Braiko / mupen64plus

Automatically exported from code.google.com/p/mupen64plus
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Plugin Not Found #454

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
Attempting to use any additional plugins with Mupen64Plus results in an error 
message.

[mupen.exe] -gfx [video-plugin.dll] "[path-to-game]"

Error: Specified video plugin not found: [video-plugin.dll]

This works if I insert the default video plugin into the command line, so I 
know that the program is looking by default in the root directory. I have 
placed additional plugins into this root directory but all of the ones that I 
have tried so far give me the same error message.

I know that the system is accessing the .dll file because when I use 
RiceVideo.dll, it creates "RiceVideo6.1.0.ini" in the same directory. The file 
itself, however, is mysteriously blank.

Similarly, if I try Glide64.dll, I get an error message first saying that 
glide3x.dll is missing from my computer, followed by the plugin not found 
error. If the plugin was truly not found, I suspect that I wouldn't be getting 
the first error that can only be generated by attempting to access the .dll 
file in question!

Help!

Original issue reported on code.google.com by chinagre...@gmail.com on 20 Aug 2011 at 11:30

GoogleCodeExporter commented 9 years ago
I should also add that I'm running this on Windows 7 64 bit.

Original comment by chinagre...@gmail.com on 20 Aug 2011 at 11:32

GoogleCodeExporter commented 9 years ago
Well, after compiling the source for one of the third party video plugins, I 
see that it is recognized (though it results in nothing more than a black 
screen when run), so I'm guessing that plugins have to be specifically written 
for Mupen64 in order to be used. Which brings me to my final question: how hard 
would it be to rewrite the rice video plugin to use a D3D renderer instead of 
OpenGL?

Original comment by chinagre...@gmail.com on 20 Aug 2011 at 1:13

GoogleCodeExporter commented 9 years ago
It is out of scope for this project to support Zilmar-style plugins

Rewriting it for D3D is quite hard. But you could try to reinsert the d3d code. 
It should be easier to just use a recent rice plugin and modify it to run with 
m64p.

Original comment by s...@narfation.org on 20 Aug 2011 at 5:24

GoogleCodeExporter commented 9 years ago
That's an interesting idea...

Original comment by chinagre...@gmail.com on 20 Aug 2011 at 5:29