. 1=enable use_sts1_only = -1 # Use spheric mapping only: -1=Game default, 0=disable. 1=enable force_calc_sphere = -1 # Force positive viewport: -1=Game default, 0=disable. 1=enable correct_viewport = -1 # Force texrect size to integral value: -1=Game default, 0=disable. 1=enable increase_texrect_edge = -1 # Reduce fillrect size by 1: -1=Game default, 0=disable. 1=enable decrease_fillrect_edge = -1 # Enable perspective texture correction emulation: -1=Game default, 0=disable. 1=enable texture_correction = -1 # Set special scale for PAL games: -1=Game default, 0=disable. 1=enable pal230 = -1 # 3DFX Dithered alpha emulation mode: -1=Game default, >=0=dithered alpha emulation mode stipple_mode = -1 # 3DFX Dithered alpha pattern: -1=Game default, >=0=pattern used for dithered alpha emulation stipple_pattern = -1 # Check microcode each frame: -1=Game default, 0=disable. 1=enable force_microcheck = -1 # Force 0xb5 command to be quad, not line 3D: -1=Game default, 0=disable. 1=enable force_quad3d = -1 # Enable near z clipping: -1=Game default, 0=disable. 1=enable clip_zmin = -1 # Enable far plane clipping: -1=Game default, 0=disable. 1=enable clip_zmax = -1 # Use fast CRC algorithm: -1=Game default, 0=disable. 1=enable fast_crc = -1 # Adjust screen aspect for wide screen mode: -1=Game default, 0=disable. 1=enable adjust_aspect = -1 # Force strict check in Depth buffer test: -1=Game default, 0=disable. 1=enable zmode_compare_less = -1 # Apply alpha dither regardless of alpha_dither_mode: -1=Game default, 0=disable. 1=enable old_style_adither = -1 # Scale vertex z value before writing to depth buffer: -1=Game default, 0=disable. 1=enable n64_z_scale = -1 # Fast texrect rendering with hwfbe: -1=Game default, 0=disable. 1=enable optimize_texrect = -1 # Do not copy auxiliary frame buffers: -1=Game default, 0=disable. 1=enable ignore_aux_copy = -1 # Clear auxiliary texture frame buffers: -1=Game default, 0=disable. 1=enable hires_buf_clear = -1 # Read alpha from framebuffer: -1=Game default, 0=disable. 1=enable fb_read_alpha = -1 # Handle unchanged fb: -1=Game default, 0=disable. 1=enable useless_is_useless = -1 # Set frambuffer CRC mode: -1=Game default, 0=disable CRC, 1=fast CRC, 2=safe CRC fb_crc_mode = -1 # Filtering mode: -1=Game default, 0=automatic, 1=force bilinear, 2=force point sampled filtering = -1 # Fog: -1=Game default, 0=disable. 1=enable fog = -1 # Buffer clear on every frame: -1=Game default, 0=disable. 1=enable buff_clear = -1 # Buffer swapping method: -1=Game default, 0=swap buffers when vertical interrupt has occurred, 1=swap buffers when set of conditions is satisfied. Prevents flicker on some games, 2=mix of first two methods swapmode = -1 # Aspect ratio: -1=Game default, 0=Force 4:3, 1=Force 16:9, 2=Stretch, 3=Original aspect = -1 # LOD calculation: -1=Game default, 0=disable. 1=fast, 2=precise lodmode = -1 # Smart framebuffer: -1=Game default, 0=disable. 1=enable fb_smart = -1 # Hardware frame buffer emulation: -1=Game default, 0=disable. 1=enable fb_hires = -1 # Read framebuffer every frame (may be slow use only for effects that need it e.g. Banjo Kazooie, DK64 transitions): -1=Game default, 0=disable. 1=enable fb_read_always = -1 # Render N64 frame buffer as texture: -1=Game default, 0=disable, 1=mode1, 2=mode2 read_back_to_screen = -1 # Show images written directly by CPU: -1=Game default, 0=disable. 1=enable detect_cpu_write = -1 # Get frame buffer info: -1=Game default, 0=disable. 1=enable fb_get_info = -1 # Enable software depth render: -1=Game default, 0=disable. 1=enable fb_render = -1
[Video-GLideN64]
