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/emugen/ - Emulation General

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Thread replies: 369
Thread images: 60

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http://emulation.gametechwiki.com/index.php/Main_Page

Read the General problems FAQ before asking questions. If you still need help, post your specs (speccy screenshot), OS, emulator version number and details of what's wrong.

Please contribute to the wiki if you discover any inaccuracies or have relevant information to append.

READ THE WIKI BEFORE ASKING QUESTIONS LIKE:
>Where do I get games
OR
>What is the best emulator for...

Check out the wiki for the emulator you're using if you run into trouble, there may be a solution there too, often including recommendations for optimal game settings.

Remember to submit bug reports or shit won't get fixed.
>>
first for SP embezzling patreon bux
>>
Don't mind me. I'm just saving N64 emulation by ignoring all the naysayers and creating a plugin that is already more accurate than Nintendo's own emulators.
>>
>>171931424
>that is already more accurate than Nintendo's own emulators.
Not a high bar to cross
What plugin is that?
>>
>>171931562
GLideN64.
>>
>>171931143
Yes, thread will be dead without this:

16:40 <@Twinaphex> none of these emulator makers are ever going to get a single cent from me

17:01 <@Twinaphex> I mean you have some cocksucker like that on reddit who talks shit about us earning $800 a month
17:01 <@Twinaphex> $800 isn’t fucking jack shit
17:01 <@Twinaphex> a streamer can make $800 in a day
17:01 <@Twinaphex> not a month

17:04 <@Twinaphex> fuck it
17:04 <@Twinaphex> we start our own company; we make our own FPGA box, our own low-cost ARM Linux box
17:05 <@Twinaphex> the FPGA box will be the more fancy one with added value, the low-cost ARM Linux box is just the regular thing like all these guys have excep far better build quality
17:06 <@Twinaphex> the ARM linux box will be the cheap one

19:27 < ScHlAuChi> what happens with the other 650?
19:28 <@Twinaphex> $150 goes towards a buildbot server
19:28 <@Twinaphex> another $50 towards other hosting costs
19:28 <@Twinaphex> honestly dude not a lot remains
19:28 <@Twinaphex> and frankly
19:28 <@Twinaphex> it’s none of your business either
19:29 <@Twinaphex> honestly dude
19:29 <@Twinaphex> you are busting my balls over fucking $800 per month
19:29 <@Twinaphex> when a streamer makes that in a day
>>
>>171931025
Why would you emulate SH2?
>>
>>171932870
because the PC port is bad
>>
>>171932870

Why not?
>>
>>171932919
A terrible PC port is still almost always better than the alternatives.

>>171933573
>PCSX2
Come on now
>>
>>171934313
>A terrible PC port is still almost always better than the alternatives.

Are you retarded?
>>
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>>171934542
He probably is
Or he just has a shitty PC
>>
>>171934542
No, are you?

Seriously, Dark Souls is the perfect example
>worst PC port ever conceived by man
>even without mods is objectively superior to consoles in every possible way

>>171934719
I actually know for SH3
>fucked up shadows
>no DoF
>low res and stretched menus, maps, text, etc
The ability to run on a Pentium 4 isn't a downside either.
>>
>>171935529
>Dark Souls
>worst PC port ever conceived by man
>even without mods is objectively superior to consoles in every possible way

So you have no fucking clue what you're talking about and are only going by shit you saw posted on /v/. Good to know.
>>
>>171935805
It was hyperbole calling it the worst PC port ever, but it still is objectively superior to consoles in every possible way.

I don't get why you have to be so autistic.
>>
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Which one?
>>
>>171936108
>in every possible way

The only way it's superior is framerate doesn't tank in blighttown. That's it. And there's plenty of games that have ports that are way worse than the console versions, from unstable crashing pieces of shit to ports based on the worst console version they can find (musou games), and that's recent games, shit was way worse back in the 90s and early 00s.
>>
>>171936229

I sure like jaypeg

>>171936316

You forgot the killer feature: in multiplayer the PC version would use your character name, not your account handle. Console babies btfo.
>>
>>171936229
Right but with a deeper blue sky. The purple sky is caused by blue being clipped because the NES NTSC blue color is out of range for sRGB. This is why 100% accurate palettes are impossible.

>2. The Super Mario Brothers "blue sky color". In this case, the voltage level on the blue channel sent from the original NES consoles falls outside the range of analog RGB. A maximum RGB value of 255 on the blue is only about 75% of the strength of the blue needed to reproduce the color you see from the composite NES feed. In this case, there was no choice but to set the blue channel at 255, and approximate the hue and brightness with the remaining red and green channels. This color will always look dull compared to composite NES, and there's no getting around that. It's either retain the brightness of the color as best as possible, or lose the brightness level in favor of saturation, in which case, the color becomes considerably darker than it is supposed to appear. There are a couple of other color entries right near this blue color on the NES palette that suffer from the same out-of-range blue voltage, but the effect is considerably less noticable.
>>
>>171936565
So basically we need wide gamut monitors to reproduce NES colors accurately
>>
Any reports on Ryzen performance?
I could check /g/ all day for their wars but CPUs are literally only for emulators in my use, so your opinions are alot more relevant
>>
http://www.anandtech.com/show/11220/dells-32-inch-8k-up3218k-display-now-for-sale

Think of the possibilities for CRT shaders!
>>
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>>171943075
I'm glad this was only 11 seconds because if it were a bigger waste of time with nothing interesting going on, I'd be mad.
>>
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>>171943667

Nobody cares about you.
>>
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>>171936565
Is it possible on 10 bits per pixel?
>>
>>171945539

10 bits per pixel gives your more precision but what matters is the gamut. You could have 10 bits per pixel in a sRGB gamut, it just means that you could have more granularity in your colors (i.e. you could have more intermediary colors in grandients) without actually increasing the gamut.

What you want is high dynamic range.
>>
>>171932919
It's not.
>>
>>171931562
>Not a high bar to cross
I know right?

>>171931424
>creating a plugin that is already more accurate than Nintendo's own emulators.
GLideN64 has a long way to go. They can't even fix microcode issues that have been there for years.
>>
>>171943792
what game
>>
>>171951620

I think that's Predator 2.
>>
>>171894818
I lost my virginity to a beautiful girl and lost my dad to cancer. One of these was awesome and done quick, the other not so much...
>>
Why do people shill GLideN64 as if it's accurate, when ParaLLEl is far more accurate?
>>
>>171952545
You think losing your dad to cancer was awesome? You need help.
>>
>>171944001
wat game?
>>
>>171922020
>And as you're fully aware, the problem lies in Quake 64's abnormal buffer swapping method.
The real problem is GOnetz lacking the ability to write proper code for these things.
>>
>>171952713
>when ParaLLEl is far more accurate
Parallel is an unfinished meme that has more issues than GLideN64 despite its constant regressions
>>
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>>171952804

Gekidou Advance.
>>
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>>171956028
>has more issues than GLideN64
I'm very skeptical of that claim. Its depth buffer emulation is very inaccurate. Meanwhile games like Body Harvest just work in ParaLLEl.

