#Nintendo 64
1 messages · Page 30 of 1
Persona 5
Holy Magic Century
Super Mario 64 is very smooth with datacache 🙂 so great
da mighty Brian is alive 🙂
Don't worry, we're here to test. 👍
quest 6 4
it's alive
Did I miss a release?
Now that the hype has died, I'd appreciate it if anyone wanted to try the ares builds I put in #controllers to see how the analog feels in your favorite games
Yes, missed it entirely. It's gone now
😢
Robotron 64 runs full speed and level 10 without a crash
it's broken, please wait some more days until i figure out what's going on
ok
don't want to have such a bad core in the testbuilds open for everyone, sorry
I can confirm Mario Kart 64 regressed with the backgrounds on the menus, but the racing feels faster now.
Bad is a stretch! Still great progress
I can plop it in a thread, since people still seem to be intrested
Can confirm
probably the instruction cache command that i added is the reason
Does the core work without it? Might be good to check than
Wait
Instruction Cache?
I tried the Tommy Thunder prototype earlier, which was "playable" but ran about 2fps. Now it is running 14-20fps, so you worked some magic there. Sure you will iron out the kinks soon 🙂
Trial and Error.
I missed it but I have a feeling Chameleon Twist might have been full speed
I don't think it is, but I can try
Let's all do stick testing instead!
Hard to say. I didn't experience a single crash
I'm also not using unstable main. and only big endian roms
Destruction Derby crashes can't even enter a race now
You literally can't see the track or vehicles in extreme g but the game is running much faster with data cache on
I'm getting mixed results. Like I'm noticing games like Mario Kart 64 and Bomberman Hero are more unstable, but also have better performance.
that's been a common theme in any racing game I've tried
Oh neat Puyo Puyo Sun 64 got past the Compile logo, but it keeps crashing.
Atomobili Lamborghini runs at 30fps then crash
Quest40₁₆ now hangs as soon as the title screen shows up with datacache on, it doesn't without it. This one seems to be reproducible, anyone else noticed that?
Robert pulled the build so testing is not required
I know, just curious 
Bad component, recalled to factory
wait.... data cache was implemented?
and withdrawn
yeah - but that's fantastic news
Data cache (Buggy) was implemented
The best and most cursed time line!
He used the one for the 3DO by mistake
nice to see faster Waver Race 64 🙂
is this a feature+ for the core like with PS1?
no, it's part of the original cpu
oh so the PS1 is the one that didnt hjave cache
i still don't understand why the build behaves random only for the datacache when the timing is fulfilled...will be hard time to figure out
ouch
woohhoo vector demo works veryyyy fast 😛
Turok resets itself after Iguana Logo 😄
Its even more random when the timing is not filled, if anyone thought otherwise
I'm just waiting for the 3D Model RGB Test Program works one day. please, no spoilers on what it looks like
RR 64 gets further than it did before 🙂 just before a Race is about to start
Cube demo
I was reading this and the saturn channels today and I noticed someone pointed out that sega rally was loading fine and not loading at all between two unstable mister versions
Think that might be a cause?
It shouldn't be
@remote hatch that runs smooooooooooth
San Francisco rush runs great.
It shouldn't, but it might be worth testing
Even when Robert pulls a build, He makes bangers
Yeah it works fine here.
it seems to depend on the de10-nano....i retested some games on my second mister and get different results....but reproducible. What doesn't run on one, does run on the other. All same builds and settings
and looks great!
uh oh, spooky metastability
And here comes the real challenge...
Almost got through a whole race in Road Rash with the cache.
I believe in you @wanton sun
At least you can directly reproduce it yourself
ok now i have heart attack
in any case, cannot work more on it before wednesday, so it has to wait
possibly different ram messing with the timing? (Love the progress so far..thanks so much for bringing so much joy! ❤️ )
Namco Museum Crashes in Menu 🤣
just finished a different build...it behaves absolutly random. Now e.g. tetrissphere loads fine. Great 🙈
and thus we have arrived at the twilight zone
but mario kart background is glitched
@random portal no face patch
you need the one without marios face
Need the no face patch
LOL x3
thankfully the effect only seems to hit the datacache
you need the no face patch
Mario's face is the most technologically advanced piece of code in the entire n64 library.
only when the core is completely finished will we see his beautiful eyes
MK64 , road rash , bomberman hero and a lot more crashes in my case
anyway, have to leave, sorry again for uploading it to early
Nope, I want Mario faceless from here forward.
peoples - the last core from today is glitched - no need to test
don't be sorry, we're just a bunch of n64 degenerates
no worries you go enjoy your day. we are just happy to see work in progress...maybe a little too happy 🙂
have a good relaxing evening 🙂
I strongly recommend Super B-Daman
it's really fun and just playable on the current core
I hooked up my childhood N64 yesterday to compare to the core and WOW these games are a lot harder running at full speed. Lack of datacache is kinda like a cheat code. I don't mind staying on the current for a while longer and racking up some high scores >:D
It’s getting hilarious
But it’s fun. Keeps me fresh editing wise
I love how I can just not look at this chat for several hours and then come back to Robert making progress the equivalent of the invention of sliced bread every time.
I haven’t had turn and burn edits for the last year. Good to keep the skills honed
how fun actually ? 😄
that's weird
I can get into the game and I don't think I've seen the rainbow noise screen
If you have loaded another game previously I recommend re-loading the core and rom. As this can happen otherwise
🤘
Star fox plays nicely on my end, the framerate seems close to (if not) perfect. I wonder if I'm just being lucky, but it didn't crash on me yet.
Wayne but even Wayne's Hockey won't work anymore 😄
Try googling for Aleck 64 PIF for more information.
@wanton sun I know you aren't really focused on this right now, but I found a fairly simple way to get the stick scaling that I think works in FPGA. If you just bitshift the raw, unsigned stick values (from 0 to 32767) by 9, 10, 12, and 13 and subtract the last one from the sum of the first 3 you'll get a fairly good scale to a circle of radius 98 (about perfect for the diagonal range). A hard gate of 85 on the cardinals will imitate what Simple64 does and fix the sensitivity issue. Just about anything more complex will require square roots
Oh wow core got taken down eh?
Yep, Nintendo saw it and put the hammer down.
Yeah it was a little too rough around the edges, but it's exciting having a taste of what's to come
Nintendo ninjas strike again!
