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    Barra negra en N64

    Emulador Arcade/PC/Consolas
    barra negra
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    • FunkySonicO
      FunkySonicO last edited by

      Buenas noches gente del foro, les comento un problema que tengo con el emulador GlideN64 que me muestra una barra negra debajo cuando cargo algún juego (Con otros emuladores la barra no aparece, simplemente los juegos se ven a pantalla completa). Tengo un televisor de 16:9, Rpi3 y configurado a 640x480.

      Ahora, el dilema es que cuando activo la emulación FB (Buffer de cuadro) en GlideN64, los juegos se ven a pantalla completa pero muy pixelados y si desactivo la emulacion los juegos se ven bien pero con la imagen "achicada" por la barra negra. Leí sobre el overscan en GlideN64 pero no funciono.

      Acá les adjunto el archivo mupen64plus.cfg y si alguno posee alguna mejora o corrección hagamelo saber. Muchas gracias!

      PD: El mensaje también esta en el foro internacional...

      # Mupen64Plus Configuration File
      # This file is automatically read and written by the Mupen64Plus Core library
      
      [64DD]
      
      # Filename of the disk to load into Disk Drive
      Disk = ""
      # Filename of the 64DD IPL ROM
      IPL-ROM = ""
      
      
      [Audio-OMX]
      
      BUFFER_SIZE = 4096
      DEFAULT_FREQUENCY = 32000
      DEFAULT_MODE = 0
      LATENCY = 300
      NATIVE_MODE = False
      OUTPUT_PORT = 1
      SWAP_CHANNELS = False
      UNDERRUN_MODE = 0
      Version = 1
      
      
      [Audio-SDL]
      
      AUDIO_SYNC = False
      DEFAULT_FREQUENCY = 33600
      PRIMARY_BUFFER_SIZE = 16384
      PRIMARY_BUFFER_TARGET = 10240
      RESAMPLE = "trivial"
      SECONDARY_BUFFER_SIZE = 2048
      SWAP_CHANNELS = False
      VOLUME_ADJUST = 5
      VOLUME_CONTROL_TYPE = 1
      VOLUME_DEFAULT = 80
      Version = 1
      
      
      [Core]
      
      # Increment the save state slot after each save operation
      AutoStateSlotIncrement = False
      # Force number of cycles per emulated instruction
      CountPerOp = 0
      # Reduce number of cycles per update by power of two when set greater than 0 (overclock)
      CountPerOpDenomPot = 0
      # Save state slot (0-9) to use when saving/loading the emulator state
      CurrentStateSlot = 0
      DelaySI = True
      # Disable 4MB expansion RAM pack. May be necessary for some games
      DisableExtraMem = False
      # Activate the R4300 deb****r when ROM execution begins, if core was built with Deb****r support
      EnableDeb****r = False
      # Gameboy Camera Video Capture backend
      GbCameraVideoCaptureBackend1 = ""
      # Disable compiled jump commands in dynamic recompiler (should be set to False)
      NoCompiledJump = False
      # Draw on-screen display if True, otherwise don't draw OSD
      OnScreenDisplay = True
      # Use Pure Interpreter if 0, Cached Interpreter if 1, or Dynamic Recompiler if 2 or more
      R4300Emulator = 2
      # Randomize PI/SI Interrupt Timing
      RandomizeInterrupt = True
      # Disk Save Format (0: Full Disk Copy (*.ndr/*.d6r), 1: RAM Area Only (*.ram))
      SaveDiskFormat = 1
      # Path to directory where SRAM/EEPROM data (in-game saves) are stored. If this is blank, the default value of ${UserDataPath}/save will be used
      SaveSRAMPath = "/recalbox/share/saves/n64"
      # Path to directory where emulator save states (snapshots) are saved. If this is blank, the default value of ${UserDataPath}/save will be used
      SaveStatePath = "/recalbox/share/saves/n64"
      # Path to directory where screenshots are saved. If this is blank, the default value of ${UserDataPath}/screenshot will be used
      ScreenshotPath = "/recalbox/share/screenshots"
      # Path to a directory to search when looking for shared data files
      SharedDataPath = "/recalbox/share/system/configs/mupen64/"
      # Duration of SI DMA (-1: use per game settings)
      SiDmaDuration = -1
      # Mupen64Plus Core config parameter set version number.  Please don't change this version number.
      Version = 1.010000
      
