#Render96 (sm64ex fork)
2376 messages · Page 3 of 3 (latest)
I’ll check if there is something in the source that can be tuned for this
can you check log.txt and tell me if you see haptic keyword init ?
On my rg353vs with rocknix:
grep haptic log.txt
controller retrogame_joypad has haptics support, rumble enabled
Not finding 'haptic' in the log
If it helps, I have it set to use the newest SDL version ArkOS offers: 2.30.3
I’ll try to build a test program
Hi @severe shell I've built testrumble and testhaptic from SDL release 2.30.4. Can you please run them in ssh and tell me if something is happening.
RK3566:~ # ./testrumble
INFO: 1 Haptic devices detected.
INFO: Device: pwm-vibrator
INFO: Playing 2 second rumble at 0.5 magnitude.
INFO: Stopping rumble.
INFO: Playing 2 second rumble at 0.3 magnitude.
RK3566:~ # ./testhaptic
INFO: 1 Haptic devices detected.
INFO: Device: pwm-vibrator
INFO: Supported effects [16 effects, 16 playing]:
INFO: sine
INFO: triangle
INFO: left/right
INFO: Supported capabilities:
INFO: gain
INFO:
Uploading effects
INFO: effect 0: Sine Wave
INFO: effect 1: Left/Right
INFO:
Now playing effects for 5 seconds each with 1 second delay between
INFO: Playing effect 0
INFO: Playing effect 1
Regarding your comment I think it doesn't matter for render96ex as it is using basic rumbles (strength + duration) as in testrumble and not complex haptic effects as in testhaptic
Oh, There is a limitation to the RGB30's vibration. It only has the one set of pads, so it only signals for one side of an otherwise 2-motor controller/system. I don't remember which side, though. The pads and motor mounting circle are on the right side of the board, so I guess it would only be the right motor.
On my RG353VS I think I only have one rumble motor and both test programs make me feel the same basic rumbling effect.
@woeful holly @leaden fossil @oblique pulsar I donno if you have seen the link for this test build. Is so please ignore my message 😉
dpad worked for another tester on a plus.
Huh...
INFO: 0 Haptic devices detected.
ERROR: No Haptic devices found!
ark@rgb30:/roms2/ports$ ./testrumble
INFO: 0 Haptic devices detected.
ERROR: No Haptic devices found!
INFO: 1 Haptic devices detected.
INFO: Device: Deeplay-keys
INFO: Supported effects [16 effects, 16 playing]:
INFO: sine
INFO: triangle
INFO: left/right
INFO: Supported capabilities:
INFO: gain
INFO:
Uploading effects
INFO: effect 0: Sine Wave
INFO: effect 1: Left/Right
INFO:
Now playing effects for 5 seconds each with 1 second delay between
INFO: Playing effect 0
INFO: Playing effect 1
[/sdltest-rumble]#
You turned my handheld into a vibrator so id say its working
plus/muos
INFO: 1 Haptic devices detected.
INFO: Device: Deeplay-keys
INFO: Playing 2 second rumble at 0.5 magnitude.
INFO: Stopping rumble.
INFO: Playing 2 second rumble at 0.3 magnitude.
[/sdltest-rumble]#
Confirmed with Christian: SDL will not detect rumble in ArkOS because it's not native to the kernel
I don't know but SDL doesn't found an haptic device.
oh sad 😦
Yeah.. I'd kill for an updated ArkOS
Thanks
Maybe as it’s based on Ubuntu you could load a module
How does the rumble work on the rgb30?