# Settings version. Don't touch it. configVersion = 26 # Enable/Disable MultiSampling (0=off, 2,4,8,16=quality) MultiSampling = 0 # Enable/Disable Fast Approximate Anti-Aliasing FXAA FXAA = False # Screen aspect ratio (0=stretch, 1=force 4:3, 2=force 16:9, 3=adjust) AspectRatio = 1 # Swap frame buffers (0=On VI update call, 1=On VI origin change, 2=On buffer update) BufferSwapMode = 0 # Frame buffer size is the factor of N64 native resolution. UseNativeResolutionFactor = 0 # Bilinear filtering mode (0=N64 3point, 1=standard) bilinearMode = True # Remove halos around filtered textures. enableHalosRemoval = False # Max level of Anisotropic Filtering, 0 for off MaxAnisotropy = 0 # Enable color noise emulation. EnableNoise = True # Enable LOD emulation. EnableLOD = True # Enable hardware per-pixel lighting. EnableHWLighting = False # Use persistent storage for compiled shaders. EnableShadersStorage = True # Do not use shaders to emulate N64 blending modes. Works faster on slow GPU. Can cause glitches. EnableLegacyBlending = False # Enable writing of fragment depth. Some mobile GPUs do not support it, thus it made optional. Leave enabled. EnableFragmentDepthWrite = True # Use GLideN64 per-game settings. EnableCustomSettings = True # Make texrect coordinates continuous to avoid black lines between them. (0=Off, 1=Auto, 2=Force) CorrectTexrectCoords = 0 # Render 2D texrects in native resolution to fix misalignment between parts of 2D image. EnableNativeResTexrects = False # Render backgrounds mode (HLE only). (0=One piece (fast), 1=Stripped (precise)) BackgroundsMode = 1 # Enable frame and|or depth buffer emulation. EnableFBEmulation = True # Copy auxiliary buffers to RDRAM EnableCopyAuxiliaryToRDRAM = False # Enable N64 depth compare instead of OpenGL standard one. Experimental. EnableN64DepthCompare = False # Force depth buffer clear. Hack. Needed for Eikou no Saint Andrews. ForceDepthBufferClear = False # Disable buffers read/write with FBInfo. Use for games, which do not work with FBInfo. DisableFBInfo = True # Read color buffer by 4kb chunks (strict follow to FBRead specification) FBInfoReadColorChunk = False # Read depth buffer by 4kb chunks (strict follow to FBRead specification) FBInfoReadDepthChunk = True # Enable color buffer copy to RDRAM (0=do not copy, 1=copy in sync mode, 2=Double Buffer, 3=Triple Buffer) EnableCopyColorToRDRAM = 2 # Enable depth buffer copy to RDRAM (0=do not copy, 1=copy from video memory, 2=use software render) EnableCopyDepthToRDRAM = 2 # Enable color buffer copy from RDRAM. EnableCopyColorFromRDRAM = False # Enable resulted image crop by Overscan. EnableOverscan = False # PAL mode. Left bound of Overscan OverscanPalLeft = 0 # PAL mode. Right bound of Overscan OverscanPalRight = 0 # PAL mode. Top bound of Overscan OverscanPalTop = 0 # PAL mode. Bottom bound of Overscan OverscanPalBottom = 0 # NTSC mode. Left bound of Overscan OverscanNtscLeft = 0 # NTSC mode. Right bound of Overscan OverscanNtscRight = 0 # NTSC mode. Top bound of Overscan OverscanNtscTop = 0 # NTSC mode. Bottom bound of Overscan OverscanNtscBottom = 0 # Texture filter (0=none, 1=Smooth filtering 1, 2=Smooth filtering 2, 3=Smooth filtering 3, 4=Smooth filtering 4, 5=Sharp filtering 1, 6=Sharp filtering 2) txFilterMode = 0 # Texture Enhancement (0=none, 1=store as is, 2=X2, 3=X2SAI, 4=HQ2X, 5=HQ2XS, 6=LQ2X, 7=LQ2XS, 8=HQ4X, 9=2xBRZ, 10=3xBRZ, 11=4xBRZ, 12=5xBRZ), 13=6xBRZ txEnhancementMode = 0 # Deposterize texture before enhancement. txDeposterize = False # Don't filter background textures. txFilterIgnoreBG = False # Size of filtered textures cache in megabytes. txCacheSize = 100 # Use high-resolution texture packs if available. txHiresEnable = False # Allow to use alpha channel of high-res texture fully. txHiresFullAlphaChannel = True # Use alternative method of paletted textures CRC calculation. txHresAltCRC = False # Enable dump of loaded N64 textures. txDump = False # Zip textures cache. txCacheCompression = True # Force use 16bit texture formats for HD textures. txForce16bpp = False # Save texture cache to hard disk. txSaveCache = True # Path to folder with hi-res texture packs. txPath = "C:/Users/GamerPC/AppData/Roaming/Mupen64Plus/hires_texture" # Path to folder where plugin saves texture cache files. txCachePath = "C:/Users/GamerPC/AppData/Roaming/Mupen64Plus/cache" # Path to folder where plugin saves dumped textures. txDumpPath = "C:/Users/GamerPC/AppData/Roaming/Mupen64Plus/texture_dump" # File name of