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> Surreal64 CE B5.5
sbpaabck
post May 30 2011, 03:07 PM
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QUOTE(weinerschnitzel @ May 29 2011, 09:39 PM) *



The GoldenEye D listing bug was noticed when troubleshooting the same crashes that we think are with syncing. Because it's random, it's just about impossible to reproduce it accurately, aside from knowing that it happens when soundfx get really excited. With all the time spent on it, the solution has to lie in a different emulator.




Excellent work guys! so pleased the N64 is being worked on again for xbox and glad to see the ini is still being used smile.gif

This goldeneye post intrigues me, so what exactly is going on with goldeneye multiplayer. Are you saying that it will never work multiplayer (on a 64meg system) and that a dedicated emu would be required?

The only two games I would want to play multiplayer on n64 would be goldeneye and perfect dark especially. I realise this is probably not possible but still I invite anyone who HAS got it working to please share their secrets with me

smile.gif

pretty please?
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xyteam
post May 30 2011, 03:38 PM
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has anyone seen the new update for this on xbins that enzo3 is talking about coz i cant see it.
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HeeZy
post May 30 2011, 04:21 PM
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i assume you mean, "B5.51 Patch.7z"? it's in the Surreal64 folder. it only contains the patched default.xbe.

/XBOX/Console Based Applications/apps/emulators/N64/Surreal64/Surreal64_CE/

This post has been edited by HeeZy: May 30 2011, 04:24 PM
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Xboxer64
post May 30 2011, 04:54 PM
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QUOTE(weinerschnitzel @ May 29 2011, 03:39 PM) *

Saving a ghost works fine for me, can you be more specific as to where you are getting the mempak issue?

I tried both the (U)[!] and (J)(1.1)[!] versions of Mario Kart. Both verified with good tools. Ghost data saves properly and is available until you either reset or exit the game. When you reload the rom, it's gone. The mempak saves are valid, I've ftp'd them over to my pc pj64 and it loads them fine. In Surreal, once I reload the rom I think it writes over it with a new pak instead of loading the previous.

I notice in the (J) version the character animations goof in the 'select your character' screen. Is there an ini setting wrong or is something different here than the (U) version?

Btw, thanks for a little taste of the info that will be up on the online manual biggrin.gif
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Ez0n3
post May 31 2011, 01:10 PM
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I believe it has the same name xyteam. You can re-download the entire thing or just grab the patch.

We'll look into it Xboxer64, maybe try settings the default pak to mempak.
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jaygriggs
post May 31 2011, 10:20 PM
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QUOTE(sbpaabck @ May 30 2011, 11:07 AM) *

Excellent work guys! so pleased the N64 is being worked on again for xbox and glad to see the ini is still being used smile.gif

This goldeneye post intrigues me, so what exactly is going on with goldeneye multiplayer. Are you saying that it will never work multiplayer (on a 64meg system) and that a dedicated emu would be required?

The only two games I would want to play multiplayer on n64 would be goldeneye and perfect dark especially. I realise this is probably not possible but still I invite anyone who HAS got it working to please share their secrets with me

smile.gif

pretty please?


As these guys know I've tested GE and Perfect dark Extensively.
The multiplayer bug in goldeneye happens on my 64mb and 128mb xboxs
the ram makes no difference
As for Perfect Dark 64 I found with a 128mb xbox you can get it to play at a decent speed (except the main menu)
but there a few graphical errors
The biggest thing if I recall was the stealth didnt really work (so you could see the enemies if they had it on)
I dont remember which emu and settings exactly but if you look up my posts you can find it.

Also for those with a 128 xbox I had found a version of goldeneye that was built on the perfect dark engine. It was in development with some new updates last I knew. Not perfect but it played with no freezing and it was quite interesting.
Challenges on goldeneye etc
It may be able to run on this version

These guys are definitely the experts and if they say it will never run on this emu id put money on it.
All my xboxes are in storage (I was supposed to move 2 months ago but it didnt work out so all my stuff is in my friends basement for the moment) so unfortunately I can't test but I wanted to say thanks to all those involved. love.gif

Long live the xbox

This post has been edited by jaygriggs: May 31 2011, 10:21 PM
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iamturok
post Jun 1 2011, 07:10 AM
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Wow, this version of Surreal is great, awesome update guys! All the extra ram is a godsend.

I do have a bug and a couple oddities though. When I'm tinkering with memory settings and whatnot and they happen to crash the game at launch, Surreal will no longer load up properly. The only thing that fixes it is replacing the default.xbe with an original copy from the zip file. Any idea why it does this?

And for Shadow Man the default audio plugin is basic, but this causes audio to be way out of sync, sometimes upwards of 5 seconds, but when I try any other plugin, the game starts up to a white screen, and happens to cause the above problem most of the time. What's with the audio delay? It's been there in past versions, but what causes it?

