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>At this rate, every N64 game will have an HLE implementation Who is going to HLE World Driver Championship? That guy rage quit LOL.
I'm genuinely doubtful that every single inaccuracy in the HLE implementation will be fixed. That's why I appreciate LLE. I can just enable that and enjoy high-accuracy gameplay. HLE is overkill for modern hardware, save for maybe a few odd games like Conker's Bad Fur Day.
>and the only thing that will need fixing will be the LLE triangle rendering for the whopping two Rareware titles that send triangles without a display list. How do you expect them to get HLE to work fine for games like Factor 5, when the LLE implementation's inaccurate?
Lincoln Ortiz
>Who is going to HLE World Driver Championship? That guy rage quit LOL. He didn't rage quit. There are some ongoing disagreements over the best way to implement yielding in HLE. Also, there is a second programmer who has been working on ucode stuff, albeit less proficiently. >I'm genuinely doubtful that every single inaccuracy in the HLE implementation will be fixed. Why? >That's why I appreciate LLE. I can just enable that and enjoy high-accuracy gameplay. Without enhancements, and with immense and arguably unnecessary performance overheads. >HLE is overkill for modern hardware, save for maybe a few odd games like Conker's Bad Fur Day. No it's not. It serves two purposes. One, it's insanely fast. Two, it grants an understanding of how these games function. >How do you expect them to get HLE to work fine for games like Factor 5, when the LLE implementation's inaccurate? Because the LLE side of things is completely irrelevant for such games. Someone merely needs to reverse engineer the ucodes and write an HLE implementation. This is not a trivial task, but consider that we're rapidly running out of games that DON'T have an accurate HLE implementation.
Liam Anderson
>Someone merely needs to reverse engineer the ucodes and write an HLE implementation. How will they implement proper triangles? That makes 0 sense to be able to do accurate HLE and fail at LLE. THat's like making a recompiler that is more accurate than your interpreter..
>One, it's insanely fast. I'm sure most people do not care about being able to run at 500 VI/s.
>Why? Because it is a lot of work. It also requires a deep understanding of the RSP, which few people seem to have.
>There are some ongoing disagreements over the best way to implement yielding in HLE. The guy is worried that HLE won't work at all, simply because he is over-complicating it. That's incredibly silly to nitpick and worry over a minor performance gain/loss.
>Also, there is a second programmer who has been working on ucode stuff, albeit less proficiently. Who is that?
Christopher Parker
>How will they implement proper triangles? By caring enough to rewrite the LLE triangle code. It's not like it's some huge technical challenge -- it's just that nobody cares enough to do it. LLE in GLideN64 is an afterthought, and if current progress continues it will completely redundant before long. >That makes 0 sense to be able to do accurate HLE and fail at LLE. >THat's like making a recompiler that is more accurate than your interpreter. That analogy doesn't work. The way HLE video and LLE video work are completely different. They're extremely different. If GoldenEye and Killer Instinct didn't exist, there would be no need for low level triangle rendering because normal N64 games use display lists for everything. >Because it is a lot of work. It also requires a deep understanding of the RSP, which few people seem to have. Improvements are coming at a steady rate. That really isn't an issue currently. >The guy is worried that HLE won't work at all, simply because he is over-complicating it. World Driver Championship is an extremely touchy game. He wants some guarantee that the yielding issue will be solved for HLE. This is an RSP issue, and it also affects Gauntlet Legends. It's hard to properly debug a ucode if the game is hard locking on boot. It's a chicken and egg situation, to some extent. >That's incredibly silly to nitpick and worry over a minor performance gain/loss. The game refuses to boot in HLE largely because the plugin spec doesn't handle yielding. It's hardly a nitpick. >Who is that? Gillou68310.
Henry Watson
>He wants some guarantee that the yielding issue will be solved for HLE. I think it's silly to worry and think HLE won't work simply because the game freezes when you skip DLists. Why would you skip important code in the first place??
>The game refuses to boot in HLE largely because the plugin spec doesn't handle yielding. It's hardly a nitpick. it is nitpicking because a surefire method has already been proposed and he seems to not be convinced.