True Type Font for text messages. fontName = "arial.ttf" # Font size. fontSize = 18 # Font color in RGB format. fontColor = "B5E61D" # Force gamma correction. ForceGammaCorrection = False # Gamma correction level. GammaCorrectionLevel = 2.000000 # Show FPS counter. ShowFPS = False # Show VI/S counter. ShowVIS = False # Show percent counter. ShowPercent = False # Show internal resolution. ShowInternalResolution = False # Show rendering resolution. ShowRenderingResolution = False # Counters position (1=top left, 2=top center, 4=top right, 8=bottom left, 16=bottom center, 32=bottom right) CountersPos = 8
[Video-Rice]
# Mupen64Plus Rice Video Plugin config parameter version number Version = 1 # Frame Buffer Emulation (0=ROM default, 1=disable) FrameBufferSetting = 0 # Frequency to write back the frame buffer (0=every frame, 1=every other frame, etc) FrameBufferWriteBackControl = 0 # Render-to-texture emulation (0=none, 1=ignore, 2=normal, 3=write back, 4=write back and reload) RenderToTexture = 0 # Control when the screen will be updated (0=ROM default, 1=VI origin update, 2=VI origin change, 3=CI change, 4=first CI change, 5=first primitive draw, 6=before screen clear, 7=after screen drawn) ScreenUpdateSetting = 4 # Force to use normal alpha blender NormalAlphaBlender = False # Use a faster algorithm to speed up texture loading and CRC computation FastTextureLoading = False # Use different texture coordinate clamping code AccurateTextureMapping = True # Force emulated frame buffers to be in N64 native resolution InN64Resolution = False # Try to reduce Video RAM usage (should never be used) SaveVRAM = False # Enable this option to have better render-to-texture quality DoubleSizeForSmallTxtrBuf = False # Force to use normal color combiner DefaultCombinerDisable = False # Enable game-specific settings from INI file EnableHacks = True # If enabled, graphics will be drawn in WinFrame mode instead of solid and texture mode WinFrameMode = False # N64 Texture Memory Full Emulation (may fix some games, may break others) FullTMEMEmulation = False # Enable vertex clipper for fog operations OpenGLVertexClipper = False # Enable/Disable SSE optimizations for capable CPUs EnableSSE = True # If this option is enabled, the plugin will skip every other frame SkipFrame = False # If enabled, texture enhancement will be done only for TxtRect ucode TexRectOnly = False # If enabled, texture enhancement will be done only for textures width+height<=128 SmallTextureOnly = False # Select hi-resolution textures based only on the CRC and ignore format+size information (Glide64 compatibility) LoadHiResCRCOnly = True # Enable hi-resolution texture file loading LoadHiResTextures = False # Enable texture dumping DumpTexturesToFiles = False # Display On-screen FPS ShowFPS = False # Use Mipmapping? 0=no, 1=nearest, 2=bilinear, 3=trilinear Mipmapping = 2 # Enable, Disable fog generation (0=Disable, 1=Enable) FogMethod = 1 # Force to use texture filtering or not (0=auto: n64 choose, 1=force no filtering, 2=force filtering) ForceTextureFilter = 0 # Primary texture enhancement filter (0=None, 1=2X, 2=2XSAI, 3=HQ2X, 4=LQ2X, 5=HQ4X, 6=Sharpen, 7=Sharpen More, 8=External, 9=Mirrored) TextureEnhancement = 0 # Secondary texture enhancement filter (0 = none, 1-4 = filtered) TextureEnhancementControl = 0 # Color bit depth to use for textures (0=default, 1=32 bits, 2=16 bits) TextureQuality = 0 # Z-buffer depth (only 16 or 32) OpenGLDepthBufferSetting = 16 # Enable/Disable MultiSampling (0=off, 2,4,8,16=quality) MultiSampling = 0 # Color bit depth for rendering window (0=32 bits, 1=16 bits) ColorQuality = 0 # OpenGL level to support (0=auto, 1=OGL_FRAGMENT_PROGRAM) OpenGLRenderSetting = 0 # Enable/Disable Anisotropic Filtering for Mipmapping (0=no filtering, 2-16=quality). This is uneffective if Mipmapping is 0. If the given value is to high to be supported by your graphic card, the value will be the highest value your graphic card can support. Better result with Trilinear filtering AnisotropicFiltering = 0 # If true, use polygon offset values specified below ForcePolygonOffset = False # Specifies a scale factor that is used to create a variable depth offset for each polygon PolygonOffsetFactor = 0.000000 # Is multiplied by an implementation-specific value to create a constant depth offset PolygonOffsetUnits = 0.000000
[Video-Z64]
