Homepage › Forums › RetroPie Project › Everything else related to the RetroPie Project › N64 – Zelda Ocarina of Time
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03/05/2015 at 10:08 #90219
ceuse
ParticipantHey guys.
Im pulling my Hair out to get Zelda OoT to work.Im running a Pi2 with the Pi2 Overclock settings.
Im using the Pal version of the Rom (D,F,E)First i tried with the normal emulator that came with the 2.6.0 Immage. the rom wouldt even start up. after that i Installed the Experimental version via the Setup Script and the Rom did start and i was able to start a new game. The intro didnt show ANY Dialoge but i could advance by pessing A during the audio cues (without any mayor visible lags i might add, sound was ok aswell) As Soon as i entered the real game the game video just Froze, i could hear that my imput still worked (pulling up menue sound etc).
Anyone got Zelda to run? how did you configure it / what changes must be made?
(Mario 64 and Kart works without a problem)
03/05/2015 at 10:26 #90221gizmo98
ParticipantUpdate setup script and rerun experimental testing module. Zelda OoT should run with rice now.
03/05/2015 at 10:31 #90223ceuse
ParticipantI installed it (after updating the script of cause) roughly 10-12 hours ago. did a new build came out in the last 10 hours?
03/05/2015 at 10:53 #90224gizmo98
ParticipantCould be you use another zelda rom ;-). Open /opt/retropie/configs/n64/mupen64plus.cfg and set ScreenUptaeMode=7 under video-rice section.
03/05/2015 at 10:56 #90225gizmo98
ParticipantAnd please post your RiceVideoLinux.ini
03/06/2015 at 17:15 #90376ceuse
ParticipantSorry i couldt respond faster:
USA Rom works totaly fine. only the Pal rom has this issue..
didnt knew there were so much major difrence between the 2.
i will mark the question as Answered since it is a compability / rom issue.03/06/2015 at 22:27 #90417ceuse
ParticipantStill some glitches though (fire not showing. start menue messed up).
im having the roms in the mupen64plus folder. gonna try to change them around abit and report back (or is this normal)edit : the comandline states im running it with Rice 2.0.0 though.. strange stuff
03/07/2015 at 08:11 #90465gizmo98
ParticipantTo confuse you a little bit more. If you install mupen64plus-testing there will be five rom dirs:
n64: mupen64plus-libretro
n64-mupen64plus: mupen64plus standalone rpi fork (rice or gles2n64 video plugin)
n64-gles2n64: mupen64plus standalone vanilla (gles2n64 video plugin)
n64-gles2rice: mupen64plus standalone vanilla (vanilla rice video plugin)
n64-glide64mk2: mupen64plus standalone vanilla (vanilla glide64 video plugin)03/07/2015 at 09:29 #90468ceuse
Participantand which should have the best results for oot with rpi2 :-)
03/07/2015 at 10:15 #90471gizmo98
ParticipantN64-gles2rice. But it runs a little bit choppy.
03/07/2015 at 17:15 #90507ceuse
Participanti allways get a error : no such file or dictenory (N64-gles2rice) gotta recompile the test package agian i suppose.the message is : failed to find mupen64plus core libary
also : where do mupen64plus keep the save files? directly inside the rom? or is there a special folder for them
recompiling solved those issues and yes it is saved inside the rom it seems. will post again if i notice more bugs (inside the menue the avatar is still buggy though i can see allready)03/08/2015 at 12:10 #90599ceuse
ParticipantWorks quite well.
But is there a way to keep only one n64 in emulationstation?
if i put Zelda in a other folder N64 shows up 2 times03/08/2015 at 12:54 #90602gizmo98
ParticipantNot at the moment. Your are not the first one asking and i am also not really happy with the current situation:
If we evaluated the best emus for pi2 and found a solution to setup game specific emulators there will be only one rom folder per system.
At the moment i try to add some rice neon speed improvements. So no time to fiddle around with config scripts ;-)
03/08/2015 at 13:14 #90609ceuse
Participantshould probably put inside the roms.cfg (where you put target fps etc per rom). Just use a script that checks if the roms in the list. if yes start with the emulator defined there. else use the standard.
03/08/2015 at 13:26 #90611gizmo98
ParticipantThis should be the way. We already have multiple ini and cfg files for games and systems like gameslist.xml and videomode.ini. Don’t want to add more scripts and files. The best way would be a menu in emulationstation feeding gameslist.xml. But we could also expand the change resolution script (x,m).
03/08/2015 at 15:17 #90625ceuse
Participant…can you help me out again really quick.
how can i change the actual controller order in mupen64plus.cfg
i tried all kinds of combination and cant figure this out
if i leave all to standart (mode2) my controllers i want to use get mappend to 1 and 3. how do i change the order?