      
      [CoreEvents]
      
      # Joystick event string for decreasing the volume
      Joy Mapping Decrease Volume = ""
      # Joystick event string for fast-forward
      Joy Mapping Fast Forward = ""
      # Joystick event string for advancing by one frame when paused
      Joy Mapping Frame Advance = ""
      # Joystick event string for switching between fullscreen/windowed modes
      Joy Mapping Fullscreen = ""
      # Joystick event string for pressing the game shark button
      Joy Mapping Gameshark = ""
      # Joystick event string for increasing the volume
      Joy Mapping Increase Volume = ""
      # Joystick event string for advancing the save state slot
      Joy Mapping Increment Slot = ""
      # Joystick event string for loading the emulator state
      Joy Mapping Load State = ""
      # Joystick event string for muting/unmuting the sound
      Joy Mapping Mute = ""
      # Joystick event string for pausing the emulator
      Joy Mapping Pause = ""
      # Joystick event string for resetting the emulator
      Joy Mapping Reset = ""
      # Joystick event string for saving the emulator state
      Joy Mapping Save State = ""
      # Joystick event string for taking a screenshot
      Joy Mapping Screenshot = ""
      # Joystick event string for slowing down the emulator
      Joy Mapping Speed Down = ""
      # Joystick event string for speeding up the emulator
      Joy Mapping Speed Up = ""
      # Joystick event string for stopping the emulator
      Joy Mapping Stop = "J0B8/B9"
      # SDL keysym for decreasing the volume
      Kbd Mapping Decrease Volume = 91
      # SDL keysym for temporarily going really fast
      Kbd Mapping Fast Forward = 102
      # SDL keysym for advancing by one frame when paused
      Kbd Mapping Frame Advance = 47
      # SDL keysym for switching between fullscreen/windowed modes
      Kbd Mapping Fullscreen = 0
      # SDL keysym for pressing the game shark button
      Kbd Mapping Gameshark = 103
      # SDL keysym for increasing the volume
      Kbd Mapping Increase Volume = 93
      # SDL keysym for advancing the save state slot
      Kbd Mapping Increment Slot = 0
      # SDL keysym for loading the emulator state
      Kbd Mapping Load State = 288
      # SDL keysym for muting/unmuting the sound
      Kbd Mapping Mute = 109
      # SDL keysym for pausing the emulator
      Kbd Mapping Pause = 112
      # SDL keysym for resetting the emulator
      Kbd Mapping Reset = 290
      # SDL keysym for saving the emulator state
      Kbd Mapping Save State = 286
      # SDL keysym for taking a screenshot
      Kbd Mapping Screenshot = 293
      # SDL keysym for save slot 0
      Kbd Mapping Slot 0 = 48
      # SDL keysym for save slot 1
      Kbd Mapping Slot 1 = 49
      # SDL keysym for save slot 2
      Kbd Mapping Slot 2 = 50
      # SDL keysym for save slot 3
      Kbd Mapping Slot 3 = 51
      # SDL keysym for save slot 4
      Kbd Mapping Slot 4 = 52
      # SDL keysym for save slot 5
      Kbd Mapping Slot 5 = 53
      # SDL keysym for save slot 6
      Kbd Mapping Slot 6 = 54
      # SDL keysym for save slot 7
      Kbd Mapping Slot 7 = 55
      # SDL keysym for save slot 8
      Kbd Mapping Slot 8 = 56
      # SDL keysym for save slot 9
      Kbd Mapping Slot 9 = 57
      # SDL keysym for slowing down the emulator
      Kbd Mapping Speed Down = 291
      # SDL keysym for speeding up the emulator
      Kbd Mapping Speed Up = 292
      # SDL keysym for stopping the emulator
      Kbd Mapping Stop = 27
      # Mupen64Plus CoreEvents config parameter set version number.  Please don't change this version number.
      Version = 1
      
