#Nintendo 64
1 messages · Page 52 of 1
Ooops 😉
indeed 
The weird part about oot n64 version stalling on boot is that some rom hacks are working
Japanese translation of Sin and Punishment was perfect 🙂
oops English translation of Sin and Punishment
Odd, didn’t thing the GC versions were that different but there you have it
I might have missed it...is there a list of games? I think there is but I don't know where lol
I guess they might’ve been changed for Nintendo’s own emulator
Yea whatever is going on the boot process
Which just happens to help this emulator I guess
Yes
I do highly recommend Wonder Project J it is quite interesting and innovative there is no game quite like it 🙂 check it out if you get a chance 🙂
it ended. with the N64
the series
For compatibility? There's a link to a spreadsheet in the pins
so I just replace my unstable main Mister file with this one?
Does anybody know how to limit the Analog stick range from a typical 8bitdo controller (SN30 Pro+ or 2)? Is this possible via an N64 setting in the mister.ini?
thanks thanks @lone geyser
(Technically I haven't tested this one but there's really no reason it shouldn't work)
It's the exact same changes I made to the last one, just reapplied
I think that is what the pull request above from lemonici is meant to handle
The MiSTer unstable main from above?
Thinking about this yesterday. These are a few things that stood out when I looked into it a bit:
The Gamecube releases are their own new builds of Ocarina of Time
Code required to interface with the Nintendo 64's Disk Drive add-on has been removed
https://www.zeldaspeedruns.com/oot/generalknowledge/version-differences
And:
Due to ignoring invalid opcodes, certain actions that crash the game no longer do that in the GameCube or Virtual Console versions.
(This is why ACE uses the N64 versions)
https://tcrf.net/The_Legend_of_Zelda:_Ocarina_of_Time/Version_Differences#GameCube
Could be it!
Has anyone tried the VC version of OoT?
Ideally it should have every method of 3D possible, even red and blue glasses
Virtual Console releases contain an unedited version of the NTSC 1.2 rom, or a very slightly modified PAL 1.1 rom, with modifications applied via the game's "WAD" (see below for more info on this)
I just read that!
Apparently they patch the game on the emulator side to make the changes
1.0 had the red blood tho
So I would assume it would hang at boot like the normal 1.2
Very nice. The analog controls are way better now with the changes. Thanks, Lemonici.
Lodgenet works too, and I would assume iQue.
F-Zero X works great now.
Haven't tried iQue
does gauntlet legends work
Did you use the face removed version as the base rom?
I think that game requires TLB, so not yet
alright thanks
Yeah strange the lodgenet version works when it appears to be only a slightly edited version of retail. Maybe the antipiracy checks?
USA Gateway
This version was used at various hotels where games could be played from a LodgeNet server with a rental fee.
The save function is completely disabled in the pause menu and getting a game over skips the save prompt.
The rumble function is also disabled.
The file select screen only has a single file available.
All PAL 1.1 fixes have been incorporated with the exception of the Gerudo commander, who still changes color.
The anti-piracy checks were removed.
https://tcrf.net/The_Legend_of_Zelda:_Ocarina_of_Time/Version_Differences#USA_Gateway
I wanted to do the controller test on my mister, but I can't figure out where it's saving the savestate to so I can put the controllertest_1.ss in that folder.
I would have thought it was saved to savestates, but apparently I'm all the wrong on that one
i put mine in savestates/N64
savestates/n64
It's the savestates/N64 folder. Make sure the rom name and ss name are the same
controllertest.z64
controllertest_1.ss
I'm in /media/fat/savestates/N64
I just tried to do a save state for bomberman hero, it says it saved it to slot 2, but this folder is bone dry
interestingly, trying to load the save state I just saved sends me to a black screen
I have savesates to SDCard turn on
using the core from today
Sorry, forgot you were trying to build it. Turns out I was on the main branch
The rom I used wasnt patched, it's from the no intro set
I was doing it in slot 1, I changed to 2 just to test things out
awesome thanks, so main branch, default no intro rom, anything else?
Just doing it now
alright
I posted a patch earlier if you want to try it
nah i think you're good
awesome, just found your patch though. I'll give that a shot if my build fails
I must have had the names wrong, I did a copy/paste to make sure they matched and it loaded this time 🤷♂️
@zinc dew I've updated the binary, though there's also a PR to add it to the unstable main
(So the pin will need editing soon)
So does the main branch remove the stretchy head bit? or does it actually work in this build?
I'll find out in a couple of mins I'm sure, just curious
I think it removed it, i couldn't find the hex code after applying the patch
I'm using a NexiGo Hall Effect controller for the switch
damn wide boi
it was making things interesting while playing zelda, movement felt a little off
a good test for accuracy I like doing is trying to see if you can walk on the fences in kokiri forest
You have to load the save state that Robert shared after loading the game.
@remote hatchI second that, eyes toggle would be great, I miss the no eyes now.
sweet, my build and yours both run.
Intereting that the hashes don't match, must be something that is non-deterministic in the build process.
774ff904bd845093377df64123289adc78bf58eb Super_Mario_64_USA_UltraSM64_by_FazanaJ_Destry.z64
0c1f62cb987b438b89acc2ed34373104f5e63a06 Super_Mario_64_USA_UltraSM64_by_FazanaJ_kronicd.z64
Can someone test this? If it works for scaling then it's simple, efficient and fully accurate
NE1 have an 8bitdo mod working? Still seems Up C and left C are still not working.
@lone geyser i can test, but what am i looking for?
Well, this newer one shows a Range up to 127 -127, not like the one before around 85
That the scaling works correctly. Just do the stick benchmark with it
As in the one I just shared or the one I shared earlier today?
Yes, but i have to check again the older one.
@mortal apex ok awesome, it works, no crashes 😄 Thanks pal
No problem!
I tried searching but really didn't' find much; I load Mario 64 and it crashes with a partial static screen after the title screen. And I thought it got ingame before... is there some sort of sram issue maybe? Or is it a known thing
results are the same as the one i used from the pinned message
Yeah, the older Mister works correctly. The newer one falls back to typical modern controller range.
#1096015979055697940 message
Ok great! Thanks for the heads-up.
try that one, i made it so it's easier to not mess up
oooh. thought that was a bug, not a required patch 🙂 hah
We use the patch loaded with the default version of the game right @desert crow
Lame. I'll have to debug later
i listed the md5 of the rom to be patched, which is very easy to find if you search for the md5
SM64 uses TLB for the face and is not implemented yet in the core.
so you have to patch, but the game will still crash randomly
Thanks! I updated the fully playable pin to point to your patch.