I know FPGAZumspass feels bad about releasing it - so pipe down
How could you do this to us, Robert /s
We've said nothing but positive things in support of Robert, that seems a little excessive
i just watch. i'll join in on testing when the core gets officially released to help with remaining issues
I think most people here understand it's going to be a bumpy ride, but a fun ride with great views. If that's not your thing, wait for v1.0 haha.
its exciting stuff
going to be fascinating if it turns out to be ram variability, or people’s storage media
I joined the MiSTer community after PSX was complete, so this is my first foray with something like this and I'm thankful we have the opportunity to share in the excitement and contribute.
Same, I'm glad I get to experience something so unique, and bonus it's for one of my favorite systems ever 😍
@desert nest some people have a different view on contribute however - and that's not how I personally roll
we've done all the testing for the PSX and it was a fun time - it turned into a 'I can't find any new bugs' fest at one point
but once a bug got fixed we jumped on it to test it and to see regressions
regressions hardly happened however
I got "Critical Warning (332148): Timing requirements not met
Info (11105): For recommendations on closing timing, run Report Timing Closure Recommendations in the TimeQuest Timing Analyzer." when I tried to build.
There are 3 different boards iirc
glances at misters, hopes they have robust superior boards
So there is a timing problem?
@daring meteor this is compiler time
Robert does know a few things so you be sure he would have noticed
Hmm, might have to pull my second MiSTer out to test with also. One is a couple years old the one I use currently is from 2018
I tried at least the Mystical Ninja intro, and it was completely in sync between audio and GFX.
And that's beautiful.
That was just curiosity with that extreme case, as almost all emulators fail it even now (just some recent versions of ares are perfectly in-sync too).
for me that didn't even start 🙂
but that's good news
sound and visuals a perfectly synced normally
it's also the most extreme test case to be done imho
trying to build with a different seed cuz i dont know tf i'm doing
the Mario Kart 64 demo is another one - the music ends when the screen fades to black
Well unless we see another core by weds I won’t run a vid on a pulled core 🙂 but I will do a viewer request vid on what we’ve got
Quest 6 4 !
Yes yes I’ll check
Vivid dolls!
Just never play past the first level and you're golden.
first stage is still clothed
Ok ok maybe. Total maybe
Never! We must revel in the imperfect perfection (Says I, who missed the drop...)
Can we get patches on your site to skip the first stage than?
Crazy is that the core reach full speed frame rate with over 30% less clockrate of the cpu. 😁
That's good news.
Yeah, at least sm64 ran for me and bob omb never felt so great
I gotta admit I was a little surprised he took a crack at datacache while RDP was mostly incomplete, it seems kinda risky. but the research shouldn't hurt
I mean, its the next biggest boost, no?
yeah but it affects everything
All the easiest RDP boosts were done
He mentioned getting the cache and saving done would allow him to finish mk64
ah that makes sense
yes - MK64 is the target game at this moment
Test=fail?
I want to bet he's thinking about this right now despite doing someting else
It's probably driving him nuts, and he is about to start beating it with a dead fish until it behaves.
And than it so happens that we get a fix randomally tommorow cause he couldn't stop thinking about it
For now. But robert is like a saiyan, he'll be back twice as strong. And shoot ki and shit. 😄
Possible fails, crashes, errors, but I am glad to be a part of this experience 😁
it would help for SM64 too. dire dire docks and the haunted mansion definitely need it
I remember the PSX core had a few hiccups as well
Unfettered progress
He needs reproducible errors, anything else is hard.
I'm going to give the error decoder it's own dedicated page
saves a bunch of scrolling in the FAQ
or I can put it at the top of the page
Choose better the end of the page. Errors in first line - I don’t know…
Bad beginning in my eyes
What do you mean?
Bad first impression I guess
Shadows of the empire is working really well
Mit Fehlern zu beginnen, wäre ein schlechter Anfang. Zumal die Fehler mit jeder neuen Version vermutlich immer geringer werden. Please translate it yourself.
wouldn't even load for me
difference of de-10 i guess
I know they used different chips and brands for the board revisions. Perhaps due Chip shortage or the obsolete of some chips. There was a mention, but should work as the specs are all the same.
some people have de-10 while others have de-nein
My de10 is weak and pathetic. 😦
P04096 was the partnumber, never changed. But Boards was A,B,C iirc.
He’s gonna have another of those nights where he can’t sleep 
I wonder if robert ever finished tears of the kingdom?
de-de
The worst nights
Problems you fall asleep to
Problems are solved by sleeping
At least the saturn kids having fun with their new build.
Not a bad idea to play with the Saturn meanwhile 😁
I’m pretty sure he just forgot to add another flip-flop in the pipelining
It will be an easy fix 🙏
Hope you're right
I have no idea what I’m talking about 🙃
we know
Big Boos Hunt is also full speed
@weary palm this was my reaction too when the core got pulled https://www.youtube.com/watch?v=bNvtcNuIN-g 😄
also: I've been in a systembolaget - what a weird store
ok 🙂
Weird and expensive
I have no clue what she's saying - it's a bit too fast for me
What’s the process of getting homebrew running? Can entries bring added to the N64Database.txt?
Specifically, this controller test rom
This place used to be extremely laggy before. Now it's tolerable.
I don't think it'll make a difference
She has tiny eyes
Even better if I build the rom with -O2, of course.
I never understood what -O2 was about.
yeah apparently you can edit the database yourself
it uses md5 hashes
Optimization compile method
Mmm.
Basically the later compilers had better optimization
it gives a few fps speedup in a few places
The launch title couldn't utilize
its nothing mind blowing
Okay.
Just tried MK64 really quickly with the forbidden core and... IT'S AMAZING!! 😍
Pure 30fps glory!
Waiting for that 60fps sm64
there is a version out there that does that
Wait. I think that's the PC version
What makes you think that?
if it compiles it compiles
Was reading the build instructions but not very carefully. It uses a MIPS compiler so gotta be original
wait, where is the new test build gone?
it freaking is!
it will be absolutely worth the wait 😄
Almost too much for my PAL eyes to handle
it's going to be the best way for me to play NTSC N64 games. Since my PAL Console plays NTSC in a weird speed
My best way too
@weary palm I have no clue how you made that video - it crashes here for me
oh no face level select
duh
No water patch
I have no mouth or I must crash
it crashes there sometimes, but not always. at least not for me.
SIXTYFOAH
perhaps my build is a fluke and a smidge more stable?
hell I can't even seem to locate the correct rom 😐
I need WAVE RACE
I remember this hack. But never understood what -O2 meant until today.
