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Author Topic: Surreal64 Xxx Ce B5.4  (Read 2065 times)

DarthMingus

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« Reply #150 on: March 11, 2011, 12:21:00 AM »

QUOTE(weinerschnitzel @ Mar 10 2011, 01:08 PM) View Post

We're still playing with the view port. I do intend to include a full screen setting where you can chose between an unstretched 4:3 aspect ratio and a stretched 16:9 aspect ratio. What is interesting is a hacked view port where you can play some games in true widescreen. No promises on that, but its worth checking out if you got some free time. Youtube it.


Unstretched, 4:3 ratio would be great! I'll check out the stuff on YouTube, but I'm a purist. smile.gif

QUOTE(weinerschnitzel @ Mar 10 2011, 01:08 PM) View Post

That SLG3000 is a neat toy. I haven't heard of an xbox emulator outputting 240p though. Sure we can change the back buffer, but I don't have one of those so I couldn't test it. I'll let you know if I decide to do something about it and maybe you can tell me if it works. What about 480p with scanlines? Xport/Madmab emu's have this feature, and you wouldn't need to spend the money to buy one.


Yes, the SLG3000 is great - highly recommended! No XBOX can output 240p. Its lowest resolution is 480i. You can get real 240p output by using a VGA, 480p output into an Extron Emotia unit. You just flip a switch and it creates a real-deal 240p output. This is for SDTVs only.

480p output is all you need for the SLG3000 and its meant for use with HDTVs.

None of the Xport/Madmab emus do proper scanlines. The only emulators that do are Lantus' NeoGeo CD emu and Final Burn Legends. Both need to be in 480p mode and be outputting perfect pixels for it to look correct. FBL is bad for perfect pixel, but I'm working on a set of INIs that will enable it for 480i/p users. This set won't include any settings for vertical games because FBL doen't handle the rotation properly.

QUOTE(weinerschnitzel @ Mar 10 2011, 01:08 PM) View Post

I was playing with anti-aliasing the other day and I intend to include an option for that as well. It eats a lot of memory and in turn throws off a lot of the compatibility settings. I'm doing a memory upgrade this weekend so I should be able to test it without crashing the emu on initialization for most games.


If its causing that many problems, I would include a warning or not include it at all! smile.gif

QUOTE(weinerschnitzel @ Mar 10 2011, 01:08 PM) View Post

For Conker, the bug you are referring to is from the Rice plugin itself and we can't do much about it without some hardcore directx knowledge and close help from Rice.


Ya, that's what I thought. Do you have a list of games that do not have any issues at all?

Thanks again, Weinerschnitzel!
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dballs442

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Surreal64 Xxx Ce B5.4
« Reply #151 on: March 12, 2011, 01:56:00 AM »

i feel stupid thanks guys smile.gif
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Ez0n3

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Surreal64 Xxx Ce B5.4
« Reply #152 on: March 16, 2011, 09:47:00 AM »

I recently fixed a bug with the paks, but it was mainly a switching paks fix.

Seems kind of weird that all xxx versions seem to be doing it for you. What about Surreal 1.0?

Do you mean the save and load state options? Kind of confused as to how Mario Kart takes advantage of mempaks. AFAIK, there isn't a save/load feature in the game like Mario 64, Goldeneye, etc.

Maybe you can walk through the process you're using to save and how you are retrieving it? IE, I go here and do this and then do that, etc. Lay out some breadcrumbs tongue.gif
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weinerschnitzel

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« Reply #153 on: March 17, 2011, 10:33:00 AM »

Thanks Xboxer64, that is some valuable information. It can save alot of time fixing something when you know when and where it broke.
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Xboxer64

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« Reply #154 on: March 18, 2011, 03:46:00 PM »

I went ahead and tried Freakdave's FDB versions. I could not get mempaks to load in those versions either, mempaks will only work in V1.0 for me. I must mention that I really like the on screen notification in the FDB versions when you switch from rumble to mempak. I also noticed that the older versions have multiple save state slots. Is there a key combo to do the same thing in the current versions? Or is there just the 1 slot?

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freakdave

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« Reply #155 on: March 25, 2011, 01:56:00 PM »

I know you love screenshots as much as i do, nevertheless i think it's time to move on with some 720p footage:

Starfox 64


Super Mario 64


Conker's Bad Fur Day
http://www.youtube.com/watch?v=c-zrXSmv9X8

GoldenEye 007
http://www.youtube.com/watch?v=1fkdkyJlxhc

Launcher WIP HD Skin 1
http://www.youtube.com/watch?v=1MFkup1SeIU

Launcher WIP HD Skin 2
http://www.youtube.com/watch?v=OMlZpvK2uEY

 happy.gif
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bigby

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« Reply #156 on: March 25, 2011, 02:21:00 PM »

Wow!

So you got Xbmovie to record and with sound too!

Don't tell me, LThumb to record and RThumb to stop?

 tongue.gif
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freakdave

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« Reply #157 on: March 25, 2011, 02:36:00 PM »

QUOTE(bigby @ Mar 25 2011, 09:21 PM) View Post

Wow!