      
      [Input-SDL-Control1]
      
      A Button = "button(5)"
      AnalogDeadzone = "4096,4096"
      AnalogPeak = "32768,32768"
      B Button = "button(4)"
      C Button D = "button(2)"
      C Button L = "button(3)"
      C Button R = "button(1)"
      C Button U = "button(0)"
      DPad D = "hat(0 Down)"
      DPad L = "hat(0 Left)"
      DPad R = "hat(0 Right)"
      DPad U = "hat(0 Up)"
      L Trig = "button(6)"
      Mempak switch = ""
      MouseSensitivity = "3.00,3.00"
      R Trig = "button(7)"
      Rumblepak switch = ""
      Start = "button(9)"
      X Axis = "axis(0-,0+)"
      Y Axis = "axis(1-,1+)"
      Z Trig = "button(8)"
      device = 0
      mode = 0
      mouse = False
      name = "SHANWAN PS3 GamePad"
      plugged = True
      plugin = "2"
      version = 2
      
      
      [Input-SDL-Control2]
      
      A Button = "button(6)"
      AnalogDeadzone = "128,128"
      AnalogPeak = "32768,32768"
      B Button = "button(8)"
      C Button D = "button(2)"
      C Button L = "button(3)"
      C Button R = "button(1)"
      C Button U = "button(0)"
      DPad D = "hat(0 Down)"
      DPad L = "hat(0 Left)"
      DPad R = "hat(0 Right)"
      DPad U = "hat(0 Up)"
      L Trig = "button(4)"
      Mempak switch = "button(10)"
      MouseSensitivity = "2.00,2.00"
      R Trig = "button(5)"
      Rumblepak switch = "button(11)"
      Start = "button(9)"
      X Axis = "axis(0-,0+)"
      Y Axis = "axis(1-,1+)"
      Z Trig = "button(7)"
      device = 1
      mode = 0
      mouse = False
      name = "Generic   USB  Joystick  "
      plugged = True
      plugin = 1
      version = 2
      
      
      [Input-SDL-Control3]
      
      A Button = ""button(6)""
      AnalogDeadzone = "4096,4096"
      AnalogPeak = "32768,32768"
      B Button = ""button(8)""
      C Button D = ""button(2)""
      C Button L = ""button(3)""
      C Button R = ""button(1)""
      C Button U = ""button(0)""
      DPad D = ""hat(0 Down)""
      DPad L = ""hat(0 Left)""
      DPad R = ""hat(0 Right)""
      DPad U = ""hat(0 Up)""
      L Trig = ""button(4)""
      Mempak switch = ""
      MouseSensitivity = "2.00,2.00"
      R Trig = ""button(5)""
      Rumblepak switch = ""
      Start = ""button(9)""
      X Axis = "axis(0-,0+)"
      Y Axis = "axis(1-,1+)"
      Z Trig = ""button(7)""
      device = -1
      mode = 2
      mouse = False
      name = ""
      plugged = True
      plugin = "2"
      version = 2
      
      
      [Input-SDL-Control4]
      
      A Button = ""
      AnalogDeadzone = "4096,4096"
      AnalogPeak = "32768,32768"
      B Button = ""
      C Button D = ""
      C Button L = ""
      C Button R = ""
      C Button U = ""
      DPad D = ""
      DPad L = ""
      DPad R = ""
      DPad U = ""
      L Trig = ""
      Mempak switch = ""
      MouseSensitivity = "2.00,2.00"
      R Trig = ""
      Rumblepak switch = ""
      Start = ""
      X Axis = ""
      Y Axis = ""
      Z Trig = ""
      device = -1
      mode = 2
      mouse = False
      name = ""
      plugged = False
      plugin = 1
      version = 2
      