>Parallel is an unfinished meme that has more issues than GLideN64 despite its constant regressions
GLideN64's progress is slow, despite having multiple contributors. I get the feeling ParaLLEl may receive progress in the near future. Especially if SP is willing to collaborate with certain devs.
>>
>>171959331
>I get the feeling ParaLLEl may receive progress in the near future
Just like the PPSSPP core
Any day now
>>
>>171959331
>Especially if SP is willing to collaborate with certain devs
You mean zilmar?
He knows fuck all about graphical plugins. In a way the plugin architecture was a great blessing to him.
>>
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>>171939817
This is what CRT-Royale looks like at 8k
>>
why are like half the iso's from emuparadise broken now?
>>
>>171965015
Looks like shit, desu.
>>
>>171965015
looks like pixel art
>>
>>171964532
That's the Gamecube version
>>
>>171960223
>You mean zilmar?
not in particular. There are other devs capable of putting in work. Mudlord is one example.

It would help if someone ported ParaLLEl RDP to other emulators. It's not ideal to be forced to use M64p core + cxd4's RSP interpreter.

>He knows fuck all about graphical plugins
I'm sure he's capable of learning.
>>
>CEMU eventually crashes upon starting up Mario Kart 8
>this happens when a certain amount of shader cache is built up
>don't want to periodically delete shader cache because that just defeats the purpose
>i don't use graphics packs
What the fuck do I do?
>>
>>171966267
Ask for a refund
>>
>>171966267
Don't support closed source emulators. It's almost as bad as supporting a degenerate like SP.
>>
>>171966267
Actually I don't think that it's a shader cache thing since it crashed after I cleared the cache

The only variable I can think of is that I restarted my PC recently.
>>
>>171938198
>Ryzen
heard its single core performance was underwhelming as fuck, so not good
>>
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>>171970207
kek
>>
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wut happen?
>>
>>171970471
Bought a i7 7700k, no regrets.

Can almost play Higan snes accuracy at full speed.

Seriously though I love my i7.
>>
>>171970471
Better than 2500k.
>>
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>>171970669
1/2

Hmm, something doesn't add up here... Bleeding Edge NOT as up-to-date as nightlies?
>>
>>171971789
no, the bleeding edge are the real updates

nightlies are the improvements of BE but now tested
>>
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>>171971789
2/2

Here's my view of the master branch. Seems reasonable to me.
>>
>>171971789
Latest commit that got merged was already apart of BE.
>>
>>171972117
>>171971957
Ah, I see; I guess it would be clearer if they added the commit hashes to the BE listing as well. Then we could see them go from BE to Nightlies.
>>
I own FOUR 3ds systems. Fuck assholes like this always crying about pirates and trying to make an emulator worse than it needs to be.

https://github.com/citra-emu/citra/issues/2636
>>
>>171972291
>if you want to emulate a system but don't own the system, you can go fuck yourself ;)
Sometimes I wonder if these people ever realize how retarded the things they say are
>>
Why is the audio plugin in PCSX2 so terrible?
>>
New PCSX2 when? I heard it's going to be a decent improvement
>>
>>171979070
Probably whenever they decide to release 1.5.0. It's been getting a ton of commits since they started working on it months and months ago. Just up to the devs, I guess.
>>
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>>171938198
>>171970207
>>171970471
The current Ryzen CPUs are not good for emulation because they're 8 cores, not meant for this kind of task. They're good as workstations

If you want to check you should wait now in April for the 4-6 core ones that have more powerful single cores. Dunno if they're going to be good or not but that's what you should ask about if you're into gayming
>>
Does anyone have a CEMU download that runs zelda?
>>
>>171979378
Also according to /g/ ASUS motherboards are shit so avoid those I guess.
>>
>>171979420
wait for after 2 april, Cemu 1.7.4 looks like it fixed tons of bugs, while 1.7.3 running BotW is a glitchfest
>>
>>171979362
whats wavebeam?
>>
>>171979535
I thought it was fine? The one that isn't released yet except for patreon people is 1.7.3 right?
>>
>>171979654
Another new palette

http://wavebeam.blogspot.com/2017/03/wavebeam-nes-palette.html
>>
>>171979742
1.7.3 doesn't have working physics, no water, no grass, models fall through the ground and more

also you can't finish the game in 1.7.3, need a save to get it working, not sure if those issues will be fixed with 1.7.4

https://www.youtube.com/watch?v=Wjlf3osI7pU

https://www.youtube.com/watch?v=aYe0N3ARAFw
>>
>>171980037
Oh I thought it did.
>>
>>171979309
I think they're going straight for 1.6
>>
>>171979362

Consumer still reigns supreme. Can't improve upon perfection.
>>
>>171980198
Hoh? That's news to me. Still would be nice for the devs to find a way to get DA1/2 working smoothly.
>>
>>171980353
>>171979309
x.odd is dev builds, x.even is release.
>>
>>171980123
you're insane or retarded.

why the fuck would you think it would play a game that released a week ago?
>>
>>171980320
Why?
>>
What is Dolphins current plans to resolve the shader stutter issue?
>>
>>171965662
That's the N64 version.
>>
>>171982058
W-what are you talking about dolphin is the best emulator reddit told me so!!
>>
>>171982280
You know what the real problem with this community is? People like you seem to like TALKO more than fixing the stuttering in Dolphin.

You know what would help emulation? Fixing the stuttering in your worthless emulator instead of WRITING ESSAYS about videos on Reddit.

Geezus™
>>
>>171981397

FBX Composite is a joke. Producing too dark colors at times. The Super Mario and Zelda logos are terrible. And it produces purple skies in Mario. All that obsession and what does it produce? A sub-standard product.

FCEUX is alright, if a bit over saturated.

Consumer just hits all the right points.

Wavebeam seems allright too.
>>
>>171979362
The Cutting Room Floor requires that all uploaded NES screenshots be taken using the "officially-sanctioned" NTSC palette for consistency's sake.
>>
>>171982593
>FBX Composite is a joke. Producing too dark colors at times. The Super Mario and Zelda logos are terrible. And it produces purple skies in Mario. All that obsession and what does it produce? A sub-standard product.

It's the literal color output of a NES connected to a XRGB Framemeister on a LCD. So basically you are saying that the accurate NES colors are bad and you want to improve them.
>>
>>171982936
It's not accurate when shown on a computer monitor.
>>
>>171982936
>It's the literal color output of a NES connected to a XRGB Framemeister on a LCD.

Look at me not care what some obsessive nerd made or how he thinks that the output of the console has any bearing on the actual colors on screen. The tv used has a huge bearing on that. Looking at just the output is a fallacy. Consumer has produced the right colors forever and it's based on a real world tv as well. That's as accurate as you're gonna get. And it's close to the type of tv used in Japan that would have been close to what many devs would have used to test.
>>
>>171983589
lol wut.

