N64 – Zelda Ocarina of Time

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This topic contains 19 replies, has 3 voices, and was last updated by Profile photo of assault assault 2 years, 1 month ago.

Viewing 20 posts - 1 through 20 (of 20 total)
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  • #90219
    Profile photo of ceuse
    ceuse
    Participant

    Hey 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)

    #90221
    Profile photo of gizmo98
    gizmo98
    Participant

    Update setup script and rerun experimental testing module. Zelda OoT should run with rice now.

    #90223
    Profile photo of ceuse
    ceuse
    Participant

    I installed it (after updating the script of cause) roughly 10-12 hours ago. did a new build came out in the last 10 hours?

    #90224
    Profile photo of gizmo98
    gizmo98
    Participant

    Could be you use another zelda rom ;-). Open /opt/retropie/configs/n64/mupen64plus.cfg and set ScreenUptaeMode=7 under video-rice section.

    #90225
    Profile photo of gizmo98
    gizmo98
    Participant

    And please post your RiceVideoLinux.ini

    #90376
    Profile photo of ceuse
    ceuse
    Participant

    Sorry 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.

    • This reply was modified 2 years, 1 month ago by Profile photo of ceuse ceuse.
    #90417
    Profile photo of ceuse
    ceuse
    Participant

    Still 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

    • This reply was modified 2 years, 1 month ago by Profile photo of ceuse ceuse.
    #90465
    Profile photo of gizmo98
    gizmo98
    Participant

    To 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)

    #90468
    Profile photo of ceuse
    ceuse
    Participant

    and which should have the best results for oot with rpi2 🙂

    #90471
    Profile photo of gizmo98
    gizmo98
    Participant

    N64-gles2rice. But it runs a little bit choppy.

    #90507
    Profile photo of ceuse
    ceuse
    Participant

    i 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)

    • This reply was modified 2 years, 1 month ago by Profile photo of ceuse ceuse.
    • This reply was modified 2 years, 1 month ago by Profile photo of ceuse ceuse.
    • This reply was modified 2 years, 1 month ago by Profile photo of ceuse ceuse.
    #90599
    Profile photo of ceuse
    ceuse
    Participant

    Works 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 times

    #90602
    Profile photo of gizmo98
    gizmo98
    Participant

    Not at the moment. Your are not the first one asking and i am also not really happy with the current situation:
    http://blog.petrockblock.com/forums/topic/mupen64plus-ricrpi-branch/page/3/#post-90486

    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 😉

    #90609
    Profile photo of ceuse
    ceuse
    Participant

    should 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.

    #90611
    Profile photo of gizmo98
    gizmo98
    Participant

    This 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).

    #90625
    Profile photo of ceuse
    ceuse
    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+)"
    
    • This reply was modified 2 years, 1 month ago by Profile photo of ceuse ceuse.
    #90627
    Profile photo of gizmo98
    gizmo98
    Participant

    I don’t know but suggest device.

    #90887
    Profile photo of assault
    assault
    Participant

    Hi,

    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

    #90906
    Profile photo of ceuse
    ceuse
    Participant

    Sadly 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

    • This reply was modified 2 years, 1 month ago by Profile photo of ceuse ceuse.
    • This reply was modified 2 years, 1 month ago by Profile photo of ceuse ceuse.
    • This reply was modified 2 years, 1 month ago by Profile photo of ceuse ceuse.
    • This reply was modified 2 years, 1 month ago by Profile photo of ceuse ceuse.
    #90915
    Profile photo of assault
    assault
    Participant

    Could you please past the working Configuration here in the Topic, this might Help other people with the same problem 😉

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