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Messages - Trevor

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196
EverDrive 64 / Re: The original Doom is coming to the N64...
« on: September 16, 2014, 08:33 PM »
I must have missed something because I thought it was fast enough before the switch to 16bit yet what everyone is basicly saying is, through under tones, its only just acceptable??? what???
"It almost looks like the PC version"

How fast exactly was doom :P

"Really good, 40+ FPS, nice speed"
How about excelent.
For GF I wish to maintain a target of 20-30 FPS (3,333 tris)

30 fps is fine anyway if you think that analogue TV screens only display 30 FPS (60 x 1/2 fps Interlaced) anyway.

Trev

197
EverDrive 64 / Re: The original Doom is coming to the N64...
« on: September 13, 2014, 01:13 AM »
I could be wrong but SRAM could be any size now on sd cards...
(Ah ok, this has been corrected above)
I read Nintendos statement to mean that that was the biggest chip at the time, not nessecarelly a limit imposed by the 64 itself.

as for run speed, I thought it was running very smoothly and I ran it with high detail

Trev

198
EverDrive 64 / Re: The original Doom is coming to the N64...
« on: September 12, 2014, 02:03 AM »
Oh WOW... nearly a whole mem pak... eek...
just purly out of curiosity, will you also be saving to 'Cart' (i.e. sram, eeprom which translates to saving directly to SD card in ED64 and 64D)?

hmm, looking at your save size Im thinking eeprom isnt enough so you may need to use sram
Code: [Select]
Unlike the EEPROM and Controller Pak, SRAM can be handled by EPI in the same way as ordinary MASKROM, although the addressing is different.

As of May, 1997, the available SRAM has a capacity of 256Kbits. The start address is a physical address from 0x8000000. Each parameter is defined below.

/* definition for SRAM */

#define SRAM_START_ADDR  0x08000000
#define SRAM_SIZE        0x8000
#define SRAM_latency     0x5
#define SRAM_pulse       0x0c
#define SRAM_pageSize    0xd
#define SRAM_relDuration 0x2


Trev

199
EverDrive 64 / Re: The original Doom is coming to the N64...
« on: September 09, 2014, 12:13 AM »
yeah sorry, it hangs on start after it says Initialising.
Init miscellaneous info.
Init DOOM refresh Daemon
..........


Trev

200
EverDrive 64 / Re: The original Doom is coming to the N64...
« on: September 08, 2014, 02:01 AM »
Wow, ok, cool, so yeah, your drawing pixles directly to frame buffer.
That would mean you would have to program mip-map (since your skipping TMEM) and AA yourself and compute before appling to frame buffer, so yeah... I guess that aint happening :P

I have to say that it runs very well.

Yess... I AM still using 9x. I am a proud 98 user.

I got it all built in Win7 but the DOOM1 game wont run, it crashes on start. 2, TNT and Plutonium all run fine.

Trev

201
EverDrive 64 / Re: The original Doom is coming to the N64...
« on: September 07, 2014, 02:29 PM »
Wow, ok, this really is a strange turn of events...
I dont know whats been going on in Private Messages but I hope it doesnt reflect on all of us.

As for the statement about Piracy... I do beleve that while this Product is capable, it Officially does not condone Piracy.
Everyone is entitled to Copy games they already own the license to but not ones they dont.
That said, Private Messages ARE the place to ask and should not be copied to the main forum.
(Can someone please confirm or deny this paragraph, cheers)

So, back to MILD, yeah, sorry, I know DOOM is compiled in DOOM.BIN. MILD is the ROM Linker which takes
$(MAKEROM) spec -r $(TARGETS) -e $(APP)
MILD spec -r Doom.n64 -e Doom.bin

So, what does N64tool do? It seems to have a lot more arguments to include the WADS at specific entry points?


Additions 1 through 4 are a great idea. I would like to know what you mean by "I'm doing all rendering in software, those options won't really make a difference. "?

From what I know the N64 does EVERYTHING in 3D.
i.e. The Sprite2Dex microcode renderes all the sprites as 2 tris (or 1 quad) all on a flat plane with z buffering.

So, AA Should smooth all edges.

Bi-Linear (or is it Tri-Linear (the one where the next pixle accross and down are used as well as the next pixle in the nerest next mip-map)) should affect all textures.

I could be missing something very fundemental though, in which case I would love to be enlightened in the workings of DOOM.
(Most work Im involved in is GoldenEye/Perfect Dark)

Trevor

202
EverDrive 64 / Re: The original Doom is coming to the N64...
« on: September 07, 2014, 03:21 AM »
Nope, Im talking about Doom, that is afterall the topic title.

Trev

P.S. Just a thought, have you thought about enabling AA and Bi-Linear Filtering? (Even as an option if it impacts performance (though as a HW Feature it shouldnt much))

203
EverDrive 64 / Re: The original Doom is coming to the N64...
« on: September 07, 2014, 03:13 AM »
I tried compiling with MILD in the oficial SDK but I dont understand the command line arguments in N64Tool (Which doesnt work in 98, CYGWIN1.dll is linked to missing export Kernel32.dll:AttachConsole.)

Can it be compiled under the official SDK?

Trev

204
EverDrive 64 / Re: Improvements we'd like to see to the Everdrive 64
« on: January 15, 2014, 09:55 PM »
My Friend and Project lead got me one of these for testing builds of Goldfinger 64.

Well, I have to say its been invaluable and I love it.

So, although I love all the features it has been getting since 1.20 till now (2.04) I had 2 suggestions for it.

The menu display needs to be HPN2 (High Res 32bit) because the transparency alters the fidelity of the 16bit bmps of which are also hevally mach-lined/dotty.
Alt64 looks good but needs to be Hi-res and a better font because I find it blocky and hard to read, but here I digress off topic.

People have mentioned the ability to backup Controller Paks yet this still seems to not work.
I would also like to clarify an aditional idea to this which would be to access indavidual Game notes. The SDK does give a sample for copying and deleting notes on the pak, however the ED64 would need to go one further and say "Save Note to SD" "Load Note from SD".
The Indavidual file load/save base is a far better option than the whole pak since you can see visually that notes are being generated etc as uposed to loading a whole backup and finding once loading a game that its corrupt or loaded a blank file.

Anyway, Thanks for the ED64, its amazing,
Trevor

205
EverDrive 64 / Re: PAL Problems with Goldeneye X
« on: January 15, 2014, 08:17 PM »
There wont be a PAL GEX.

All the TBL entries are different between PAL, NTSC and JAP.

I have a PAL N64 and an old CRT and a modern LCD and the everdrive works fine on everything.
The CRT is connected by RF and the LCD is connected by AV (Yellow, Red, White)

Untill my neighbour upgraded his TV we could not play NTSC games because they were in black and white and scrolling.

So... to clarify something that others have also said...

NTSC / PAL Incompatabilities are NOT the fault of the everdrive.

NTSC and PAL are 2 different ways of encoding a colour signal onto an existing Black and white RF signal.

HD TV's are now universal, however they retain the old encodings for backwards compatability and usually they have both now.

That said... Maybe we are just lucky in the UK to have good relations to the US and as such have better cross compatability in our electronics.

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