#Nintendo 64
1 messages · Page 84 of 1
OoT is actually my favorite game ever so I've beaten it a handful of times already, but thank you so much!!
Thats the dream
As long as it's not set to its actual save, it boots I think. I haven't tested them all.
(See linked Robert explanation above for why)
Boot timing is funky
Is this something that needs amended/added to the official .txt DB?
same here, neck and neck with FFVII
Not sure, because it would be inaccurate....but it would get it booting.
this is weird I’m gonna see if this saves
I got it to save by swapping back and forth really quick after boot. But then it wiped when I changed savetypes.
@weary palm Default was EEPROM for English translation patch 1.2 (no boot)
Same with Waeleilei (sp?) golf.
Yah not saving
how weird
Wae-la-li-lu-le-lo
Sou desune.
No worries. It enhances WR so much to have rumble, I really hope it can be addressed by the register reinit.
I just realized that is kind of a pun
Megapuddy!
It is completely definitive. My first time playing it right now
The warm up cracks me up. "Chase the dolphin for 5 seconds!"
Nintendo and its Dolphins.
/Blue Oceans
Soundtrack on this version is noticeably more spicy, and the announcer has more to say which is ALWAYS a good thing
Yay for VI!
Yeah SF VI RULES!
we're talking about the text editor of course
<insert hilarious and original joke about not being able to exit vi>
Why did the programmer throw a party inside vi?
Because they heard it was hard to exit, so they decided to make it a "never-ending" bash! 🎉😄
I stopped at 'bang'
excuse my ignorance but what is the VI addition today?
Hold the Vaseline memes and gifs please ..
I believe VI stands for visual interface .. it amounts to smoother graphics and a more genuine look
Especially on crts or with filters. Helps the look a ton on 3D games.
*without filters?
I thought he might have meant the VI blur helps when on CRT (no scaler/filters) or HDMI without filters
but im prob just misreading 🙂
No, with filters on LCD, or on CRT. To me. Everyone has different opinions though. Raw RGB, generally, I prefer it off.
More shadow masks than filters.
But I generically refer to all of that as 'filters'. No EXTRA blur for sure.
im confusing myself them, so you mean VI effects are especially useful on CRT or with filters?
not a query of preference, im just a derp and misunderstood 🙂
ie I'd have thought having filters/a crt's blur would reduce the need for the VI blur
Quick Question: this build includes the @lone geyser and @bronze tree fix for the analog sticks or is another fix?:
#unstable-nightlies message
Yep that's the one
that sets the limited range needed by N64
If using an NSO controller theres also the unstable zImage_dtb with the driver that enables USB operations and rumble
thanks
and another question (sorry i was off for a week)
if i add this to the downloader.ini
[n64_dev]
db_url = https://raw.githubusercontent.com/RobertPeip/Mister64/db/db.json.zip
i just need to run the downloader script and it will download everything for the n64 core? (latest build and n64 database)
yep it gets the latest core and DB, doesnt get the unstable main or zimage_dtb
Robby keeps the pins in this channel up to date with latest links/info 🙂
Hmm, the link in the pins to the unstable main looks to be missing a 2 at the end
<#unstable-nightlies message> vs
<#unstable-nightlies message>
The "Download the latest unstable “MiSTer” to adjust the analog stick range to match an original N64 controller -" link in pinned post #1096015979055697940 message
@zinc dew
@cerulean elk Don't forget to wake up Billie Joe Armstrong tomorrow.
I lucked out on it, it was 10 min down the road
Same, except mine was 5 mins down the road. Haven't seen one again since
Flipping Codeine... lol I recall feeling a bit unwell at uni, taking a cold remedy (a lemsip for those in the UK) which has Paracetamol in it. I go home to my parents, am like "Yeah so i feel a bit crap, massive headache, im going to bed" My mum gives me co-codamol for the headache... stupidly i didnt tell her id already had paracetamol.
Co-codamol is a mix of Paracetamol and Codeine...
I woke up... roughly 28 hours later haha
Then you played daikatana?
Parental units just you know... kept making sure i was still breathing haha
Isn't the solution to Daikatana just... more Codeine?
