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Automatically exported from code.google.com/p/emu-1964
Problem:
Users tend to post bug reports without an exact description of their system
specs, which complicates to track down the actual bug. Often the bug is
only caused by adverse plugin configurations, which is hard to determine
without knowing the configuration of the particular user.
Proposed solution:
Cyberman's idea: add a feature for dumping the plugin config settings,
including system specs and video card type. Should either be done as a
simple ascii-file or even better a formated ascii file using the tags of
the emutalk forum. That way, the config could be easily copy/pasted to a
post in a proper format.
Original issue reported on code.google.com by [email protected]
on 13 Oct 2009 at 9:15
What steps will reproduce the problem?
1.get the rom
2.start the game
3.after the damaged intro the emulator closes itself on the main menu
What is the expected output? What do you see instead?
the game barely boots. with graphical errors and unreadable text in the message
pop ups it uses.
What version of the product are you using? On what operating system?
1964mod on windows xp pro sp3 x86
Please provide any additional information below.
even on 1964 the original one this games does not boot. has the same issue.
Original issue reported on code.google.com by [email protected]
on 1 Apr 2011 at 10:00
What steps will reproduce the problem?
1.get pocket monsters stadium
2.try to run the game into 1964
3.(nothig else since it does not even boot)
What is the expected output? What do you see instead?
the game does not boot. even with project64 save states every time a battle
ends and a new one loads it crashes. and in rom properties if you change
anything and you have pokemon stadium it also modifies both rom configurations.
What version of the product are you using? On what operating system?
1964 ultrafast (but in no version this game works) on windows 7 ultimate x64
Please provide any additional information below.
leaving the box art. (enhaced by me its the start screen) its the previous
version to pokemon stadium. was only made on japan never translated. there was
only 22 pokemons to choose from and the COM was almoust unbeatable. btw on
japanese versions are 3 pocket monsters stadiums. on english just pokemon
stadium and pokemon stadium 2.
Original issue reported on code.google.com by [email protected]
on 24 Mar 2011 at 5:01
Attachments:
correct brazilian
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 2:33
Attachments:
What steps will reproduce the problem?
1.watch title OR
2.equip a mask OR
3.watch the cut scene when link gets turned into a deku
It should show the scene, but there is only black.(Sound effects are still
there) I think it still renders, because CPU usage increases.
Using r35 on Vista Home Premium
GPU:ATI Radeon HD 2400 PRO
CPU:Intel(R) Core(TM)2 Duo CPU E7200 @ 2.53GHz
RAM:3GB
Tried multiple settings from high to low on Directx and OpenGL
Original issue reported on code.google.com by [email protected]
on 11 Dec 2009 at 12:43
+
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 2:34
Attachments:
Implement DDS support for OpenGL and DirectX
Original issue reported on code.google.com by [email protected]
on 14 Jun 2010 at 4:29
for chiness
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 2:30
Attachments:
What steps will reproduce the problem?
1.(this is an enhacement suggestion)
2.find the data for the snap station hardware
3.try to emulate the printer to get .jpg files.
What is the expected output? What do you see instead?
i think the info of the hardware of the snap station its around there.
it could be emulated to get the snap station area to work (right now it does
not work) and make a fake emulated printer to get .jpg files.
What version of the product are you using? On what operating system?
1964 ultrafast V3 on windows 7 ultimate x64
Please provide any additional information below.
well if it cannot be possible to emulate the printer at least do the necesary
emulation so we can see how it was and since the game when its finished it
gives you several cool backrounds (to choose to print) at least be able to
watch them since are unavaidable only avaidable on the pokemon snap station.
Original issue reported on code.google.com by [email protected]
on 22 Mar 2011 at 2:13
+
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 2:45
Attachments:
+
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 2:49
Attachments:
Bring up the OpenGL rendering code up to the code used in Mupen64 Rice Video
Linux
Original issue reported on code.google.com by [email protected]
on 1 Jul 2010 at 12:21
What steps will reproduce the problem?
1.playing in a mission
2.
3.
The game should not clip but instead it looks like james is under acid
Using R35 on Windows 7 ultimate
GPU : Nvidia GeForce GT 220m
CPU:Intel(R) Core(TM)2 Duo CPU T6600 2.20 GHz
Tried multiple settings from high to low on Directx and OpenGL
Original issue reported on code.google.com by [email protected]
on 1 Mar 2010 at 8:00
Atempt a rewrite of 1964 Video so it uses DX9 instead of DX8
Original issue reported on code.google.com by [email protected]
on 29 Nov 2009 at 3:59
What steps will reproduce the problem?
Just load the Zelda Ocarina of Time Debug Rom(ZELOOTMA.z64), the clean version,
not the one with patches.(haven't tested that one yet)
What is the expected output? What do you see instead?
I hear sound, but there is absolutely no video output shown, just a black
screen.
What version of the product are you using? On what operating system?
