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just be sure you're actually using the nvidia gpu. the intel hd in that core i7 has adequate opengl "support" to use glide64, but that doesn't mean it'll be doing opengl right.
It works on Interpreter and loads the intro just fine (my CPU actually handles the emulator well). I made sure that the HD 3000 is disabled (there's a physical switch for both GPUs), and I also made sure there is GPU activity, but DK gets stuck underneath his cabin and the camera gets stuck. When I use Recompliler/dynamic, the game intro doesn't appear, neither does the save creation screen.

Dynamic recompiler - game intro doesn't show up, black screen
Interpreter - Game intro loads perfectly, DK gets stuck underneath cabin once intro is finished.

Perhaps a video would show it better. I should note that PJ64 1.6 does NOT have this issue,therefore my GPU is not at fault. All tests show me using Glide 64 in both versions 2.0 and 1.6.1

First video, using the Interpreter core for PJ64 2.0.03
http://www.youtube.com/watch?v=XLzTg5tSv1c&feature=youtu.be

Second video, using the Dynamic core for PJ64 2.0.03
http://www.youtube.com/watch?v=t_cVcE9UTuc&feature=youtu.be

Third video, using the Dynamic core for PJ64 1.6.1
http://www.youtube.com/watch?v=6XJX_nREmk4&feature=youtu.be

Again, the third video is how it's supposed to behave, especially where DK is running around in the jungle and not stuck like in the first two videos. There seems to be a serious conflict with PJ64 2.0.3 and Glide 64 Final, as you see in the two beta videos, the lighting is jacked up with Dynamic, but correct with Interpreter.
 
yeah, better post up that video, im not seeing any graphical issues with Jabo b57 or Glide64 final(r2)

or any issues starting the game with DynaRec for that matter :<

this is the settings im using

[EC58EABF-AD7C7169-C:45]
Good Name=Donkey Kong 64 (U)
Internal Name=DONKEY KONG 64
RDRAM Size=8
Counter Factor=1
Save Type=16kbit Eeprom
Status=Compatible
Core Note=(see GameFAQ)
Plugin Note=[video] (see GameFAQ)
Clear Frame=0
Self Texture=0
Primary Frame Buffer=1
Culling=1
Emulate Clear=1
32bit=No
ViRefresh=1410

all stock rdb

looks to me that the J and E roms don't have the correct settings, 32bit would likely explain the bad start, and the wrong settings for framebuffer and emulate clear wouldn't help either.

change the project64.rdb values directly to

[11936D8C-6F2C4B43-C:50]
Good Name=Donkey Kong 64 (E)
Internal Name=DONKEY KONG 64
RDRAM Size=8
Counter Factor=1
Save Type=16kbit Eeprom
Status=Compatible
Core Note=(see GameFAQ)
Plugin Note=[video] (see GameFAQ)
Clear Frame=0
Self Texture=0
Primary Frame Buffer=1
Culling=1
Emulate Clear=1
32bit=No

[053C89A7-A5064302-C:4A]
Good Name=Donkey Kong 64 (J)
Internal Name=DONKEY KONG 64
RDRAM Size=8
Counter Factor=1
Save Type=16kbit Eeprom
Status=Compatible
Core Note=(see GameFAQ)
Plugin Note=[video] (see GameFAQ)
Clear Frame=0
Self Texture=0
Primary Frame Buffer=1
Culling=1
Emulate Clear=1
32bit=No

don't copy the vi=refresh though, its not necessarily correct for those games.
 
yeah, better post up that video, im not seeing any graphical issues with Jabo b57 or Glide64 final(r2)

or any issues starting the game with DynaRec for that matter :<
Way ahead of ya. Not sure why it works perfectly with the same plugins on PJ64 1.6, but not 2.0+. Please check my last post, I uploaded comparison videos between interpreter/dynamic for both 1.6 and 2.0+. 1.6 is how it SHOULD be, 2.0 is NOT how it should be. Interpreter the game runs the intro just fine, it's the movement for DK that's effed up.
 
yeah, check my post again above. your rom version likely has incomplete settings and the 32bit RCP mode affect the AI movement calculations (somehow) (just confirmed this with my U dump, 32bit on - DK strafes at the start. 32bit off, DK heads for the creak.

the graphics settings will be fixed via the emulate clear and draw primary settings.
 
@ 0:23 in first vid, I see that the random spike bug that comes out of your character is still there that I was talking about in another forum 0.0

Also, the zipper transitions with going in doors is still not shown correctly.
 
the spike bug is because of emulate clear being disabled. its a Z related bug when frame data already exists.
The ROM is NTSC-U, I don't use E ROMs at all. I'll try those settings.

Edit: Yep, it was that damned 32-bit engine option. Why is the effing thing enabled by default? It causes more issues than it resolved.
 
which U rom did you have D:

the U version in the rdb should have had those settings off as default
Well, the sodding RDB didn't, or I might have had one helluva PEBKAC error and enabled it by accident. Either way, I'm convinced that 32-bit engine is useless as an option for most games, or so I told Zilmar in a thread over at the PJ64 forums. Is there any reason why it's needed, why is it even an option? And yeah, I'm the one who created that thread.
 
Good info to know. I'll try this out when I get off work.
 
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