Shindou and iQue Mario 64 are build with -O2
pretty much means compiling the code in such a way that it will perform faster, but be more difficult to debug
yes, but who wants that? 😉
There's always a caveat, huh?
not sure if they forgot, or if they were scared to ship a much less tested version of the game
seeing oot run from ntsc from the first time was already an amazing increase in performance ^^ horrible what we pal people lived with
16.7 fps ought to be enough for everybody
Yep, but for a build that’s shipping that trade off is a non-issue, your users don’t need to be able to debug your game
The cache speed from the videos is awesome to see. A glimpse to the future 😎
5 month between us and core release?
H2O
https://www.youtube.com/watch?v=K5_J-RoZQck&t=121s it's not released but this project+mister64 could probably get us to 60fps in the future
This project I started isn't terribly far from a release state now.
So here's a bunch of comparison shots between an almost unmodified vanilla SM64, to my modified version, that unlocks the framerate.
For fairness, I've kept anti aliasing enabled, but you can turn it off if you like and make it run even better. This will also support 16:10 and ...
Yeah, it felt unreal to play SM64 and MK64 at their intended speeds on an FPGA
I can't even get super mario 64 to get past the initial game logo.
cart crashes here
yes we know 😄
do you know about a FAQ out there?
Ahh.. Play with patched rom.... This is how people are getting footage.
yup
I hadn’t heard that before. What was the source of that? Sound plausible
uhm, I could play MK64?
Oh it’s conjecture by MVG, unless I’m reading the wrong part
Still about as likely an explanation as “they forgot”
It's based on knowledge that the compiler was later bug fixed
or the whole dev kit
N64 launch was delayed for this reason among others
I’d believe it, it’s not like we still don’t get amazing bugs almost every SDK release from major console manufacturers
Or like, “yeah we’ll fix that bug for you, it’ll be in the next release”…crickets for several releases
We wouldn’t be caught dead shipping a game without -O3 these days, but back then I guess they lived in a world of more severe memory and rom size constraints
So optimising for binary size would have also been important
What's impressive is the huge strides this core has been making in the last few weeks hahahaha
Now's the critical part
You arrived at the right time, next on the line is the speed fix and some graphics fixes
Excited to see if he crams the whole system in there
We're mostly there already :3
I see that
I wonder if there was some other bug than the datacache; trying top gear rally for the heck of it has the music playing at like half-speed, whether the cache is on or off
There's one game I use to benchmark n64 emulators
Gauntlet legends just seems to have weird behavior in every n64 emulator
I'm curious how well the core will handle the frame rate in 4 player proximity mines in goldeneye when it starts to work
It doesn't get any better!
Two memes, one box
Hey bacon, I've been keeping up with your videos
I saw that video on the internet somewhere…or was it cups?
Got your work cut out trying to keep up.
Went all the way in MK64 until moo moo meadows then I had to turn it off and go to the chiropractor
Lol it’s a fun challenge
No work today. Saturn tomorrow. Some form of N64 weds. Afternoon vids
If I get to 30K subs by the time the core is done I’ll make Q…T 64 the game I feature for the special vid
You spoil us.
3372 to go
73772 til I get my play button plaque. I want to add it to my wall of cool shit
Bad bath. 73372
Paper boy is complete able
Some using Pal, some NTSC?
so the sound and video processors act independently of eachother?
We got a new build with the data cache? Has it been posted?
Can't seem to find it in #test-builds
Huh
It had some weird problems
Not ready yet
I don't like the sound of it working differently on 2 different de10-nanos 😐
Welcome to Sega Saturn core testing
The most organic digital thing ever
yeah?
There was a certain comfort in knowing we were all mostly on the same platform
@fallen sparrow will tell you. Just ask him about Saturn SotN
Hopefully it remains working
There is a transaction
transaction?
Sorry
Translation
and it works on the saturn core?
Aw. Tried to build that 60fps version of SM64, but it's incompatible with the core in it's current state.
did you add it to the white list?
It does for me.
It would need to be patched to bypass TLB as well, so the no face patch
okay I'mma give it a go
I think someone here figured out how to do that in the decompiled code…
I was thinking about trying that. Looking forward to seeing it run eventually maybe 🙂
could be a ram thing like the saturn. I originally had an older 128mb sdram and the saturn core wasn't loading some games for me, but when I switched to a new module with good ram timings everything started working, like SOTN.
Yes 2.5 vs 2.9 seemed to be throwing diff results based on the timings / speeds
I keep a 2.5 build going next to my 2.9 so I can compare
this is pretty fantastic
Massive amounts of lookup tables
TBL
I've yet to run into any issues on my many 2.5 boards, what are any specifics issues?
Nobody’s 100% sure. Probably down to speed. So not every 2.5 will have issues. Running memtest you want around 145 if I remember correctly
Also doing that from memory so that could be wrong number wise
@languid dune you remember what it should be?
140~145
So I was right. I pulled that number out of my ass a bit
Should be 2.9 from what I remember.
Can someone send me the data-cache build? I'd like to test it. Thank you!
It got pulled because it's unstable at the moment. I'd stick with the previous build and wait until Robert puts a new one without crashes.
one thing that impresses me about the n64 is just how many registers it has
Maybe it could be the SDRAM or PSU? More tests should be good to confirm it's not hardware related...
I thought it mostly had self checkouts?
(Dad joke)
Robert was able to reproduce the issue between two of his machines so he should be able to sort it out himself
I have no doubt
I'd like to try it if you get it working. Not sure how the guy did noface from source but I think he basically moved around some functions
Best to wait for a consistent WIP core. The whole “two people, two diff results” thing gets confusing
I've already done several patches myself. Some of them are at Vampier's site.
Perhaps it'll work one day. It's supposed to work on real hw, but I don't own a flashcart.
I really should try it but the pc port is just so good
Is there a "best" version of Mario 64 that can be patched? I know some have rubble support that was in a Japanese revision
probably bug fixes + 60 fps + rumble if they work together
Mario 64 Shindou speedrunners don't care for because it fixes alot of the speedrunning glitches
for me bug fix just for the correct burning pants look and performance boost
shindou also removes "so long-a Bowser" iirc
Yea that too
Is that what the n64 online uses? It does not have that line there
I think so, 3D All Stars definitely uses it at least
Mario realized that calling Bowser gay was incorrect, so he corrected himself by acknowledging Bowser's bisexuality by saying "bye bi"
Although does the 60fps work on actual device? It's not on romhacking.net
All I've found so far are for emulators only
I can test on flashcart when I get home. I never tried it
any link for the hack? I do want to try the rumble + 60fps on an n64 too
Be interesting to see if it runs on the core to the same level as the retail ROM does
Says it works on a flashcart
doesn't that just improve FPS than improve FPS + 60 fps patch?