R90 with the 1964 emulator. I'm using Windows 7 x64 bit
Original issue reported on code.google.com by [email protected]
on 6 May 2011 at 2:57
+
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 2:41
Attachments:
Implement a better ini file reading system for 1964 Video and remove
registry requirements
Original issue reported on code.google.com by [email protected]
on 16 Aug 2009 at 6:00
What steps will reproduce the problem?
1. While game running, place mouse over one of the GUI buttons, and wait
untill the mini-description comes up.
2. Any game will start going to 10fps.
3.
What version of the product are you using? On what operating system?
Latest Revision
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 10 Apr 2010 at 5:07
Allow hires texture packs to use mip mapping
Original issue reported on code.google.com by [email protected]
on 10 Apr 2010 at 9:14
Hi All. In your emulator memory WorkRAM always starts at base address 20000000.
Will it be in the future remained unchanged? For external cheat programs like
ArtMoney would be very nice if was still this base address, and do not need
would be a pointer to it - it's faster access to memory. That is to address the
bass did not change in future versions, and by changing the operating system.
Thanks in advance.
Original issue reported on code.google.com by [email protected]
on 4 Apr 2011 at 9:31
+
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 2:48
Attachments:
just a little feature request put here:
add frame buffer emulation for "1964video" plugin
Original issue reported on code.google.com by [email protected]
on 8 Mar 2011 at 9:59
What steps will reproduce the problem?
1. Select the Kirby map in SSB64.
2. If you notice, the tree texture slats left or right, as one moves the
camera left or right.
What version of the product are you using? On what operating system?
Latest Revision
Please provide any additional information below.
In Project64 1.6 video plugin, the tree is still. This doesn't affect just
the tree in kirby map, but other textures in other games also. For example
in SSB64 again, in mushroom kingdom (Hidden Map must be unlocked through
cheats) the green vessel, that you can enter is also experiencing similar
problems.
Original issue reported on code.google.com by [email protected]
on 10 Apr 2010 at 5:14
What steps will reproduce the problem?
1. Start game /w a large texture pack (i.e. Zelda Ocarina)
What is the expected output? What do you see instead?
-Expected: Game starts, hi-res textures used.
-Instead: Game either...
-Crashes with a DirectX9 and then a ?? null error.
-Starts but no video is output
What version of the product are you using? On what operating system?
1964 1.1 and 1964Video r75
Please provide any additional information below.
Windows 7, ATI 8570
Original issue reported on code.google.com by [email protected]
on 13 Nov 2010 at 6:00
do i need to say more
Original issue reported on code.google.com by [email protected]
on 29 Jan 2011 at 10:18
Hey, PJ64's default Video plugin has an option that allows for true
widescreen emulation of games (i.e. not just stretching). Is there any
chance of getting this for 1964Video?
Original issue reported on code.google.com by [email protected]
on 8 May 2010 at 3:54
We are works on DS emulator for psp please help me
http://code.google.com/p/dsonpsp/
Original issue reported on code.google.com by [email protected]
on 9 May 2010 at 2:44
Mario Party 3 has a decent amount of texture bugs, but none of them
actually get in the way of gameplay...
..except one. On the minigame Etch 'n' Catch, the mushroom is 1/4 the size
it's supposed to be. In the attached screenshot, the mushroom on the right
is the correct size, while the size on the left is what is actually
displayed. (Note that every 2 or 3 seconds, the mushroom flashes to the
correct size for a millisecond.)
Original issue reported on code.google.com by [email protected]
on 4 Jun 2010 at 5:38
Attachments:
Current situation:
Since r30 textures won't be rechecked or reloaded when a savestate is
loaded. This behavior is desired as it avoids delays that can become
several minutes for large packs with caching enabled.
Problem:
Retexture artists need the reloading for testing newly designed hires
textures. Atm they have to stop emulation and restart it, which will result
in reloading everything, which in turn causes the nasty delay for large packs.
Solution:
Add support for a specific subfolder of a pack. Content of this folder will
be rechecked and reloaded, whenever a savestate is activated.
The folder should be named WIP and should a direct subfolder of the texture
pack folder.
Original issue reported on code.google.com by [email protected]
on 11 Oct 2009 at 12:51
What steps will reproduce the problem?
1. Use 1964 2.7 audio plugin.
2. Can't select top menu bar due to some reason.
3. The top menu bar works with any other audio plugin.
What version of the product are you using? On what operating system?
Latest Revision.
Original issue reported on code.google.com by [email protected]
on 10 Apr 2010 at 5:10
Bring up the OpenGL rendering code up to the code used in Mupen64 Rice Video
Linux
Original issue reported on code.google.com by [email protected]
on 1 Jul 2010 at 12:21
I would love to test out the latest revisions and give feedback, but there
is no place to do that. This should be fixed.
Original issue reported on code.google.com by [email protected]
on 9 Apr 2010 at 10:36
+
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 2:38
Attachments:
One idea is to build a brand new GUI.