      
      [Rsp-HLE]
      
      AudioListToAudioPlugin = False
      DisplayListToGraphicsPlugin = True
      RspFallback = ""
      Version = 1.000000
      
      
      [Transferpak]
      
      # Filename of the GB RAM to load into transferpak 1
      GB-ram-1 = ""
      # Filename of the GB RAM to load into transferpak 2
      GB-ram-2 = ""
      # Filename of the GB RAM to load into transferpak 3
      GB-ram-3 = ""
      # Filename of the GB RAM to load into transferpak 4
      GB-ram-4 = ""
      # Filename of the GB ROM to load into transferpak 1
      GB-rom-1 = ""
      # Filename of the GB ROM to load into transferpak 2
      GB-rom-2 = ""
      # Filename of the GB ROM to load into transferpak 3
      GB-rom-3 = ""
      # Filename of the GB ROM to load into transferpak 4
      GB-rom-4 = ""
      
      
      [UI-Console]
      
      # Filename of audio plugin
      AudioPlugin = "mupen64plus-audio-sdl.so"
      # Filename of input plugin
      InputPlugin = "mupen64plus-input-sdl.so"
      # Directory in which to search for plugins
      PluginDir = "./"
      # Filename of RSP plugin
      RspPlugin = "mupen64plus-rsp-hle.so"
      # Mupen64Plus UI-Console config parameter set version number.  Please don't change this version number.
      Version = 1
      # Filename of video plugin
      VideoPlugin = "/usr/lib/mupen64plus/mupen64plus-video-gliden64.so"
      
      
      [Video-General]
      
      AspectRatio = True
      Fullscreen = True
      ScreenHeight = 480
      ScreenWidth = 640
      VerticalSync = False
      
      
      [Video-Glide64mk2]
      
      adjust_aspect = -1
      alt_tex_size = -1
      aspect = -1
      buff_clear = -1
      card_id = 0
      clip_zmax = -1
      clip_zmin = -1
      clock = False
      clock_24_hr = True
      correct_viewport = -1
      decrease_fillrect_edge = -1
      detect_cpu_write = -1
      fast_crc = -1
      fb_crc_mode = -1
      fb_get_info = -1
      fb_hires = -1
      fb_read_alpha = -1
      fb_read_always = -1
      fb_render = -1
      fb_smart = -1
      filtering = -1
      fog = -1
      force_calc_sphere = -1
      force_microcheck = -1
      force_polygon_offset = False
      force_quad3d = -1
      ghq_cache_save = True
      ghq_cache_size = 128
      ghq_cmpr = 0
      ghq_enht = 0
      ghq_enht_cmpr = False
      ghq_enht_f16bpp = False
      ghq_enht_gz = True
      ghq_enht_nobg = False
      ghq_enht_tile = 0
      ghq_fltr = 0
      ghq_hirs = 0
      ghq_hirs_altcrc = True
      ghq_hirs_cmpr = False
      ghq_hirs_dump = False
      ghq_hirs_f16bpp = False
      ghq_hirs_gz = True
      ghq_hirs_let_texartists_fly = False
      ghq_hirs_tile = False
      hires_buf_clear = -1
      ignore_aux_copy = -1
      increase_texrect_edge = -1
      lodmode = -1
      n64_z_scale = -1
      old_style_adither = -1
      optimize_texrect = -1
      pal230 = -1
      polygon_offset_factor = 0
      polygon_offset_units = 0
      read_back_to_screen = -1
      show_fps = 8
      ssformat = False
      stipple_mode = -1
      stipple_pattern = -1
      swapmode = -1
      texture_correction = -1
      use_sts1_only = -1
      useless_is_useless = -1
      vsync = True
      wrpAnisotropic = True
      wrpAntiAliasing = 0
      wrpFBO = True
      wrpResolution = 0
      wrpVRAM = 0
      zmode_compare_less = -1
      