That's just what someone posted earlier
Can you patch a ROM multiple times OK? So apply this then apply the one that removes the face at the start?
depends on how and where data is affected
with this one, you'll probably have to test it out
I tried for a couple rom hacks the other day and didn't have any luck
this one is the shindou version with english and smoke fix and “So long-a. Bowser!”
reduced lag is unlikely since it probably rearranges the executable stuff
since it goes from debug build to release build
Sorry muscle memory TBL = table
I think I prefer the glitched smoke texture
Same
It matches the sizzle sound
Even though that data cache build was scrapped, I'm still impressed by how fast games are running despite the clock speed being technically slower.
Can games still be played fine without any noticeable slowdown on our parts with a lower clock speed ?
It sounded like FPGAZumspass was surprised
Especially with games displaying different behavior depending on what mister he tried it on
I see the same behavior here with a wide range of test results for the same game
(As wide as it gets with limited release)
Sounds like a bug in the coding.
Or the limits of the de10nano and memory speeds
If that was the case, then everyone should experience the same results. Which makes me think it's a bug.
If it’s a bug everyone would experience the same result - which they don’t
Memory and de10nanos have variations
But all we do here is speculate
Run memtest. Every ram will spit out a diff result. Not by much but it will happen
I have two 2.9 builds. Same ram chips. Same design. Two results
It’s the silicon lottery. Think of OC’ing your CPU…same silicon, diff results. No run of chips will ever be 100% identical
Same with XMP and ram. Some sticks will just tolerate it better
Time for dinner - anyone wants to guess what’s in the red triangle?
A building
Keep in mind the clock speeds may be less but things like no AA, filters and texture filtering also improve performance
So it may be 'full speed' but it's also missing those graphical enhancements
UAPs, orbs? buried metallic structures?
Nintendo of America?
Would anyone be horribly opposed if I tried adding N64 to the mister unstable nightlies builds?
For what purpose
I would wait until the Nintendo 64 core is a little more stable. It's still up in the air if it will be feasible.
You’d get a build regularly as the main branch updates
Anytime robert makes a change he posts a build
yeah I think there's a bit of uncertainty yet
@zinc dew you try N64 BlueRetro Controller Receiver from 8bitmod with snax?
lol who are you doxxing? 😄
Nah I don’t have the receiver. Interested in getting one though.
well at least the 8bitdo n64 kit is in my country now. Question is how long will it take to clear
Wasn't there an exploration on implementing the core with bit higher speed to help get past these limits possibly?
#1096015979055697940 message
It’s just a conversation within the group here. Once the N64 core is closer to being complete, there will be an opportunity to evaluate what kind of hacks are possible. Like in the PSX core.
Exciting times!
how did the overclock work on the psx core?
Like the “code won’t allow Superman 64 to boot” variant
a "reevaluate your life" popup will appear when you load superman 64 on mister
Blizzard
it started with an E 😄
There was a discussion before iirc something about 3 kinds of builds like focused on speed, supported functions since there were concerns that supporting all commands would slow down the core or something.
Probably will be reevaluated as the core gets more complete
You didn't say what you were having for dinner though.
Japanese? Indian?
hawaiian
I was close...
The beauty of the FPGA technology is that those enhancements will not slow things down as long as there is enough room on the FPGA for the gates.
It slows down real hardware
If you disable AA through ROM patches you get improved framerates
I think that will be the same on the FPGA implementation, once the CPU caches and pipelines and such have also been implemented. I might be wrong.
It is like a system with many chips where texture filtering is done on the gpu and other stuff on the cpu. The FPGA will have those components run in parallel without loss of performance.
The FPGA, ideally, will have them run the same way they did on original hardware, so those features will reduce performance.
But not below original N64 performance is all I am trying to say.
For sure, let's just be clear on that. 🙂
Ok we all agree then.
yes, but all that requires memory access and that memory bandwidth was at a premium on the N64, which is why things run better when they're disabled
and memory has other caveats on MiSTer
So some people here with ram 2.5 were able to play games fine ? I haven’t tried any build but that’s the version I have.
Now I am scared
Mighty impressive considering CPU is not at full speed. Of course, Texture Filtering, Anti-aliasing and whole buncha other features are not implemented yet, but hoping it's still full speed by then.
I have all confidence this will be the best N64 emulation when it’s done.
No reason to worry or hope. This is golden.
Me too. Robert is still way ahead of his predicted original schedule
it's also just been exciting to see how everything pieces together as each new part gets implemented
and surprising when some games just kinda work and others don't, all kinds of variability
I think it’s more what speed your ram can hit. Mine can do 146mhz and it doesn’t seem to freeze as much as other people here. Still freezes though. I have all the confidence Robert will iron out the cache pretty fast
The N64 is a higher spec variant of the PS1. Robert has developed several cores prior but the PS1 was his biggest challenge. He developed an excellent process by writing an emulator first then moving onto FPGA. You’re basically looking at one of the best in core development execute on his mastery.
I have two 2.9 128MB RAM modules on my MiSTer that can hit 148mhz on average, and I got pretty mixed results with the data cache build. Generally faster performance, but also more prone to breaking.
Not sure about everyone else.
No optimization has happened.
What I mean is that it’s not feature complete yet and gone through the gamut of severe testing to isolate and fixing timing issues.
Sorry, y’all know this already.
Now tell us the story of GBA again Robby! Pleeeeeeeze!
Core must go through rigorous slapping before ready
Maybe the core just needs a quiche to optimize the cache.
You know what’s amazing is the Twitter threads whenever robert posts updates on N64 actually make the comments in here seem pretty smart 😜
Even Robby!
I'm using a 512GB high speed SDCard in a Ugreen USB stick/reader - makes it super easy to add large ROMs, and portable.
It’s really interesting to recognize someone from the discord commenting on Robert’s posts. It’s like seeing your teacher in the grocery store “HEY I KNOW YOU”
maybe use a SDCard USB reader
Yeah true not all of the replies are dumb
I think the USB just reads ROMs, with saves and savestates etc being written to local DE10n SDCard
https://vampier.net/N64/the webpage now has a dedicated error lookup bar - saves scrolling
just click on the error summary to close the thing
Is tick yes this bit is set, or all good, no error, that bit is not set?