I really can't see why the first new one wouldn't work...It's literally just pulled over. Will need to see what changed on the unstable side
This make the controllertest.z64 rom freeze. Also tried Mario, the controller is not working correctly and I can't show the menu. Using Adaptoid usb adapter.
getting a black screen on a patched sm64 probably means cic is wrong (wasn't detected), if you get the colored pixels (after title) it means you probably applied a patch to a wrong rom or didn't apply a patch
Yep, there's something wrong with the newer Mister. I got the freeze now too.
Cool cool. That one I was expecting the possibility of issues, but the first one shouldn't cause anything wrong at all
Yep, the first one is good. No issues at all.
But it still doesn't scale correctly?
Have to check again. But it was pretty close iirc
Maybe I misunderstood. I thought you said both new ones caused problems
This one is fine for me.
04:28 Uhr
I didn't care for exact values, if you meant that.
Oh thank goodness. I was gonna give up, lol
Tested with 4:28 version
My stick (8bitdo SN30 Pro+)
UP: 85
DOWN: -84
LEFT: -85
RIGHT: 85
centers ok
New Original Analog Stick
UP: 84
DOWN: -85
LEFT: -85
RIGHT: 83
centers ok
pretty close
Same results for me. Controller test freezes. Using tribute64 wireless.
Tested this one myself. I know it hardly matters, but this version doesn't do my convoluted bitshift approximation and still only uses 4 float point operations. Code is way easier to read, too
The controllertest seems to freeze, it worked only one time...
Edit: I have to restore the save state a second time to make it work
If it was with the second binary then it's my fault (not properly converting data types for the one float point formula)
I tested the one I just posted myself and didn't experience any crashing
This one is fine. No issues.
This one is fine for me. 85 in all directions
I tried this one 5 times and it was freezing up. It'd actually freeze the mister itself and I had to hard reboot
We can stop with that one. I know what caused the freezing and it's fixed in the latest. Shouldn't really need to be any more changes to the clamping algorithm from now to the end of time (but there may be changes to when it's used)
should I point to your latest post then?
does this have the autodetect that markun made?
No, he had that listed as WIP so I didn't want to merge untested code
he made a version that only applies scaling when it detects that a stick can do more than 110 or so in range. It resets automatically when you change the pad. I think this is a key feature, as the user doesn't have care if their pad is original range or +-127
i'm using that version a while now, it works great
I can pop it in and compile but I'd rather he be the one to send the PR
I get 81, -85, -85, 81 with Retro Fighters Brawler64 connected via N64->USB adapter using your simplified MiSTer version @lone geyser
I guess close enough?
ok I am now convinced the dreamcast controller is the best n64 controller in games that don’t need c stick and you might be able to use dpad for that
the pull request is for unstable and not for the real mister main?
I guarantee you get all 85s but aren't hitting the corners/cardinals dead on when benchmarking
Yeah? I figured that was the normal way of things?
Stoked to see a potential temp fix for CRT, hope that works out. I spent an hour the other day trying different modelines and scaler settings but never got it perfect lol
My name isn't yellow for a reason, lol
Hold off. I'll do an autodetect build
In your defence I clicked the link to the PR and didn’t even notice it wasn’t the normal repo
at least your name has a color
i send you a message 🙂
So close to having all the _2 version entries on the test sheet updated now
Are save states broken for everyone or just me?
Not implemented yet
Reading savestates is, writing them isn't
simple question, anyone know how to do a backflip in Ocarina of time (Gamecube)? 😂 (do i have a dodgy rom?)
Only Roberts software emulator can produce them
Robert can load save states from his emulator to the core. Dev purpose only for now
I think the problem is that the max value in a couple of the cases is a little off from the physical corner location. So a lack of precision with how the controller was built.
Lock on, hold backwards and jump right?
im on the master quest version and not seeing it
poking around still trying to figure this out, curious ..
Like, you can get it to work in normal oot but not the GameCube version?
Or you don’t know how to do it in general?
i know how to do it in the game yeah
Weird. I’m gonna start up my mister
ive jumped into the OOT version and there was already a save file there o.O now i'm really confused lol
i might have dodgy roms i think LOL
can the rom have a save file associated with it, without anything in the saves/n64 folder?
only if it's a hack or you have run some other game before
i went straight from master quest to OOT
then it will stay
huh
the core does only clear eeprom saves at core boot and sram never
weiiiird! it booted Ocarina of time with a save file, that's wild
if it ever is a problem, i can add it for sram, but hopefully it's not needed
just beat a grand prix on f-zero X. so fun
all good. just curious
like the save file is transferrable between vanilla OOT and MQ somehow ?
eeprom is in internal ram so no big deal, but sram/flash/controller pak are/will be in sdram and having another access to it just to clear it seems too much effort
master quest and OOT saves are interchangeable, so that probably explains it
yes it is
Here’s a game recommendation; Rocket: Robot on Wheels is one of the best platformers on the N64.
Analog is so much cleaner on MiSTer than my standard N64
made by Sucker Punch btw
Can backflip here no problem in GameCube oot
thanks for checking
you're doing something i currently cannot !!! im very impressed LOL
MSX already did that
You make FPS's, what is the best fps on the system?
Perfect Dark
69 is my fav fps
Goldeneye runs better on real hardware
Quake 2
As long as you stare at the ground. Get all the fps
I was expecting robby to say something like this 
That's the trick
Sorry if I’m stupid but… the noface patch, does it skip the Mario face at the beginning or remove the texture when in-game ? I tried to use the search but I’m typing the wrong keywords 😦
it's always a fun surprise to see what the next update will bring
It skips the stretchy-face intro screen
The patch is in the FAQ
Ahh okay. Thank you so much 🙏
The lack of a face in-game was unrelated to this 😂
pinned
Yeah I know I just wanted to know what it did exactly
shameless self plug
Because there were a moment when Mario had no face and I legit thought that was what the patch was doing 😂
Things move too fast with Robert
I always use your stuff since the PSX core. Thank you for the hard work !
I saw that misconception in a YouTube video. Gave me a good chuckle
it's funny having 2 unrelated "mario no face" talking points
my pleasure 🙂 it helps to grow the test team 🙂
lol I rented that
The Iggy’s Wrecking Balls team used the Iguana Studios Turok engine to make it
I definitely do lol
I have worked with an Iggy’s Wrecking Ball dev. 
Now that's a sentence
Ohhhhhh who
Hahaha crap I just restored a save state on Rainbow Road and lost the entire run
RIP
Black screen
Might doxx me
Yeah save states cannot be made by the core
Good job lol. Save states are not supported yet
I totally forgot about that
Ah then no problem!
That's it?
