Opening cheats will now restore mouse cursorįixed show\hide cursor bug when returning from dialog window Will ask user which video plugin to use on first launchįixed borderless fullscreen bug on ROM closeĪlways disable autoload cheats on start upįixed Memory Pak corruption for players 2\3\4ĭefault rdram\counter factor set to - 1 & 8mb Rewrote PD speed-hack (thanks to Ryan Dwyer)Īdded option to auto hide cursor on launch Removed GE-MP (unfinished and source of false positive antivirus detection) Inserted GoldenEye: X 5d CRC to 1964.ini\Project64.rdb Inserted GoldenEye: X 5e CRC to 1964.ini\Project64.rdb Updated readme guide and FAQ (thanks to Graslu00 and Oxygen) Replaced ASPack'd zlib.dll with unmodified zlib.dll Unpacked UPX compressed dlls msvcp60d.dll and msvcrtd.dll (caused antivirus false positives) Removed standalone Perfect Dark speed-hack (now included in 1964) New Glide64 texture pack for GoldenEye (HUD only) Inserted Goldfinger 64 CRC to 1964.ini\Project64.rdb\Glide64.ini Updated Glide64.ini to use new buffer swapping for Perfect Dark\GoldenEye: X Updated readme FAQ (thanks to DuskyLW and Pheonarx)Īdded counter factor settings to 1964.ini for GE\PD Replaced No Audio 1964.dll with No Audio.dll (more stable) Updated 1964.ini to use correct defaults for all ROMs Updated GLideN64 to WIP build (split-screen supported) New GLideN64 texture pack for GoldenEye (HUD only) It is one of the top Nintendo emulators arround that you can get with a high game compatibility rate. I didn't come up with these solutions by myself, I think I saw some suggestions on these very forums and from google and tried them out, not quite sure anymore, but I wanted to spread the word.1964 - Carnivorous Edition (4) is compiled. Changing to Jabo's Direct3D8 1.6 solved the problem. The problem was the Jabo's Direct3D8 1.7.0.57-ver5 graphics plugin. The game was running in the upper half of my computer screen and the lower half was just black. Can't wait to play multiplayer with my friends now! I love 2.1 now!!!Ģ. It indeed is fixable in Project64 2.1! Changing the Counter Factor from 2 (default) to 1 fixed the slowdown issue completely! No slowing down at any point so far! Made the game so much easier and enjoyable, I actually passed many missions on Perfect agent difficulty that I yesterday found nearly unbeatable (at least with auto aim off). This post may be a little off the original topic, but I just wanna tell that I found solutions to a couple of problems I complained of yesterday, and I find it my duty to share any useful hints to other Perfect Dark fans using Project64.ġ. and also some problems with sky textures that aren't there on 1.6. As PD was working too fast I was hopeful it could have been fixed, but now that the speed is normal also the slowdowns are there.Īfter a quick testing it seems like Perfect Dark ran better on 1.6 than it does on 2.1, there are a lot more graphics glitches, such as the game is now running in the upper half of my computer screen and the lower half being just black. In the back of my mind I have been hoping that it would be possible to emulate N64 without its slowdowns and I was hoping that with luck Project 2.1 would have this possibility, so I upgraded from Project 1.6 to 2.1 today, just an hour ago. I am no emulator expert, but as far as I know the frame rate drops are the result of imitating a low performance console such as N64: it slowed down because it couldn't handle everything going on, and imitating such slow console makes the game also slow down in modern fast PCs. I had this same problem with the original console in the days I was very accustomed to the controls (but I still did complete the game on Perfect Agent difficulty, except for the WAR!!! mission). Perfect Dark is difficult already, but the frame rate drops make some levels really, really hard as it is difficult to hit anyone with changing game speed (try Air Base - Espionage mission to see what I mean). Perfect Dark indeed had terrible frame rate drops, much worse than GoldenEye did. Is this a value that you simply find by trial and error or can you make an educated guess what value to try?Īnd MRK64, the answer is yes. Thank you retroben and Frank74 for the info, setting the VI refresh rate to 1475 fixed the game speed, although I have no idea why. I remember Goldeneye very often slowed down noticeably but not really PD. With VI refresh at 1475 and unchecked Fixed Audio Timing it seems to work normally now.īy the way, is it normal for this game to have such horrible framerate drops? I don't remember it being so bad on the N64, but I haven't played it in ages.
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