# High resolution framebuffer HiResFB = True # Use framebuffer info FBInfo = True # Run RDP on thread Threaded = False # Run RDP asynchronously Async = False # Don't use NPOT FBOs (may be needed for older graphics cards) NoNpotFbos = False
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« on: April 13, 2020, 04:08:03 PM »
I can't reproduce this myself. It is possibly related to the QT launcher, or perhaps you have the joystick set to the mouse in Mupens config (DONT DO THIS, the mouse input is not linked to the joystick) Thanks! Your second point was the reason behind the issue. For anyone having the same issue, make sure "mouse = False" in mupen's cfg. That's a Mupen issue, I think changing the sound-sync type might have better potential results. Sounds good i'll be tinkering with that. afaik these are near the top of Mupen64plus.cfg I looked the the entire cfg and couldn't find it . It doesn't seem like you can customize that anywhere. For now I will map the buttons to Q and E. https://mupen64plus.org/wiki/index.php?title=Mupen64Plus_Core_ParametersThanks for the support. I dunno if I'll update this in particular, but I am doing a lot of reverse engineering on Turok 3 itself. In the future, I'm sure an official Turok 3 port is possible. Are your intentions to create a port? As a undergrad CS major, being able to create a port using the resources you have is mindblowing. Your work deserves more support, especially on these forums. Infact, I think your script would bring more attention to the game and therefore would increase the speed of us getting a official port. Maybe https://www.youtube.com/user/Gggmanlives would be interested in visiting T3 again with the script as he talked about Goldeneye's mouse injector in his review. As someone who started Turok on PC, playing Turok 3 with a controller is just not an option haha. I'm sure other people feel the same way. IIRC, Kaiser (Turok Remastered) had access to very little official code when he was first making his port. T3 unofficial port should be fairly possible right? EDIT: Is there anyway to reduce the input lag? Furthermore, i've still had no luck with solving the audio delay. What is your audio setup?
6
« on: April 13, 2020, 05:01:35 AM »
Is this program like the mouse input injector from Carnivorous (Goldeneye)? In other words, is it as close to native mouse support that we can get in Turok 3?EDIT: Yes it is. Firstly, I like it! Secondly, i'm having issues. The camera is always jiggling. Its almost as if the camera is fighting back against the mouse or perhaps its not super smooth. Furthermore, unrelated to this mouse script, my sound is always out of sync. Another thing. Is there anywhere to unbind the number keys from choosing save states. I like to use 1 and 2 as my change weapon buttons. Here's some gameplay: https://youtu.be/a__BK2yWF5kI believe this project deserves so much more attention. Its unlikely that we will get a port for T3 and I can imagine that this project must of took alot of time and effort. My setup is this: Latest Mupen64Plus + Mupen64PlusQT launcher + GlideN64 + Input Plugin from this thread's OP(in the bug list).
DPad R = "mouse(2)" DPad L = "" DPad D = "key(306)" DPad U = "" Start = "key(" Z Trig = "mouse(1)" B Button = "key(50)" A Button = "key(49)" C Button R = "key(100)" C Button L = "key(97)" C Button D = "key(115)" C Button U = "key(119)" R Trig = "key(32)" L Trig = "key(120)" Mempak switch = "key(44)" Rumblepak switch = "key(46)"
Controls: Left Mouse: Fire Right Mouse: Sniper Zoom 1: Change Weapon\A Button 2: Change Weapon\Activate Gadget\B button Spacebar: Jump Ctrl: Crouch WASD: Move Backspace: Pause
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