I'm not actually sure. The only things that even support rumble are 2-3 Retroarch cores and I believe they've been customized
Oh it’s a very limited support atm
ok it seems only this ones supports rumble on rgb30: Dreamcast, pokemini, gba, gbc with mgba core
I wonder how they are using the rumble if not throught SDL
Where did that list come from? The ArkOS Wiki FAQ lists only N64 and Playstation cores
I can't find again the message
but I found this #1142829674246963260 message
i implement rumble for rgb30 jelos
https://github.com/trngaje/rgb30_binary/releases/download/jelos.231107/JELOS-RK3566.aarch64-20231107.img.gz
Though i want to upload new version, i cannot because i am on buisiness trip.
after 1st December, i will upload
probably you can feel vibarition on port games too. i just implement in driver level.
driver level mean kernel for me
here #1142829674246963260 message
Ah. The FAQ hasn't been updated
the custom jelos distribution source https://github.com/trngaje/distribution
the patch that add the rumble support for rgb30 https://github.com/trngaje/distribution/commit/3a14d2a5f2414d79270aa8f3cc6e664732db76b3
you just have to replicate the patch on arkos 🙂
in other words, rebuild the kernel
Yeah... That's beyond my skill level. I'm going to have to dismiss rumble on ArkOS. Christian has made it very clear he won't be doing much of anything with it, and it's lagging behind when it comes to ports. I can't bring myself to run the alternatives as they either limit the user or have other shortcomings that interfere with ports.
I’ll see if I can patch render96ex based on this https://github.com/christianhaitian/rk3566_core_builds/blob/master/patches/gambatte-patch-rumble.patch
Not 100% sure it’s doable, I am on the phone atm 😅
Copy that
After finishing the installation on the lovely R36S, the game crashes after the title screen.
what CFW ?
arkos ?
yes
Yeah, R36S are unofficially supported by ArkOS and for this combination R36S+ArkOS we have sound issues that results in game crash for render96ex. I don't have a solution yet 😦
are you at ease to edit the .sh file ?
@fossil snow easier. Can you try to replace roms/ports/render96ex.sh with this one
and launch again the game to check is that fixes the thing
It still crashed but this time it didn't even play Mario's voice in the title screen.
damn, I use the wrong value I think
let me update the .sh
@fossil snow can you try this one ?
For you to know I'm trying to make SDL use the audiopulse driver instead of alsa
Not sure if that will fix something but that is worth a try
Still crashed. Still no It's me Mario
also my SD card just failed to load one time when I put it back on the R36S
that's worrying
I don’t have other idea on how to fix this atm. But I’m working on it with a porter who gets the save issue for another game
Sometime a check of the file system of the sdcard helps to fix this
@fossil snow when you got time can you rename render96ex/dynos/audio to render96ex/dynos/audio.disable put back the original render96ex.sh (here in attachment if needed) and try to run again the game ? I want to check again if the workaround used in muOS can work for R36S+ArkOS
@mental slate just wanted to let you know I have a very rough but working version of muos using pipewire and wireplumber. The port works great on there, it opens like 4 audio streams at once from what i can see lol
Exciting. 😄
Yeahhhh that’s a very good news
Thank you for sharing ☺️
definitely! so far everything ive tested works except for gmu music player, which causes us so many headaches lol
Good job ! Is it banana releases?
Im hoping. But banana may be getting pushed back since weve found out that the rg40xxh has a rotated screen and a different partition structure than any of the other devices we support
Damn ! Mario will have to wait a little bit more then 
@severe shell and proud squared handheld owners, can you please test this two builds and send me a photo of the screen where you chose the save to load (it's easy to see the screen cropping there) and the log.txt for each one ? I might have found a way to make happy those square heads. I am talking about the handheld here, just to avoid any misunderstanding 
@storm bough If you own an RGB30, and have time of course, can you help me to test this please ?
oh sorry, I dont 🙂
They're still cropping on the sides. It's hard to tell them apart, but 640x640 is cropped in the same place, just smaller.
thx for testing
how do i install this port in my rg35xx h (im using MUOS)?
someone can explain me?
and show me the archives
Have you read Game data files needed ?
The port is already available with PortMaster tool
so basically you install it with PortMaster, you copy the rom into the roms/ports/render96ex folder and you run it. The first run takes quite come time to initialize everything so be patient.
Also have at leat 1GB free on the SD card
Read carefully Important notes
i didn't see
its only add the sm64 rom with baserom.us.z64 name right?
yess
but it's a very precise version of the rom
you can check that your rom is the right one with this page https://emn178.github.io/online-tools/sha1_checksum.html
This SHA1 online tool helps you calculate local or remote file hash by SHA1 without uploading file. It also supports HMAC.
it must give 9bef1128717f958171a4afac3ed78ee2bb4e86ce in the output
Screen capture has messed up the color but I can get this. I think this is what you are looking for @severe shell ?
