Some news from the dynarec front:
https://github.com/libretro/parallel-n64/issues/538#issuecomment-443435046
https://github.com/libretro/parallel-n64/issues/538#issuecomment-443435046
Yayy so are we getting a port untill the "Fully working" one arrives?? Fine with me!Some news from the dynarec front:
https://github.com/libretro/parallel-n64/issues/538#issuecomment-443435046
That's what I thought....@KHEOPS - I also have the no sprite issue on Mortal Combat II x32 (J/U) - regardless of if it is launched via album, or a hbmenu.nsp.
Emulator is picodrive.
md5 of the rom I've tried is a95c0e7c1d35fd42cd2e3eb7b06cb6d0
OC was set to 1.5
Tried a few different emu core settings, but to no avail.
The first thing that comes to mind that could cause a difference is, that I'm on the prerelease version of the new overclockable build - maybe something changed in the official release builds?
Also @zomgugoff - could you maybe provide the md5 hash of the MKII rom, you've reportedly working?
VF and Starwars Arcade (x32) work like a charm, btw.
Neh. Sometimes I just throw proverbial stones at a lake and see how many times they skip... Like everyone else.
Thanks for taking this on. What kind of performance gains are you expected to get from this "lazy" method?Some news from the dynarec front:
https://github.com/libretro/parallel-n64/issues/538#issuecomment-443435046
Weird, I've had that issue too, and setting the texture filtering to 3-point seems to fix it I guess.Hmm, I’ve noticed that in Mario 64 in-game the coin counter and star counter both don’t show up
To answer my own questionThanks for taking this on. What kind of performance gains are you expected to get from this "lazy" method?
This looks like a good plan! We can set a first goal for Christmas for the lazy implementation, I can definitely assist you to reach this goal. The next goal will be the optimized implementation. Just to be 100% transparent it's hard to estimate what will be the performance gain from the optimized version until it's finished. I just want to warn everybody that the optimized version might not give a huge performance boost. But it's definitely worth the try!
Its hard to predict.To answer my own question
Quote from Gillou68310
Yea but I know some will get that wrong.Thanks, Of course any performance increase is welcome and by lazy I didn't mean it to sound easy or trivial, I'm just going by the term coined in that Github thread
Weird, I've had that issue too, and setting the texture filtering to 3-point seems to fix it I guess.
Good luck guys !!Some news from the dynarec front:
https://github.com/libretro/parallel-n64/issues/538#issuecomment-443435046
@KHEOPS - I also have the no sprite issue on Mortal Combat II x32 (J/U) - regardless of if it is launched via album, or a hbmenu.nsp.
Emulator is picodrive.
md5 of the rom I've tried is a95c0e7c1d35fd42cd2e3eb7b06cb6d0
OC was set to 1.5
Tried a few different emu core settings, but to no avail.
The first thing that comes to mind that could cause a difference is, that I'm on the prerelease version of the new overclockable build - maybe something changed in the official release builds?
Also @zomgugoff - could you maybe provide the md5 hash of the MKII rom, you've reportedly working?
VF and Starwars Arcade (x32) work like a charm, btw.
What i ended up doing for the assets issue is use nxshell to extract the file and it did make a difference error is gone i am so happy so happy. This has supercharged my switch. So far waver racer both zeldas and super mario all playable for me. The battery drain doesnt seem bad at all either.