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Thread: Iris and Nintendo 64 Emulator News

                  
   
  1. #11
    DCEmu Newbie guthix's Avatar
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    Default S I M P L Y A M A Z I N G

    Thank You so much for your work. I look so forward to seeing the results. I plan on taking a couple more comp/programming class because of the progress you have made on many of your works. Good Luck

  2. #12
    DCEmu Old Pro pkmaximum's Avatar
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    Great I can't wait to see the progress you make, but keep in mind you will get a lot more pay pal support especially from me if you work on n64. More than iris. Just an idea well great work and i appreciate all your doing.

  3. #13
    Senior Staff Artist PSPdemon's Avatar
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    So what will be the basis of 0.2? Well here is my main focus.
    1) Md2 models will be thrown out in favor of Md4 & hl 1 models. Why? Because I need models with bones. Why? See 2
    2) RAGDOLL !! I dont know about you but one thing I think would make iris better is ragdoll. Why? Because it's always fun to have ragdoll in an fps.
    3) Game Modes ( Mission, CTF, DM )
    4) Wifi (adhoc & infrastructure)
    5) Improved gameplay (a given)
    This is exactly what i need!!! first the hl1 model support helps me out with my model issues that i am having and saves a bunch of time in that i dont have to moddify the animations.

    another good things is that there will be wifi multiplayer!!! good so that if you feel like the ai is lacking...you can go head to head against each other!

    and finnaly...differnt game types!!! capture the flag has been my favorite, so to see a game come out with it is a really cool thing (especially with multiplayer)...


    though i have some questions...

    1. Is this game gonna come out in FPS form, if not this release what is the expected version that gonna have it?

    2. What map types will be supported in the new version?

    3. Will there be more weapons than one?

    4. Will there be a skins option where if you want to have a different skin on a model ( say instead of a green MC, you could have the red MC ) then you can have it without having to put in the same model in different folders with the different color skins?

    5. How many players would you say could be playing in multiplayer?

    6. Will we see maps like those in the BSPveiwer on the iris engine ( like the graphics, textures, and light maps? ), this would make the game 3 times better and put to shame all commercial shooters out there for psp

    7. Will the new version support modable menus? ( i know i have asked this and i know you said you would try to, just wondering if the new version will support that )

    8. Will there be sound support?

    9. I was reading that the new version of iris will be able to have stairs and slopes... will this be implemented into this version or in the next?

    10. Will there be different controls in the new version? like will there be jump, walk, crouch, ect.?


    I just wanna know these questions because i want to make the best mod for iris that i can... i love the progress you've made on iris and would definately say you've won the comp already!!!

    As far as your M64 project...I like the idea of you making an open source N64 Emulator...
    this gives coders the chance to look at how you built it and maybe make a better version of it ( even though i am probably sure that you will have the fastest running one out there..but ya never know )

    Cant wait to see more updates on both of these!!!


    Thanks for Everything,
    PSPdemon
    404 Error: This signature is missing!

  4. #14
    PSP Coder
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    Time to answer some questions

    1. Is this game gonna come out in FPS form, if not this release what is the expected version that gonna have it?
    It will stay in third person for now. I kind of like it. Yet the view will be much more controlable. So you will be able to lean up and down to view more.

    2. What map types will be supported in the new version?
    Still only quake 3. Its quite advanced for a file format and my entire rendering system is built around it.

    3. Will there be more weapons than one?
    Yes, maybe 1-2 more for 0.15, hopefuly at min 5 for 2.0

    4. Will there be a skins option where if you want to have a different skin on a model ( say instead of a green MC, you could have the red MC ) then you can have it without having to put in the same model in different folders with the different color skins?
    Your request is my comand. They will make it into 0.15

    5. How many players would you say could be playing in multiplayer?
    Hard to say. I'll have to bench. I will try to leave it uncapped since each psp will be processing it self and the only thing that will slow the game down is rendering & dealing with weapons. Anyways my goal is for 4-8. Hopefuly more twards the 8. If the engine can handle even more, trust me I will push for it.

    6. Will we see maps like those in the BSPveiwer on the iris engine ( like the graphics, textures, and light maps? ), this would make the game 3 times better and put to shame all commercial shooters out there for psp
    In 2.0 yes, In 0.15 no. The maps are too complex for my $#@!ty bot code. Yet for 0.15 I have had MGFox edit a map that will work great for the new stuff.

    7. Will the new version support modable menus? ( i know i have asked this and i know you said you would try to, just wondering if the new version will support that )
    0.15, no. 2.0, maybe depending on time. If not I will try to get them asap or let the game be launchable via commands (so iris.pbp -o optionfile.irs). So you could just use the loadexecute lib to launch iris from your menu and bypass my menu stuff.

    8. Will there be sound support?
    Nope, sorry not yet.

    9. I was reading that the new version of iris will be able to have stairs and slopes... will this be implemented into this version or in the next?
    This is already in my current build and will make it's debute in 0.15.

    10. Will there be different controls in the new version? like will there be jump, walk, crouch, ect.?
    0.15 will have jump. No use for crouch yet so it will wait for 2.0

  5. #15
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    Quote Originally Posted by pkmaximum
    Great I can't wait to see the progress you make, but keep in mind you will get a lot more pay pal support especially from me if you work on n64. More than iris. Just an idea well great work and i appreciate all your doing.
    While my gf would love that. I, on the other hand, am working on what I find fun. I could care less if I get any donations because of iris & M64. I still also feel like I let people who donated to ngPsp down.

  6. #16
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    Quote Originally Posted by Voltron
    WHAT???? What a knockout one-two punch. Is PSMonkey human? The fact that you even consider taking on such tasks let alone doing it is a very impressive venture. Go for it all the way. You have my support and I'll be spreading the word about PSMonkey.

    no he's a monkey...dUH

  7. #17
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    thank the psp gods

  8. #18
    DCEmu Rookie PsychoSync's Avatar
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    I don't know anything about coding so if you feel like it, you can tell me something like:"If you don't know what you're talking about, shut it!!!". But still, i'm curious...

    For a N64 emu on PSP, how hard from 1 -10 (10=Hard) would it be to port one of the best emu for Windows like 1964? Is it doable/ harder than starting from scratch?

    ps.: By no means i wish to annoy you PSmonkey... keep up the good work!

  9. #19

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    I have to disagree, project64 is the best n64 emu for pc.

  10. #20
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    1964 & PJ64 are both amazing emus. Yet I feel its best to work from scrach since I will build something that I feel works best for the psp. Plus my ideal style of coding will differ from the others so this is bound to cause errors down the line.

    I will be using all emulators (pj64, mupen, nincest, ...) as my base & guide to the rewrite. I pretty much will look at what all are doing and either borrow or write something simular.

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