XRGB Frameister outputs the same signal as a PC does to an LCD. Showing it on a computer monitor would have zero effect on color accuracy.
>>
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The title screen of Zelda 1 on the Gamecube collection. Curious what pallete it is.
>>
>>171983803

Did you make these palettes since you seem obsessively defensive about this shit.
>>
>>171938198
I'm running an overclocked Ryzen 1700x @ 3.9GHz all cores, was using a 4790k @ 4.4GHz previously

Haven't run into any major emulation slowdowns thus far.

Ace Combat 5 keeps a constant 60FPS/100% in PCSX2 at the same settings I was using before, Cemu runs MK8 at 100% speed most of the time (with a downloaded shader cache), and DOSbox-Daum can run Quake I software rendering at 130+ fps (around 60fps at 640x480). 86Box can run most games with PMMX-166 emulation (or faster, I have Sim Theme Park running at 100% speed emulating a PMMX-233). So far so good.
>>
>>171983660
>. Consumer has produced the right colors forever and it's based on a real world tv as well

Consumer is based on a particular brand of Sony TV that had a particular decoder IC that used a different YIQ to RGB conversion matrix than what was standard in most sets.

http://www.mameworld.info/ubbthreads/showflat.php?Cat=&Number=353026&page=0&view=expanded&sb=5&o=&vc=1

Most consumer TVs used a decoder IC that used YIQ to RGB close to what the FCC mandated in the NTSC standard. This matrix will produce the dark colors on NES that you seem to dislike.

https://en.wikipedia.org/wiki/YIQ#From_YIQ_to_RGB

Note that most of these "accurate" palettes were assuming a calibrated hue and saturation, since NTSC signals have no control over those unlike PAL. Chances are, your TV was probably not calibrated and so will look different than what would be considered "accurate".
>>
Is Vulkan still broken in Dolphin?
>>
>>171959331
>I'm very skeptical of that claim. Its depth buffer emulation is very inaccurate.
It's accurate enough for stuff like Pokemon Snap. Which is surprising because it's just a lazy temp fix.
>GLideN64's progress is slow, despite having multiple contributors.
It's not THAT slow.
>>
>>171983959

>correcting a clearly wrong statement is being defensive
>>
I am using a shitty PC with integrated graphics and apparently i can't run Glide64 plugin

Anyone knows why? Should i stick with Jacob 1.6?
>>
>>171984867

So the answer is yes.

No one cares about your autism palettes.
>>
>>171985348
Cute, now he thinks I'm FirebrandX.

Is this how you always debate people?
>>
>>171985148
>I am using a shitty PC with integrated graphics and apparently i can't run Glide64 plugin
Because Intel can't write drivers to save themselves.
>Anyone knows why? Should i stick with Jacob 1.6?
You should give up immediately. Jabo's is a fucking abomination.
>>
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>not emulating your games on a crystal ball
>>
>>171984784
>accurate enough
top kek. So basically you only care when the lack of accuracy causes a noticeable difference that you can perceive.

>It's not THAT slow.
The plugin has been worked on for years and they still cannot even fix the microcode issues that are working better in Glide64..

>>171986028
>Because Intel can't write drivers to save themselves.
>not owning a recent intel cpu
I feel sorry for you.

>>171985148
>apparently i can't run Glide64 plugin
Bad performance or can't run at all? What game?
>>
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>no wavy line filter for NES emulators to simulate bad capacitors
>>
>>171986971
>Bad performance or can't run at all?

I can't run it at all, it appears something about "exception line" and rom doesn't load
>>
>>171987264
probably a settings issue. By any chance did you recently install that OS? What exact cpu do you have? What game are you trying to run?
>>
>>171986971
>top kek. So basically you only care when the lack of accuracy causes a noticeable difference that you can perceive.
Oh, I care that the vastly superior and more accurate VRAM-based framebuffer technique doesn't work properly and had to be replaced with the software depth buffer from Glide64 due to a lack of a better alternative for the time being.
>The plugin has been worked on for years and they still cannot even fix the microcode issues that are working better in Glide64..
What are you talking about? Have you not been paying attention to GLideN64 fixing games that have never run properly in Glide64?
>>
>>171987464
I'm trying to run Conker, i am using Windows 8 pro and i have a shitty integrated graphics card, Intel Core 2 Duo

pls no bully
>>
>>171987663
What version of PJ64 are you running? Also do other games work, like Super Mario 64?
>>
>>171988084
I have Project 64 2.1 and yeah i can run those without problems, i was trying to use Glide64 but apparently i can't so i'm using Jabo 1.6
>>
>>171988243
Project 64 2.1 is ancient.
>>
>>171988379
Really? what's the latest version?
>>
>>171988432
Can't remember. Don't use "stable" builds. Always run latest version from source. 2.4 or something?
>>
>>171987489
>Have you not been paying attention to GLideN64 fixing games that have never run properly in Glide64?
All while leaving games broken that worked better in Glide64. Kind of silly how people whine about fragmentation when the GLideN64 devs give good reasons for some to not to use GLideN64.
>>
>>171988243
By any chance are you trying to use Glide64 Final? If so, that plugin requires a wrapper. I suggest switching to PJ64 2.3, although you'll want to configure it to bypass nagscreen. PJ64 2.3 has nag-screen instead of opt-out 3rd party installer..
>>
Is Sega Saturn emulation on Android any good?
>>
>>171988759
how do you bypass nag-screen?
>>
>>171988568
>All while leaving games broken that worked better in Glide64.
I don't think you understand how development works. This is the "FIX POKEMANS" attitude.
>Kind of silly how people whine about fragmentation when the GLideN64 devs give good reasons for some to not to use GLideN64.
Are you trying to say Gonetz should spend time trying to fix random games instead of focusing on fixing improving overall accuracy and fixing regressions that appear? That's an idiotic way to design something.

GLideN64 is fixing games at a steady pace. Why does it matter WHAT games it fixes?
>>
>>171988827
>This is the "FIX POKEMANS" attitude.
Hi zeromus, nice to meet you.

>I don't think you understand how development works.
Yes I do understand. The poor job done by the devs, is the reason progress is as slow as it is. If there was no reason to pick Glide64 over GLideN64, then GLideN64 would have more contributors and more progress.

>Are you trying to say Gonetz should spend time trying to fix random games instead of focusing on fixing improving overall accuracy and fixing regressions that appear?
Fixing microcodes is important for an HLE plugin that supposedly prioritizes accuracy..

>That's an idiotic way to design something.
It was idiotic to use code that is slower and buggier than Glide64 as a base. GLideN64 still hasn't reached a point where it fixed all the problems inherited by glN64.