>That analogy doesn't work. The way HLE video and LLE video work are completely different. HLE requires LLE knowledge, when you reverse engineer it.
>Improvements are coming at a steady rate. That really isn't an issue currently. For anyone who cares deeply about accuracy, it will still be an issue. With certain games, you can see a visible difference between LLE and HLE.
>It's not like it's some huge technical challenge -- it's just that nobody cares enough to do it Why do you think it's not a huge technical challenge? How would someone figure out how to fix it?
Henry Gomez
>I think it's silly to worry and think HLE won't work simply because the game freezes when you skip DLists. Why would you skip important code in the first place?? HLE won't work if the CPU goes into an infinite loop like it does with WDC. >it is nitpicking because a surefire method has already been proposed and he seems to not be convinced. Nobody has successfully handled RSP yielding in HLE yet. Until they do, this is completely academic. It's not "surefire" if all attempts to do it to date have failed. >HLE requires LLE knowledge, when you reverse engineer it. Yes and no. Knowledge, yes. Execution, no. >Why do you think it's not a huge technical challenge? How would someone figure out how to fix it? The important thing to remember about the N64 is that it doesn't use vertices. It doesn't draw polygons in the way other hardware draws polygons. Instead, it uses edges and slopes. The end result is effectively the same, but converting edges and slopes to polygons is the sticking point.
In an HLE microcode implementation, the polygons are drawn traditionally. There's no fuss. With an LLE implementation, you require some code to convert these edges and slopes into polygon vertices, and this is where GLideN64 trips up, because it has a half-baked, flawed implementation that was originally created for the purpose of rendering the sky in GoldenEye, since GE sends commands for rendering the sky directly to the RDP instead of including them in the display list.
Leo Johnson
tldr
Nolan Hall
>Nobody has successfully handled RSP yielding in HLE yet. Until they do, this is completely academic. It's not "surefire" if all attempts to do it to date have failed. One guy specifically said he HLE'd the functions that required yielding. HLE can do anything LLE can do, so I do not understand why anyone would be concerned about getting HLE to work. It's ridiculous for him to rage quit like that, when clearly knowledgeable people are sharing information and offering help.
> flawed implementation that was originally created for the purpose of rendering the sky in GoldenEye Didn't he just port the triangle code from z64gl?
Caleb Anderson
Which emulators work perfectly with my laptop?
My specifications are.
Windows 10 Home single language
Processor: AMD E1-2100 APU with Radeon (TM) HD Graphics
RAM: 2.00 GB (1.47 GB usable)
System type: 64-bit operating system, x64 processor
In Windows (C:) I have 386 GB available from 440
And in RECOVERY (D:) I have 2.69 GB available 24.0 GB
Joseph Cruz
ZSNES
Hudson White
>One guy specifically said he HLE'd the functions that required yielding. That's... not as simple as it sounds. LegendOfDragoon is essentially arguing that the ucode should be reverse engineered, and then "someone else" will take care of yielding. Which is a pants-on-head retarded attitude. The yielding issue needs to be fixed FIRST, and THEN the ucode can be reverse engineered. >HLE can do anything LLE can do Not under the current plugin specification, it can't.
His second suggestion is updating the plugin spec, which is simple on paper, but would require some negotiation with Zilmar, who doesn't really care about anything but Android at this point.
See this conversation for details:
github.com/project64/project64/issues/1322 >Didn't he just port the triangle code from z64gl? Yes. And that's the problem. This... issue goes all the way back to 2007-ish, when Glide64 copied z64gl's triangle code. >It's ridiculous for him to rage quit like that, when clearly knowledgeable people are sharing information and offering help. He's being a drama queen. They're being obstinate. It is necessary to be able to run the game in HLE mode before he can reverse engineer the ucodes. Currently, the game does not boot in HLE mode. It only boots in LLE mode thanks to a dirty hack. I think there might be a slight language barrier, too.
Nolan Robinson
And what super nintendo Games do you recommend?