      
      [Video-GLideN64]
      
      # Screen aspect ratio. (0=stretch, 1=force 4:3, 2=force 16:9, 3=adjust)
      AspectRatio = 3
      # Render backgrounds mode. (HLE only). (0=One piece (fast), 1=Stripped (precise))
      BackgroundsMode = 1
      # Swap frame buffers. (0=On VI update call, 1=On VI origin change, 2=On buffer update)
      BufferSwapMode = 0
      # Make texrect coordinates continuous to avoid black lines between them. (0=Off, 1=Auto, 2=Force)
      CorrectTexrectCoords = 0
      # Counters position. (1=top left, 2=top center, 4=top right, 8=bottom left, 16=bottom center, 32=bottom right)
      CountersPos = 8
      # Disable buffers read/write with FBInfo. Use for games which do not work with FBInfo.
      DisableFBInfo = True
      # Dither with color quantization.
      DitheringQuantization = True
      # Enable software vertices clipping. Brings various benefits.
      EnableClipping = True
      # Copy auxiliary buffers to RDRAM.
      EnableCopyAuxiliaryToRDRAM = False
      # Enable color buffer copy from RDRAM.
      EnableCopyColorFromRDRAM = False
      # Enable color buffer copy to RDRAM. (0=do not copy, 1=copy in sync mode, 2=Double Buffer, 3=Triple Buffer)
      EnableCopyColorToRDRAM = 0
      # Enable depth buffer copy to RDRAM. (0=do not copy, 1=copy from video memory, 2=use software render)
      EnableCopyDepthToRDRAM = 2
      # Enable pixel coverage calculation. Used for better blending emulation and wire-frame mode. Needs fast GPU.
      EnableCoverage = True
      # Use GLideN64 per-game settings.
      EnableCustomSettings = True
      # Enable dithering pattern on output image.
      EnableDitheringPattern = False
      # Enable frame and/or depth buffer emulation.
      EnableFBEmulation = False
      # Enable writing of fragment depth. Some mobile GPUs do not support it, thus made optional. Leave enabled.
      EnableFragmentDepthWrite = True
      # Enable hardware per-pixel lighting.
      EnableHWLighting = False
      # Enable hi-res noise dithering.
      EnableHiresNoiseDithering = False
      # Enable hybrid integer scaling filter. Can be slow with low-end GPUs.
      EnableHybridFilter = True
      # Use fast but less accurate shaders. Can help with low-end GPUs.
      EnableInaccurateTextureCoordinates = False
      # Enable LOD emulation.
      EnableLOD = True
      # Do not use shaders to emulate N64 blending modes. Works faster on slow GPU. Can cause glitches.
      EnableLegacyBlending = True
      # Enable N64 depth compare instead of OpenGL standard one. Experimental. (0=Off, 1=Fast, 2=Compatible)
      EnableN64DepthCompare = 0
      # Render 2D texrects in native resolution to fix misalignment between parts of 2D image. (0=Off, 1=Optimized, 2=Unoptimized)
      EnableNativeResTexrects = 0
      # Enable resulted image crop by Overscan.
      EnableOverscan = False
      # Use persistent storage for compiled shaders.
      EnableShadersStorage = True
      # Bound texture rectangle texture coordinates to the values they take in native resolutions. It prevents garbage due to fetching out of texture bounds, but can result in hard edges. (0=Off, 1=On)
      EnableTexCoordBounds = 0
      # Read color buffer by 4kb chunks (strictly follow FBRead specification).
      FBInfoReadColorChunk = False
      # Read depth buffer by 4kb chunks (strictly follow FBRead specification).
      FBInfoReadDepthChunk = True
      # Toggle Fast Approximate Anti-Aliasing (FXAA).
      FXAA = True
      # Force depth buffer clear. Hack. Needed for Eikou no Saint Andrews.
      ForceDepthBufferClear = False
      # Force gamma correction.
      ForceGammaCorrection = False
      # Gamma correction level.
      GammaCorrectionLevel = 2.000000
      # Set MultiSampling (MSAA) value. (0=off, 2,4,8,16=quality)
      MultiSampling = 2
      # NTSC mode. Bottom bound of Overscan.
      OverscanNtscBottom = 0
      # NTSC mode. Left bound of Overscan.
      OverscanNtscLeft = 0
      # NTSC mode. Right bound of Overscan.
      OverscanNtscRight = 0
      # NTSC mode. Top bound of Overscan.
      OverscanNtscTop = 0
      # PAL mode. Bottom bound of Overscan.
      OverscanPalBottom = 0
