Read the General problems FAQ before asking questions. If you still need help, post your specs (Speccy screenshot), operating system, emulator version number and details of what's wrong.
Please contribute to the wiki if you discover any inaccuracies or have relevant information to append.
READ THE WIKI BEFORE ASKING QUESTIONS LIKE: >Where do I get games OR >Where do I get Nintendo games OR >Where do I get PS3 games OR >Where do I get 3DS games OR >Where do I get games OR >What is the best emulator for...
Check out the wiki for the emulator you're using if you run into trouble, there may be a solution there too, often including recommendations for optimal game settings.
Remember to submit bug reports or shit won't get fixed.
You were already told how to fix this. Stop being such a fucking retard.
Evan Evans
>1. Nintendo 64 better than DS emulation..
Aiden Baker
Mostly not much of anything.
Daniel Foster
Both are really bad
Oliver Bennett
>2. Playstation 2 The next version of hps2x64 will fix that
Jonathan Martinez
>hps2x64
Xavier Reed
I'll be dead when the next version arrive
Carter Walker
DS emulation is not that bad. Give some actual examples(with pictures), and don't just spout 'muh zeromus', 'muh sabotage', 'muh made up pokemon conspiracies'.
Noah Parker
>Give some actual examples DeSmeMe till uses floating point arithmetic instead of fixed point..
Then there's the fact that performance is so bad that you're better off running Drastic on an android emulator.. Can't wait for him to open source DS emulation, so that it can finally be saved..
>'muh made up pokemon conspiracies' Aren't they still broken?
Cameron Stewart
>DeSmeMe till uses floating point arithmetic instead of fixed point.. Which only causes some rendering issues in a few games. Most games can be fixed by enabling the 'txt hack'.
>Then there's the fact that performance is so bad Works fine here with the JIT on and set to block size 12.
>Aren't they still broken? No problems here.
Connor Harris
Is it actually possible to play Persona 5 all the way through? I can get through the intro cutscene but then I hit what looks like a train scrolling by and it fucks up.
Andrew Thomas
there's some vid on jewtube just before the last boss, so unless it's imported save from ps3, you can probably finish it
Luke Richardson
alright, but how? my machine is better than most of those they talk about but it barely runs
Kayden Sanchez
post your specs and settings
Jaxson Perry
Why would I need to post my specs? I'm just asking if it's playable or not.
Andrew Martin
Retarded...
Parker Collins
kill yourself retard
Brayden Green
Right now I'm trying to run it with all three renderer types, and have everything set to Fast, but still get huge drags on most everything.
that's a new IP, you got baited
Dominic Johnson
kys retard
Robert Jones
>can't post 10k screenshots here why even live
Nathan Lewis
SP must pay for his crimes.
Juan Morris
emulation was fun
was
Joseph Bailey
This so much!
Nathaniel Gomez
set the SPU theads to 2
Daniel Martinez
thanks
Jordan White
bump
Angel Cox
Say somethig about SP or thread dies
Ayden Perez
I only get 12 fps on the main menu though. What gives?
Thomas Cox
SP must pay for his crimes (you too muddy) Shitty CPU?
Jonathan Gray
i7 6700k?
Sebastian Butler
If you replace the driver that Dolphin needs for native support on Windows, you lose native support. Such is life in Windowsland.
John Hernandez
So, melonDS is stuck because the dev needs to finish some work before coming back to the emulator... oh boy...
Cooper Nguyen
>>My guess is that on real hardware no exception handler is called during the execution of the function 0x806195d0 but as we are using a hack for the cycle count it could explain why it's happening on the emulator. And? This is not a real N64. N64 emulators handle timing completely differently (and completely wrongly, but that's another issue). This change is not a "hack", per se.
>Besides, that flickering issue never even happened on PJ64. It did, actually. That's why SP Hack was disabled for Factor 5 titles in PJ64, Indiana Jones in particular. Plus dynamic block linking was disabled.
>DeSmeMe till uses floating point arithmetic instead of fixed point. This is one of those things where it's not quite as accurate, depending on how the console was designed, but it generally doesn't cause that many problems.
Hudson Fisher
>This change is not a "hack", per se. You must have an interesting definition for hacks then :) .
>This is not a real N64. N64 emulators handle timing completely differently (and completely wrongly, but that's another issue). They shouldn't make such "workarounds" global. Very bad idea imo. It should stay game-specific.