>GLideN64 is fixing games at a steady pace.
It's going at a turtle's pace right now.
>>
How do you bypass the nag-screen in Project64 2.3?
>>
>>171989639
>If there was no reason to pick Glide64 over GLideN64, then GLideN64 would have more contributors and more progress.
Wot? Glide64 has zero contributors and has made no progress since 2012. Seriously. No progress. Copying code from GLideN64 doesn't count.
>Fixing microcodes is important for an HLE plugin that supposedly prioritizes accuracy..
They... Uh... HAVE been fixing microcodes? Haven't you been paying attention?
>GLideN64 still hasn't reached a point where it fixed all the problems inherited by glN64.
What are these super serious problems that are unique to glN64.
>It's going at a turtle's pace right now.
Really, because the last two major refactors fixing hundreds of games is a "snail's pace"?
>>
What is the point of Dolphin on Android?
>>
>>171990367
Sometimes you shouldn't ask why, but why not. And that's how it happened.
>>
>>171990142
>>171988815
Pls respond
>>
>>171990558
Fucking google it.
>>
>>171988815
Just ignore it. Or change the run count to -1 in the emulator's cfg file. When the emulator is closed.
>>
>>171990187
>Really, because the last two major refactors fixing hundreds of games is a "snail's pace"?
He certainly didn't "fix" hundreds of games. Depth buffer improved a bit. Not a big deal. What did the graphics refactor even improve? Other than performance.

>They... Uh... HAVE been fixing microcodes? Haven't you been paying attention?
You mean like that sloppy per-game hack to fix the Winback issue? Yea I've been paying attention.

>What are these super serious problems that are unique to glN64.
Most of the things Glide64 does better than GLideN64 is because of glN64's code holding it back. glN64 is slower than z64gl. That's probably why GLideN64's LLE is so slow.
>>
Does anyone here know where I can download the Atari 5200 rom set in ".car" format?
>>
>>171991252
>He certainly didn't "fix" hundreds of games.
All the PAL games were broken before. By rewriting the VI emulation, PAL games aren't cut-off or badly distorted anymore. That's a few hundred games. This has also fixed games like San Francisco Rush 2029 not booting correctly, DK64 having garbage onscreen. Also because buffers are copied at the correct size now, the plugin doesn't crash when copying auxiliary framebuffers to RAM anymore. This fixes a lot of games, and also fixes the main menu in Vigilante 8, which is nice.

>What did the graphics refactor even improve?
VI emulation and framebuffer sizes, which is one of the most difficult aspects of N64 graphics emulation because the N64 unified architecture means that the console doesn't separate game code from buffers. If buffers are a single pixel too wide or high, they leak into surrounding memory and usually cause a crash. If they're too small, you get corrupted buffers. This is what was happening with a bunch of games.

>You mean like that sloppy per-game hack to fix the Winback issue?
How was that sloppy? In the display list, the texrect command is no-oped. The game has some kind of hack built-in to not render those triangles when running on real N64 hardware. Mimicking this behavior in HLE is not simple. And it's near clear whether you could ever create a general solution for it. If you've got some brilliant solution for emulating what looks to be a hack by the developers, feel free.

>glN64 is slower than z64gl. That's probably why GLideN64's LLE is so slow.

It's slower because the performance optimizations used by z64gl were deemed unacceptable by Gonetz because they conflict with the plugin's accurate N64 depth compare feature which allows the plugin to perform depth compare calculations that don't exist on modern GPUs/APIs. This allows the plugin to accurately render blood splatter and bullet holes in Perfect Dark, for example. Also shadows in Banjo Kazooie and The World is Not Enough.
>>
>>171991252
>What did the graphics refactor even improve? Other than performance.
There were multiple refactors. One of them was designed to remove make the plugin API-agnostic so that different versions of GL can co-exist as separate backends. This long-term purpose of this is to allow Vulkan and potentially DirectX backends for GLideN64 if people want to write them.
>>
>>171992171
>All the PAL games were broken before.
Pardon me, since I never play PAL games.

>VI emulation and framebuffer sizes, which is one of the most difficult aspects of N64 graphics emulation because the N64 unified architecture means that the console doesn't separate game code from buffers.
Why doesn't he study Angrylion's code? I'm sure that source code provides the necessary information. Even if that's not the case, he can start studying the CPU code in these games, to see how they handle the buffers. It's not hieroglyphics.

>How was that sloppy?
I don't like that it's simply "if game == WINBACK". That's an awful solution. What if other games do this too? At some point, someone should really dig in and figure out a proper solution.

>It's slower because the performance optimizations used by z64gl were deemed unacceptable by Gonetz
So it doesn't bother you that an LLE plugin is faster than an HLE one? I'm sure there are other ways to improve the performance. Using glN64's code was a costly mistake..
>>
>>171993861
>Why doesn't he study Angrylion's code?
Angrylion's is completely useless because it is a software renderer rendering at native resolution into RAM. The problem of detecting correct buffer sizes doesn't exist.
>I don't like that it's simply "if game == WINBACK". That's an awful solution. What if other games do this too? At some point, someone should really dig in and figure out a proper solution.
It is extremely unclear whether a proper solution actually exists. Sometimes games are poorly coded and there is no "right" way to emulate them.
>So it doesn't bother you that an LLE plugin is faster than an HLE one?
Why would it bother me when z64gl is horribly inaccurate and fixing its inaccuracies would fuck its performance?
>Using glN64's code was a costly mistake..
How? Gonetz would have done the exact same thing if he'd written the plugin from the ground up. z64gl's rendering techniques are not okay. Or at least they're not okay until someone figures out how to make them work acceptably.
>>
>>171993861
>Even if that's not the case, he can start studying the CPU code in these games, to see how they handle the buffers. It's not hieroglyphics.
Gonetz is the first person in the history of N64 emulation to solve the problem of how to ensure buffer sizes are calculated accurately, without using hacky heuristic. I think you might be underestimating the complexity of the issue.
>>
>>171994972
>Gonetz would have done the exact same thing if he'd written the plugin from the ground up.
I'm sure he would have done a much better job than glN64.

>Why would it bother me when z64gl is horribly inaccurate
So is glN64. It's no coincidence that some refactoring led to a performance improvement that further sets GLideN64 apart from glN64.

>Angrylion's is completely useless because it is a software renderer rendering at native resolution into RAM. The problem of detecting correct buffer sizes doesn't exist.
Why? Anything Angrylion's is able to detect, GLideN64 in theory should also be able to detect.

>>171995496
>Gonetz is the first person in the history of N64 emulation to solve the problem of how to ensure buffer sizes are calculated accurately, without using hacky heuristic.
What's his method then?
>>
How much does someone need to donate to the libretro patreon to get them to cull the snes core herd?
>>
>>171995965
https://github.com/gonetz/GLideN64/issues/1414

He's apparently writing a blog post about it.

>Why? Anything Angrylion's is able to detect, GLideN64 in theory should also be able to detect.
No. Because they work completely differently. You don't need to detect the correct resolution of your duplicate framebuffers in order to update the ones in ram when you don't have duplicate framebuffers. Angrylion's runs all its framebuffers in ram like a real N64 does. GLideN64, like every other hardware plugin, has to copy buffers back and forth between VRAM and RAM, and this is the where the problems start appearing.
>>
When will MAME get good N64 emulation?
>>
lol

http://helmet.kafuka.org/byuugold/viewtopic.php@f=8&t=4718.html
>>
>>171997839
When your mom fixes her roastie.