I have worked with so many different people and a lot of them were old when I started so they had developed on really old consoles
Time to use discord links for all your downloads
oldest I worked on was PSP
@chilly ember this is for my VPS
anyone know how to make Smash Remix run?
Pick the right cic or run super smash bros before it
A Nintendo 64 Resource for Reviews, Articles, Database Lists and more! The ultimate fansite for the Nintendo 64.
when in doubt 6102
hmm I copied the settings from smash and made db entry
@bronze tree the requests for a 2nd custom n64 db are growing!
😉
we had been talking about this already
Unless you're playing a high quality nintendo game or Rare, then it's 6103 or 6105
i get the feeling not being able to backflip has something to do with the gamecube controller L Button having 2 states (half push/full push). 🤔
all Nintendo games are high quality even the bad ones
I wonder if that would mess up speed runners with sanded/cut controllers 0_o
Most games will use 6102, that's the default
6102 for the banjo tooie everdrive hacked version
Original uses 6105
@amber saffron you know why this is right?
because his MiSTer is haunted?
http://en64.shoutwiki.com/wiki/N64_TLB which is used by the following games
Armorines Conker's Bad Fur Day FIFI soccer 64 (USA) (EN,FR,DE) Gauntlet Legends (USA) Goldeneye 007 (USA) Indiana Jones and the Infernal Machine (USA) Jeremy McGrath Supercross 2000 (USA) Monaco Grand Prix (USA) NBA Jam 2000 (USA) NFL Quarterback Club 99 (USA) Paper Mario (USA) Perfect dark (USA) Shadow Man (USA) South Park (USA) Star Wars Episode I - Battle for naboo (USA) Turok - Rage Wars (USA) Turok 2 - Seeds of Evil (USA)
Yup! I'm just expressing my joy at playing Mario 64 🙂
Shadow man is haunting the rom
Funny thing is my N64 is right there, even has Mario 64 in the slot
Mine has goldeneye
ive got 2 expansion paks here heh
i thought the first one off ebay i got was dodgy cos i was having some issues with the everdrive and the 2nd one worked fine
Did you manage to get it fixed?
Even if it's dodgy someone will buy it (hell I would). The ram in those is very hard to come by and can be used to create a new expansion pak with open source PCBs etc
i honestly dont even kno if its working or not , i never troubled shooted it much once i got the 2n one working
This is an outrage
Just don't throw it out :p sell it or hand it on if you decide you don't want it anymore --- even if it's broken.
This project is awesome, has the parts needed to create a new expansion pak if you can find some working ram.
Either from a dead expansion pak or dead N64 motherboard.
the grill design on the top is different!!!
its gotta be a dodgey bootleg piece of crudd
wait no its not its identical just weird angle LOL
i have no idea
I got an aftermarket ram adapter and an original
all i know is i hate the one that doesnt work and it's evil
if it's bootleg it would probably have 2x 2MB ram modules inside.
Those often crashed due to poor heat dissipation. They can still be fixed or used as donor memory for a new pak 😄
I'll trade you doom64 for it lol
tbh anyone can have it if they want it
shipping from aus to internationa will probably be like $60 or something LOOL
Oh shit, I'm in Australia
awesome, ye if u want it i honestly dont mind passing it up
I'll send you an auspost shipping label tomorrow if you're still keen
Give this a rip. @bronze tree's autodetection. Checks if a controller stick has exceeded 110 on a cardinal and only scales if it has, so you may notice a jerk the very first time you use it (and every time you reboot)
its possibly 100% working
cos i was also troubleshooting everdrive stuff at the same time
I would have offered you cash for it, but figured you'd be overseas so the shipping would cost more than buying one locally lol
I guess this is the time of day Australians are on :p
its one of those things where i cbf selling it on ebay coz it means testing it to confirm if its working or not
and at a certain point i lose interest thinking about it lol
Yeah I get that
I don't actually have any games that use it
This is a good excuse to get an everdrive too
So in theory you could calibrate your control stick by using it before loading a game?
Oh that's cool
Maybe there could be pop up message in the corner of the display that could say "analog stick calibrated" when it happens. Top left for P1, top right for P2, bottm left for P3 and borrom right for P4 😄
it might be a cool effect
So people don't file a bug report when it jerks in-game
I can look into it
Eh maybe an option. I can't stand the popups personally.
"P# analogue stick calibrated"
yeah, then it can be assumed that if you disabled it, then you are aware that the feature exists, and it could cause a jerk if you calibrate while in-game
Or, the core could automatically boot a rom with a spiffy MiSTer logo, and a message to calibrate your analog sticks in the rom. 😄
There might be one more change to make to get autodetect working correctly. I might've missed a commit
I remember hearing about default roms which show a cool MiSTer logo, as well as the console's logo
So you don't boot a core to a blank screen. Analog stick calibration could be a part of the N64 one
Last update feb 25
that is wicked cool
the 32X one is misleading, because the core doesn't support 32X CD
Of course but there needs to be a n64 version now
@amber mica would you consider making one for N64?
I guess to combine something like that with real-time analog stick calibration might require that the rom can somehow access information from the mister file
I still have problems on various controllers where the up and down part of the analogue stick don’t work
any ideas?
Cold reboot and define joystick buttons
I've had the odd occasion where i've had my controller configuration trip out from build to build on the n64 core but an in core reconfiguration solves it
I can’t control my angle in F-Zero Z. When the core asks for up/down/left/right can I use analog for that?
Speaking of Weird controller issues, are the turning controls in buck bumble not registering for anyone else?
I'm using a dualshock 4
@zinc dew this is the one. Verified working with autodetect as well as scaling and clamping. Enjoy, everybody.
how do i get a xbox one controller working with the core, it doesn't see the anglog stick?
@charred coyote @inner garden back out of the N64 to the main MiSter Menu and "Define Joystick buttons". the n64 analogue stick is automatically assigned to the Left Stick from this
oh ok, that makes senes
yeah. i'm not too sure beyond that unfort 😭
i got super smash to work so that's sick, none of the YTers have even talked about that game, unless i missed it
now get remix to work
Remix already works
Yep, solid too.
I think Esoterica reported Smash worked
oh ya i just must have missed it in there
Exciting regardless and its great to see such an awesome game
not for me sadly
I’ll try again
going to record myself setting up the controller
You either have to add an entry to your N64-database.txt, or just boot the unmodded game first
Nice
now if only my up analog worked
I’ll try another controller
actually I CAN boot remix now from fresh
I like it, although the 1P remix single player mode is a bit romhack-y
now I can’t make any analog sticks work at all
I tried switching controllers and remapping and nope
very weird
Damn I’m late to the party but this core is out of this world.
Ran F-Zero and Super Smash without any problems with the NSO controller wow like just wow.