>It did, actually. That's why SP Hack was disabled for Factor 5 titles in PJ64, Indiana Jones in particular. Well that would be for a totally different reason. I've never seen the flicker in PJ64 for Rogue Squadron and it has ABL & Fast SP enabled. I think the problem with Indiana Jones is that almost no one plays it, especially devs. That's why you'll see that no CPU recompiler works as it should for the game.
Owen Price
>They shouldn't make such "workarounds" global. Very bad idea imo. It should stay game-specific. Why? It's a more accurate behavior that potentially fixes a wide range of games. >I've never seen the flicker in PJ64 for Rogue Squadron and it has ABL & Fast SP enabled. I have.
Jayden Williams
>Why? It's a more accurate behavior that potentially fixes a wide range of games. Because it assumes that's always the case, when I highly doubt that's true on console. Unless you can show me documented proof that it MUST always switch back to 32bit mode beforehand.
>I have. That's interesting because even logan was unable to reproduce the issue.. How do you reproduce it on PJ64?
Aiden Morales
>That's interesting because even logan was unable to reproduce the issue.. How do you reproduce it on PJ64? You just play the game long enough. It's either slight geometry flickering or X-Wings flying into the ground. Take your pick.
Nicholas Johnson
▶ >The ePSXe interereter is actually worse than the dynarec, that almost certainly means they're using per-game hacks then. No good reason to have a dynarec that's faster than interpreter.
>Not that I know of, but then the interpreter might not be perfect either since I recall people complaining about crashes on Suikoden with interpreter and there's probably other games that break in it.. Alright. I'll have to find some sort of compatibility list and go from there. I'm considering porting some of mednafen's accurate code to PCSX. I just need to find out which stuff is necessary to implement for commercial games.
>The default PCSXR plugin implements an option to the framelimiter that isn't actually based on VFPS or whatever you call it but actual rendered frames Good idea Tbh.
>If it's done that way I'd assume there's a reason I'm sure they are just trying to go for accuracy. Some games might really require very accurate timing. I just would prefer to optimize for common cases and I guess have accuracy as a fallback for games that really need it. I definitely wouldn't want to emulate slowdowns in most cases.
Anthony Evans
>every video of persona 5 in rpcs3 uses dub voices
They used Lemmy's work as a base, but they've gone much further. The code for rendering explosions and terrain is absurdly complex and large.
Josiah Phillips
>code for rendering explosions and terrain is absurdly complex only complex for amateurs
Charles Ward
It's literally one of the most complex and longwinded bits of microcode programming ever done for the N64. Factor 5 were gods.
Ryder Thompson
>It's literally one of the most complex and longwinded bits of microcode programming ever done for the N64. Perhaps. But at the end of the day, microcode is just a group of assembly instructions. It's handwritten so the code should actually make more sense than looking at compiled code.
If they thought Rogue Squadron was hard, good luck with Indian Jones / Naboo..
Nolan Davis
I don't think it's necessarily "hard", but rather time consuming.
Ian Rivera
shoo shoo whinno
Zachary Hernandez
fair enough. it is indeed time consuming.
Nathaniel Taylor
Can we make a Dolphin bingo?
>game has low framerate for no discernible reason regardless of settings >framerate changes between play sessions with no settings changed >devs announce some huge or amazing development that ends up having no impact on performance >devs announce some huge or amazing development that ends up having a negative impact on performance >devs ignore the existence of a well known issue >devs deny the existence of a well known issue >increasing resolution causes graphical glitch
What am I missing?
Luke Young
>What am I missing? Entitled end user.
Gabriel Moore
>Dolphin goes 3 or more days without a commit >devs waste time fixing a game nobody is ever going to play
Alexander Gonzalez
>commit causes a regression that is never addressed >devs promise a feature that is never delivered >devs begin work that is ultimately abandoned for no reason
Justin Davis
>on a whim, devs add feature that users have been asking for for years
Aaron Martin
>3rd party game is utterly broken >misleading use of the fact that Dolphin boots every NGC game
Liam Evans
>progress report discusses changes to the UI because not enough actual progress has been made to fill said report
Jayden Diaz
>shilling of external hardware instead of just implementing the already existing WM+ emulation
Jason Walker
When has SP appeared in the emulation scene anyway? I've been following it since around 2006 but I only learned of his existence from this thread like two years ago
Brayden Bailey
Around 2010 when the PS jailbreak hit he and some other guy who I forgot the name of ported emulators to the PS3.
Mason Baker
Man I remember hacking my PS3 using that payload with a ipod video with rockbox installed. Good times.
