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messiaen
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Fri Jan 27, 2012 9:53 pm |
| Mime |
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Joined: Mon Jul 06, 2009 7:58 am Posts: 9
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NEMU still has the most pleasant N64 debugger and emulates a few things more accurately than PJ64, too bad some features are incomplete.
I got The Missing Stars to run, but ... no bug at that Goomba! It runs perfectly fine.
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re4thewin
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Fri Jan 27, 2012 11:22 pm |
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Joined: Thu Oct 01, 2009 2:12 pm Posts: 848
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messiaen wrote: NEMU still has the most pleasant N64 debugger and emulates a few things more accurately than PJ64, too bad some features are incomplete.
I got The Missing Stars to run, but ... no bug at that Goomba! It runs perfectly fine. lol pc version doesnt have a dynarec is pure interpreter last i knew
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Corn
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Sat Jan 28, 2012 3:49 am |
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Joined: Sat Jan 31, 2009 7:11 am Posts: 442
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messiaen wrote: NEMU still has the most pleasant N64 debugger and emulates a few things more accurately than PJ64, too bad some features are incomplete.
I got The Missing Stars to run, but ... no bug at that Goomba! It runs perfectly fine. If NEMU is interpreter only (?) then this could be a dynarec issue. I am not sure someone has tried to pass that point with dynarec off with Daedalus. Thanks for testing it on NEMU
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messiaen
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Sat Jan 28, 2012 10:24 am |
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Joined: Mon Jul 06, 2009 7:58 am Posts: 9
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I mean, it worked perfectly on the PC debug version of Daedalus.
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adt1340
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Sat Feb 04, 2012 5:06 pm |
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Joined: Sun Jan 22, 2012 12:50 am Posts: 3
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@Salv-E: How do you get Daedalusx64 rev 747 to recognize cheats for SM64 Star Road? I can't seem to get the name right for the cheats messiaen suggested to show up in rev 747. Thanks.
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Salv-E
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Sun Feb 05, 2012 6:35 pm |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2897
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re4thewin wrote: messiaen wrote: NEMU still has the most pleasant N64 debugger and emulates a few things more accurately than PJ64, too bad some features are incomplete.
I got The Missing Stars to run, but ... no bug at that Goomba! It runs perfectly fine. lol pc version doesnt have a dynarec is pure interpreter last i knew PC version does have a dynarec, is the same front end that's under the hood of the PSP version, but there aren't any optimization to the generated code. You can read more here: http://strmnnrmn.blogspot.com/2006/05/d ... tatus.htmlPS: Anyone has a savesate to the goomba? I'm having a hard time finding it, I can't reproduce the crash. adt1340 wrote: @Salv-E: How do you get Daedalusx64 rev 747 to recognize cheats for SM64 Star Road? I can't seem to get the name right for the cheats messiaen suggested to show up in rev 747. Thanks. Read cheat FAQ: viewtopic.php?f=12&t=3298As long as you have SM64 Star Road in your roms.ini and defined correctly the country ID, Daedalus will recognize the cheats for it. That was the error that nerd made.. viewtopic.php?p=44931#p44931Anyways here's the entry for SM64 Star Road (extracted from the latest private SVN, it'll be included in the next public revision) [Super Mario 64 - Star Road (U)] NumberOfGroups=1 SR Camera Control,="Enable when inside the game or it will fail",8033C685-0005,8033C849-0002,D033AFA1-0010,8033C849-0000,D033AFA1-0008,8033C848-0030, R0 write fix,=1,8124BBD4-0000,8124BBD4-0000,
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<Salvy>WTF Kirby is invisible on latest rev?! <Dougamer>Hmmm <Dougamer>I'll "aquire" kirby and check... 20 minutes later... <Salvy>Kirby looks ok on default settings Dougamer? <Dougamer>still... "aquiring" it Salvy...
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Amin0152
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Thu Feb 09, 2012 6:35 pm |
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Joined: Tue Feb 07, 2012 10:14 pm Posts: 368 Location: Ottawa, ON
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I reported a crash: When you enter the pipe for the 1st boss, the game crashes. If you're ever wondering how I got throught this without any crashes of frezzes, is that there's another way to get the key. Figure out you're selfs. (It's a Glitch from the game) Confusing is it. Anyways, when enabling Memory Access Optimasation, in this scene the game will crash. 
| Attachments: |
File comment: Enter to the pipe and the game crashes. (Read Description).
saveslot2.ss [1.61 MiB]
Downloaded 41 times
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Last edited by Amin0152 on Thu Mar 01, 2012 7:35 am, edited 2 times in total.
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Amin0152
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Fri Feb 10, 2012 8:20 pm |
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Joined: Tue Feb 07, 2012 10:14 pm Posts: 368 Location: Ottawa, ON
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Wow, I posted 3 crashes in 3 days in a row  . Ok I reported a crash: When you enter the 2nd boss world (fortress) the game automaticly crashes.  (You need 40 star to get in this world).  here a savestate before the crash. This crash is need to fix as soon as possible, before somebody gets stuck in the game.
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File comment: Just enter the fortress and the game crashes!
saveslot9.ss [1.66 MiB]
Downloaded 44 times
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Amin0152
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Sun Feb 12, 2012 5:35 pm |
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Joined: Tue Feb 07, 2012 10:14 pm Posts: 368 Location: Ottawa, ON
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I don't wont to bother you guys  , but for the next PFF for the Star Road game can you fix those 4 crashes that I sent to you. For extra (If you want to) : Debug a code so the game can go way faster. Please Daedalusx64 you need to do this as soon as possible probably 27 of us is stuck, because of the bugs. 
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Skelux
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Fri Feb 17, 2012 12:56 am |
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Joined: Fri Feb 17, 2012 12:53 am Posts: 4
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I'd like to see SMSR working on as many systems as possible, so although I do not own a PSP, I'd like to discuss the errors so they can be solved. Yesterday, I released an update to the SMSR Bug Fix Patch (0.6): http://www.mediafire.com/?4eoysecr1laz11vWould anyone be willing to compile a neat list of known bugs?
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