Well I can see the answer just by looking at it I guess
The programmer in me would probably prefer it to not be like that lol, but I kind of get it
Oh I just realized the data cache was pushed.. I thought Robert was taking some time off 🙂
Unfortunate I missed the test build but man is it pleasing to see what the core is capable of (RE: speed). Obviously issues to work out but I have nothing but faith. Awesome stuff
you missed a MathML 2.0 documentation verifyer
I don't think you're compliant with that kind of sloppy mistake
Sorry, why did you tag me with this?
Sorry, was a mistake, didn't realize.
never even used or heard about it - so I don't care
I must say for a quickly handcoded HTML document it wasn't bad
I got too much experience with this bs
damnit, I made all that up lol
You didn’t fall for my ruse!
Ok then you missed a line there for full compliance
anyway - eat me
Just built it, and its its so silky smooth, didnt have any issues with my build
ooh my, I dont even think the normal system ran this smooth haha
wait - can you share your version with me?
might be that FPGAZumSpass had a compile error then
I built it earlier and it seems kinda unstable still so probably not
I just tested MK64, SM64, and wave race
I tested it earlier, and it broke a lot of stuff. But it also improved a lot of stuff.
Frame rate so much better when it works
Even San Fransisco Rush was completely playable.
Yeah, my test was pretty basic
@modern sleet your version works
But then a lot games that worked before completely broke. Like both MK4 and Trilogy.
Turok doesn't crash at the first key is main thing I found
I had a couple freezes and failures to load games even
I did almost get into a match in KI Gold. The stage loaded, but it locked just before the match started.
damn 😄
I got donkey Kong 64 in game with patch but it freezes during the intro scene
@modern sleet what did you do differently?
there are some weird clicks where it would crash
30fps
Does the music stay in sync with the intro to Banjo Kazooie?
There's not much that's different, though I do remove calculations in the video out to force the sync timing to fix issues for YC. So that and enabling the YC module is the only difference
wow, the lack of texture filtering is really the only tell that this isn't the real deal
well that and the error codes lol
Why would anyone want to play vanilla Mario Kart 64 when they could be playing Dragon Ball Kart 64?
wipeout 20fps stable
Can I also try this "fixed" build?
Corneria, the first planet in the Lylat system
When's the analogue pocket port coming
@wanton sun good morning 🙂 I tried a build from @modern sleet and it runs on my system
a bit of weird audio clicks un Mario / but Goemon doesn't run but overall I can run more games
he added the YC module
Yeah, the YC module was added for my own use for now ;), the only other thing I changed was forcing the Hsync to values to expand the Hsync. Not knowing what's in the data cache I could just have a lucky build
as some of you worry about the overall speed/memory bandwidth or so not being enough on the de10-nano: this is not really the case here. First: when we speak about memory, it's always DDR3. The sdram only stores the rom, which is very slowly accessed and should be no issue at all. In terms of DDR3: We run the memory/cpu on the same clock for plenty of builds now without any issue. And it's used a lot, as nearly every component accesses it. Even more suspisous is that the instruction cache, that always works fine and stable for many builds, uses the same memory access as the new datacache. It's the same ports of the cpu module. So the issue must be somewhere else. It stinks like a timing issue as it changes between different boards and builds, but then it seems 100% stable over temperature and the build i made had timing closure, so quartus would lie. But a mistake i made is much more likely. So i will continue to research it. I might post builds here in the channel that some people could test to find out if the randomness is gone
thanks @wanton sun
I had a feeling there would be such complications with datacache, because of how young the core is. I think when it was added to the PSX core it was already quite stable and mature
I actually thought datacache would be after TLB
best of luck regardless
Imagine the cpu cache us some elaborate zelda dungeon. Solving it can be fun too!
That's an excellent way of looking at it
As long as it's not the oot water temple.
I have the links awakening dungeon music stuck in my head now
Maybe the core can play the Navi "hey! LISTEN!" sound every time the data cache is used for debugging purposes
This is kinda funny. It's the shindou version with yesterday's core
Dead
wonder where she actually goes to in the game like just fade to 100% transparent?
She disappeared when I entered the castle. I doubt she's in other scenes besides the ending but who knows 🙂
so is that the default output for CRT?
dont know what that is lol
I use dual + corio, so don't know the status of analog crt out (other than it's not great yet)
Maybe its not the datacache itself, but as the cpu is now feeding the other parts faster with data it might also be an issue with some halting/waiting mechanism not being properly implemented or premature reuse of some dma channel etc. So lots of possibilites to investigate. But you are to hard on yourself. This is what testing is about, we very quickly learned that there is some non deterministic behaviour going on...... don't worry about us, we are gladly testing even the most borked try.
Turok was randomly cutting to a black screen with today's build like the game was hanging but would start back again like the game is trying to prevent itself from crashing, That's with data cache on
Perhaps the cache get corrupted in some way ?
How big is the cache ?
But I think since some degrees was shown with datacache switched off, there is perhaps a combination of errors that’s the reason for this behavior
In the message from zumspass, he said speed is different on different boards?
As in, on each of our de10 Nanos?
I don’t know if he does a measurement or if he means the results are different on different misters.
Yes, we can only speculate and do some tests to help. I personally bet that the „now“ synchronized clockrate of the both chips play a role.
@hearty python @limber willow when hardware is pushed to its limits “silicon lottery” comes into play
I'm actually surprised we got this many test builds without any major issues. It was bound to happen sometime, and it's bound to have a solution.
could be a similar situation to the saturn core I guess, where your ram timings accidentally come into play
Saturn use SDram, but n64 core use DDR3, so I guess ram isn’t involved
Huh this doesn't use the ram add-on? Surprising
ah right yeah I'd forgotten about Robert's post above
Don’t think that’s the reason, cause he lowered also the clockrate over 30% in this build.
Only for games rom
Totally got donkey Kong 64 in game after numerous crashes. The sound glitches and usually freezes the whole game but got one where only the sound stopped but gameplay still is going. Neat
Man the cache really speeds things up. With the cpu at full clock it’s gonna be noticeably faster then a real n64
No slowdown in rare games potentially
Wave Race 64 works nice with cache
Longer than 5mins then?
for me up to 5min haha
Full speed for PALians
Wave race crashed during the 4th race with data cache for me. DK 64 just crashed on me on the first level where bird talks
I think there is a mistake in the testing Google sheet. Someone marked a ton of games as playable, but didn't mark themselves as having tested them. @worn delta just thought you should know.
Why would it be faster? A real n64 has both full clock speed and a cpu cache.