I like soccer games (provided have Canada.)
I hate RPG games
race games.
Easy games
And games that are for all ages and all audiences (Rated K-A Kids to Adults in the ESRB)
Gavin Myers
Is this a joke? I'm not laughing.
James Edwards
It's not any joke.
My laptop is low range
And I'm looking for emulators for low-end laptop's.
That work to perfection in Laptop of low resources like mine
Ian Hughes
why isn't this the first time you posted this?
Christian Ortiz
>I like soccer games (provided have Canada.) what the fuck
Colton Gonzalez
>LegendOfDragoon is essentially arguing that the ucode should be reverse engineered, and then "someone else" will take care of yielding. Which is a pants-on-head retarded attitude. I think the idea was to work as a team. Anyone with half a brain can port small pieces of code from LLE to HLE. I'm sure he would have been willing to do it, if no one else was willing anyway. He already posted the functions where yielding currently needs to happen.
>His second suggestion is updating the plugin spec, which is simple on paper, but would require some negotiation with Zilmar, who doesn't really care about anything but Android at this point. Why does zilmar have to be the one to do it? Nothing stopping anyone from using a different RSP/emulator, in the worst case scenario. Not saying he shouldn't do it / accept a PR, but I don't think he HAS to do anything about it. Others are capable.
>Not under the current plugin specification, it can't. True, but it's apparently easily to fix.
>It is necessary to be able to run the game in HLE mode before he can reverse engineer the ucodes. What's the point of testing a game if the HLE implementation isn't anywhere near complete? The microcode can easily be dumped, so anyone can read the file and implement HLE based off that.
Aaron Ortiz
Is that I do like Canadian soccer.
any problem?
Dominic Murphy
>AMD E1-2100 NES, SNES, GB/GBC/GBA, NDS (NO$GBA, if it doesn't it's a lost cause), PS1 (PSX v1.13 or epsxe), N64 (Pj64 and some hardware rendered plugin) and that's pretty much it.
Wyatt Barnes
>Why does zilmar have to be the one to do it? Because Zilmar dictates the plugin specification. If he refuses to support whatever changes are necessary, it won't happen. >Nothing stopping anyone from using a different RSP/emulator, in the worst case scenario. Said RSP would then no longer be complaint with the Zilmar spec. N64 emulation politics are bullshit, but they are what they are. >What's the point of testing a game if the HLE implementation isn't anywhere near complete? Because... >The microcode can easily be dumped, so anyone can read the file and implement HLE based off that. You need to actually run the game in order to dump the ucode. Especially since sometimes N64 games use more than one ucode. You need to be able to study the game running to get a clear picture of how it works.
Nolan Evans
I was told that my laptop is very poopy for the PS1 emulator or Nintendo 64
And I just downloaded the ZSNES
And recommend me super nintendo games?
I just play video games Rated K-A (KIDS TO ADULTS) on the ESRB
I hate RPG's
I hate the games of the legend of Zelda.
I like soccer games
I like Racing games
And I do not like violent games at all
Owen Edwards
I think he just reversed-memed on you guys
Dylan Sanchez
>You need to actually run the game in order to dump the ucode. You can do that with PJ64's RSP. It has the option to dump microcode, when using LLE.
>Said RSP would then no longer be complaint with the Zilmar spec. Still better than nothing, right? The scene needs competition anyway. There's nothing worse than having a monopoly.
>If he refuses to support whatever changes are necessary, it won't happen. I honestly doubt he would refuse anyway. For one, he loves HLE. He also does not mind having per-game settings. He did a workaround in the RSP to force LLE for Resident Evil's mpeg video or w/e it's called, because HLE graphics plugins don't handle that ucode.
Luis Anderson
Does anyone know what the actual differences are between recent dev builds of Desmume and the 0.9.11 official release?
Bentley Murphy
should I even try playing nes game or just skip it and start with snes
Grayson Wood
you should always try
David Perez
has anybody else successfully used retroarch vulkan on ubuntu 17.04? I get these error messages: pastebin.com/m8q4mSpu
I'm using the daily ppa.