Too bad Mario crashes at some point for now but wowowowowowow
the NSO controller is 
wave race shindou still fails to boot, but ique wave race is actually also the shindou version, with the ghosts and updated music
and works pretty well
hmm I think only if I remap the controls in the core it breaks
but if I reset core settings its ok
yep!

ok the up and down are still weird. I found out left and right work on stick but up and down works on dpad

Anyone else using the Brawler wireless/Bluetooth NSO controller? If so, are you connecting it via Bluetooth dongle or via a universal wireless dongle like the Mayflash MAGIC series?
I ordered one to try out, just hoping I can get it paired and working.
Wheres the n64 stick check rom? Trying the updated Mister unstable, I think it's better, but I'm still getting a bit of drift
im using this thing, https://www.amazon.com.au/dp/B0775YF36R?ref_=pe_19115062_429603572_302_E_DDE_dt_1
Thanks. I've got a really good Bluetooth USB dongle, so as long as the NSO wireless can be made to at least pair with ordinary Bluetooth, then I should be able to make it work one way or another. I've found the Mayflash MAGIC series work better (lower and more consistent latency, more reliable connection) than ordinary Bluetooth, so I'm hoping those will work. I know they'll pair with a Switch Pro Controller, so hoping they will pair with NSO controllers, too.
i think i remember the mayflash had like different settings to cycle between or something?
Yes. The Mayflash MAGIC-S or whatever model number is the latest and greatest works with basically everything.
ya i actually like the more generic one for being a lot simpler at just doing 1 thing
Xbox controllers, PS4/PS5 controllers, Switch Pro Controllers, 8bitdo Bluetooth controllers, etc.
Brawler in NSO mode is broken under Linux
Oh crap, seriously? Broken how?
All third party switch controllers are a crapshoot, they error out trying to init themselves
If it can be used in direct input mode it’ll be fine, just not switch mode
The Mayflash adapters handle all the wireless connectivity and just present as a wired gamepad to whatever you plug them into, so maybe they will work around that.
I am, but I'm using the USB-C wired. Haven't hooked it up wireless yet.
I'm using it in D-Input. I don't see an NSO mode listed in my manual, It's working great, though.
I'm using @lone geyser's main, if that makes a difference.
Hmm, for ages the only game I tried was Mario Kart 64 and it ran fine, with the latest build it runs super fast
I specifically needed wireless, and I specifically hate the original baterang N64 controllers, so after hours of hunting around online, the wireless NSO Brawler seemed like the best available option, if it will pair and work.
so I thought I'd try some other games and nothing else seems to work
Mario 64 boots but crashes after a couple of seconds
everything else just gives black screen
It won’t for the drivers at least, that comes from Linux
It should. I can test it, I just need to find an extender because my MiSTer is behind some dense stuff. I'll let you know.
Yep, that still happens unless you're using the hacked ROM that removes Mario's eyes.
ah ok. What else should work?
I tried f-zero, ocarina of time, smash bros, all black screen
do I need hacked versions of everything?
Cool, thanks! Yeah, I had 127 on all axis...es...axis...axes? Axen. Before the new main. Now it's perfectly clamped.
Make sure you use the update_N64.sh script to set everything up. Someone had to point me at it last night because I was having similar troubles. Turns out I was missing the critical database file.
oh ok, all I did was copied the core and put the boot.rom in the games/N64 folder
There's a "known working" list maintained on the Vampier site... check the pinned posts.
you need the database file and update mister to unstable (the n64 updater does both of these)
You also may need to use the unstable MiSTer
ah ok, so it was just dumb luck that Mario Kart was working great for me all this time lol
it was the only thing I tried
Nah, that's not enough to get it all working, contrary to what a lot of YouTube videos are claiming.
I didn't watch any youtube videos
ya some games work without switching to unstable so it can throw some people off when random games work but some don't
What's the plan for submitting a pull request for the joystick max value change ?
I had the same situation as you: only Mario Kart was working... But with unstable, lot of games are good! (PAL bios at my side)
One of my gripes with Discord is that it doesn't do a good job of surfacing pinned posts in an obvious visible way. I had no idea there even were pinned posts here with lots of info until someone pointed it out. Slack has its own problems, but at least they've got a persistent "pinned stuff bar" along the top of each channel to make things like FAQ docs super obvious and discoverable.
i was gonna suggest, game running too fast sounds like it might be a PAL rom running at 60hz
Yes, I confirm, it's also audible (or "earable"? not sure of the right word sorry)
or solar flares
or solar flares yes
I'm only half joking. Did you know that Microsoft accidentally built the world's largest solar flare detector when it first rolled out Windows Error Reporting?
When at rest, my Xbox one controller is consistently 7-12 units to the right
Turns out solar activity can sometimes flip random bits in RAM. They saw a mysterious global spike in "faulty RAM" crashes that was caused by a solar storm. Fun.
playstation 1 controller o,O
sweet, on the latest unstable mister now and stuff works
I'm loving it too
have you been using wired or wireless?
my NSO controller is still unopened in the box. What's the latency like with it on MiSTer?
Bluetooth
i would love to be able to test and tell you the numbers but no idea how
3D games, I'm good I don't feel anything that puts me off playing
I think @graceful radish has tested it
Wonder how many times it's actually cosmic rays flipping bits vs convenient excuses for bugs.
There aren't really many or even any 2D games I'll be playing on the N64
but the d-pad isn't shitty either, if u use the left handle
That's usually where I feel latency
Sorry, I am more prone to feeling latency on 2D games
nah no sorry, without any testing or numbers we're just speaking anecdonatelly :D
Well, I'm having zero luck with BT. I can't get it to switch to X-input mode at all when disconnected from USB. Holding the back pair + B doesn't do anything. I'm probably missing something...I just got it today and haven't had a ton of time with it.
Mishief Makers is awesome
To clarify, it's not switching on PC either. Just sitting in D-input.
I wanna try that when it starts working
Are we talking NSO controller?
Brawler
yeah i ordered one and was skeptical... its awesome
Doing some more tests, looks like F-Zero X just has the smallest dead zone in the world
If they ever come back into stock in the US (and if I have the money at the time) I may try one!
i'm dying to see the numbers on latency
https://rpubs.com/misteraddons/inputlatency
I couldn't find NSO on there, ping me if you do find it please
Pixel cherry missed out on the platformer games on N64 as he admits on his videos so he won't be as sensitive to the deadzones as some of us
I have to say, I don't normally like Retrobit controllers (the Saturn one I got was really bad AND they lied in their marketing about the 3D stick...it's just a digital pad...they admitted it after a lot of folks asked on Twitter) but this one is solid. Great construction overall. I am still learning the ins and outs of their interface, which I do not like a lot, but it's more because it's made for Switch I think. Feels good in the hand though.