I don’t have the technical knowledge to tell you why but I do know from playing a real n64 a lot that the speed is on par or better in the current build
I think it might be cause texture filtering and AA isn’t implemented yet
everyone has played the PAL version and it seems that core runs faster 😛
On the real N64 most of the time the bottleneck is the RAM, not the CPU.
someone should try Starshot with the Data Cache implemented
Removing AA on a real n64 does improve frame rate by 4 or 5 frames
On all games?!
In my experience yeah. When the fps isn’t locked. Golden eye and banjo tooie are ones I noticed it helping a lot
Diddy kong racing was another. That game can dip a lot
That’s amazing, especially given the Nintendo of today actually forgoes AA on a lot of their Switch games (despite it costing next to nothing there by comparison, if that 4-5 frames figure on N64 is accurate)
It’s enough to be noticeable. I don’t have exact numbers
It might be closer to 1-3
► Subscribe to my Youtube Channel: https://bit.ly/3tu8Vwl
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► Download the APS/IPS patch collection for NTSC games to disable AA:
https://archive.org/details/everdrive-64-ntsc-aps-pack-complete
or
https://archive.org/details/n-64-aa-removal-patches-ed-64-x-series-v-3.06-firmware.-7z
and follow ...
I can say it is noticeable tho, I use the anti aliasing disable codes on ever drive too
Oh wow this is perfect
Yeah looks like it depends on the game but more like 3
Golden eye looks like it doesn’t get much of a boost in the vid
Zamn. Never realized how blurry 64 was
More blur more cool
Honestly after messing with it for a while, I prefer the n64 AA on a crt. It just looks right
On a flat screen it’s no AA all the way
I can just take off my glasses for the same or even better blur effect.
If i look at the water and sky textures in SM64 I say yes to AA 😀 back then it was also the selling point over Ps1. Today I see it differently
Accurate N64 graphics with AA/blur was only implemented on N64 emulation in 2017 with the angrylion plugin which, at least back then, required good processing power to run fullspeed. All other emulation solutions until that point, even those officially from Nintendo, didn't implement the feature.
Maybe it’s nostalgia. I just like it. Even on my 14L5 pvm
I just wanna be a elve boy that solves mysteries, plays music and gets hit on by a fish. With or without aa.
We have parallel RDP now at least, which is essentially angylion reimplemented using compute shaders to accelerate it on the GPU and even allow for upscaling. So I’d say software emulation for n64 is in a pretty decent place now
I'm really curious wether in a year or so n64 software emulation will improve by studying roberts core.
GOD, I sure hope so.
Will the n64 be able to disable the blur?
well, so far there is no blur. If you're wondering if it'll be toggle-able when it is added, then yes.
i suggest calling it PSX Mode ^^
just need to find 2 more fruits then I'm through the first level of yoshi story
you people amaze me, in the best possible way
hype is real 🙂
I really only want to play a few games on the N64 , and I am looking forward to it very much
I played MK64 with my son and we really had a great time
Thanks, reverted that. Hopefully that was some user error
TIL, Gex 3D was released for the N64.
And it's playable on the core 😄
this game suits the N64 controller way better than the PSX version
How?
That's the patched ROM that removes the expansion pak check right
So does the core use expanded ram at this point?
yes
Guess so I managed to get to titlescreen in hybrid heaven. There you can choose low- or highres already.
wow the latest core doesn't crash at dolby anymore. amazing 🙂
@oblique remnant have you ever played Jelly Boy 2?
I should
❤️
I just enjoyed some Monkey Rap
Guess we were wrong when we said that DK64 would be one of the last games we would get in-game.
Conker
Anyone tried f-zero on the cache-build?
TLB games
it'll be something obscure we never even considered like virtual pool 2000
MARIO 64 without no-face patch 🙂
That too
Nightmare Creatures
i saw a cool video yesterday where a guy played and reviewed every shooter on the PSX and for some Games like Duke Nukem 3D he pointed out that playing the N64 port is way more interesting because it had unique weapons and they had a strong censorship and its funny to see how they removed all the naugthy stuff ^^
so im looking forward to play some shooters on the n64 🙂
Lol. Do you mind if I use this in a future video for fun?
Just to talk about “WIP cores can do some charmingly funny things”
Here is the Video if someone is interested:
#share-media message
No change.
Maybe with the iQue version...
But I don't have it on my tests folder.
Nah she blinked
I was wondering how others were booting up Super Mario 64, because I can't get it to play much. The game boots, "Its a me Mario" words come through along with the title screen and then it freezes right after.
Have you patched the face out?
It's a special patch that skips the face grabbing part
That section uses part of the N64 that the core doesn't support yet
ok thank you
Please do! I often watch your videos, and PCN's too. It's how I found out about the MiSTer project in the first place 😁
appreciate it. Thanks!
Sorry, I don’t approve
go back to your cave
ok I approve that one
lousy nerd hobbit...Robbit!
dont you compare yourself to Jumping Flash. Brings shame on Jumping Flash 😆
I played Chameleon Twist yesterday and without the texture filtering or anti-aliasing it really does look like a shit PS1 game lmao
Angrylion’s been about since around 2012 , it was far too demanding for CPU’s of the time!
Runs full speed and only minor glitches on enemy sprites though
Sorry my timeline's off, I do recalled testing it out in 2014 now that you mention it.
i played gex 64 yesterday, a game i rented one time in 1998 and entirely forgot about. it was pretty fun
We need a modern day Jumping Flash.
Did you enter the gecko
I'm not into that
Can’t wait for the Gex remake coming. I hope all the references are incredibly dated still.
I'm sure he will still say bye Felicia and floss... maybe dab too
But hey, still dated
Seeing all of ya'll report on with data cache stuff makes wish I got to try the core out too when it was available 
Is Robert gonna work on that one a while for now
Im just curious where the error is. I wonder if DRAM timing is enough of a difference between people to cause the differing crash points. Because you'd expect everyone to crash at the same point given the same inputs.
yes the n64 is now his main core
in the meantime you can watch this video at glorious 30fps
Did you upload at a low res or is it processing
still processing
It would be neat to have presets like that.
thats exactly how i remember my laggy N64. If the Movie Matrix told us one thing then that this lag is acutally bullet time 😎
Boo
I looked through your uploads.
This was Mario Kart 64 3 days ago.
https://youtu.be/QIV8bZphum4?si=I0I4plghlse96sQc
I can't help but feel how so much is happening in the core this August.
https://youtu.be/sNNU0DZ34Gw?si=D12LUAsB9lZLJ2lD
Remember when Namco Museum was the first game to boot back in July 11?
Because that track has a lot going on with the Cars and Trucks on it.
I remember on original hardware Toad's Turnpike being one of the courses prone to lag.