Here is the testing build (EDIT: I've removed it). Just add or change in sm64config.txt this line:
hud_extra_edge 50 (by default it will be 0)
let me know 🙂
You should get fullscreen 1:1 with the HUD stuff visible now. If needed tune the value of hud_extra_edge
The hud has been fine for a couple builds now. The problem is the sides of the screen being cut off
ah damn
and/or the inability to force 4:3 aspect to keep it all on the screen
what does force4by3 true ?
Nothing. It's never made a difference
If I had to guess, it may be doing something, but the aspect is being adjusted using the Y resolution, making the X resolution exceed the screen resolution
yeah, the code is a fucking mess about ascpect ratio
@severe shell can you run this build just until mario popup and then exit and share me the logs ?
the logs will be kind of flooded so don't run too log the game 
I need two lines like this:
rdp.viewport.x=0,rdp.viewport.y=0,rdp.viewport.width=640,rdp.viewport.height=480
rdp.scissor.x=0,rdp.scissor.y=0,rdp.scissor.width=640,rdp.scissor.height=480
rdp.viewport.x=0,rdp.viewport.y=0,rdp.viewport.width=720,rdp.viewport.height=720
rdp.scissor.x=0,rdp.scissor.y=0,rdp.scissor.width=720,rdp.scissor.height=720
rdp.scissor.x=0,rdp.scissor.y=0,rdp.scissor.width=720,rdp.scissor.height=720
rdp.scissor.x=0,rdp.scissor.y=0,rdp.scissor.width=720,rdp.scissor.height=720
rdp.scissor.x=0,rdp.scissor.y=312,rdp.scissor.width=720,rdp.scissor.height=288
rdp.scissor.x=4,rdp.scissor.y=0,rdp.scissor.width=715,rdp.scissor.height=714
rdp.scissor.x=0,rdp.scissor.y=0,rdp.scissor.width=720,rdp.scissor.height=720
rdp.scissor.x=0,rdp.scissor.y=0,rdp.scissor.width=720,rdp.scissor.height=720
rdp.scissor.x=0,rdp.scissor.y=0,rdp.scissor.width=720,rdp.scissor.height=720
rdp.scissor.x=0,rdp.scissor.y=0,rdp.scissor.width=720,rdp.scissor.height=720
rdp.viewport.x=0,rdp.viewport.y=0,rdp.viewport.width=720,rdp.viewport.height=720
rdp.viewport.x=0,rdp.viewport.y=0,rdp.viewport.width=720,rdp.viewport.height=720```
This seems to repeat so I grabbed the whole block
Also, I just tested the force4by3 setting and I need to revise my previous statement: It changes the hud element locations
They get put partially off the screen
Thanks! I’ll try to make something change with this variable on my device with various builds and I’ll com back ☺️
Guys, I tested it and it's incredible, the best way to play Mario 64 ever, it's possible to do this with the Zelda franchise on the n64 too?
Also 2Ship2Harkinian is there, ported by @hazy nexus
Thank you @lethal laurel it's always nice to get a feedback 🙂
It says in important notes that muos will have audio disabled if you select the dynos audio pack - does this mean that audio works normally if I don't select this pack?
You'll have half of the audio. No music, and only some sound effects
Corey from muos is working on pipewire which allows it to work normally 🙂
Hello everyone, does anyone know how I leave the original audio in the base ROM? I have my ROM with dubbing from my country, Brazilian Portuguese, but when loading the game the audio is still in English
Is that a mod you have? Because you need to use the us rom
Yes
The render96ex fork only uses the audio from the dynos audio pack which is English. Only a few sfx come from the rom (I don’t remember which one exactly). I know that the sm64ex version would use them but I haven’t ported it …yet… I have this in mind for the purist fan of SM64 but I still have other ports to finish before 
I’ll see if I find some time to build an Europe version of sm64ex next week so that you can test it but I won’t have a lot of time to give the support.