It's common to embed the build time.
I bought their SNES one before, it was crap, so I returned it.
Yep, that's how I felt about the Saturn and the Big 6.
im looking at this and already confused. trying to find any documentation on the NSO controllers having different modes is really hard .. isn't this referring to 8bitdo here? o.O
just to report that i must set with last build from 0909
[N64]
vsync_adjust=1
in my mister.ini or with 2 : black screen
i have an ipad scrren and with 0908 it works with vsync_adjust=2
Hell with it, I'll just use my pro controller
heh
I've been using a dual shock 4, it gets the job done
ahhh, I thought the "no face" was a texture patch, making them double faced or something, as to help make the graphics look less buggy or something. But was wondering why the Mario face part was missing.
the thing is, ive tried bouncing back and forth between the ds4 and NSO n64 controller and (personally, anecdotally) can't tell any in dfference in lag lol
That's awesome to hear but which one do you prefer?
Weird, I can't set secondary buttons on my pro controller
for playing n64? n64 controller. for ps1 cores, the playstation controller 🌈
That makes sense as it should
Axes 🙂
English is a jerk.
Hatchets
Natürlich
trued pairing a switch pro controller bluetooth and still can’t get stick to work
Something weird is going on.... is your MiSTer haunted? Legit, I hope you can figure it out...that sucks.
What about Z? And Å and Ä and Ö?
Zed....Zed's dead, baby....
<Bruce Willis Peel Out>
i tried to film a vid showing a button press and how long it takes for it to be recognized on screen but its not very scientific so probably not worth posting LOOL
Zod?
Only if your stick has a phantom zone instead of a dead zone.
I think tomorrow I will try to delete the n64 and all the settings and reget fresh
there must be some weird bug
the stick does work in OSD menus
not like it's non functional
Let us know how it goes!
There's mario 64 hack for testing input delay
but that includes brain delay
And it's quantized to 60 times per second.
Have you loaded it? I get a debug spew.
Oh, thread 5. That little bastard.
Best debug spew ever, though. Mario cries in the backgrouns. "Wowwwwwww!"
Oh shit, it's almost 1 here. Gotta get to bed. G'night all!
There night be a bug with the button key remap feature. I've completely lost L and ZL functionality in the core
is the resolution higher here in PAL?
Couldn't map anything as secondary, so I decided to try the button/key remap. Even after clearing they're completely non functional in core
Lower time resolution, higher spatial resolution.
this one doesn't seem to work even on real hardware
What is "poison gas" in sm64?
The stuff in hazy maze cave ???
yellow mist in hazy maze cave
Hooraaaaaay I knew it. Now gimme 5 dolla
It's mustard gas obviously
Jk it's probably an over abundance of star dust that isn't healthy to breathe in
So was able to do alternative mappings with xbox one controller but not my switch pro. Weird
examples of what is fixed in the current build:
It registers the buttons, just won't let me map them
@wanton sun any plan on using the brazilian PIF as boot2.rom? xD
Ooohhh hexen
oh boy
only if there is anything that really needs it
Quake gonna work?
ok xD, I copied it just in case though xD
i didn't test much, leave that to you. Have not more time today
Oh wait build is out already haha
I still haven't found a rom with the Brazil PIF that works differently from the NTSC PIF.
They are functionally the same it seems.
they aren't, Brazilian PIF is actually the PAL PIF with a different region and video code
anything that had z-fighting issues could be improved. Also games with 2 pass rendering showing weird polygon edge effects
only 2 bytes difference with PAL PIF
I am saying games work the same functionally.
black screen in game , no change 🙂
you need the Torch DLC !
Not enough true 2d sprites
Thank you Robert for including the analog out workaround. It makes a massive difference, and thank you @daring meteor ❤️
No messages that it's the wrong region or anything as long as it's a NTSC version of the game.
They only seem to care about the 50hz or 60hz.
ntsc or nothing :p
So I found a descrepancy, on real hardware this rom doesn't even boot. On MiSTer it shows the N64 logo (at 60fps) before crashing.
oooh clean non-jaggy lines no CRT 🙏
Really? 😮
Might there be a way as the core progresses, to have varying degrees of N64 filtering? Sometimes the raw pixel look is nice but a tad rough, likewise the filtered version looks typical N64 muddied in various games. Something like steps of filtering could be cool if possible (I think I saw something like that in the GBA core, but perhaps that's just a 25/50/75 CRT filter in which I'm thinking).
space may be tight
best to let the core develop
also every option is more pain on the GUI
yo, devs! space may be tite
Well, yes. I think it was more of a thinking outloud thing more than a request. 🫢
I play with the anti aliasing patches on ever drive on real hardware and i haven't been offended by the core yet
Worst case scenario for me is anti aliasing toggle isn't implemented but there are game shark codes for that and those can applied directly to a rom (apparently)
Hexen is looking great tho in new core
i wonder if this might fix anything else, most likely not. maybe doom64 deserves a look
GameShark codes can't exactly be directly applied to the rom file but they can tell you where to look for what needs to be patched.
ok good to know just seen people posting things that have ability to apply gameshark codes directly
the last two days
probably not very stable
The biggest issue with Doom 64, which is still present, is the red pixels aren't being set to alpha
They also look really dark
Hello guys, n64 core is working With analogue output now??😍😍😍
Yes
probably not perfect, but should be better than before
The water of Diddy Kong Racing is better
oh, the transparent wireframe issues are gone?
is that unreal engine 5.3?
i need to try in wave race
Would bugs in controller remapping be core centric?
no
Only via hdmi? Not through vga output?
Okay then, not gonna bother you with it then 
Unreal engine 5.3 when you don't have an RTX 4090
Works on VGA
The update fixes the wavy lines problem
Impossible to synchronise on my crt with vga to scart
Send ini
I tested this fix on VGA to SCART specifically hahaha
Send me the mister.ini I will tell you
OK thank u, juste one minute
I have not gotten a single patched game to run since 4 revisions ago including Mario
That is very odd
It stopped working after an update all I did to grab some scanline updates. Even rolling back, something else must have changed
Check your N64 database?
unstable mister ?