Dylan Cox
He was in the PS3 jailbreak scene first. Then he and Maister met up and made a frontend for bsnes, which spun into the Retroarch project.
Mason Taylor
TI-84 Plus reporting in. Fun times indeed, too bad it never seemed to go as far as the PSP scene.
Levi Torres
Are Raspberry Pi consoles /emugen/?
Lucas Lee
If Squarepusher wanted to impress people, instead of wasting time with a shitty tomb raider port Doom 3 would be far more impressive.
has anyone had issues where their saves on pcsx2 get corrupted by Burnout 3 i couldnt find anything on it apart from old posts about memory card issues on an actual ps2
Parker Hughes
themaister started working on ssnes in April 2010.
Jonathan Jackson
I'm looking through google play, and I see something called Androgens.
anyone know how it works? how well it is to get games?
I want to see if I can play shining force 2 on my phone
Landon Bennett
It would be better to wait for it to be merged into RBDoom3BFG first.
Is cycle accuracy a meme? I honestly don't see any benefits of switching when all the games I have work just fine on Snes9X.
Jordan Thomas
Try playing Doom in 9x
Levi Myers
Wait, so how far behind is libretro's version of GLideN64? I went back to early July, and for some batty reason, SP was backporting (roughly) GLideN64's Acclaim ucode work to Glide64, which is a dumb idea because Glide64 runs the Turok games like shit.
Matthew Scott
Download the latest GlideN64 master and see for yourself
Samuel Morgan
Also, last I checked libretro's version of Glide64 couldn't even do framebuffer effects anymore.
Jace Bennett
Why would someone play DOOM on a SNES emulator when you could easily play any of the source ports that exist?
Parker Lee
I think you might be missing the point here
Lucas Robinson
I'm not, I'm trying to find reasons to use Higan/bsnes but I'm not finding any.
Christopher Perez
>Is cycle accuracy a meme? I honestly don't see any benefits of switching when all the games I have work just fine >Try this game >No I'm trying to find reasons to use Higan
Jackson Sullivan
What's your endgoal?
William Phillips
Seems like they're trying to help you understand the point of cycle accuracy.
Michael Green
>Aren't they still broken? Not overall, but HG/SS still freezes, from what I've heard.
If you one as a console, I see nothing wrong in calling it a console.
Xavier Parker
>If you use one Fixed that for me.
Jace Price
Is it currently possible for me to emulate pokemon sun or moon with citra and play the whole way through the game?
Parker Mitchell
>for some batty reason, SP was backporting (roughly) GLideN64's Acclaim ucode work to Glide64, which is a dumb idea because Glide64 runs the Turok games like shit. Obviously SP has a heart and wants emulation to be an enjoyable experience for users with low end hardware. How is he supposed to achieve that goal if he shouldn't bother improving Glide64?
Dominic Barnes
>Is cycle accuracy a meme? pretty much. I think it's mostly useful for just homebrew/rom hacking.
Higan's code is poorly optimised, so it isn't ideal for playing commercial games.
Jack Wright
>spam inline all over the code base >20% speed increase
wew lad
Gavin Brown
The game freezes if you have 6 Pokémon in the battle against Cuckui, that aside yes, it's supposedly beatable.
Luke Lewis
>using desmume >load savestate I accidentally made right after the game saved >it overrides my current save >lost 15 hours of progress What did I do to deserve this.
Justin Sanders
>low end hardware Right, Win 98 users with Voodoo 3 are very important.
Isaac Adams
You've used DeSmuME
Brandon Price
Rpcs3 optimization when?!
Brandon Rodriguez
son, floating point causes serious problems with graphics.. floating point hackery is likely responsible for things like the infamous LLE triangles bug in z64gl, GLideN64, and Glide64..
It's also likely responsible for some of the HLE exclusive bugs. There's absolutely no good reason to use floating point if you don't care about supporting older hardware..
>Right, Win 98 users with Voodoo 3 are very important. Who is important? You?
Jeremiah Garcia
Well yeah I guess you're right, I do deserve it. Well atleast now I have an excuse to try out something else, I'm honestly not feeling like continuing after losing all that progress.
Kayden Peterson
>There's absolutely no good reason to use floating point IIRC from a Dolphin blog post where they dealt with the same issue, modern GPU don't support integer math, it has to be floating point. So hardware renderers have to deal with floating point one way or another. In software renderers it doesn't make sense to use FP at all if it's not needed because it's worse performance and less accuracy for no gain whatsoever.