I had this to my TODO list 😝
Thanks for explaining, you've done an incredible job, it's intensely satisfying to play this way on my RG35xxH 🤩, I just need to have the audio from my country to have maximum immersion and get high on nostalgia
I can understand
The next release of muos gonna have Pipewire support, maybe this fixes the audio issues?
yes it does, it has been validated on an early build of muOS that multiple audio stream, such as in render96ex, works with pipewire.
@frosty lichen see here : #1248351720464191590 message 🙂
Hi @severe shell Can you try this build please ? the hud stuffs are not scaled so ignore this for the moment ^^
Well... It's different. The game window is smaller than the screen, but the overlay text windows are still cut off. (I had force4by3 on for these, so the hud is cut off)
This is with force4by3 disabled
I might be able to help out later this week after a short breather.
Don't have a 1:1 device though
Thanks Jeod. I have to say, I get lost in the source code. There are tons of functions that play with screen height, width, x, y, ulx, uly, ratio, scale 🤪
Glad to know that 😄
do we have a good source for controller config? having issues with the default setup for the rg35xxh
Oh? What’s wrong with the controls on the rg35xxh ?
Can you try deleting this line in the sh: ```Provide appropriate controller configuration if it recognizes SDL controller input
export SDL_GAMECONTROLLERCONFIG="$sdl_controllerconfig"
It looks like similar to what we have discussed here with knulli on rg40xxh #🩺|port-help message
it a long story to read, without happy ending yet. But to be continued
(when I get my rg40xxh)
(soon)
(I hope)
☺️
Old bump, but I ran into the same issue and fixed it by commenting out export LD_LIBRARY_PATH="${GAMEDIR}/libs.${DEVICE_ARCH}:$LD_LIBRARY_PATH" in the launch script /mnt/SDCARD/Roms/PORTS/render96ex.sh. I'm guessing (one of?) the libraries is causing the segfaults. Can probably be fixed with a check for CFW_NAME=TrimUI or different compiler options?
After that, extracting the game files worked fine other than getting stuck on the last text_viewer, the one with only the close button - had to force close that, re-launching got me ingame as expected.
Thank you tomato for sharing your solution.
Hi, I created this issue. https://github.com/PortsMaster/PortMaster-New/issues/535#issuecomment-2241295238
@mental slate hi 😃
Hi Hurty ! Thank you for coming by. Sadly for RGB30 users like you there is atm nothing new on this issue. I am still trying to figure out where I can adjust this in the source code of Render96ex.
Understood.
It's working fine on my RGB30 under ArkOS, but my build is slightly old. Will check for updates and report back.
Still working 1:1. Other than the HUD oddities pictured there (vaguely recall seeing FunKeyS get a port that displayed the HUD properly on top, but that might have been squished 4:3), music isn't looping correctly. As for the setup, the mp3 pack could have a better description to specify it's necessary for sound rather than something optional and it's misspelling resources as 'ressources'. Thank you for this port.
Thanks for the feedback and comments. About the sound pack I think I have detailed about the incompatibility and consequences of disabling in the NOBODYREADME.md file
but I should update the message that popup during the installation process. I’ll see if I can push an update for this soon. I am still looking how to offer a better gaming experience for rgb30 user, but I haven’t found the solution yet.
@jolly lynx I see you haven’t enabled the dynos 3D model pack in the game. If you installed it, it’s disabled by default. See the nobodyreadme.md for more information
Well, not asking you to patch the hud for 1:1 or anything, just leaving it out there since you said you didn't have any 1:1 device to test with. Given the limitations, to me this seems about as good as it gets, it's certainly playable.
I'm aware, found the pack too much for the RK3566, framerate sinks bad on bowser from a quick test.
You can switch to 30 fps. But In understand that 60fps gives a great experience.
It’s OK but I still have hope to find a solution ☺️
@mental slate where would I place models or skins to replace Mario?
Hi Matrioshka
what file format do you have for this models ? Are they Render96 model packs %
?
Trying to get the mega man character to work
hum, the mmx_skins folder ?