Some courses run smoothly, while others tax the hardware more. It's one of those unavoidable issues.
It's been said multiple times, but I still can't believe how far the core has come in the last 16 days. We only had Namco Museum to get excited about before that 🤣
Ique version of fzero works with quite bad graphical issues.
Avoidable with it coded the way it is probably. Not sure if Mario Kart 64 source code was also in the gigaleak
Runs at a stable 60fps, though
with or without cache? 😉
With
iQue our savior
I missed the cache core, but I know what comes next will be fantastic
The Cache-er core
i'm not convinced there is really a bug with the cache...or maybe there is, but it's not that alone? it seems there are just still several instabilities overall. maybe they manifest more when the core is faster
I tested and it seems to be the case indeed that they manifest more
When can I cache in the next capture? I don’t want to write a video check I can’t cache. Cache is king after all
e.g. i made a build where only the ddr3 is slower and that makes mario kart crash again after the spinning logo...without cache
i will likely make a build with cache off as default today or tomorrow and rather go and fix those bugs first
that's what I figured, that its really too early to mess with the speed in such significant ways
👍 I’ll just mention cache is coming. 877-cache-now
Sometimes only the sound disappear before the core crashes.
yes...the original plan was to add cache when like 80% of the games work ok. i just did it earlier as i was hoping for a stable mario kart core soon, but the core isn't there yet
maybe add cache after TLB?
there is no need to hurry, still 4 months before the schedule 🙂
Yes. It’s not EXACTLY Christmas yet
yeah you need TLB anyway to get 80% to work okay
Or thanksgiving. Or Halloween. Or even September 🤣
I mean, who knows, maybe you fix the bugs and suddenly the cache works alright haha
but if cache is toggle-able, then it could open the doors to reproducible bugs perhaps
i played through all 6 tracks of waverace with the cache and a 93mhz cpu, so it can't really be that bad, but who knows
yes, i will make the cache toggle-able and even more, provide some option to make it slightly slower in 16 steps
So if it isn't the cache in the next build, what is on the commit list?
still need to work some thing out, but yes, tomorrow i will hopefulyl have a build back at 93mhz cpu with cache optional(default off)
maybe some gold will help, try cache4gold dot com
its sad we cant jus download more cache the same way we can download more ram!
I wanna get free cache
cache money
and for us who just wants to play games, we can find the sweet spot for increased speed without the stability issues. 🙂👍
My student loans go into repayment again soon. I might have to sell bones
Switch to the new payment plan. My payments dropped to $30/mo.
From $200 or so
very cool, that game requires the extra ram!
Hey, a Swede
Upcoming Midway cores. It’s not about size of ram but having two in parallel to increase speed.
Oops thought that said “what game”
just commenting on the dk64
I am smrt and pay close attention
What do you think of the YC build by @modern sleet which apparently was less crashy?
What was it about the screen in Luigi's raceway that made it so hard to emulate back in the day?
it's using the framebuffer as texture. As most emulators use(d) a hardware renderer this is not as trivial
framebufferception
for a pure software renderer or the fpga implementation, nothing special is to consider. It's just a texture in RDRAM like every other, it doesn't matter if the RDP has put it there, CPU or RSP
Just want to say thank you again Robert for all your work on this. It's incredible, and has been a blast to test with everyone here!
That’s in my list of shit to do today
I call bs. I think it's a conspiracy to get the core less desirable on mister over the new 'marsFPGA' they are trying to push
I would like to think that if Robert had a crack at it, he could make a Midway core that runs on a single stick.
How many use mister on alt boards?
Oh right
I don't even think I can upgrade to dual ram since I'm using a RetroCastle MiSTer.
Ah you mean analog IO
yeah
New core? Thought the released was at 63,5 MHz? Make it sense test wise to implement switchable waitstates for the datacache?
Mo cache, mo problems
yes, that is what i'm going to do
I do so you're wrong.
I have two misters so I could ram out on one
you'll always have jaguar
we’re now preboarding first class, star alliance platinum, and people with two misters
now boarding any military babies
Was the switch for datacache also broken? Cause the errors are not gone if switched of, was it there more the lower clockrate?
The errors were gone if it was switched off
Thought I read something different
I didn't use that core a whole bunch but it worked pretty well on San Francisco rush and cruisn USA.
For me anyway and I left cruisn running for 8 hours while I slept.
I got to try that shindou version thing with Peach. Hilarious
I tried the datacache core on Banjo Kazooie. It's become a bit unresponsive but that framerate improvement 😍
The game usually crashes when you toggle the option during gameplay, but during transitions it seems to work ok
A whole 16 frames per second!
Here's without datacache for reference
watch longer
Doope
it hits what looks like 60
Oh wow.
Could anyone maybe DM the build just so I can get into that
That's without datacache, I toggle it as I leave the house.
Without data cache Iirc
It sounded like tomorrow.
Well data cache or not the core is still awesome and I am excited to test it more with or without it. Whatever way helps get it to completion easiest. There is one game I wished worked but I will be patient.
i might just cave and try it this weekend...
both this and saturn
its been killing me recently trying to hold off on it
I still haven't tried Saturn but I really should. Actually owned a Saturn back in the day and didn't have a N64.
I am sure Starfield will take some of my attention away though.
saturn most game runs
so ive heard
Just got done beating guardian heroes
n64 most game boot up but not playable testing purpose.
and comments like what adventuretaco just said, videos of mario kart, that dude who posted pics as he completed banjo kazooie
you make me wanna try them so bad
lol
Saturn has a really deep library if you are into the Japanese games. That is what I am waiting to get into with that core.
but n64 its developing dramatically quick
While you wait for the next update .. why not play some Saturn
with recently surprise open appendectomy and choosing to just keeping working, i don't wanna do much, but the excitement from these 2 channels
good stuff
better than the pain killers
Could be fun in combination with them. 😂
Really got sucked into the N64 core with Dr Mario being playable.
Get well soon G
Some Saturn Bomberman!
lol its not bad at all i think. the worst part was the dye they gave me before the operation to find it. no idea how dye can make ya feel like ya crapped your pants, but here we are
The development of the Nintendo 64 and SEGA Saturn cores are like opposites of each other.
One has frequent updates and the developer is open to discuss what needs to be done, while the other gets updates after long periods and the developer acts reclusive.
Not saying either is a bad approach, just seems funny.