Which will obviously never happen, so fuck off.
>>
>>171999619
I-it's genetics!
>>
>>171999778
And N64 has good genetics, so MAME will never get anywhere NEAR good N64 emulation.

Much like you will NEVER get anywhere near a human female.
>>
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>>171979362
I wish the nes palette had more red tones, then it will be perfect for pixel art
>>
https://github.com/hrydgard/ppsspp/issues/6244
>>
>>171999923
How did you know I was home alone on a Friday night?
>>
>>172000913
>wheredoyouthinkyouare.jpg
>>
So looking through the wiki, it seems like i need to run 3ds roms on my actual 3ds or something?
And there's a lot of bullshit involved even getting the games to run sometimes?

Is this correct, because i have no idea what the fuck i'm looking at here.
>>
>>172001394
It's also looking like you literally can't emulate 3ds without a badass processor, which would tell me you do run it on your computer/phone.

>mfw all this jargon
>just wanted to try pogeymen x/y before i drop 40 bucks on it
>>
>>172001672
>not playing the special demo
>>
>>172001394
You can only run decrypted 3DS ROMs on Citra, if that's what you're talking about. And yeah, you can only decrypt 3DS ROMs with a hacked 3DS. Or just download already decrypted ROMs:
http://emulation.gametechwiki.com/index.php/Need_Games%3F#User_Uploaded_Direct-Download_.28Forum_post.29_Sites.2A
>>
>>172000701
Why even reply
>>
>>172001716
What special demo?
I see a demo for omega ruby/alpha sapphic strapon, but not x/y

Maybe i'm just retarded.
I bought this 3ds off my aunt for 40 bucks, i haven't had a handheld/console for 15 years, and this thing can play youtube videos and shit now, i dunno what i'm doing.

Have a kat for your troubles, and thanks anons.
>>
>>172001779
Why even bother downloading encrypted ROMs?
>>
>>171971709
>better than a 6 years old CPU that can still shit on it with slight OC
>>
>>172002270
For me all the new games are a blur, I think Im thinking of Sun & Moon demo
>>
>>171970471
Worse performance than the 4590 I got for $150

Another major disappointment.
>>
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>>172002827
I picked x/y because it's relatively recent, i like sylveon and i like how the playable characters look, basically.
Plus the last pokemon game i played was emerald, so i don't want to just play it again with updated graphics and meme evolutions, i'd like a new story, for what little it's worth in a children's magical animal cockfighting game.

But then i wouldn't know if it's all that different from the original since the demo is a pile of dogshit where there's zero freedom and not much happens.
>>
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>>171970471
>AMD shills rush to damage control
>But MUH MULTI CORE
>yfw AMD still cannot compete
>>
>>172000220
Also, the NES really lacks the red tones needed for Tumblr noses.
>>
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>>172003285
>try to watch a let's play of pokemon x just now, get SOME kind of information on it
>every video has millions of views
>sweating.jpg
>every one of them acts like they snorted a line of coke before starting the video
>not a single one where they don't act out the voices of every single character
>mfw
>>
>>171997839
>When will MAME get good N64 emulation?
never
>>
Can someone post the chart on how to emulate the Yakuza games?
>>
>>172003019
There's still people who don't understand the difference between a clearly gaming-intended CPU against a clearly workstation-intended CPU.. now THAT'S a major dissapointment.
>>
Hey, I'm having a problem getting fmv cutscenes to work in silent hill 2 on pcsx2 1.4. I've already looked up the fixes such as turning on "switch to GSDX software rendering when an fmv plays" in game fix options or even adjusting the resolution to native or running the game in 4:3. None of that stops the fmv sound from stuttering or lagging though. I'm running an I7 intel core and an R9 Fury series graphics card and I've already run other intensive games on the emu so I know I can run it but I just can't seem to find a fix to this problem. The fixes post online don't seem to do anything address my problem.
>>
>>172011976
Try a dev build.
>>
>>172011976
Play the PC version.
>>
>>172012056

Just looked around some more, looks like I do need to do a dev build in order for proper working. I will try that.

>>172012121

Does the PC version support controllers?
>>
>>172012307
If i remember correctly there is a number of fan made patches for the PC version. But for a quick fix considering you have the ps2 version already go with the dev builds of pcsx2.
>>
>>172012443

That I will do. I'll see how this dev build plays out.
>>
>>172012307
>Does the PC version support controllers?
Yes, and even if it didn't JoyToKey gets the job done.
>>
>>172012056

Welp the dev build seems to be working well enough, lets see how this goes.
>>
>>172013605

Actually, it's still wonky. Looks like I will be going with the PC version after all. Does the PC version of the game work with a x360 controller?
>>
https://www.youtube.com/watch?v=UGHul1PrXCE
great video on what popularized emulators in the mainstream (ask bleem)
>>
When I run Silent Hill 2 on the dev build of pcsx2, I've gotten most everything to work, but there are these faint grid like lines which run through the screen at every resolution. Turning on software mode definitely makes it go away, but then the whole game runs at lowest resolution. Is there any way to solve such a problem as this without resorting to software mode?

I'm looking at video plugin settings and it appears that the best solution to this would be to edit something in the settings.
>>
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>>172017294

Here is an example of the gridded image which can be hard to capture with screenshots. Notice on the character's face how you can see squares tracing through the character's face.
>>
>>172017630
There is a hack in the GSDX options for Black bars. it may work may not.
>>
>>172017630
Set blending unit accuracy to high and enable unscale point line hack
>>
>>172011976
>R9 Fury
>AMD for emulation
Either stick to software mode or get used to shit performance.
>>
Why doesn't mednafen for retroarch autoswitch aspect ratios based on games?
There were a bunch of games that ran at 16:9 with 4:3 fmvs on the PS1. PCSXR(same for epsxe) does it just fine so I am wondering why RA doesn't.
>>
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>>172019659

This helped.

The only thing left to take care of is blurred lines on the left side of the screen. It's hard to capture in pics, but it bleeds when you pause and is visible in the items menu of the background sticking out on the side.
>>
>>172020468
disable half pixel offset
>>
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>>172020468

A hard to see example of the screen flickering on the left side of the screen.
>>
>>172020468
>>172020565
>1900x1080
whats that weird resolution
>>
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>>172019784
Lots of retards fall for /g/ shills who insist on amd having proper OGL drivers.
>>
>>172020468

There's a PC version. Use that.
>>
susy
>>
So what emulators have implemented Vulkan and DX12? I am interested in hearing the performance gains or lack of them.
>>
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>>172025957
Dolphin/RPCS3
>>
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>>172000701
Reminds me of this guy
>>
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>purple skies BTFO
>>
How do I record performance in a graph to compare configs in Dolphin?
>>
>>172028383
What palette?
>>
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>>171931025
Funny how shadows are blocky in hardware mode but not in software.
Same thing happens to the PC version.
>>
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Bump
>>
I have sound crackling on Ubuntu with Mednafen NES, with sound.device sexyal-literal-default and either sound.driver alsa or sound.driver default.

