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Project64 2.3


JoyStickKilla

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Posted

Seems there is a nag screen now to donate money. There is a counter built in and after so many plays it will nag you on each launch to donate money. Looks like you can compile the source code yourself or edit the exe to get rid of the nag.

Posted

I see no such thing

Its after a certain amount of times the emulator has been run.  Its all over other forums and there are already other people compiling exe's to get rid of it.  This is why the install no longer has adware / malware during the install process. They chose to go this route instead.

Posted

Nag screen??!

RetroArch is at the cutting edge of n64 emulation now.

I would disagree with you there.  They all suck lol but even retroarch admits they have issues with games that pj64 doesn't.  The best compatibility for games out there is still pj64 but retroarch has far better video enhancements that make the games look better especially when it come to in game text / huds/ overlays.  The big thing for me though is one setting up the controller... though I did get it working just fine in retroarch... seriously? WHAT THE HELL!?!? I have to go look up directions on which buttons on a "retroarch pad" match with buttons on N64 and every other console? NO THANK YOU.  Build a separate controller configuration for each core so its logical.  Anyway where I see some cool stuff coming is from the vulcan plugin for n64 but its not even close to playable yet so we shall see. Funny thing though is PJ64 is now also working on a vulcan plugin so hopefully a little competition will get things moving in the right direction.

 

Finally though why PJ64 is better than retroarch is because I can actually use hyperpause.  Good luck using hyperpause with retroarch.  Their opengl plugin locks the screen when in fullscreen.  The only way around this is to force retroarch out of fullscreen prior to going into hyperpause.  I have found this to work in a couple of games but in most games it causes retroarch to crash or hyperpause still can't get screen priority.  If you want a system that actually works with all the sweet features hyperspin / rocketlauncher has to offer you need to use pj64.

Posted

I would disagree with you there. They all suck lol but even retroarch admits they have issues with games that pj64 doesn't. The best compatibility for games out there is still pj64 but retroarch has far better video enhancements that make the games look better especially when it come to in game text / huds/ overlays. The big thing for me though is one setting up the controller... though I did get it working just fine in retroarch... seriously? WHAT THE HELL!?!? I have to go look up directions on which buttons on a "retroarch pad" match with buttons on N64 and every other console? NO THANK YOU. Build a separate controller configuration for each core so its logical. Anyway where I see some cool stuff coming is from the vulcan plugin for n64 but its not even close to playable yet so we shall see. Funny thing though is PJ64 is now also working on a vulcan plugin so hopefully a little competition will get things moving in the right direction.

Finally though why PJ64 is better than retroarch is because I can actually use hyperpause. Good luck using hyperpause with retroarch. Their opengl plugin locks the screen when in fullscreen. The only way around this is to force retroarch out of fullscreen prior to going into hyperpause. I have found this to work in a couple of games but in most games it causes retroarch to crash or hyperpause still can't get screen priority. If you want a system that actually works with all the sweet features hyperspin / rocketlauncher has to offer you need to use pj64.

Pause doesn't work with full screen emulators in general. I've got pause working with RA fine.

The latest builds of project64 have the malicious crap removed now. Make sure you're using the latest builds - check emucr.

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Posted

Pause doesn't work with full screen emulators in general. I've got pause working with RA fine.

The latest builds of project64 have the malicious crap removed now. Make sure you're using the latest builds - check emucr.

Sent from my iPhone using Tapatalk

It can work with RA if you don't use OpenGL.  If you use D3d it works perfectly.  There is no D3d option for N64 though. However Opengl with PJ64 in full screen has no issue with hyperpause.  Or any of my other emulators that use OpenGL like dolphin or Mame.  Its one of the major reasons I stopped using retroarch.  I only use it for NES because it can use Vsync without any controller lag.  Using a simple haltemu command  in the retorarch module with the window / fullscreen command prior to going into hyperpause works for NES games while using OpenGL.  In other emulator cores it will work once and then not work again until relaunching the game. In the case of N64 it usually crashes or gets stuck in window mode.  Except for in golden eye 007 for some odd reason.  I can go in and out of pause on that game with no issue using the change to the RL module.

Posted

Its after a certain amount of times the emulator has been run.  Its all over other forums and there are already other people compiling exe's to get rid of it.  This is why the install no longer has adware / malware during the install process. They chose to go this route instead.

Ran it many times and have seen no such nag screen or anything like that. Perhaps you are talking about the malware Laden installs you get when you download emulators from emucr.

Posted

Ran it many times and have seen no such nag screen or anything like that. Perhaps you are talking about the malware Laden installs you get when you download emulators from emucr.

Actually that's incorrect. The installer from the project64 website is what contains the nag/malware installs.

EmuCR doesn't supply installers - in supplies builds of the emulators. This is better, for many reasons.

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Posted

anyone know exactly what has been added with this update? also I've been checking out austin's youtube and he mentioned some development going on in the N64 world...  

Posted

anyone know exactly what has been added with this update? also I've been checking out austin's youtube and he mentioned some development going on in the N64 world...

Check the GitHub repo for the latest commits.

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