      # PAL mode. Left bound of Overscan.
      OverscanPalLeft = 0
      # PAL mode. Right bound of Overscan.
      OverscanPalRight = 0
      # PAL mode. Top bound of Overscan.
      OverscanPalTop = 0
      # Dithering mode for image in RDRAM. (0=disable, 1=bayer, 2=magic square, 3=blue noise)
      RDRAMImageDitheringMode = 3
      # Show FPS counter.
      ShowFPS = False
      # Show internal resolution.
      ShowInternalResolution = False
      # Show percent counter.
      ShowPercent = False
      # Show rendering resolution.
      ShowRenderingResolution = False
      # Show statistics for drawn elements.
      ShowStatistics = False
      # Show VI/s counter.
      ShowVIS = False
      # Enable threaded video backend.
      ThreadedVideo = False
      # Frame buffer size is the factor of N64 native resolution.
      UseNativeResolutionFactor = 1
      # Max level of Anisotropic Filtering, 0 for off.
      anisotropy = 0
      # Bilinear filtering mode. (0=N64 3point, 1=standard)
      bilinearMode = 1
      # Settings version. Don't touch it.
      configVersion = 29
      # Remove halos around filtered textures.
      enableHalosRemoval = False
      # Font color in RGB format.
      fontColor = "B5E61D"
      # File name of True Type Font for text messages.
      fontName = "FreeSans.ttf"
      # Font size.
      fontSize = 18
      # Hotkey: toggle frame buffer emulation
      hkFBEmulation = ""
      # Hotkey: toggle force gamma correction
      hkForceGammaCorrection = ""
      # Hotkey: reload HD textures
      hkHdTexReload = ""
      # Hotkey: toggle HD textures
      hkHdTexToggle = ""
      # Hotkey: toggle N64 depth compare
      hkN64DepthCompare = ""
      # Hotkey: toggle 2D texrects in native resolution
      hkNativeResTexrects = ""
      # Hotkey: toggle OSD FPS
      hkOsdFps = ""
      # Hotkey: toggle OSD internal resolution
      hkOsdInternalResolution = ""
      # Hotkey: toggle OSD percent
      hkOsdPercent = ""
      # Hotkey: toggle OSD rendering resolution
      hkOsdRenderingResolution = ""
      # Hotkey: toggle OSD VI/S
      hkOsdVis = ""
      # Hotkey: toggle texcoords bounds
      hkTexCoordBounds = ""
      # Hotkey: toggle textures dump
      hkTexDump = ""
      # Hotkey: toggle VSync
      hkVsync = ""
      # Zip texture cache.
      txCacheCompression = True
      # Path to folder where plugin saves texture cache files.
      txCachePath = "/recalbox/share/system/.cache/mupen64plus/cache"
      # Size of memory cache for enhanced textures in megabytes.
      txCacheSize = 100
      # Deposterize texture before enhancement.
      txDeposterize = False
      # Path to folder where plugin saves dumped textures.
      txDumpPath = "/recalbox/share/system/.cache/mupen64plus/texture_dump"
      # Use file storage instead of memory cache for enhanced textures.
      txEnhancedTextureFileStorage = False
      # Texture enhancement. (0=none, 1=store as is, 2=X2, 3=X2SAI, 4=HQ2X, 5=HQ2XS, 6=LQ2X, 7=LQ2XS, 8=HQ4X, 9=2xBRZ, 10=3xBRZ, 11=4xBRZ, 12=5xBRZ, 13=6xBRZ)
      txEnhancementMode = 0
      # Don't filter background textures.
      txFilterIgnoreBG = False
      # Texture filter. (0=none, 1=Smooth filtering 1, 2=Smooth filtering 2, 3=Smooth filtering 3, 4=Smooth filtering 4, 5=Sharp filtering 1, 6=Sharp filtering 2)
      txFilterMode = 0
      # Force the use of 16-bit texture formats for HD textures.
      txForce16bpp = False
      # Use high resolution texture packs if available.
      txHiresEnable = False
      # Allow to fully use the alpha channel for high resolution textures.
      txHiresFullAlphaChannel = True
      # Use file storage instead of memory cache for HD textures.
      txHiresTextureFileStorage = False
      # Limit hi-res textures size in VRAM (in MB, 0 = no limit)
      txHiresVramLimit = 0
      # Use alternative method for paletted textures CRC calculation.
      txHresAltCRC = False
      # Use no file storage or cache for HD textures.
      txNoTextureFileStorage = False
      # Path to folder with hi-res texture packs.
      txPath = "/recalbox/share/system/.local/share/mupen64plus/hires_texture"
      # Save texture cache to hard disk.
      txSaveCache = True
      
