pichorra 4 Posted November 5, 2011 (edited) Hello. I just found a way to play Goldeneye 007/Perfect Dark 64 in constant 60fps. As Command & Conquer 64 is programmed like a PC game (there's no fps limiter as far i know), it can be used to run C&C64 in constant 30-60FPS. 1 - Get the 1964 UltraFast Edition and unzip in somewhere. Note: There's a version of that Based in the early version of 1964, on stuck 3x overclock here. It is more stable compared with the new version, but do not support overclock managment. 2- Get the Lastest version of Glide64 and unzip the Plugin Folder directory. Just note to Unzip the Glide3x.dll from the Wrapper folder INSIDE the 1964 folder IF YOU NOT use an voodoo Card from 3dfx. 3- Download the Command & Conquer 64 ROM and place it in somewhere. (you can search that on google) 4- Open 1964, Configure the Plugins, selecting Glide64 as yours Video plugin, and then, configure it. Configure also your controller settings. Remember, it is a N64 Game 5- Load C&C64, Goto Overclock Profile and select your overclock setting. If you are using the early version based on early version of 1964, you do not need to do anything. 6-play! Recommended Hardware: For 2x: Pentium 4 Prescott 3ghz or Atlhon 64 equivalent. 256MB RAM GeForce 6600 , ATI Equivalent For 3x. Core 2 Duo or Atlhon x2 Geforce 6800 or ATI Equivalent For 4x: Phenom X2 or Core-I Equivalent GeForce 8800 or ATI equivalent. Enjoy! Edited November 9, 2011 by Sonic Fixed the busted links. Share this post Link to post
Zenix 0 Posted November 6, 2011 There's some way to map the controller layout to mouse? Share this post Link to post
Doctor Destiny 41 Posted November 6, 2011 Not particularly. This is nice, but I'm not changing emulators for one game. Share this post Link to post
Nyerguds 100 Posted November 6, 2011 I've mapped it to the mouse, with Project64's N-Rage 2.0 controller plugin. See http://nyerguds.arsa...com/N64Project/ It works incredibly well Of course, none of the stuff described above seems to be for Project64. [edit] By the way, why on earth isn't this in the normal "Command & Conquer / Covert Operations" forum? Share this post Link to post
Sonarpulse 1 Posted November 6, 2011 Yeah, there's lots of things that will map mouse to joystick. The only issue is that mouse is used for an absolute position, while Joystick represents speed of cursor/whatever movement, so some integration is needed. I first got it to work with this handy program, http://glovepie.org/glovepie.php. Not sure with the whole framerate thing is, I thought you could already do that. Anyways, for the record, most recent 1964 is here, http://code.google.com/p/emu-1964/, along with it's *nix counterpart http://code.google.com/p/mupen64plus/, which shares some code. Share this post Link to post
pichorra 4 Posted November 6, 2011 (edited) Yeah, there's lots of things that will map mouse to joystick. The only issue is that mouse is used for an absolute position, while Joystick represents speed of cursor/whatever movement, so some integration is needed. I first got it to work with this handy program, http://glovepie.org/glovepie.php. Not sure with the whole framerate thing is, I thought you could already do that. Anyways, for the record, most recent 1964 is here, http://code.google.com/p/emu-1964/, along with it's *nix counterpart http://code.google.com/p/mupen64plus/, which shares some code. You can use Darkman DImpunt Plugin for Mouse Support. t. Mupen64Plus Is a good Cross Plataform Nintendo 64 Emulator, but in V2, it becames Hard to use because they removed the GUI of the App. The 1964 core is pretty bad compared with the New Project64 v1.7 Emulator. I just want to see the overclock code in Project64... It will RULE! about the wrong postage: Yeah, i shall be posted in default c&c topic... Anyway... Edited November 6, 2011 by pichorra Share this post Link to post
Sonarpulse 1 Posted November 6, 2011 I have only tried v1.6, so the difference is less. With 1.6 most ppl use rice/1964 video anyways so that negates a lot of differences too. Yeah, not sure why they got rid of the GUI in Mupen. Less of a problem for me, but sure is a stupid move. Somebody made a QT GUI for the new version, also open source, which solve that problem, but you gotta ask, why don't they just merge that? Easy to make a no GUI compile option for the biggest CLI fanboys. Kinda wish they would merge 1964 and Mupen64plus. No point splitting potential developers between both projects. Share this post Link to post
pichorra 4 Posted November 6, 2011 I've Created a Mouse Profile for Darkman DImput plugin. To use that, goto Configure Imput plugin, click on Profile editor and Inport the file that`s in my attachment. Mupen needs be more easy to use... Everybody knows that for a game be succefull, it needs to run pretty good on WIndows, something that Mupen don't C&C64_DMANIMPUT.ZIP Share this post Link to post
Sonarpulse 1 Posted November 7, 2011 It says there is a windows build now, but there certainly needs to be a GUI for that. windows users 10x don't like to use the shell. There's more activity with mupen than 1964 at the moment though, as Project64 cornered the windows market. Share this post Link to post
Nyerguds 100 Posted November 8, 2011 Heh. Was considering it. You beat me to it Share this post Link to post
christo 0 Posted July 29, 2012 I have a screen problem with project 64. The left is the right working cnc64, captured from a yutub video, on the right is mine, with some screen errors. Any ideas how to fix it? Share this post Link to post