Anything I'm missing? Should I just keep trying different audio drivers?
>>
Why is PS Vita emulation almost non-existent?
>>
How do I use different NES palettes in RetroArch?
I know Gambatte can use different Game Boy palettes, but that's a bit different.
>>
>>172033660
use either hw:0 or hw:1 for sound.device depending on what your sound card is referenced as in Linux. Sound.driver is default. Using this will exclusively grab the sound card and make it unavailable for other applications but gets rid of crackling.
>>
>>172034085
Nestopia core will load 'custom.pal' in the system directory.
>>
>>172030825
That doesn't happen on the PC version.
>>
>>171932870
>actually runs well in PCSX2
>can remove most of the disadvantage on the PS2 version (slowdown) while retaining everything that's better about it (fog, shadows, sound quality, properly looping music 60fps FMVs)
>60fps hack

>>172020646
The resolution of a retard who uses custom internal res when it's never appropriate.
>>
>>172034759
Thank you.
This information really should be more easily available.
>>
>>172035427
The libretro devs don't believe in documentation
>>
>>172034347
>value "hw:0" is not a recognized string
>value "hw:1" is not a recognized string
>value "hw" is not a recognized string
>value "0" is not a recognized string
>value "1" is not a recognized string
>Recognized strings: default alsa oss wasapish dsound wasapi sdl jack
>>
>>172035678
are you sure you're doing it for sound.device and not sound.driver?
>>
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>>172035821
derp
thank you
>>
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Yeah, this feels about right.
>>
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>>172035053
Wait, really?
I thought the PC version didn't have smooth shadows.
Is it just my computer then?
>>
>>172037924
The shadows are really sharp in the PC port, but as far as I can tell it's the same as on an actual PS2.

Unless there's some other meaning behind "smooth shadows" that I don't understand.

But yeah it definitely doesn't have that shit with the shadows doubling up at joints.
>>
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>>172038220
Interesting.
Took some photos.
PC version.
>>
>mednafen-psx Vulkan renderer development seems dead

The dream was fun while it lasted lads.
>>
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>>172038220
PCSX2 dev version. Running software mode.
>>
>>172039459
The PC version has a few fixes out there, are you using those?

>>172039621
>aspect Raidou
>>
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>>172039793
Yes, I'm using a widescreen fix, that also fixes some bugs with the pc version.
https://thirteenag.github.io/wfp#sh2
>Aspect Raidou
I'm running 4:3... with widescreen patches on.
I'm an idiot. Here's a better pic.
>>
>>172040637
>>172039621
>>172039793
PCSX2 takes screenshot in the internal resolution when you use the internal screenshot tool

That's how you can see the guy is using custom res when he shouldn't.
>>
>>172039459
What GPU do you have?
>>
>>172037924
The PC version has issues with shadows. I don't know what the other anon is talking about.
>>
Nice to see iCatButler is still working on PGXP. I was under the assumption it was abandoned based on how bad its RA implementation is.
>>
Whats the weebum size limit on this board again?
>>
>>172039587

Asked simias tenthousand times to fix the latest regression which was introduced by his last commit.

Fast-forward three/four months, nothing was done. The regressions are still there.
>>
>>172043804

There is nothing bad about the RA implementation, It's a straight port.
>>
>>172043951
Daniel, then fix it yourself.
>>
>>172044056
Then why does it work worse than in PCSXR?
Is it the fault of the renderers themselves?

>>172043951
Why did no one else do it?
Isn't that the whole point of being open source?
>>
>>172042291
AMD R9 280

>inb4 AMD
It was cheap when I bought. Kinda want a NVIDIA now.
>>
>>172043801
The PC version doesn't have soft shadows, but the shadows have much better shape than the PS2.
>>
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PGXP(or at least the version of it I have right now) doesn't seem to be working in this game.
Mind you it works better in PCSXR than in RA's mednafen HW. In RA the text gets warped to hell for some reason.
>>
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bump
>>
can you emulate NMH2 and use a mouse instead of a wii-mote

I cant find my copy, it's killing me
>>
>>172046443
You can but you'll need some hardcore finagling as the game has shit tons of waggling
>>
>>172046134
lol
https://twitter.com/Lioncache/status/844988114036838400
>>
>>172043951
Time for a bounty :)
>>
>>172046694
This guy looks way too normal to be an emudev
>>
>>171938198
>>171979378
>>171970207
https://www.youtube.com/watch?v=oAnyFmU7bPI
The single core performance of Ryzen is great, you've been memed on by 7700k vs Ryzen benchmarks.

Got some more videos on the channel, only mk8 and wind waker so far.
>>
>>172046694
>tfw when Lioncash is secretly turtle
>>
>>172048503
>The single core performance of Ryzen is great
>links a CEMU video playing games which aren't CPU heavy in the first place
Nigger Ryzen benchmarks poorly against CPUs cheaper than it. It isn't even in the same performance bracket as the 7700k.
Stop spreading disinfo to rope in gullible retards. People are suffering from AMD cards as is.
>>
>>172048983
>It isn't even in the same performance bracket as the 7700k.
It's in the same performance bracket as a fucking Sandy Bridge, with the difference being that the SB is 6 years older than it and it can be overclocked in a ridiculous way.
>>
>>172048503
Even an i5-750 can run WWHD and MK8 fullspeed.
>>
>>172049369
>it can be overclocked in a ridiculous way.
Man I remember when AMD was pushing Liquid Nitrogen OC'd Benchmarks to shill Ryzen
>>
save states should be made illegal
>>
>>172049854
That would just lead to another Australia
>>
reicast libretro crashes with segmentation fault when I try to load a game. Why?

RetroArch [ERROR] :: Failed to load content.
Segmentation fault (core dumped)
>>
How do I uses ParaLLEl RSP instead of cxd4's? When I downloaded latest core, I only see an option for cxd4, HLE RSP, and auto.. I'm using windows if that matters.
>>
>>172058957
Because the libretro folks (SP) just cares about their core count, not core quality. Which is why you find 20 snes cores.
>>
>>172058957
Because reicast is fucking shit
If you're on windows, use Demul.
>>
>>172059687
I'm on linux. It worked after I changed to gl instead of vulkan
>>
>>172034014
because it's been hacked just for several months
the rpcs3 guy said he's going to add vita support in the future
>>
>>172061506
That and nogames. It's cheaper to just buy a PSTV and P4G.
>>
>someone edits the wiki and replaces the link for the usa gcube redump set with the exact same thing except it's divided into 3 parts now

for what purpose?
>>
How the fuck do I convert a cia to 3ds
All these bullshit tutorials don't work
>>
>>171931025
How do you mod games on emulators? Also where do you go or use to download mods people have made for games?
>>
>>172063848
Just download already decrypted .3ds ROMs that are linked on the wiki.
>>172064164
Same way you mod a game on a hacked console or PC.
>>
>>172060412

Never try to ask help on here. The people are dumb, stupid, and condescending.