@remote hatch put
[N64]
vsync_adjust=1
in your mister.ini
All updated several times
patched won't be in database, have to manually select cic or add MD5 to database
i'm lazy and just select right cic
The shadows for shiren 2 are ok now 🙂
drake lake in wave race now looks perfect, no more transparent wireframe waves 🙂
Nice time for some wave race then
@wanton sun it seem that something is broke in too last build because i (and kuba i think) have a black screen with vsync_adjust=2
all is good with 1 or 0
Should work with that, weird
did you try most recent?
if yes, please tell me which build exactly broke it
yes with today build i see the screen but with a lot of desync in 2 none in 1
the build from 0908 work with 2
but yesterdays build has no change if you don't use PAL
i use pal (sorry i'm french 😉 )
so you used PAL on builds before 0909?
yes
then it was no PAL, it used ntsc timings 🙂
but i have replace the two bios files
you can still get them if you switch to NTSC in system settings by hand
but they are wrong for PAL
i take only pal rom (as i have with my real n64)
well, PAL timing is a hack currently. So you might have to use vsync adjust 1 until it's fully done
ok i have set it in mister.ini
horror kid light rays are also fixed 🙂
You can add it under [N64] specifically in your ini for the time being
it's what i have make
transparencies are also fixed in banjo tooie intro 🙂
jailbars still there, right?
yeah sadly
Hm, did the map always work in Diddy Kong Racing?
thanks, but it looks like this to me via hdmi (PAL ver. )
Doom is working now. Though the sprites all have red cellophane over them.
It is much better before we have just garbage
Doom has worked for a bit
For me Doom works , but crashes quickly
Silly me.
Simcity 2000 works. A woman even sexily reticulates your splines
Gosh that takes me back.
New Tetris is booting and playable now.
It didn't work yesterday
This is what I experienced
Pokemon Snap has the fog correctly render in the intro
Drake lake on new core
Rainbows are correct now on Diddy Kong Racing intro (and main hub) too.
So wave race is looking sexy a.f. - the intro movie eventually hangs though - is that how it was previously?
Yes , it hangs in various unexpected places. Cache delay helps
Cool cool, just checking. Ta.
Wave race runs better without crashing with cache delay of 10
Has anyone had any luck getting the European Version of Mario Kart to work? For me it shows a black screen with E00042 😦
Ridge Racer 64 still has the black track textures in some areas (apologies if Today's core release doesn't cover that).
Yes followed Vampier's guide and have a PAL PIF as boot1.rom
ok, works ok here
It works great with the pal boot rom, though now you can call it boot1.rom and have it in the folder with the ntsc one, it autodetects. Maybe check your pal boot rom.
Oh, dang. I just updated to the September 9th core, and a new one dropped 15 minutes ago.
What a Dave oversight...
My Boot1.rom for some reason was much bigger than the NTSC Boot.rom...
I'll come back when testing has died down to post my meme. 😆
So a Dave Error for the PAL games 😉
I told Robert we needed a Dave Error code just for my mistakes 😉
hello, is there a written guide for the n64? bios and other stuff for example
Check the pins
I have noticed a difference in Music Pitch when it comes to the European Mario Kart 64 on the Core compared to my Original Hardware (which is a PAL N64).
The pitch of the Music in game is lower on the Core.
However, Guessing that will be sorted further down the tracks 🙂
Hey guys, now its working on my crt, but ratio is bad....anyone have à solution? 😁😁😁
Shadows in Shiren translation are fixed but save doesn't persist. I don't know if it's core or database tho.
i use this option :
[N64]
vscale_mode=1
vga_scaler=1
video_mode=320,8,32,24,240,4,3,16,6048
Great update! Wireframe is improved, but after checking a few games I must say there is still some problem. It feels like the lines are there but just invisible, in some games it is almost unnoticeable but often you could see some random rainbow colored pixels showing trough these gaps, often around edges on polygons. And in some games as if those line are wider and you can see the background through them. (Worst examples for the last one are - Automobili Lamborghini, Roadsters, Top Gear Overdrive)
Some rounding error maybe?
i love it!!!!!
I have not used any ini settings
do you use hdmi output for crt?
with analogue out, i have not good ratio 😦
There seems to be a bug with switch pro controllers on MiSTer unstable builds past #unstable-nightlies message
If anyone is having issues, you might want to use the unstable in the pin on this thread. Specifically this one. #controllers message
Ah... Shiren uses pack for save? I didn't know because the "controller pack not present" didn't pop up and it usually does in games that need it.
Did anyone in the modding community ever “backport” the model improvements from Mario 64 on DS?
VI: horizontal length dividable by 10 (more stable analog out)
omg, does this fix the 1-pixel offset when using direct_video on a crt??
Hey, Duke Nukem 64 now has proper depth!
Seems to, everything is a lot less zigzagy on my TV
Can't make any controller test-roms boot on my end
See this pinned post, you need to load a save state #1096015979055697940 message
I'll pretend I know what that means by leaving a thumbs up on your comment.
Less frames, more pixels.
Menus on A Bugs Life is fixed in today's build
@wanton sun do you know what is causing the random crash in games like SM64 or Wave Race? Thank you.
You can mess around with the cache delay and it will make it a bit more stable
Set cache delay to 11
Q: does this need the 128mb sdram board or is it worth trying with my poverty spec 32MB?
I think the SDRAM is used for ROM storage, though I could be mistaken
Quick qn - were the thwomps in MK64 always missing their stone textures?
The github says sdram of any size is required
unfortunatly no. but PAL wave race seems 100% stable, completed the first 3 difficulties with no real issues (cache delay 0). Mario 64 pal not 100%. i got 35 stars now and had 2 crashes... So it's rare but still there
Do you think it’s going to be a pain to debug those random crashes?
first 8 mbyte of sdram are reserved for 9th rambit and sram/flash, so you can load games up to 24mbyte in size. A good amount of great games on n64 are larger, so i wouldn't recommend it
they are way to rare and random to debug them at all. Hopefully one of the reproducible crashes has the same issue or some game has them more often. E.g. with the RSP DMA bug many games crashed randomly after some seconds or so, but majoras mask always on the first frame of ingame logic, so it was relativly easy to fix
@wanton sun Congratulations with the amazing progress! Who would have thought we could all be playing games already? I´m not able to test anything this weekend as I´m travelling in work, but I have been luking and looking at all screenshots. Amazing work!
thank you 🙂
do you need reproducible crashes ? re2 has one
i still have plenty, but there might be a time for it 🙂
Robert, did you ever see any reason some games don't see the expansion pak?
yes, the ram is not initiliazed. There is a special position in ram that hold the size after booting up
seems like some games use that instead of checking themselves
oh interesting, is that what the cheat forces off
(there's a cheat you can use on any n64 game that forces it to not use the expansion pak, its quite useful as most games are really worse with it)
i still need to investigate why it's not there. I assumed the pif boot would write it, but that seems not to be the case. When i find out, i will implement it
That's really interesting, thanks for answering. Amazing how well the core is working without being completed.
its not possible that the expansion pak itself somehow sets that is it?
it is on the memory bus afterall
someone has to write the memory. documentation says it's the pif, but maybe it's really the pif and not the pif boot rom which gets executed by the cpu
ah
Never see the PCB of an expansion pack, but if there are only ram chips, the bios control it.
someone just designed an opensource expansion pak so i guess it's easy to check
Just a kind message @wanton sun as we are playing/rediscovering Mario Kart & Banjo-Kazooie today with my family's children.