Yeah in there I have an actors folder and MMX skins folder and the sound folder and then two LUA files
I see that it looks like it's a cm64excoop mod, not sure it's supported in render96ex
here you have this
RK3566:~/roms/ports/render96ex # ls res/gfx/
actors levels textures
textures might work if there png file with same name
RK3566:~/roms/ports/render96ex # ls res/gfx/actors/mario
mario_eyes_center.rgba16.png
mario_eyes_center_custom.rgba16.png
mario_eyes_closed.rgba16.png
mario_eyes_closed_custom.rgba16.png
mario_eyes_closed_unused_0.rgba16.png
mario_eyes_closed_unused_1.rgba16.png
mario_eyes_dead.rgba16.png
mario_eyes_dead_custom.rgba16.png
mario_eyes_down_unused.rgba16.png
mario_eyes_half_closed.rgba16.png
mario_eyes_half_closed_custom.rgba16.png
mario_eyes_left_unused.rgba16.png
mario_eyes_right_unused.rgba16.png
mario_eyes_up_unused.rgba16.png
mario_logo.rgba16.png
mario_logo_custom.rgba16.png
mario_metal.rgba16.png
mario_metal_custom.rgba16.png
mario_metal_wing_tip_unused.rgba16.png
mario_metal_wing_unused.rgba16.png
mario_mustache.rgba16.png
mario_mustache_custom.rgba16.png
mario_overalls_button.rgba16.png
mario_sideburn.rgba16.png
mario_wing.rgba16.png
mario_wing_tip.rgba16.png
Nah they're all bin files and MP3 files
looks here then
RK3566:~/roms/ports/render96ex # ls dynos/packs/Render96-Alpha-3.1-modelpack-lowmem/mario*
dynos/packs/Render96-Alpha-3.1-modelpack-lowmem/mario_geo.bin
dynos/packs/Render96-Alpha-3.1-modelpack-lowmem/marios_cap_geo.bin
dynos/packs/Render96-Alpha-3.1-modelpack-lowmem/marios_metal_cap_geo.bin
dynos/packs/Render96-Alpha-3.1-modelpack-lowmem/marios_wing_cap_geo.bin
dynos/packs/Render96-Alpha-3.1-modelpack-lowmem/marios_winged_metal_cap_geo.bin
these ones also change the 3d model
in addition to the textures
you need to load a 3d dynos model pack from dynos menu in the game
Where would the sounds go?
sounds are packed in res/base.zip but I'm not sure they will be loaded as some are overridden with the ones in dynos/audio
also mp3 format isn't supported in render96ex
Yeah I don't think this will work lol
Thanks for your help though
Figured I'd give it a try
Tested and works on my RGB30 and ROCKNIX
Hi nabelo. Thank for the feedback 🙂
This port is available in the port list, I hope you have installed it this way and haven't done it manually with the testing package here 🙂
i installed it via the portlist in portmaster...yes
Seems to work great on the R36S, although is there any way to play the vanilla game using this (without the new models or gameplay features, but with the improved framerate, resolution and maybe camera controls)? If not, how about just reverting to the original models?
I need some testing from "analog stick less" device owners. I've added hacksdl to setup a virtual stick mapped to the dpad so that a button modifier (X) can be pressed to have mario walk when using the dpad. Here is the patch. Can you test it on the last port release please (2024-11-18) ? Thx ! The hack can also be enabled on devices with stick by renaming hacksdl.0.conf to hacksdl.1.conf or hacksdl.2.conf but I would prefer a real test as I already did that in my rg353vs, also note that the left analog stick will be disabled (I can change that if you feel it's worth it) 🙂
<@&1216123318122577972> please 🙂
I tried it out just now on the X55 - but no walking. Neither via stick nor dpad. I used the latest port and tried both naming the file hacksdl.0.conf and hacksdl.1.conf. 🤔
Hi sebar! Thx for testing. For X55 please try hacksdl.2.conf the number corresponds to the number of sticks, X55 having 2 😎
Ah OK, that was it! I guess it's working as intended: Left analog stick is inactive. X + dpad lets him sneak. How funny that looks! Made me realize that he has several walking speeds. Sneaking, walking, running? Not sure how important that is for the gameplay. But how about walking instead of sneaking, since that's a bit slow...?
similar story on muos, runs on dpad, slowly walk while holding X
great !