Try libretro forums instead or #retroarch IRC for questions like this.
>>
>>172064690
Doesn't have Blaster Master Zero
>>
>>172064690
Any sites that have a large collection emulation mods?
>>
>>172065190
>released 3 march 2017
Is that even dumped yet?

>>172065368
romhacking
>>
>>172065425
There's cia's all over the fucking place, not a single .3ds
>>
>>172065623
well decrypt it yourself then
Why would you want to decrypt one anyway? Its not like Citra is gonna run it.
>>
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>>172065187
>>
>>172065187
And shit where they eat and are righteous about it.

That's the worst part of all.
>>
>>172065870
>well decrypt it yourself then
I literally just said that I can't
>Its not like Citra is gonna run it.
It already does
>>
>>172066634
>I literally just said that I can't
Do you even own a 3DS?
>It already does
Based on what?
>>
>>172066153
don't place muddy next to that piece of shit
>>
>>172059656
That's utterly untrue. If that were the case, then they wouldn't have bothered with doing ParaLLEl or any other core improvments.

Having multiple SNES cores is easily accomplished when all of them are bsnes or Snes9x forks, so they all have similar code, just based on different versions that may be faster than the latest code. And it's unsurprising that a project that was once literally called SSNES would have a large selection of SNES cores...

>>172065187
QFT
>>
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>>172066153
this is beautiful
>>
>>172067181
>then they wouldn't have bothered with doing ParaLLEl or any other core improvments
>leaving something half finished is bothering with something
top heh
>>
>>172066907
>Do you even own a 3DS?
Yes
>Based on what?
Based on a google search that didn't even take half a second
https://youtu.be/nvhZ_oezvUA
>>
>>172067276
Every emulator ever is "half finished" when you put it like that. ParaLLEl is mostly complete in terms of RDP emulation.
>>
>>172067343
>Bleeding Edge 27.02.2016
Geoshaders have been removed since then.
It probably doesn't even boot right now so you'll have to use an ancient build that may or may not crash.
>>
>>172059414
It's not being built in because HAVE_PARALLEL_RSP is 0 in the makefile.

Not sure why it isn't enabled.

https://github.com/libretro/parallel-n64/blob/master/Makefile#L15
>>
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>>172066153
hmm
>>
>>172068148
Thanks for the feedback. I guess I'll wait until that's resolved before using ParaLLEl again.
>>
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>Purple skies are accurate!

This is why autists should not be allowed to dictate color palettes.
>>
>>172070390
>the skies appear purple in direct captures because NTSC blue gets clipped
>lets shit all over the rest of the colors by shifting the hue so that the sky is blue!

No.
>>
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>>172070889

>muh direct captures
>>
>>172071274
>who cares about color accuracy as long as the SMB1 sky is bright blue and the Castlevania level 2 bricks are bright red!

rofl
>>
>>172071634

>who cares what real world tvs actually display? Who cares that the only reverse engineered ntsc chip produces the same colors? Who cares if they produce weird colors that clearly don't fit the games at all.
>>
>>172071634

>accurate colors are not what actual tvs display. That's a wrong headed idea. Accurate colors are based on some abstract standard that never existed in the real world. I don't care if this produces purple skies or purple bricks. That's just the price to pay for accuracy.
>>
>>172072246
>who cares what real world tvs actually display?

Real world TVs display many different colors for NTSC NES due to many different factors. This is why there are so many variations to begin with.

>Who cares that the only reverse engineered ntsc chip produces the same colors?

What? Sony CXA2025AS is not the only reverse engineered decoder IC, it's just one that uses a significantly different YIQ->RGB conversion matrix than most in the wild.

>Who cares if they produce weird colors that clearly don't fit the games at all.

NES colors have many more limitations than skies that appear purple sometimes. The palette doesn't have a real yellow color for one.

Sometimes accuracy to the NTSC standard doesn't look as good for a particular game as some TV's "improved" color decoder matrix that was intended to make the TV stand out in a store. But if the game devs were smart, they would have designed their games against the standard instead of a particular TV that not everyone would have, in order to look good on as many TV sets as possible.
>>
>>172073336

>this palette seems to produce the right colors most of the time.
>No, you can't use that! It doesn't conform to the NTSC standards™! Doesn't matter if these standards were lose, and few people followed them. These stanards should now be treated as the direct word of God.
>>
>>172072549
>>accurate colors are not what actual tvs display. That's a wrong headed idea. Accurate colors are based on some abstract standard that never existed in the real world.

>Sony Trinitrons with Sony CXA2025AS decoders are the only TVs to ever exist

lol at this ignorance. The vast majority of TVs implmented NTSC standards, only minority deviated from them signifcantly.
>>
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>>172049938
>Savestates made illegal
>Great Emu War II
>The entirety of Australia gets taken over by emus
>All humans AND the abbos move to the rest of society
Nooo. Just keep the savestates legal, dudes. Binding them to any hotkey by default should be considered malpractice though.
>>
>>172073832

>>this palette seems to produce the right colors most of the time.

In your opinion. That "consumer" palette looks like oversaturated garbage with a wrong hue to me.
>>
I'm about to emulate kingdom hearts, what are some things to do before starting?

I heard that there was some patch for 60fps ? 16:9 I'm not sure please help.
>>
>>172074246
>what are some things to do before starting?

Grab a pistol, put it to your head, pull trigger.
>>
NES colors are terrible anyway. I always look for remakes and ports before playing any NES game, and likely just ignore the game if none are found out of habit.
>>
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INTENDED
N
T
E
N
D
E
D
>>
>>172074332
You first, asshole.
>>
>>172074332
XD
>>
>>172074607
fabulous
>>
So what is the most accurate NES palette? Whats wrong with blue skies and red bricks?
>>
>>172077896
>Whats wrong with blue skies and red bricks?

Conflates with NTSC sandards. Purple skies and purple bricks forever.
>>
>>172074246
There's a patch for both of those things, yes. Should find them on PCSX2's forums if you google it.
>>
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Does having a 1440p monitor really make a difference for RA & MAME shaders? Is it pretty much required for 480p games? I've got a 1080p display. Also some of the games I emulate in MAME run in larger and normal resolutions like Paperboy and Popeye.
>>
Is it true that CPU is more important than GPU when it comes to emulation?
>>
>>172082291

100% true
>>
>>172081438
More resolution is better. 1440 is a multiple of 240 too so integer scaling would fill vertical space.
>>
>>172082579
Thank you. Is it fine if I have an Intel graphics yet high end CPU?
>>
>>172082291
Not entirely, if you seriously care about some consoles a dedicated GPU is pretty much mandatory, and if that includes PS2 make that an Nvidia GPU too because you're not getting shit done on anything else for now.
>>
>>171931025
Not really /emugen/ related but where's the safest place to download Simpsons Hit n Run PC version?
>>
I'm playing duelist of the roses on PSX2 and i wanted to use somebodies save file thats been uploaded but i don't know how to do it. Any help?