Thank you for the N64 core.
well, there is not that much that could prevent games from working. mostly TLB (20% games use it) and Flash memory. And of course bugs and some render stuff, but render stuff should almost never make a game hang
so i guess for most of the issues we currently see, there are bugs preventing them from working
i will try to work on flash saving next week to also rule that out
Wich rendermodes missing, or all done now?
RDP is missing: dual texture, LOD, 8 and 32bit framebuffer mode, YUV textures, dithering and some special blend modes. Maybe i forgot something...
hey cool RR64 is working
LOD? I thought I saw screenshot of SM64 where mario had the simplified model?
update_n64 can be ran - going back to bed 5:15 here
RDP LOD is always texture LOD (Mipmaps). Mesh LOD is CPU/RSP
oh so there are no mipmaps right now?
currently LOD is ignored, so you will get a random LOD level. In worst case that means the game shows the texture that should be used when very far away while you stand on them 😅
haha
the other way around is less critical, as using a higher res texture will only cause noise
i guess this might also cost some performance if you're always using the higher res textures
But none of the missing stuff prevents games from starting? Except TLB
no, the textures are completly in texture ram anyway, it costs nothing
games very rarely read back the drawn image, so they should not hang because something is drawn wrong. A good example is the screen in the first track in mario kart 64 which needs readback of the framebuffer
as you know, even in this case the game doesn't hang, but just shows garbage
what however can happen is that the RDP overwrites data in the RDRAM where e.g. code to execute for the CPU is located. This can easily crash games
@orchid nimbus Perhaps add the notice, that only with 128 MB Ram all games will be playable in the faqs, cause of the use of the first 8MB for the core usages.
Robert if you want a fast hang to look at when you are ready V Rally 99 hangs 1 second into the title screen unless you mash start then you can get in game and then it will crash pretty fast as well
Thanks! Updated pins to direct to this comment.
Is Banjo Kazooie supposed to boot without patching by now?
Or is there a error handling, that says ram to small?
Banjo 1 works without patching yes
How do i even patch? Dont get Mario to work. :/
Get the patch from the pins and go to https://www.marcrobledo.com/RomPatcher.js/ and apply the patch, copy over the patched ROM and play
Reposting this for the new crowd. If you’re looking for one of the best 3D platformers that’s fully playable then check out Rocket: Robot on Wheels!
Fully beat the first world and halfway through the second.
@silent marten Thanks!
I've been playing Wetrix for more than an hour, and it works really well! Runs like I would expect, except for the music slowing down when things get busy.
You are welcome 🙂
Strange, I only get a black screen. Maybe an unstable MiSTer binary is needed?
Black screen usually means boot rom issue. Are you loading other games ok?
Reminder:
If you have any questions, please check the pins first. Every resource you need to get this core running is in there, especially the FAQ! Thanks for being part of the community! 🍻
Unstable and N64-database.txt is needed for auto detect, you can just keep changing the CIC in system settings until it works on stable binary though 🙂
Yes, a lot of them work perfectly well, like WaveRace, Mario Kart, Starfox, etc
The current list - #1096015979055697940 message
Ah wait, that N64-database.txt file went under the radar for me
let's see what it is
Apparently, it should be https://vampier.net/N64/N64-database.txt, but it's not there
Where's it currently?
Yeah, he needs to fix the top link, it’s here - https://vampier.net/N64/Builds/DataBase_20230906.txt
Oh hey new core
No fixes to the couple visual issues in S&P I'm currently aware of it but that's fine
And replace it when it gets updated
thanks @zinc dew and @raw oriole , time for some Banjoing!
Nah Jaime gets the credit.
Anyone have an idea for this synchro problem?
you need the unstable Mister @junior pine for the database to be read
Core isn't yet CRT-safe
Thank ypi for ypur answer. I thought it Was OK for crt
Its 59.3hz
that's odd, I use a trinitron 21' and it shows fine the games, specially MK64. only problem is the squished osd menu
Ah yes, seems to be a recent feature. Thanks!
Robert is devloping the Core crt output is just a bonus. He heasnt done CRT timings.
Thank you
You can try my build from yesterday if you really want, it had slightly different timings (60.08hz), you can see if it makes a difference
Yes i can 🙂
Thank you, i try now
so is that the case on PAL RE2, higher vertical resolution?
I have a capture of this that I need to cut into a video
Because I heard you love it lol
I try and same 😦
Very odd
Odd?
Yeah
Save in first slot will have all equipment, songs and most upgrades. This is the save the game uses title screen intro. Backup your original save if you want to keep it.
Sorry i dont understand this Word...im french...and m'y english is bad
It is Strange this doesn't work
google says étrange
for Odd
I couldn't delete my existing save in slot one but it loaded up properly.
Merciiii
Merci les gars lol
My french comes from Monty Python
Mon aéroglisseur est plein d'anguilles
"Fetchez la vache."
Yes....and if i changed vga_scaler=1 synchronisation is ok
Fetchez la vache!
But ratio is bad
I had a lot of fun in france by just repeating that bit about my hovercraft to French Customs
everything they asked me I replied that
when one finally broke and asked me in English I said Oh I thought that meant I didnt speak French !
the joke is also that French education of English was terrible, ie "my taylor us rich" was the frist sentence they taught you
french crts handle pal ok? was thinking they used secam
They can do PAL/SECAM.
French CRTs do RGB
Yes
Deadly Arts no longer has the amazing glitch where the sky box renders over the characters
You actually get to see the environment as well which didn't display
that makes the game worse lol
New N64 Video today??
Cool cool 🙂
should be fun!
ill be out with my wife and some friends drinking so I will have to launch the vid from a bar lol
Hahaha
funny enough I did that last sunday too
on wives days off I really try and do nothing
I am sure your wife appreciates you doing nothing for her !
The animations of Link in OOT are really good looking for a N64 game.
She's used to me doing nothing lol
nah that's not true. I do the cleaning/laundry/all the finances...the shit work
I dont mind it. She hates it. I hate doing it together
The pellets in the Mrs pacman maze game no longer have the z index issue of displaying when they should be hidden
I saw people saying they get crashes in SM64.