I havnt really tried the regular build without the hack, so I dont know whats the default behaviour
default behaviour is runnnnnn
thx for testing 🙂
I have to find which axis value is for walking vs sneaking
I think there is 4 or 5 mario speeds
- 0 < axis < 4096 (32768 * 1/8)
- 4096 < axis < 8192 (32768 *2/8)
- 8192 < axis < 12288 (32768 * 3/8)
- 12288 < axis < 16384 (32768 * 4/8)
- 16384 < axis
Who would have thought! Mario came a long way from just standing or walking!
I wonder if I should implement something like 1x-2x-3x-4x pushes on the X button change the modifier ratio, also I don't want to overload the hacking processing. I know the CPU does Billion of operation per sec but I don't want to introduce input lag 
Fair. But I guess this game is not THE precision platformer, anyway. However, I don't know how important for certain puzzles the different speeds really are. Maybe running vs. walking is enough?
I'm not a big gamer, I have no idea 😄
Is it possible to determine the speed by how often you hit the dpad?
oh you mean full press = full speed and intermitant = something between 0 and 32768
not sure it would be accurate
I was more thinking on this on the X button
full press = lowest
and intermitent = variable
Before you put all this work into the different speeds, how about just dpad: medium walk and dpad + X: full speed?
So like before, just walk instead of sneak.
the idea here is to also have a solution for dpad only device 😄
I can do this:
virtual analog stick on dpad max value = SDL_MAX/4
real stick max value = SDL_MAX
and the X modifier /2
so you have SDL_MAX, SDL_MAX/2, SDL_MAX/4 and SDL_MAX/8
😄
I just need to add the support for two new parameters
HACKSDL_AXIS_VIRTUAL_MINUS_MAX
HACKSDL_AXIS_VIRTUAL_PLUS_MAX
It works, I can have the virtual analog stick (on dpad) with a configurable max and min value merged with the real analog stick that has default max and min value
That's awesome!
I was streming this yesterday night, but my only spectator was Mario itself 😄
I now need to pack this hack officialy and update the port
working on 😄
@jolly lynx 😉
@severe shell 😉
It took quite a looooong time 😄
However I know that some users would prefer to have the screen up to the top but not sure I can get this
Glad to see it's still getting some attention
It was a long road 😄
I've developed this tool https://github.com/cdeletre/hacksdl for another use (SDL gamecontroller hack) but in the end I can also hack some video settings, not perfect but it works
Hey, nice. Recently got one too, so if for whatever reason you need extra testing feel free to ping. That said, not sure if StockMod can run Portmaster and so far this is all I have access to.
No stock OS not supported. I’m using muOS which is only available in dev test
Not public yet
Hello hello sailors ! I need one or two test on a 1:1 display device. I've tested on my rg cube xx running muOS. It would be great to test on rgb30 if possible please.
Just install, or update to, the last version of the port in portmaster GUI and apply this patch (it's just an update of the .sh launcher and an additionnal file)
Updated patch in the message
#1248351720464191590 message
<@&1216123318122577972>
Looks like you got it. Like you said, some would prefer the screen elsewhere (or for it to render the whole screen with proper scaling), but I'll take what I can get
Strange yours is stretched, while mine is at the bottom of the screen with correct ratio
Thx for the test. Was it on rgb30 ?
It was. I made sure the force option was disabled
Oh, the photo is misleading. It was at the bottom with a 4x3 ratio
Ohhh ok
So you get the same as me on my rg cube xx
Pushing the luminosity on my phone I can see it is 😎
The patch would only work once, then revert to 1:1 on next boot. Reinstalled it but didn't get setup options, are they gone? I prefer vanilla textures, personally. Then on a fresh install the patch works once, if I quit and run render96ex again it hangs ArkOS, from a reboot it works but it's back to 1:1 again. Agreed the game being on top or centered would be preferable, if possible.
Is sm64ex-coop still on the table, by the way?
Can you show me the hacksdl.2.conf file please?