https://www.gamefaqs.com/ps2/589455-yu-gi-oh-the-duelists-of-the-roses/saves
>>
>>172089707
http://forums.pcsx2.net/Thread-GameFAQ-Saves-to-PCSX2-Memory-Cards
>>
live pls
>>
How much of libretros patreon money is going to the maintenance of all those snes cores?
>>
>>172093212
none because cores aren't maintained.
>>
>>172093212
None. All of the Patreon money is going into SP's pockets.
>>
Why do you people care about NES color palettes when you haven't beaten an NES game anyway?

warp pipes and whistles don't count, fag.
>>
>>172095025
What you actually think we play the massive collections on our shelf. There just to signal how much of a nerd we are in videos.
>>
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HOLY SHIT IT FINALLY HAPPENED

A C64 CORE

THEY ADDED A VICE C64 CORE
>>
>>172096374
>But MUH PPSSPP core
>>
>>172096374
Fix the cores you already have.
>>
What is the usecase for this over the other cores?

https://github.com/libretro/beetle-bsnes-libretro
>>
>>172096469
Sometime later next week.
>>
>>172096913
It's bsnes v59
>>
>>172093212
None because those cost no money to maintain.
>>
>>172097048
Why is that better than the other snes cores?
>>
>>172093604
Except all the money that isn't?
>>
>>172096497
well you certainly know how to shit on the table.
>>
>>172097335
I dunno, ask Ryphecha, that's the one Mednafen uses.
>>
>>172097508
Then its a waste of time to maintain the port.
>>
>>172097710
Tell that to Ryphecha
>>
where the FUCK do i get shared_font.bin and all the other crap to make citra actually run games
>>
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How are you actually supposed to launch C64 games in RetroArch? It doesn't recognize either *.d64 or *.t64 extensions.
>>
>>172099019

Update core info files. it's in the patreon posts a brief walkthrough on how to install stuff.
>>
>>172099367
I did that already and it still doesn't recognize those files. I'll try downloading something else.
>>
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>>172099548
Seems to see the files now, but RetroArch immediately closes after I try to launch the game. I just want to play C64 with muh shaders.
>>
>>172097961
Its clearly Ryphecha's fault that SP keeps maintaining that core. Damn you Ryphecha, don't you realize that SP is incapable of personal responsibility!!!?? DAMN YOU TO HELL!!!!
>>
>>172098816
It should be on the wiki but its fucking useless.
>>
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>>172096497
This. I'm happy to see Vice added but I prefer MSX overall and want those fucking cores to get updated already.
>>
>>172100093

Forgot to mention - right now you need to put the 'data' files from VICE inside the system directory.

https://github.com/libretro/vice-libretro/tree/master/vice/data

The directory called 'data' needs to be in the root of the 'system directory'. Don't ask why VICE requires this, standalone needs something similar to this.
>>
>>172100854
IT'S BULLSHIT
i just want to play mario golf
>>
Is anyone else completely unable to capture RetroArch with OBS on Windows?
I can only capture it with Display Capture, and I'd really rather not capture the entire screen since it takes a LOT of processing power.
>>
>>172098816
https://github.com/citra-emu/citra/issues/2636
>>
>>172101963
fuck off retard!!!!!!!
>>
>>172101228
Thanks a lot. It finally works.
>>
>>171957842
It's quite bizarre how different it is from the original Gekido.
>>
>>172084004
No
>>
>>172074481
This. I cant even name 30 worthwhile NES games that havent had some port or remake
>>
>>172107134
>I cant even name 30 worthwhile NES games
FTFY.
>>
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Is there any way to permanently set the volume in MAME so I don't have to adjust it every time?
>>
Any big news from the last week or so?
>>
>>172114630
SP practically confirmed he is embezzling patreon bux
Cxbx Reloaded started booting JSRF
GLideN64 got a progress report
Cemu might be able to play Zeldo without glitches in the next update
RPCS3 is shaping up nicely
Thats all I can think of
>>
>>172115026
I knew most of that. Where can I read the GLN64 progress report and is it the best plugin available for PJ64 yet?
>>
>>172115067
>Where can I read the GLN64 progress report
https://gliden64.blogspot.com/2017/03/project-news.html
>is it the best plugin available for PJ64 yet
It has a long way to go for that.
>>
>>172115114
Not him, but is there a way to download the latest version?
All I can find is the latest "public release" and it's old as fug.
>>
>>172115248
Check the github page. He regularly releases dev builds.
>>
>>172115114
Friend, tell me true, will N64 emulation ever be good?
>>
>>172115343
Donate to my paypal goyim
>>
>>172115409
No.
>>
>>172115409
>>172115485
Reminder that money is the only thing that can bring you good emulators
>>
>>172115292
Found it. WIP builds can be downloaded from this open issue until it gets too long and is closed again.

https://github.com/gonetz/GLideN64/issues/1364
>>
>>172115529
Sadly this is true. Get high and mighty all you want but nobody will do shit unless you pay them.
>>
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What's the best renderer for RPCS3? Just played the first level of Catherine and it ran surprisingly well (about 20fps most of the time) on Vulkan.
Anything I can do to improve performance? I know you can reduce the graphics, I assume that would speed stuff up.
I might buy a better CPU later in the year, to improve performance in terms of RPCS3, since it seems to be coming along now.
>>
>>172115995
at least post your specs tard
>>
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>>172116120
They're fairly irrelevant to the question asked, I feel.
>>
>>172115995
In answer to my own question, DX12 runs the first level at 30fps.
>>
>>172012121
Accodrding to PCGW:

>>Atmospheric fog and the shadowing are much simpler and less refined than the PlayStation 2 version.[1]
>>Audio is compressed and lacks detail in comparison to the PlayStation 2 version.[2]
>>FMVs suffer significantly in quality compared to the other versions.[3]

Avoid the PC ver. at all cost.
>>
>>172119502
There is an FMV replacement and fog fix, just saying.
>>
Imagine if people contributed to GLideN64 instead of whining about every minor regression.
>>
>>172121315
>Imagine if people contributed to GLideN64
They do
The ones who contribute to it aren't the ones whining about it.
>>
>>172115026
>SP practically confirmed he is embezzling patreon bux

Monthly drug/rent fund confirmed. His mom won't let him live in the basement for free forever.
>>
https://www.youtube.com/watch?v=gsDTMjO6tks
https://www.youtube.com/watch?v=8LbLqowdQnM

PGXP BTFO
Accurate experience masterrace.
>>
>>172121574
Just a question but do people in America regularly sleep in their basements?

What happened to having your own room upstairs in a house?
>>
recommend some WiiU gaems to emulate please.
>>
>>172124419
Xenoblade chronicles

Bayonetta 2

Splatoon (singleplayer mode is surprisingly fun)

Breath of the wild but it doesn't run well right now
>>
>>172124728
>Splatoon
is there a fix for the paint bug yet?
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