Don’t forget Srg320 has a much diff situation in life
Lives in an active occupied war zone
So no surprise he isn’t chatty
i'm happy with both
so excited to have all the old consoles i'd played or wanted to play from the n64/saturn/ps1 era and under all on one system
Wish I had the multi tap!
i'd recently sold my real n64 and saturn while waiting for this, because i wanted to use different controllers and play on my hdtv sometimes with n64.. and for saturn, because i thought the console hardware was.. terrible
just horrible
loved the games, hated the system
same experience with psx to be honest... my memories with that console were plenty, and were great in regards to games. i hated the ps1 hardware though..
I ordered a japanese saturn last year but the vdp2 chip is messed up so alot of the graphics don't display. I got refunded for it and they let me keep it tho luckily
Saturn hardware seems very prone to failure so happy we have a saturn core can use instead
My childhood N64 has been freezing up in games lately. Unfortunate
for me it was just.. battery failing, and then ram slot micro adjustments
drove me nuts
the n64 hardware though
loved it
Ours, as far as I've been told, has always had an issue where you need to try multiple times to power it on
My dad says it was always like that. He got it as a kid
I always got the impression srg320 doesn't speak English well and didn't talk much because of that. Could be wrong.
Or at least not comfortably.
i swear the last things to exist will be old n64 consoles and nokia phones. just u wait
I've always hated that it requires a battery for saves, and replacing the battery deletes all your saves unless you do it while it's powered on. 😬
Not if my NES has anything to say about it.
NES, SNES, and N64 consoles are immortal.
NES is impressively indestructible.
I say that while I haven't powered it on in quite some time. Maybe need to give it a turn on the old RetroTINK mini
I chucked those controllers at my TV and beat my brother with them more times than I can count and they still work fine.
Not to mention all the Cheetos and saliva that got blown into those carts.
lol to this day, somewhere in storage, i have the "cursed" n64 controller. the controller that was unfortunate enough to be right beside my bed one day when i woke up sick
i tried to clean it.. but it was never the same, and i couldn't sell it in good faith
didn't wanna throw it out
Yea that sounds like a pain in the ass
I always have my guest controllers for each console. Indispensable!
"why does the thumb stick seem a little.. crunchy on this controller"
They'll be getting some use this week, as my niece will be visiting.
"honey we have guests, bring out the fine china controllers"
Cool
What rom?
Blues Brothers 2000
Guest n64 controller back in the day was always the one with stick drift
Very interesting. What other RSP could it possibly be?
this actually looks too fast? maybe thats whats wrong with the datacache heh
this one in pink
Intro works. But I am on stable without database.
All database does is select the save type and correct cic right?
Yeah that might be the case. The scene where the dragonfly flies around Rare's logo also did seem to run too fast with datacache on. The intro was slower though.
Keep in mind framerates won't match real hardware because lack of AA and other filtering improves framerates as well
It's the version Robert uploaded. I did try to compile the core myself but I got a warning during compilation about timings requirements not met, so I didn't bother testing it.
AA off significanly changes N64 performance actually. https://www.youtube.com/watch?v=-Nef6A2C3kI
► Subscribe to my Youtube Channel: https://bit.ly/3tu8Vwl
► Follow me on Twitter: https://bit.ly/3k7Cst6
► Download the APS/IPS patch collection for NTSC games to disable AA:
https://archive.org/details/everdrive-64-ntsc-aps-pack-complete
or
https://archive.org/details/n-64-aa-removal-patches-ed-64-x-series-v-3.06-firmware.-7z
and follow ...
Runs 30-40 fps but looks interesting 😁
Wow
Than it's faster despite the slow clocks
https://mister-devel.github.io/MkDocs_MiSTer/developer/links/#mister-development-resources need Quartus Lite 17.0.2 to build and errors go away. There's a link to download it here
MiSTer FPGA is an open source project that aims to recreate various classic computers, game consoles, and arcade machines, using modern hardware.
Is it possible to move the FPS status location? It's cut off by overscan on my TV
harder than you'd think, this came up on psx core too
"change overscan to not overscan" seems ideal
Eh messing with my TV geometry is a messy affair. I'd rather not touch it
I'll just HDMI out to my capture card if I need the info I guess
I'm also curious about that. I've been testing via hdmi for that reason, but I prefer playing on my crt.
Thanks a lot for the settings and modeline you posted the other day, it's much more pleasant than the current defaults 🙂
Someone mentionned toad's turnpike earlier today. It's not rock solid, it dipped around 20 fps at the starting line. Still, here's how it looked with datacache for the most part:
No prob. I might add more modes. It's only gonna look good for the 320x240 games albeit that's most of them
Vigilante 8 increases resolution to something higher but i have no idea what, it doesn't work anyways
Yeah I'll list out all the modes at some point and get a modeline for them
640x480 i guess
480i then
Also 480x360 by default. 640x480 is the ultra resolution mode in vigilante 8
Needs a password to unlock
it probably does the same on real hardware
some people complained that while testing the PSX core the framerate dropped - I told them to turn of the FPS counter
He tests on 60MHz tho
@wanton sun Would it be helpful to add our DE10 nano revisions to any bug reports? I am willing to take all of mine apart and document it if it will help you.
marginal timing differences (assuming this is what it is) like this can be down to differences in heat on the chip while the core is running even, or slight differences in SI to the sdram if that is associated with it, or even small manufacturing differences that normally shouldn't matter. revisions might not even matter, but the difference in clock generator maybe could be related. either way, he'll probably come back with a core to test when he's ready
Man o man that looks gorgeous. I’m so excited whenever Robert cracks the cache dilemma.
It happened to two of mine, changing the capacitors fixed it
I need to look into doing that
It happens the most in Rare games too, for some reason
maybe they just push the hardware too much
At first it really crashed with dk64, then after a while all games crashed
yeah, mine's on that state right now. It crashes a lot with DK64 and Conker's
As a professional tester for 20+ years, more data is always better IMO. I'm just reaching out to see if it is interesting data to him.
yup, wasn't saying it was wrong to suggest that, just adding some stuff on there since it's also possible that hardware version differences might be unrelated.
the neo geo core for instance just needed one bit of pipelining added to one register to solve the issues only some people had with it after some significant changes were added
it wasn't even failing timing in quartus, but it still showed up as a rare issue
(Best 'weird situation' testing story ever for me.... we had a dial up customer in Chapel Hill NC who was getting routed to long distance no matter what local CO she selected from the MSN Explorer setup....so we had her dial into private servers and traced CX line noise to figure out she was routing through the wrong state....a tech had literally hooked her up to the wrong exchange on the multiplexer...it was wild...one person and probably 15 people spent 3 full days of Microsoft's money on it!)
