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KingPepper
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Fri Sep 03, 2010 4:45 pm |
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Joined: Sat Nov 08, 2008 5:48 am Posts: 997
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tsabrak wrote: Can you make it like that. When loading Daedalus you can choose how many bits you like? I don't think this would be possible, unless a patch can be applied on the fly, to convert the emulator between the two modes.
_________________ I use a Phat(Fat) 1003 PSP with 6.60 Pro C My top 5 Favorite games on the N64 are:- GoldenEye 007, Mario Kart 64, Ridge Racer 64, Pokemon Stadium 1 or 2, Super Smash Brothers.
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NintendoBoy13
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Fri Sep 03, 2010 7:10 pm |
| Global NintendoKing |
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Joined: Mon Jun 22, 2009 5:38 pm Posts: 1605 Location: California,USA
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Guys it's not that big of a deal. Just use the global directory and make 2 separate folders, one for 16 the other for 32 bit. You'll have both daedalus versions with you wherever you go.
_________________ http://www.youtube.com/watch?feature=iv ... ion_224945 NL WEST DIVISION CHAMPIONS!
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Canadian1309
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Fri Sep 03, 2010 10:54 pm |
| Warrior |
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Joined: Sun Aug 29, 2010 5:15 pm Posts: 61
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If we were to do the two different versions for a while, it would be nice if the daedalus icon in the memory stick said 16 bit or 32 bit in the corner. similar to how alpha 507 said "alpha 507" in the top left corner in green text if that helps paint a picture in your head.
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Salv-E
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Fri Sep 03, 2010 11:40 pm |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2897
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Canadian1309 wrote: If we were to do the two different versions for a while, it would be nice if the daedalus icon in the memory stick said 16 bit or 32 bit in the corner. similar to how alpha 507 said "alpha 507" in the top left corner in green text if that helps paint a picture in your head. It can be added in about screen if requested alot like rev number.
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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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Cuthroatdie
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Sat Sep 04, 2010 9:16 am |
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Joined: Sat Sep 26, 2009 2:43 am Posts: 183
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mattkd wrote: ok I just tested the 16 bit version and it works great. I can hardly notice any chances to the quality. was playing zelda oot. speed is great in the temple of time, was pretty much fullspeed on FS 1. needs FS 2 on other areas There is no point in using FS1. Because the frameskip logic is bugged, FS2 is the lowest setting which actually skips frames.
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KingPepper
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Sat Sep 04, 2010 9:58 am |
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Joined: Sat Nov 08, 2008 5:48 am Posts: 997
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Cuthroatdie wrote: mattkd wrote: ok I just tested the 16 bit version and it works great. I can hardly notice any chances to the quality. was playing zelda oot. speed is great in the temple of time, was pretty much fullspeed on FS 1. needs FS 2 on other areas There is no point in using FS1. Because the frameskip logic is bugged, FS2 is the lowest setting which actually skips frames. Yes, i see people keep on saying this about frameskip set to one, and basically it does work, maybe not perfectly as in the logic, but you CAN see a difference when using it in games, try GoldenEye 007 as a example.......using FS: 1 = smooth movement (1-2 fps faster), FS:2 has jerky movement (3-4 fps even faster), now if FS is disabled, then the game maybe running at its best (smoothly) but the speed is at its slowest, hence why i always test games using FS set to 1, its an average to work with and so to me, it works good enough, don't get me wrong when i test games i also see what they run like using FS:2, but the vast majority play & look better under FS:1 in my opinion, there are exceptions of course.
_________________ I use a Phat(Fat) 1003 PSP with 6.60 Pro C My top 5 Favorite games on the N64 are:- GoldenEye 007, Mario Kart 64, Ridge Racer 64, Pokemon Stadium 1 or 2, Super Smash Brothers.
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CaptainMorgan4
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Sun Sep 05, 2010 1:37 pm |
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Joined: Thu Oct 16, 2008 6:12 pm Posts: 183 Location: USA
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I prefer the 16, I don't mind the minor quality loss for speed. But where is Diddy Kong Racing? :3.
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KingPepper
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Sun Sep 05, 2010 3:46 pm |
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Joined: Sat Nov 08, 2008 5:48 am Posts: 997
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CaptainMorgan4 wrote: I prefer the 16, I don't mind the minor quality loss for speed. But where is Diddy Kong Racing? :3. It uses special graphics routines which have to be written from the ground up, hence why its not displaying anything apart from a few lines of writing, we have the same problem with Perfect Dark as well, another typical Rare game with this problem is Conkers Bad Fur Day, we will overcome these problems in the future i am sure. 
_________________ I use a Phat(Fat) 1003 PSP with 6.60 Pro C My top 5 Favorite games on the N64 are:- GoldenEye 007, Mario Kart 64, Ridge Racer 64, Pokemon Stadium 1 or 2, Super Smash Brothers.
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CaptainMorgan4
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Sun Sep 05, 2010 6:02 pm |
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Joined: Thu Oct 16, 2008 6:12 pm Posts: 183 Location: USA
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KingPepper wrote: CaptainMorgan4 wrote: I prefer the 16, I don't mind the minor quality loss for speed. But where is Diddy Kong Racing? :3. It uses special graphics routines which have to be written from the ground up, hence why its not displaying anything apart from a few lines of writing, we have the same problem with Perfect Dark as well, another typical Rare game with this problem is Conkers Bad Fur Day, we will overcome these problems in the future i am sure.  Are you serious? Do you know how long I've been here, I know about custom microcodes. I've just waited 4yrs for this game to be on my PSP. F u c k, I started X64.
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Canadian1309
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Post subject: Re: Latest DaedalusX64 rev 567[16bit vs 32bit build voting p  Posted: Sun Sep 05, 2010 7:12 pm |
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Joined: Sun Aug 29, 2010 5:15 pm Posts: 61
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@Nintendoboy Well when I tested it from kakariko village to zoras fountain it did. Im sure some areas like the top of death mountain will be the same speed as before or close to it.
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