Last thing, I made a save in Paper Mario in front of the Koopa Bros. Fortress, but I load it and the game lags very badly, and crashes if I move enough to move the camera. tried fiddling with settings and no changes, any advice? Or do I need to start over?

Sorry for the wall of text, and the nagging. Regardless of the quirks, playing Mario 64 in HD with AA will always be an amazing feat for the Old Girl. Keep up the great work
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Rage518
post Jun 2 2011, 02:09 AM
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I have a request for the Surreal64 devs, could you please make 480p resolution available without having to disable 720p?

720p is a nice option but being able to select an sd skin and having it show in 480p insead of crammed in a corner in 720p would be great. Thanks

I would also like to thank the surreal devs for all of there hard work, this emulator is turning out to be awesome. Lets hope someone can do the same for the ps1 emulator on the xbox too.

This post has been edited by Rage518: Jun 2 2011, 02:15 AM
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weinerschnitzel
post Jun 2 2011, 04:36 AM
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I was playing Shawdow Man for awhile last night using the Mupen64 RSP plugin with RSP audio enabled. Try it with that or the LLE RSP plugin.

@iamturok I'm a little confused with your crash. You can set too much ram aside and cause the emulator to run out of memory on initialization before it starts checking how much is free. You can restore default setting for that game, but you are saying the launcher bricks and you have to reinstall?

Save states have been pretty troublesome. If you're state doesn't load before you get past a games title screen, it is safe to assume it is a bad state. These issues were thought to be with the VMM. We'll look into this.

We could have included better settings for the launcher, and it is an "incomplete" feature if we aren't allowing 480p modes for the launcher. We'll have something better next time around wink.gif
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iamturok
post Jun 2 2011, 05:32 AM
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QUOTE(weinerschnitzel @ Jun 1 2011, 07:36 PM) *

@iamturok I'm a little confused with your crash. You can set too much ram aside and cause the emulator to run out of memory on initialization before it starts checking how much is free. You can restore default setting for that game, but you are saying the launcher bricks and you have to reinstall?

I wouldn't say that the crash & brick is a ram issue, I run the games in *mostly* default settings. I'm always running with a consistent free ram amount. But yes, it was bricking the launcher as well.

I had been using the 2.1 1964 ini though, I've switched back to the default and this seems to have alleviated the problem, as well as the freezing on loading my Paper Mario save.

One more question for you though, using the basic audio plugin in Ocarina it makes the game run at ridiculous speeds and the FPS goes higher than the game should be, like anything above 20 in this case. Any way to set a frame limit in the ini or something? turning Vsync on doesn't help.
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Rage518
post Jun 2 2011, 06:05 AM
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Hey thanks for the reply, i wouldn't say the feature is imcomplete per say just not user friendly lol. I disabled 720p output via my dash and the emulator displayed 480p correctly just like it should have. So the capability is there it just needs some fine tuning thats all.

I discovered a fork of 1964 called 1964mod, it seems to have compatibility with games that don't work with project 64 or 1964 in surreal. I did some testing between project 64 v1.6 and 1964mod using the same plugins with some of the games that surreal lists as unplayable. Such as GT 64, Resident Evil 2, Monaco Grand Prix to name a couple. Project 64 wasn't able to get in game with Resident Evil 2 or Monaco Grand Prix but 1964mod was.

So i was wondering despite the source not being available for 1964mod could the surreal devs use the source for the versions of 1964 that have been released to see what changes were made and possibly implement them in the xbox port of 1964?
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HeeZy
post Jun 4 2011, 05:02 AM
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i love the anti aliasing feature. are there any other emulators that use this feature? i have never seen it.
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Spadra
post Jun 4 2011, 10:33 PM
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Congrats on the big release I know many of us have waited for quite sometime. So again thank you for all the hard work. I do have a question to ask though. I'm a Mac user and have been having issues with the usual places. Any chance someone could lend a hand in me getting 5.5?

This post has been edited by Spadra: Jun 4 2011, 10:37 PM
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NobodyHere
post Jun 9 2011, 11:40 PM
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The updates to the filters, gui, interface, etc. are nice, especially for those with HD televisions. But... how are the 'most' important features coming along like bug fixes, playability, graphic rendering, etc ...?

Are any games that weren't playable, or even loadable, in the last version playable/loadable in this?

This post has been edited by NobodyHere: Jun 9 2011, 11:42 PM
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madmab
post Jun 10 2011, 07:21 AM
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QUOTE(NobodyHere @ Jun 9 2011, 06:40 PM) *

The updates to the filters, gui, interface, etc. are nice, especially for those with HD televisions. But... how are the 'most' important features coming along like bug fixes, playability, graphic rendering, etc ...?

Are any games that weren't playable, or even loadable, in the last version playable/loadable in this?
There is only so much the coders can do when no new core source is released in the past few years. How about you grab yourself a few c/c++ , and other gaming/programming books yourself and give it a crack if you think it is that easy? blink.gif rolleyes.gif muhaha.gif

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