One of Schibo's requests is to do such a thing. Maybe doing something with C#
and building the core as a library, but it will involve a massive amount of
work, but the results will be worth it. Same with a Qt based GUI.
Original issue reported on code.google.com by [email protected]
on 18 Apr 2010 at 4:05
+
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 2:36
Attachments:
+
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 2:39
Attachments:
Add a notification box with a link to the latest installer (video and input
plugin) instead of telling a certain file is missing.
On a different note:
Windows Error Message Guidelines
http://msdn.microsoft.com/en-us/library/aa511267.aspx
Original issue reported on code.google.com by [email protected]
on 24 Jul 2010 at 7:40
the item L.9 doesnt exist , should to correct the toolbar in french
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 2:27
Attachments:
What steps will reproduce the problem?
1.Use the Super Smash Brother hi-res texture pack by Pietschie and Bad Randolph
What is the expected output? What do you see instead?
The game crashes after the nintendo logo screen, it should not crash.
Please use labels and text to provide additional information.
Look into Rice Video Linux changes
Original issue reported on code.google.com by [email protected]
on 18 Oct 2009 at 10:20
Clean up Rice Video source code
Original issue reported on code.google.com by [email protected]
on 25 Dec 2010 at 6:42
Why is 1964 attempting to modify csrss.exe?
Original issue reported on code.google.com by [email protected]
on 15 Jul 2010 at 11:43
What steps will reproduce the problem?
Merely attempt to do a puzzle challenge
What is the expected output? What do you see instead?
I expect to see the picture in the puzzle. Instead I get a garbled mess on the
pieces
What version of the product are you using? On what operating system?
1964video version r46. Windows 7 Ultimate 32-bit
Please provide any additional information below.
If this is already answered, please provide me with a link to the answer.
Original issue reported on code.google.com by [email protected]
on 26 Jun 2010 at 11:49
What steps will reproduce the problem?
1. Play any game with "Synchronize audio to speed" on.
2.
3.
What is the expected result? What you see instead?
The game speed run 100%. The game is at 75% to 90% speed, tested with Dr. Mario
64.
Which version of the product you are using? On what operating system?
1964 R75 in Windows 7.
Please provide any additional information below.
By disabling the option, all games run at 100% speed. Could put off by default,
such as Project64, because it is not saving settings sound plugin.
Original issue reported on code.google.com by [email protected]
on 19 Nov 2010 at 5:10
What steps will reproduce the problem?
1.Loading up 1964 with any hi res packs
2.Starting up the ROM of choice
3.
What is the expected output? What do you see instead?
What appears is the following
Can Not initialize dx9 check your direct settings
Generic Application Failure
g_p render is null
What version of the product are you using? On what operating system?
r67 bundle - windows 7 ultimate 32 bit
Please provide any additional information below.
2.13 gHz/ 2.0 G RAM
Original issue reported on code.google.com by [email protected]
on 16 Jun 2010 at 3:27
What steps will reproduce the problem?
1.Start the game
2.Obtain the Bomber journal
3.Try to open it in the menu
The Bomber Journal is not showing at all.
I'm using the r35 on win7 x64. But I know it is a issue already happening on
the old Mudlord plugin on XP SP3 too.
It might've happened with every Rice plugin to date. So it's an old one.
Original issue reported on code.google.com by [email protected]
on 16 Jul 2010 at 3:03
We are works on DS emulator for psp please help me
http://code.google.com/p/dsonpsp/
Original issue reported on code.google.com by [email protected]
on 9 May 2010 at 2:42
Replace BMG with a better alternative like SOIL
Original issue reported on code.google.com by [email protected]
on 11 Apr 2010 at 7:45
Problem signature:
Problem Event Name: APPCRASH
Application Name: 1964.exe
Application Version: 0.9.9.0
Application Timestamp: 4ba5ad66
Fault Module Name: ntdll.dll
Fault Module Version: 6.0.6002.18005
Fault Module Timestamp: 49e03821
Exception Code: c0000005
Exception Offset: 00066739
OS Version: 6.0.6002.2.2.0.272.7
Locale ID: 1033
Additional Information 1: fd00
Additional Information 2: ea6f5fe8924aaa756324d57f87834160
Additional Information 3: fd00
Additional Information 4: ea6f5fe8924aaa756324d57f87834160
1964 crashes alot. The GUI seems to have many problems, and now i can't
even texture dump.
Original issue reported on code.google.com by [email protected]
on 10 Apr 2010 at 5:38
Certain games rely heavily on overscan being there, especially Paper Mario.
Proposed solution:
- Add a checkbox to video settings 'Overscan simulation' (enabled by default).
- For each game, add the percentage-based offsets used to the configuration.
- Render the graphics larger by x percent, and then crop it to the window.
Original issue reported on code.google.com by [email protected]
on 6 Jun 2011 at 6:45
+
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 2:43
Attachments:
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