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    Main » Emulation » N64 emulators vs. "PJ64 v1.x" emulators
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    Posted on 19-09-12, 14:12 (revision 1)
    Post: #273 of 426
    Since: 10-30-18

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    Bizhawk is missing all the extremely helpful tooltips for the GlideN64 plugin though (you can see them if you use the plugin in PJ64). It's also missing some options that the plugin exposes when used with Pj64.

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    Posted on 19-09-12, 16:44
    Dinosaur

    Post: #538 of 1315
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    Posted by Nicholas Steel
    Bizhawk is missing all the extremely helpful tooltips for the GlideN64 plugin though (you can see them if you use the plugin in PJ64). It's also missing some options that the plugin exposes when used with Pj64.

    Then you will not want to use Mupen64+.

    There is no GUI (beyond the game window). There are third-party launchers that DO allow to modifiy some settings, but nothing to modify plugin-specific settings.

    Instead, you get to edit configuration files. LIKE AN ANIMAL. But then, the config files are thankfully commented, explaining the purpose of every single option (as long as the plugin developer didn't neglected to add them, of course! - those comments are generated on the fly by the core and/or the plugins on first run, it's a part of the M64P API)

    Licensed Pirate® since 2006, 100% Buttcoin™-free, enemy of All Things JavaScript™
    Posted on 19-09-12, 18:09 (revision 3)
    Post: #274 of 426
    Since: 10-30-18

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    I know all that, Bizhawk uses the Mupen64+ emulation core so I don't need to worry about Mupen64+'s lack of a GUI or the various poor GUI Frontends for it (most of them are abandoned iirc).

    AMD Ryzen 3700X | MSI Gamer Geforce 1070Ti 8GB | 16GB 3600MHz DDR4 RAM | ASUS Crosshair VIII Hero (WiFi) Motherboard | Windows 10 x64
    Posted on 19-09-12, 21:49
    Stirrer of Shit
    Post: #622 of 717
    Since: 01-26-19

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    And then there is the 'interesting' aspect of having to find out how their keys are numbered, and how to enable the more obscure features like mouse input.
    From a pure UX perspective, Project64 1.6 over Wine/PlayOnLinux is the best. Install and go, no harder than Windows. Runs like natively, fast, nice UI. Emulates all released games (correct me if I'm wrong) given the right plugin set, and even emulates some games more modern emulators won't take too.
    Provided you have no philosophical qualms about emulating an emulator, what's not to like?

    There was a certain photograph about which you had a hallucination. You believed that you had actually held it in your hands. It was a photograph something like this.
    Posted on 19-09-13, 10:19

    Post: #199 of 210
    Since: 10-29-18

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    What about Mupen64Plus-Qt?
    Posted on 19-09-13, 13:16
    Dinosaur

    Post: #540 of 1315
    Since: 10-30-18

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    I actually use that one.

    It works very nicely, and while it does not have a point-and-click UI (AKA dialogs with property pages) for modifying plugin settings (aside of selecting which plugins you want to use), it DOES integrate a texteditor to edit the .conf file (can't remember ATM if it does syntax highlighting). A fair compromise, considering the limitations of the M64P plugin API.

    Licensed Pirate® since 2006, 100% Buttcoin™-free, enemy of All Things JavaScript™
    Posted on 19-09-22, 20:14 (revision 1)
    Banned
    Post: #18 of 28
    Since: 12-10-18

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    Given how the SM64 hacking community’s veterans are extremely down-looking on “newcomers” and anyone not doing things the “traditional way” due to the amount of kids that are too ambitious yet have no time, as well as their overall prejudicial behaviour for the most part (as well as over dramatic from what I know) it’s incredibly unsurprising that not only SMWC lets them roam free but they adhere to things that aren’t even close to a real N64.

    HLE and stuff was cool back in the day sure but seriously, it shouldn’t be used nowadays unless we have little to no clue what is being done at the low level operations. (And I’m saying this from someone who knows literally nothing about this stuff)
    Posted on 19-09-23, 00:24
    Stirrer of Shit
    Post: #642 of 717
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    I disagree, I think HLE is a nice optimization. For N64, which can not always be emulated at 60 FPS without issues (think mobile etc), why wouldn't you want to use it? It's like compiling with -O3 - sure, debugging will be hell, but it runs much faster. If you already have an accurate LLE emulator, why not? And if you don't, HLE is both faster to make and nicer to play. LLE is pretty much only useful for research, or for when it's so fast that it doesn't matter if you do HLE or LLE anyway.

    There was a certain photograph about which you had a hallucination. You believed that you had actually held it in your hands. It was a photograph something like this.
    Posted on 19-09-23, 14:09
    Banned
    Post: #24 of 28
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    I had no idea what I was talking about. Pretty much standard Jamie behaviour.

    Ignore what I said... (and this thread can continue as if this hadn’t happened I guess)
    Posted on 19-09-23, 19:33
    Dinosaur

    Post: #551 of 1315
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    Posted by sureanem
    I disagree, I think HLE is a nice optimization. For N64, which can not always be emulated at 60 FPS without issues (think mobile etc), why wouldn't you want to use it? It's like compiling with -O3 - sure, debugging will be hell, but it runs much faster. If you already have an accurate LLE emulator, why not? And if you don't, HLE is both faster to make and nicer to play. LLE is pretty much only useful for research, or for when it's so fast that it doesn't matter if you do HLE or LLE anyway.

    And then you have all those consoles for which HLE doesn't make sense at all, like anything that doesn't have 3D hardware, 32/64-bit processors, or black-box DSPs.

    What would be the point of a HLE NES emulator anyway?

    If your target hardware is complex, yes, HLE is a good choice. And in the case of the N64, it was the only choice for a long time, given how complex and undocumented is the underlying architecture (I'm looking at you, SGI!). But eventually, the time for a proper LLE solution has to come, even if it can't run games on anything but a overclocked Threadripper/i9. There is room for both, as long as the target is the same: emulating a console, not inventing a new platform that it's going to be misused by ROM hackers!

    Licensed Pirate® since 2006, 100% Buttcoin™-free, enemy of All Things JavaScript™
    Posted on 19-09-23, 21:24

    Post: #205 of 210
    Since: 10-29-18

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    Yep, everything is always going to get faster and coding is always going to become better. We never thought the LLE functions of bsnes would become faster, but he just keeps on surprising us!
    Posted on 19-09-24, 06:04 (revision 1)
    Post: #280 of 426
    Since: 10-30-18

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    Posted by jjndig
    HLE and stuff was cool back in the day sure but seriously, it shouldn’t be used nowadays unless we have little to no clue what is being done at the low level operations. (And I’m saying this from someone who knows literally nothing about this stuff)

    You have that backwards. HLE should be used for things we have a clear understanding of and LLE should be researched/used for things we don't fully understand or don't yet know how to optimize.

    The only reason HLE gets a bad wrap is because developers like to use optimizations that break emulation accuracy.

    AMD Ryzen 3700X | MSI Gamer Geforce 1070Ti 8GB | 16GB 3600MHz DDR4 RAM | ASUS Crosshair VIII Hero (WiFi) Motherboard | Windows 10 x64
    Posted on 19-09-24, 07:18
    Custom title here

    Post: #703 of 1164
    Since: 10-30-18

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    Posted by tomman
    But eventually, the time for a proper LLE solution has to come, even if it can't run games on anything but a overclocked Threadripper/i9. There is room for both, as long as the target is the same: emulating a console, not inventing a new platform that it's going to be misused by ROM hackers!

    When tomman says we need an emulator that requires an overclocked Threadripper/i9 to run playably, listen to him.

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