Julian Martinez
forgot to mention I'm using intel graphics on mobile haswell
Luke Jackson
Is it a bad idea to put your emulators on your SSD and your ROMs/ISOs on your storage drive? I do it and occasionally experience hitches in PPSSPP and PS1 emulation in Retroarch.
Joseph Bailey
>I was told that my laptop is very poopy for the PS1 emulator or Nintendo 64 As I said, PSX v1.13 or epsxe for PS1 and Pj64 with some hardware rendered video plugin is the lowest you can go, if those don't work, PS1 and N64 on your PC will be a lost cause.
>And recommend me super nintendo games? I hate RPG's, I hate the games of the legend of Zelda And I do not like violent games at all Nope. Also, the super reddit spacing's quite annoying, cut it out.
Mostly bug fixes for different games, probably. I think changelogs are only posted when there's a jump from one stable version to another one-
Let's begin with the basics, did you checked if your iGPU is compatible with Vulkan?
Gabriel Lee
>Let's begin with the basics, did you checked if your iGPU is compatible with Vulkan? yes I have successfully used this configuration on archlinux and got vulkan on retroarch working fine there.
Nolan Cook
All worthwhile nes games have superios versions on later platforms.
Dylan Hall
better be a feminine penis under there
Lincoln Reed
Someone should upload redump's PC collection to Archive.org.
Nicholas Gomez
What's wrong with you?
Jacob Collins
>no screenshots shitty thread
Ayden Watson
Is it possible to transfer my PPSSPP save to my PSP? Going out of town and felt to continue game I played somewhat emulated.
Eli Parker
0.9.11 is ancient. It doesn't even have the internal res options, does it?
Jacob Scott
This is what /r/emulation wants
Aaron Morales
help
Robert Thompson
bump
Nolan Thomas
>PPSSPP System > Cache full ISO in RAM >PS1 emulation in Retroarch Options > CD Image Cache
Then it wont matter if you have the ISOs on an SSD, HDD, or an ancient USB.
Andrew Diaz
how the fuck am i supposed to use pcem? I boot it up and it gives me something called "sinclair". Where the fuck is windows?
Justin Morales
I AM THIS MAD RIGHT NOW
Eli Hall
thanks man
Carter Flores
Hey guys I'm trying to set up PCSX2 and its all fine but it keeps running on my second monitor instead of my first monitor which is what I'd prefer, but I can't find out how to change this - does anyone here know how? Thanks.
Grayson Morales
Oh by the way, is there a way to access the Beetle Mednafen core options in Retroarch without needing to do it for specific games during gameplay? I tried to use the Quick Menu after loading the core but it says there are no options available. Would be nice to not have to enable CD Image Cache individually for every game and need to restart each time.
Colton Sanders
Those options aren't pergame options.
Samuel Powell
It says it's creating config files for the individual games though, and when I enabled CD Image Cache while playing Crash 2 it wasn't enabled for other games I tried.
Ryder Nelson
Mine always does this too. It's a mystery.
Caleb King
busy playing this beaut, next is live a live
Gavin Wright
In mame I am trying to play Mrs. Pacman (speedhack). When I begin the game, the game itself skips every level and I dont have a chance to play.
Does anyone know what is happening? Strangely enough I couldnt find anything relevant on Google. I was able to play this game fine for the first few days that I had it.
Aiden Evans
Well I hope they can afford a machine which can emulate PS3 and Xbox-Xbox 360 games.
Oliver Fisher
So I setup retroarch. For some reason roms wouldn't show up even though I could start them straight from the directory. >"retroarch needs no-intro roms" Oh okay. Got that. So I got myself some no-intro romsets and scanned the folder. >Still won't add all games to the list. For NES games Ducktales 2 is recognized. Ducktales 1 isn't
What the fuck. How?
Isaiah Evans
Possibly one file has headers. Or not.
Carson Morales
>DraStic becoming playable What did whoever wrote that poll mean by that? DraStic is extremely usable, it just needs a UWP Port at the very least (Exophase mentioned it could happen at some point, but that was around September of 2016, iirc) and multiplayer capabilities which I don't think they'll happen at this point.