      
      [Video-Rice]
      
      AccurateTextureMapping = True
      AnisotropicFiltering = 0
      CacheSize = 100
      ColorQuality = 0
      CropMode = 0
      DefaultCombinerDisable = False
      DoubleSizeForSmallTxtrBuf = False
      DumpTexturesToFiles = False
      EnableHacks = True
      EnableSSE = True
      EnableVertexShader = False
      FastTextureLoading = False
      FogMethod = 1
      ForcePolygonOffset = False
      ForceTextureFilter = 2
      FrameBufferSetting = 0
      FrameBufferWriteBackControl = 1
      FullTMEMEmulation = False
      InN64Resolution = False
      LoadHiResCRCOnly = True
      LoadHiResTextures = False
      Mipmapping = 2
      MultiSampling = 0
      NormalAlphaBlender = False
      OpenGLDepthBufferSetting = 16
      OpenGLRenderSetting = 0
      OpenGLVertexClipper = False
      PolygonOffsetFactor = 0
      PolygonOffsetUnits = 0
      RenderToTexture = 0
      SaveVRAM = False
      ScreenUpdateSetting = 7
      ShowFPS = False
      SkipFrame = False
      SkipScreenUpdate = False
      SmallTextureOnly = False
      TexRectOnly = False
      TextureEnhancement = 6
      TextureEnhancementControl = 0
      TextureQuality = 0
      Version = 1
      WideScreenHack = True
      WinFrameMode = False
      
      
      
      Frelis69 1 Reply Last reply Reply Quote 0
      • Frelis69
        Frelis69 @FunkySonicO last edited by

        @funkysonico Saludos.

        Prueba con otro de los emuladores de Nintendo 64, a ver el resto te hace lo mismo.
        Dentro del listado de juegos pulsando start en alguno de los juegos al editar el juego puedes modificar el emulador a usar, sino desde el menú principal en configuración avanzada de los emuladores cambias el emulador por defecto.

        Ya nos contarás. Saludos.

        FunkySonicO 1 Reply Last reply Reply Quote 0
        • FunkySonicO
          FunkySonicO @Frelis69 last edited by

          @frelis69 por favor leer bien el mensaje que puse.. especifique que en otros emuladores la barra negra no aparece.

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          • Frelis69
            Frelis69 @FunkySonicO last edited by Zing

            @funkysonico Yo he leído perfectamente, pero en ningún sitio específicas que esos otros emuladores sean también de Nintendo 64. A lo mejor deberías de aprender a explicarte y .. EDITADO POR MODERACIÓN: POR FAVOR RESPETEN LAS NORMAS DEL FORO Y NO OFENDAN A NADIE.

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