I did 2 stars, no crashes with the Chinese / ique version if that's useful for anyone
Did someone try Shindou
Squished OSD is fixed for me with the latest core on my PVM
It’s honestly pretty fun, full on physics simulation 3D platformer. The first world plays a lot with that but then you hit world 2 and it’s all about colors. Really clever puzzles they put together.
No one knows about it either.
itll show up later next week
Robby approved will be in the VO
I'm still hooked on Smash Remix, someone help me...
I get amusement from little call outs back to Discord
@cerulean elk I’m actually really excited to play Bomberman Hero btw. Waiting for the low framerate to get ironed out though. I thought all the different moves were fun to pull off.
prepare your ears for the best soundtrack on N64
Oh yeah, I heard the pop infused drum and bass for the intro. It’s cool.
The mad piano from Super Mario 64 makes an appearance. It's "About to fall" animation mades me laugh like an idiot. Am I crazy?
prepare your ears for the best soundtrack on N64
Big Blue in F-Zero on N64 is pretty special too
Nah, it just goes to show that the Smash Remix team are firing on all cylinders with the cast and improvements.
This surprises me - were there no texture caches in the RDP? If there were then there would be a hit reading from larger textures than smaller ones but I have no idea about the N64 hardware in this respect.
It was special on SNES already, but it's just incredible on N64
I'm tempted eheh.
it's crazy that the core is still able to run with the un-implemented parts missing. it just seems to slow down the frames. usually in programming you'd just get a seg fault and crash completely 😆
Relevant tweet: https://twitter.com/bofadibeppo/status/1667168336227041283
Sorry to break it to you but I worked at a game store he came into once and asked if we had "the Bomberman game with the good soundtrack" and left with both N64 ones, a japanese ps2 and every godzilla game we had stocked the man is a god
50782
5221
I saw. Nic Cage gets it
althought technically he could have wanted Saturn Bomberman too
Both go pretty hard yeah
“I’ll be lucky to have the first game running by Christmas”
2 weeks later
“Oh Pac-Man runs”
1 week later
Hey Mario 64 runs
PLEASE, I love your work!
the greatest all time bomberman experience is 4-man multitap, Bomberman 1, speed stage
10-player Saturn Bomberman is insanity and I love it
@amber mica I’m actually super sad the new MegaDrive core doesn’t load your boot rom. 😢
Honestly what I really want is like
All we need is a little TLC
Bomberman 99, gimme that battle royale bomberman
I have something like 50+ bomberman games lol
Someone call the fbi
Underpromise/Overdelivier.
when you wonder why suddenly a site called hackaday shows up in YT analytics : https://hackaday.com/2023/09/09/rare-arcade-game-teardown-and-mods/
Make Operation Tiger Great Again 😆
@zinc dew Assuming I want to test the N64 without running your script, manually I would just:
*) Switch to the unstable Mister binary
*) Grab the N64.rbf
*) Put N64-Database.txt and boot.rom into /games/N64
That's everything right?
That's great! Hackaday is a cool site
[Putting the manual process on your FAQ would be nice.]
Yes
Its Vampier's Faq ! but yes you have it correct
That patch I put up appears to make that your new save for slot 1 in OOT across all the games so backup your original if you want to keep it.
Put NTSC pif as boot.rom
Put PAL pif as boot1.rom
Also I think that 2048 byte NTSC pifs would break it now, but not sure
https://vampier.net/N64/ see the top
I hope mister main will be synced soon with live
Thanks guys, sorry I thought Robby wrote the FAQ for some reason.
🤣 the most press that basically lost game will ever get
😂😂😂😂😂
what does "use cic 6105" mean
In system settings menu inside the core you will see a CIC option, set it to 6105
CIC is the lockout chip N64 had multiple revisions of it 🙂
Not my script, it’s @orchid nimbus’s. However I do the exact same as you.
and my 3yo is back to 5 minute sm64 runs
he resets the mister all on his own
🤣
its def crashing more due to the gameshark codes
thanks!
No problem
Anyone get this sweet crash on Wave Race?
Looks like uncooked linguine.
70s wallpaper mode
playin' through the bars of your prison cell mode
nice scanlines
Any aspiring farmers tried Harvest Moon on the new build?
Background renders correctly on Deadly Arts now making it reasonably playable
Next one on my list
Nice
Virtual Pro Wrestling 2 works, that's the most important N64 game sorted. 
Two builds back you could get into play but graphics were way off and it crashed when you went to your earth plot
On my CRT TV I have a bubbling picture ...
It might have gotten a bit worse. It crashes on the intro now and it didn't before
Testing the intro a third time and it crashed
In some games it helps to skipping intros
Harvest Moon never came out in the UK, and I remember I put an early N64 emulator on my parents PC back when my younger sister was about 8 and set it up for her. She became obsessed with it. Still remember her shouting at the screen "Move you stupid cows! Move!" When they would just stand in the rain and get sick. She is in her mid 30s now and soon to be a Mum and still plays every Harvest Moon game that comes out thanks to this game 🙂
Mmm ribbon candy
I know but it worked before. I am in game now
Weirdly the village Tour doesn't crash now
Spoke too soon, just does so later
Magenta
pink
Light red
Pink is not a color
Fucsia
What builds of OOT work?
Master Quest Gamecube
those boxes around drops are the only thing I can see that are not correct
PSA to anyone using the custom modeline in INI settings that looks like this.
[N64]
vscale_mode=1
vga_scaler=1
video_mode=320,8,32,24,240,4,3,16,6048
With the latest build this is no longer needed an you can try removing it. @orchid nimbus
Literally unplayable
Seems to, for NTSC at least, haven't tried weird rez games yet
go back to Reddit
This isn’t Reddit? 
this is a wendys
Seems like the GameCube versions work or at least the USA and Master Quest.
Anybody try quake 64 yet ?
@native mesa thanks adjusted
And debug
If hexen is fixed I bet quake is fixed as well
r/RedGreenMasterRace
quake wouldn't start for me when i tried it on yesterdays build
either a black screen or garbage can't remember
Out of sync in tv CRT
I haven’t seen any other glitches either
Some games are getting really close to the “if you didn’t show me the MiSTer I might be fooled into thinking it’s just N64 territory”….unless you pixel peep
Yeah I've been checking harvest moon every build. I guess there's no telling what the issue is. I initially thought it was copy mode
And truthfully I already prefer MiSTer. My N64 looks great on my PVM. It doesn’t look great on my scaler. On my 70” 4K MiSTer is just looking good
Analog out works 50% for me in tv crt without the ini settings of vampire.net, games about 320x240 works but games in high resolution gos out of sync, also the osd goes out of sync when loading rom.
Of all the systems in this generation that needed this N64 is at the top of the list
Are you a pixel peeper? I knew it. 
Anyway excelent core!