Thomas Thomas
Gtfo you retard
Chase Sanders
He meant Decaf.
Brody Collins
Can I do something? Or do I just have to get another rom with headers?
James Lopez
Zeromus did nothing wrong.
Jack Cox
>Zeromus did nothing Yep, it was all yopyop.
Aiden Miller
correct
Cameron Campbell
>use latest dev build of Desmume >games are unplayable, running at wildly varying speeds with audio massively distorted no matter what settings used >use 0.9.11 stable release >everything works perfectly Where does the "always use dev builds" meme come from again?
Isaac Carter
You can edit playlist file and add it. What is crc/sha1 of Ducktales 1?
Aiden Price
Works fine for me. These sort of issues are always a case of PEBCAK.
Jaxson Foster
>These sort of issues are always a case of PEBCAK Of course, using both versions in the exact same way with the same settings (ie. the defaults) is obviously a case of user error.
RHDN for some ungodly reason somtime lists the unheadered roms hash for NES romhacks, even when you need an headered rom to apply the patch
Owen Miller
No matter what I do, which options I change, Final Fantasy VII just runs horribly slow with Pete's OpenGL2 v2.9. It runs at 7-9 FPS in the "Sony Computer Entertainment America Presents" and it just gets stuck right there. Pic's my configuration, the only special game fix I've enabled is "Ignore small framebuffer moves", in case it's worth mentioning.
Daniel Wright
>epsxe
Jeremiah Rogers
What emudevs that don't do anything emulation-related anymore you guys miss the most?
Juan Hill
Rachel.
John Morgan
(You). Also, the exact same plugin works exactly the same on PCSXR.
um is mednafen saturn emulation stalled? No new fixes in the recent releases.
Adam Phillips
Riddle me this
Nicholas Roberts
May 25, 2017: SS: Synchronize end of SMPC clock change commands to beginning of vsync instead of beginning of vblank, per tests on a SS.
May 23, 2017: SS: Reworked how the VDP2 rendering thread waits, to make Saturn emulation usable with the default OpenBSD kernel.
SS: Added emulation of the light gun("Stunner"/"Virtua Gun").
Luke Collins
uh ya not much going on
Connor Wright
I already am, thanks though. Pointless answers aside, any way to fix it? I already finished the game once with PSX v1.13 which is basically the same as completing it with Mednafen, but I'd like to go through it again with some visual enhancements and I don't have much free space left on my hard drive.
Brayden Bailey
>any way to fix it? See
James Nelson
If you can't run it on PCSXr or ePSXe you've got a shit laptop, there's no fixing that. Play the PC version instead.
John Sanchez
The progress this emulator has made in the last 6 months is astonishing.
Julian Allen
if he can't run an emulator hes not going to run the pc game
Jose Ortiz
Maybe not the steam ver, but the original should be fine.
Thomas Butler
It's amazing what devs can do when they expect to be paid for it.
Carson Harris
>I already am, thanks though. I already am, thanks though. Pointless answers aside, any way to fix it?
Oh, I see, I forgot to mention it. It DOES run onthe DX Plugins, the problem only happens with the OGL ones.
FFVII is a pretty cheap game and I can emulate it on the 3 emulators: PSX v1.13, Mednafen and epsxe. I didn't noticed that I did not mentioned that it runs with the DX Plugins at the beginning, my fault, sorry.
Adrian Rogers
Problem solved.
Colton Torres
Not at all.
Sebastian Jenkins
>i can't run the game >the game runs by the way
Yeah, problem solved.
Joseph Gutierrez
Heavy. But not as heavy as the coffin
Logan Brooks
>Ican run this game on X Emulators or with X Plugins but I'm trying to find a way if I can run it with Y Plugin instead because I already finished the game with X Plugin and it doesn't allow me to use graphical enhancements like Y would. As I said, not at all.
Michael Jackson
You're kind of retarded for saying "not much" after reading the other post