Somewhere under a pile of paper but it’s there 👀
You can get back vanilla textures by renaming gfx folder to gfx.disable in the res folder
oh man, I've update the script in Visual Studio after fixing it on my device, but guess what
👀
lol!
the white dot ...
changes not saved
nothing really important
lol
also inidicated by the big M
it should put the tab in red for me
aka Modified
One day I’ll use something other than a text editor.
The real patch 👀
I use vim as well
It just annoys me when the IDE does shit I don’t want it to do, and I don’t have the patience to fight it.
I like Visual Studio for it's integration with github
I just use git on the command line.
yeah but I mean, I see the git changes in the file I'm editing
Ah
I don't do git command that much with Visual Studio
Yeah sublime text does that
I can view changes to a block of code too. Revert in the editor.
neat
Still 1:1 after the new patch.
Deleting the 720x540 lines from hacksdl.2.conf seems to make it work again, let's see what happens next.
Ok, seems to work now.
yeah god job, that was the issue, the script was adding the 1:1 patch line on each start, and on the second start the hacksdl library is not happy seeing duplicated entries 😄
Have you tried to disable the HD textures, renaming gfx to gfx.disable ?
Yep. Vanilla font gets artifacts from scaling at 720x540 though, I'll see if I can isolate those. Would do the same to the HUD, but from what I recall that's actually the same in-world texture for coins.
Wonder why the music isn't looping correctly. I've checked the sample points on audacity and they seem correct.
And a minor request, could you have the d-pad working for the pause menus as well by default? Assuming that won't get in the way of your d-pad for movement solution.
No that’s not possible because my hack is running at the system level and has no idea what is going on in Mario 😁
Is this present on every musics ? title, castle ... ?
Title and file select are looping correctly, stages and jingles seem off.
Castle: https://streamable.com/87mwy3
Dire Dire Docks: https://streamable.com/zy4z0c
Bob-omb Battlefield + Powerup: https://streamable.com/bhf42i
(Videos expire in 2 days FYI)
And a positive change of your update is that Render96ex now renders at the resolution you set rather than automatically resize to 1280x720 on HDMI.
Hm yeah in Castle I can definitely see it skips a millisecond or so around 1:02
hum, on 1:1 display using hdmi output ?
no no that's ok thx. No sure where to look yet for this issue
maybe replacing the wav with the original one
for this port they are resampled and converted to mp3 before converted again to wav during installation
you can try to replace one (just one) from here
Fork of https://github.com/sm64-port/sm64-port with additional features. - cdeletre/Render96ex
Will do, just need to charge it a bit.
if you replace them all, the memory on a 1GB device will explode 😄
if that fixes it, I'll check the music.txt maybe it can be fixed there with the modified wav
Huh, replacing level_grass.wav makes it stop booting.
oops
hum I think now that we can not mix different format
let me check if all the music wav can fit
231 MB, it might fit adding about 115 MB in memory
I can try on my rg cube xx muOS
cde@arcticfox levels % scp *.wav [email protected]:/mnt/sdcard/ports/render96ex/dynos/audio/levels/
level_boss_koopa.wav 100% 12MB 3.8MB/s 00:03
level_boss_koopa_final.wav 100% 14MB 6.8MB/s 00:02
level_castle_courtyard.wav 100% 61KB 3.9MB/s 00:00
level_castle_grounds.wav
in progress
That would rule out the texture pack, I'm guessing?
if you want to use the original audio files on 1GB device yes, not sure it fits completly, let me check
cde@arcticfox audio % du -h
2.8M ./sfx_wario_peach
157M ./jingles
2.0M ./sfx_mario
2.6M ./sfx_luigi_peach
2.3M ./sfx_mario_peach
3.1M ./sfx_wario
231M ./levels
2.3M ./sfx_luigi
403M
it might
well it doesn't 😄
I'll try another thing, converting 44k to 22k audio but no intermediate mp3 compression
@jolly lynx can you try this version of the audio files https://u.pcloud.link/publink/show?code=XZHeP05ZdQR1N8gJwtQNobQWL6tBnupOgjTk ?
no need to disable hd gfx
it's same size but direct resampling to 22kHz
Would you prefer I test this with textures and models then? On it.