this is my sdl config config (i have 2 adapters that are named exactly the same, one for snes one for n64 controllers) :
[Input-SDL-Control1] # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number. version = 2 # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic mode = 0 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = 0 # SDL joystick name (or Keyboard) name = "HuiJia USB GamePad" # Specifies whether this controller is 'plugged in' to the simulated N64 plugged = True # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak plugin = 2 # If True, then mouse buttons may be used with this controller mouse = False # Scaling factor for mouse movements. For X, Y axes. MouseSensitivity = "2.00,2.00" # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes. AnalogDeadzone = "100,100" # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value AnalogPeak = "20000,20000" # Digital button configuration mappings DPad R = "button(13)" DPad L = "button(15)" DPad D = "button(14)" DPad U = "button(12)" Start = "button(9)" Z Trig = "button(8)" B Button = "button(2)" A Button = "button(1)" C Button R = "axis(3-)" C Button L = "axis(3+)" C Button D = "axis(2+)" C Button U = "axis(2-)" R Trig = "button(7)" L Trig = "button(6)" Mempak switch = "key(109)" Rumblepak switch = "key(114)" # Analog axis configuration mappings X Axis = "axis(0-,0+)" Y Axis = "axis(1-,1+)" [Input-SDL-Control2] # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number. version = 2 # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic mode = 2 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = 0 # SDL joystick name (or Keyboard) name = "HuiJia USB GamePad" # Specifies whether this controller is 'plugged in' to the simulated N64 plugged = True # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak plugin = 2 # If True, then mouse buttons may be used with this controller mouse = False # Scaling factor for mouse movements. For X, Y axes. MouseSensitivity = "2.00,2.00" # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes. AnalogDeadzone = "100,100" # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value AnalogPeak = "20000,20000" # Digital button configuration mappings DPad R = "button(29)" DPad L = "button(31)" DPad D = "button(30)" DPad U = "button(28)" Start = "button(25)" Z Trig = "button(24)" B Button = "button(18)" A Button = "button(17)" C Button R = "axis(7-)" C Button L = "axis(7+)" C Button D = "axis(6+)" C Button U = "axis(6-)" R Trig = "button(23)" L Trig = "button(22)" Mempak switch = "key(109)" Rumblepak switch = "key(114)" # Analog axis configuration mappings X Axis = "axis(4-,4+)" Y Axis = "axis(5-,5+)" [Input-SDL-Control3] # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number. version = 2 # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic mode = 2 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = 1 # SDL joystick name (or Keyboard) name = "HuiJia USB GamePad" # Specifies whether this controller is 'plugged in' to the simulated N64 plugged = True # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak plugin = 2 # If True, then mouse buttons may be used with this controller mouse = False # Scaling factor for mouse movements. For X, Y axes. MouseSensitivity = "2.00,2.00" # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes. AnalogDeadzone = "100,100" # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value AnalogPeak = "20000,20000" # Digital button configuration mappings DPad R = "button(13)" DPad L = "button(15)" DPad D = "button(14)" DPad U = "button(12)" Start = "button(9)" Z Trig = "button(8)" B Button = "button(2)" A Button = "button(1)" C Button R = "axis(3-)" C Button L = "axis(3+)" C Button D = "axis(2+)" C Button U = "axis(2-)" R Trig = "button(7)" L Trig = "button(6)" Mempak switch = "key(109)" Rumblepak switch = "key(114)" # Analog axis configuration mappings X Axis = "axis(0-,0+)" Y Axis = "axis(1-,1+)" [Input-SDL-Control4] # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number. version = 2 # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic mode = 0 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = 1 # SDL joystick name (or Keyboard) name = "HuiJia USB GamePad" # Specifies whether this controller is 'plugged in' to the simulated N64 plugged = True # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak plugin = 2 # If True, then mouse buttons may be used with this controller mouse = False # Scaling factor for mouse movements. For X, Y axes. MouseSensitivity = "2.00,2.00" # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes. AnalogDeadzone = "100,100" # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value AnalogPeak = "20000,20000" # Digital button configuration mappings DPad R = "button(29)" DPad L = "button(31)" DPad D = "button(30)" DPad U = "button(28)" Start = "button(25)" Z Trig = "button(24)" B Button = "button(18)" A Button = "button(17)" C Button R = "axis(7-)" C Button L = "axis(7+)" C Button D = "axis(6+)" C Button U = "axis(6-)" R Trig = "button(23)" L Trig = "button(22)" Mempak switch = "key(109)" Rumblepak switch = "key(114)" # Analog axis configuration mappings X Axis = "axis(4-,4+)" Y Axis = "axis(5-,5+)"
03/08/2015 at 15:34 #90627gizmo98
ParticipantI don’t know but suggest device.
03/10/2015 at 16:38 #90887Anonymous
InactiveHi,
first of all I’ve never configured the N64 emulator before, but taking a look on your config:
[Input-SDL-Control1] ... device = 0 ...
[Input-SDL-Control2] ... device = 0 ...
[Input-SDL-Control3] ... device = 1 ...
[Input-SDL-Control4] ... device = 1 ...
it looks like you map /dev/js0 (your first hadware controller) to N64 gamepad-port 1 and 2 and /dev/js1 (your secound hadware controller) to gamepad-port 3 and 4.
try to change to the following:
[Input-SDL-Control1] ... device = 0 ...
[Input-SDL-Control2] ... device = 1 ...
[Input-SDL-Control3] ... device = 2 ...
[Input-SDL-Control4] ... device = 3 ...
That’s what I would do – but no warranty that it will work
03/10/2015 at 21:36 #90906ceuse
ParticipantSadly no effect at all.
I got it to work prior to installing the Experimental package.
Still im trying to understand how / where it is actualy defined.also: i have 2 hardware controller(adapters). one is a 2 port snes adapter and one a 2port snes adapter.
how it works that i get player 1 and 3 mapped is beyond my knowlage.
If i remember correctly i got it working by changing the modes of the configuration but i cant pull it off after installing the experimental package.got it ! The trick is that you have to set the controllers to mode 0 and then fiddle around with device numbers. Otherwise it seems that the configuration gets overwritten every time
03/10/2015 at 22:23 #90915Anonymous
InactiveCould you please past the working Configuration here in the Topic, this might Help other people with the same problem ;)
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