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Author Topic: Pj64-x V0.70  (Read 766 times)

Heet

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Pj64-x V0.70
« Reply #15 on: June 17, 2003, 05:23:00 AM »

Omg guys, play road rash! I cant believe my eyes.....

*v5 32meg optimized...
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Jse

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Pj64-x V0.70
« Reply #16 on: June 17, 2003, 05:38:00 AM »

got zelda to boot got enter your name

(showed jap charaters on us rom)

anyway entered a name clicked it it booted into the game and crashed their after but still was kewl to get that far
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derf

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Pj64-x V0.70
« Reply #17 on: June 17, 2003, 05:52:00 AM »

biggrin.gif

Thanks
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jizzlobber

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Pj64-x V0.70
« Reply #18 on: June 17, 2003, 06:45:00 AM »

The new tetris is now perfecto
looks like Yoshi's story still doesn't work
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skierdb526

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Pj64-x V0.70
« Reply #19 on: June 17, 2003, 07:09:00 AM »

ill have to go grab my pc and download this pronto!!!!!!!!!
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XDelusion

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Pj64-x V0.70
« Reply #20 on: June 17, 2003, 07:11:00 AM »

WOW, DOOM64 runs perfectly aside of a few minor sound issues, and a gfx glitch in the sky textures, but other than that it plays perfectly it seems, I got my donations worth for sure!

One thing that would REALLY improve this emu, is to dump using the XBOX B button, and use X instead, B is just strange feeling, and you can't hold it down while tapping A for Platform games! Of course building button config into the menu would be great too as there are also times I'd like to swap the C buttons to the right analog, and vice versa for FPS' such as Forsaken.

THankx again, very exciting times!
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dataprep

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Pj64-x V0.70
« Reply #21 on: June 17, 2003, 08:11:00 AM »

Mario Kart works now in two player mode,

It never work for me in the first version.

Big Big Thanks to the Author(s)


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explicitlyrics100

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Pj64-x V0.70
« Reply #22 on: June 17, 2003, 08:26:00 AM »

sweet, awesome emu, great work, so many improvements i dont know where to start!
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MeLv

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Pj64-x V0.70
« Reply #23 on: June 17, 2003, 08:48:00 AM »

Big shoutout to anonymous for this great emulator
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Booger Bob

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Pj64-x V0.70
« Reply #24 on: June 17, 2003, 09:27:00 AM »

Anyone know how this emulator had met goals 1 and 2 when there are a ton of 16MB games it dosent play like bond
Seems like a conflict of intrest that Iriez beta tested it and had now declared its over
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unisom

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Pj64-x V0.70
« Reply #25 on: June 17, 2003, 09:27:00 AM »

This is NOT a complaint, but seeing how RICE's 5.0.1 plugin was out, why didnt he use that one? it has alot of bug fixes from 5.0.0
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desertboy

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Pj64-x V0.70
« Reply #26 on: June 17, 2003, 09:28:00 AM »

QUOTE (Booger Bob @ Jun 17 2003, 06:27 PM)
Anyone know how this emulator had met goals 1 and 2 when there are a ton of 16MB games it dosent play like bond
Seems like a conflict of intrest that Iriez beta tested it and had now declared its over




What did you expect, never wrote a piece of code before have you?



Unison the source isn't available for 5.0.1
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gainpresence

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Pj64-x V0.70
« Reply #27 on: June 17, 2003, 09:47:00 AM »

QUOTE (Booger Bob @ Jun 17 2003, 12:27 PM)
Anyone know how this emulator had met goals 1 and 2 when there are a ton of 16MB games it dosent play like bond
Seems like a conflict of intrest that Iriez beta tested it and had now declared its over

I guess you haven't read the guidelines?

It only has to play ONE 8MB cart, ONE 16MB cart, and ONE 32MB cart.. That's it, contest over.

If the porter wants to work on optimizing others, then he can.. But he certainly doesn't have to do anything.
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OUberLord

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Pj64-x V0.70
« Reply #28 on: June 17, 2003, 10:02:00 AM »

The emu would be way better if the controller sticks had a deadzone, as it stands now I cannot play it at all since my controllers are fairly old.  So far, this is the only app/game that hasnt had a deadzone setting.

If im not mistaken, the project is open source, where/when are the 0.70 sources going to be released?  Once those are released it would be a trivial matter to remap buttons and create a deadzone.
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chilin_dude

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Pj64-x V0.70
« Reply #29 on: June 17, 2003, 10:05:00 AM »

QUOTE (OUberLord @ Jun 17 2003, 07:02 PM)
The emu would be way better if the controller sticks had a deadzone, as it stands now I cannot play it at all since my controllers are fairly old.  So far, this is the only app/game that hasnt had a deadzone setting.

If im not mistaken, the project is open source, where/when are the 0.70 sources going to be released?  Once those are released it would be a trivial matter to remap buttons and create a deadzone.

OK i don't know what a deadzone is but i know the source is on #xbins!
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