Not booting.
@mental slate
Take your time.
It should work, running it on rg cube xx atm
I don't have a good ear, so I let you judge if that change something 
It boots, but the loops are the same.
I think it's coming from the render96ex project
I have to work on the sm64ex fork
maybe this will better answer for the purists 😄
An update of the model pack has jsut been release #728097162227089419 message
New Render96 model pack update!
This contains updates for Mario, Luigi, Wario, Yoshi, Penguins, Pokeys, Koopas, and Lakitus 🙂
This update is prone to hotfixes, and there are a few known things that will be tweaked over the next few days.
However, given that it has been over 2.5 years since the last update, I want to make sure people can test out the new models as soon as possible to give feedback :^)
The texture pack has also been updated with new HUD icons and a new "bad ending" screen for beating the game in less than 70 stars, and the Luigi and Wario voices have been updated! Links to those here: No
I feel called out, but also glad. 
Thanks though. 
🙂
I think Starfox port is available
Very much looking forward to it, SF64 is such a tight game.
Come by here if you spot something new on it, I'm on their discord server but I don't watch it every day 😄
Me neither, but I'll let you know if I spot anything.
Night time here , see ya !
Working on Knulli for CubeXX, B and A are bound to X and A respectively, also B being confirm rather than A in the setup (I think this is up to Portmaster?). What's really interesting however is that it ran at 4:3 and centered without the patch.
https://streamable.com/7hmav3
The patch gets cropped top and right, implying it's 640x480. Enabling fullscreen in the game makes it behave like usual.
So if I understand, on with knulli on the CubeXX the version available atm on portmaster runs 4:3 centered ?
Yep, seems to be some forced 4:3 if it runs "windowed".
I have to test this with the last knulli version
Well sorry, I may have worded that poorly so just to make it perfectly clear as to not waste your time:
If the game runs with default settings, "windowed", it displays 4:3 centered, possibly stretched from 640x480. This must be Knulli's doing for Portmaster. Running the patch on "windowed" crops a bit of the top and the right while still centered, indicating it's 640x480.
If you toggle fullscreen in the game settings, it behaves as we know with either 720x720 covering the whole screen in the current release or 4:3 720x540 at the bottom with the patch, what we'd have regardless of fullscreen or windowed settings on ArkOS (and muOS?).
Tried this port on the latest MuOS Big Banana release on the RGCubeXX and getting forced 4:3
#🩺|port-help message
Is that not what its supposed to do?
yes it is
see here #1248351720464191590 message what it does without forcing the 4:3 ratio
Weird, on mine the text was slightly cut off but I did not have the small viewport. It was a full 720x720. Anyway changing the file back to 720x720 seems to make it like it was before.
What CFW are you using ?
muOS
It's out.
Thx ! It seems that it won't build straight on Linux atm, it needs some work but we are on it 🙂
#☕|lounge message
Hello,
40xxV / Knully firefly here, the game run really great but buttons mapping is a little bit off for me and trying to change them inside the game make it crash aa soon as the "control" menu is selected.
Any one else have this issue ?.
I've been told that sm64config.txt could be modified but honestly, well :), all those "1001 ffff ffff" are a bit obscur ( and based on the search on this discussion sound like it's quite hard to find the correct button ID).
Any help is welcome !
PS: last line of the log.txt
/userdata/roms/ports/render96ex.sh: line 139: 13672 Segmentation fault ./sm64.us.f3dex2e.${DEVICE_ARCH} --savepath ./conf/ but i don't know it feels like it has nothing to do with the iissue ?
What button remapping you want to do ?
Good question, i'm not sure yet and need to test some different config but at the moment, the camera handeling is the first thing i'd like to change.
I did try to modify the sm64config yesterday with absolutly no results...even removing all the key_* lines didn't change anything.
Do you think a fresh re install is the answer to the crash ?
Ok, after a bunch of tests, it finally work ( no crash on control menu ).
i had to fully reinstall it, so it can be either the new 2025_01_08 patch or the fact that i changed the language in the game in the previous situation, i cant see anything else, hard to say.
Sorry for the noise guys 😦