![]() ![]() The SDL documentation states that this should be a power of two between 5. # Size of secondary buffer in output samples. ![]() Increasing this will increase audio latency but reduce the chance of drop-outs. Decreasing this value will reduce audio latency but requires a faster PC to avoid choppiness. This value must be larger than the SECONDARY_BUFFER_SIZE. # Fullness level target for Primary audio buffer, in equivalent output samples. This is where audio is loaded after it's extracted from n64's memory. # Size of primary buffer in output samples. # Frequency which is used if rom doesn't want to change it # Mupen64Plus SDL Audio Plugin config parameter version number # Filename of the disk to load into Disk Drive # This file is automatically read and written by the Mupen64Plus Core library Well done.ĬFG Location: C:\Users\ \AppData\Roaming\Mupen64PlusĬode: # Mupen64Plus Configuration File I had a great experience using your script! This game is definitely a hidden gen and I would say it deserves the treatment you gave it and what a remaster could give it. As a Turok fan, it has been my dream to play this game with M+K. Regardless of that, I have to thank OP a TON for this script. 7 generally is executed solid but has minimal unique ideas\moments in it. To me, a 8 has done something significantly unique with atleast solid execution. For comparison sake I give T1 and T2 both a 8/10-8.5/10. If it were to be remastered and they made those changes I suggested, I can imagine the game would be a solid 7/10 or maybe even 7.5/10 for me. While I knew that the devs vision was constrained for this game, I took notice of multiple times where the devs put serious thought into adding a fun and interesting moment into the game. On the bright side, I had low expectations for this game but I ended up enjoying it. I think they should slightly increase the movement speed and\or do other things to make the game feel more like the previous Turoks. If they were to remaster this game, I would personally want some improvements on enemy counts, placement, and AI(I know this game was more tailored for n64 controllers and HW). It takes a whole boring minute just to walk through an empty space in a straight line. For example, in the final 2 chapters of the game there is this huge empty space that you proceed through and backtrack through that doesn't contain enemies. Furthermore, there are some straight up bad choices that were likely due to time\resource\tech constraints on the dev team. Also, I personally wanted them to take the "key collection" formula(which IMO was done in a fairly unique way for T1+T2) either at the same level or further. For example, the slow movement speed hurts. Coming from PC Turok(and remastered Turok), i'd say it lost too much of what made Turok "Turok". Side Note: My rating of Turok 3 falls in the range of 6.5/10-7/10 without replaying it. I am not an expert on configuring N64 emulators so a little extra research may be required to figure some of the best settings (or perhaps even get it to work). I have a mid-high end gpu+cpu with Windows 10 and a 1080p monitor. Let me know if you get past your crashes or not. I've slightly changed it to this CFG file when I started playing Rage Wars so I can't confirm if it doesn't have the issues that other people were talking about. I finished the entire game using almost identical CFG. Just as the OP stated, you must use Mupen64Plus with no frontend for this to work. I got them by installing M64Py, taking the plugin dlls out, then uninstalling M64py(to avoid conflicts with normal Mupen64Plus). ![]() RspPlugin = "mupen64plus-rsp-z64-hlevideo.dll" InputPlugin = "mupen64plus-input-sdl.dll" VideoPlugin = "mupen64plus-video-GLideN64.dll"ĪudioPlugin = "mupen64plus-audio-sdl.dll" For each axis, this must be greater than the corresponding AnalogDeadzone value # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. # If True, then mouse buttons may be used with this controller # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak # Specifies whether this controller is 'plugged in' to the simulated N64 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic # Mupen64Plus SDL Input Plugin config parameter version number. ![]()
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