So you got Xbmovie to record and with sound too!

Don't tell me, LThumb to record and RThumb to stop?

 tongue.gif


How did you know about that? By the way it's RThumb to record, and LThumb to stop. Took me 2 minutes to figure it out  laugh.gif
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weinerschnitzel

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« Reply #158 on: March 25, 2011, 06:03:00 PM »

QUOTE(freakdave @ Mar 25 2011, 02:56 PM) View Post

Launcher WIP HD Skin 2


FrankMorris' skin oh man! You have me so excited!

TBH, I've been getting so sick of that bg music for majora's mask. I'm thinking about using the bgmusic from an older version. I guess the videos speak for themselves.

AntiAliasing is a new thing now. You might not be able to use it with 720p but if you tinker with some memory settings and enable 2x Quincunx you should have some good antialiasing. 4x Gaussian would be the best if you can spare the memory. Makes having 128mb a little more useful. smile.gif Linear modes are available as well, if people want to use those. Edge AntiAliasing is there, but you might see some wire frames that aren't too pleasant. Some games look ok though.
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scorp316

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« Reply #159 on: March 25, 2011, 09:38:00 PM »

QUOTE(weinerschnitzel @ Mar 25 2011, 04:03 PM) View Post

FrankMorris' skin oh man! You have me so excited!

TBH, I've been getting so sick of that bg music for majora's mask. I'm thinking about using the bgmusic from an older version. I guess the videos speak for themselves.


haha...same here weiner.  I think Surreal64 should have more than one theme song for it. unsure.gif   For now, at least the bright side is that you can pause the music happy.gif  Just imagine if it couldn't be paused and if it looped as well....good thing this isn't a case for Surreal64....nor was it ever tongue.gif  wink.gif

Keep up the great work everyone smile.gif  cool.gif
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Ez0n3

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« Reply #160 on: March 26, 2011, 12:48:00 AM »

QUOTE(Xboxer64 @ Mar 16 2011, 01:09 PM) View Post

I just tried Surreal V1.0. Mempak worked just fine.
...
Mario Kart has its own memory in the cartridge to keep up with your progress and race times, but with a mempak you can save ghost data in time trials to race against yourself.
...
Only V1.0 would save and load properly for me.

QUOTE(Xboxer64 @ Mar 18 2011, 05:46 PM) View Post

I went ahead and tried Freakdave's FDB versions. I could not get mempaks to load in those versions either, mempaks will only work in V1.0 for me. I must mention that I really like the on screen notification in the FDB versions when you switch from rumble to mempak. I also noticed that the older versions have multiple save state slots. Is there a key combo to do the same thing in the current versions? Or is there just the 1 slot?

Thanks for that, I believe it is sorted out now. Ultra's MemPaks seem to not work even going all the way back to 1.0. But 1964 and PJ64 should be ok in the next one.

Until then, you can try starting the rom with mempak and making your ghost. Then try switching to none and restart the rom. You won't be able to save another until you switch back though.

There should be 5 save state slots in the in-game menu. Currently adding back in the notifications.

QUOTE(scorp316 @ Mar 25 2011, 11:38 PM) View Post

haha...same here weiner.  I think Surreal64 should have more than one theme song for it. unsure.gif
...

Isn't there different music per skin?

QUOTE(Passerby @ Mar 26 2011, 02:19 AM) View Post

Can you put in an option to not play background music at all?  I always kill it in the Xport emulators because it's obnoxious and usually a lot louder than the games themselves.

Probably should be an option.
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Darknior

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« Reply #161 on: March 26, 2011, 06:10:00 AM »

Woaw ... fantastic to see all in HD !!!
I love it biggrin.gif
Thanks a lot
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scorp316

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« Reply #162 on: March 26, 2011, 03:09:00 PM »

QUOTE(Ez0n3 @ Mar 25 2011, 10:48 PM) View Post

Isn't there different music per skin?


I meant to say...that there should be more background music tracks (instead of just 1) to represent each skin.....so that the music will be less repetitive. It would also be a good idea if the music tracks were to play at random so that the sequence would be different everytime Surreal64 is launched.

@ Passerby...You do know that you can turn down the volumn of the background music tracks of those emulators, right?...just saying wink.gif
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weinerschnitzel

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« Reply #163 on: March 26, 2011, 03:23:00 PM »

I would rather leave it as a track per skin. We could use options for looping and no play at start.

Oh, Rice 5.60 fog is fixed, btw.
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Consoleman!

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« Reply #164 on: March 28, 2011, 12:15:00 PM »

QUOTE(weinerschnitzel @ Mar 26 2011, 04:23 PM) View Post

I would rather leave it as a track per skin. We could use options for looping and no play at start.

Oh, Rice 5.60 fog is fixed, btw.

With all of these fixes, ui improvements, and anti-aliasing, I'm gonna have to take the new Surreal64 for a spin once it's released.  480i with AA should look pretty good on an SDTV.  Is it safe to assume that 4x Gaussian AA will have enough memory at 480i in most cases?
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