Probably have more fun
haha
theres another one that came up like 2 months ago... i need to message them and see if they still have it
need some garage space tho
but the matched pair would be unbeatable
So fun toggling filters
imagine if TATEd one
Daikatana was always a game i wanted to play back in the day, looked really cool - i never did, but then doing a bit of retro spin on youtube i then found out all the things wrong with it haha
Good idea, i got two d series in span of a month and never saw any ever again
I have a 32 D also but its dim
There are much worse games on n64 but its very mediocre and a let down with all the hype
My 27 inch silver d series has a weird green on solid black screens. Probably got used too much
Back in the day my sister had a crt that she used so much that green stopped displaying properly all together lol
Finished every temple, collected every fairy, 90% of the heart pieces. Just gotta beat the Moon and Majora is completed on the core. I'm not gonna 100 percent but I think it's a good sign that it could be 100p completable.
Much more than what I was gonna do if i finished majora's mask. I was gonna only going to get to the moon if i played through it. Good job, i can't wait to finish a play through
It should be 100% completable. I didn't 100% ocarina of time but i finished the game and didn't have a single crash.
actually i should have checked better. Divot is not average as i thought, but median. So it doesn't blur, just picks a different pixel in some cases (repair after AA)
Huh, then where does most of the blur come from, is it dedither?
dedither and bilinear scaling
latest core, played Mario Kart 64, Donkey Kong, 100 cc, mushroom cup. A lot of times the music cut out @wanton sun in case you haven’t heard that one
no i didn't, is that reproduceable in mk64?
Got it.. Bilinear scaling looks find though, hmm I might have to choose one or the other, because my original N64 seems unnecessarily blurry
Nah, you can't go without bilinear scaling, not when you have sky boxes and floors
dithering and texture filtering is applied in the RDP, so long before any VI processing
Elf (will Ferrell movie) is based on OOT, I'm sure of it..
As children Elf and Link are both made to live in a land, and with elvish looking people, not their own.
The local people stay small / do not grow.
Yet, Elf / Link both DO grow, and are treated somewhat as an outsider by the locals, as they are now too big
Both dress as green elves
As children, Elf's and Link's mothers die.
Upon reaching "full size" both Elf and Link are sent upon an adventure in the "big adult world".
OOT 1998
Elf 2003
is there a particular course? Testing it now, so far it's fine for me.
EDIT: take it back. about half a second did cut out first course in mushroom cup, going to test others
Yeah, no crashes here either.
maybe you hit the L button while driving?
seems like it happens often. Just did 100 cc special chip with Luigi and music drops out or so quiet I can’t hear it
what’s that do
toggle music volume
what the
if it gets quiet also , this makes sense
yes
Link worked for Santa confirmed
do sounds play and only music stops?
yeah
then i'm 99% sure that is the reason
n64 only has 1 sound device, so if there was a bug, it would mute everything
today i learned the attract mode can do 4 player splitscreen with music and 30fps, but ingame they turn music off and run it at 20fps
Question. Just to see if I remember my stuff from computer architecture and OS development. The TLB is related to virtual memory mapping right?
yes
Is there documentation anywhere about what makes it challenging to implement? I'm not asking because I doubt anyone's abilities. I just want to understand better =). I'm knowledgable on the software side of things, but the hardware side of things is where I lack a bit.
what is challenging about TLB is only the implementation in our "slow" FPGA, not the TLB itself
in my emulator i added it in 2 days
Oh. I see. That makes sense.
it's not that difficult: 32 entry table with pages that map to a different area. On memory access check which entry in your virtual address maps to one of these pages, then add the offset from the table and go on. If it's not in the table, raise exception(like interrupt). done
Okay, not too different from what I remember learning =).
very curious why Yoshi’s Story looks like hall of mirrors
if i add it that simple in the FPGA however, it will cost like 10% of the FPGA and the max cpu clock falls down to 62.5 or even lower
any way to have it per game be a minimal subset?
the main reason i shift it to a later point, is that it will make CPU routing even more difficult, making it impossible to add probes to the cpu, so i cannot debug CPU bugs anymore
Oh, don't get me wrong. I'm absolutely not asking "why not do it now". I am just amazed with everything you're doing and want to understand it better =).
Could I ask you a question @wanton sun developer to developer?
i already have some ideas on how to implement it effieciently, but still it will be on the currently critical path
As a developer, I often have periods of time where I lack motivation. And then sometimes, like you I just feel endless motivation and I can work on a big project for months on end. How do you manage to keep so laser focused? And what do you do if you feel that lack of motivation sinking in?
And I understand if that's too personal of a question.
if you look back in the github history, you will find that i'm not always focussed: i leave some task for a while and do something else. That's the good part about such a huge system: if one task is boring or annoying, there are enough others 🙂
Find the right project
That makes sense. Maybe I just get burned out when I work on something for too long. The Zelda 2 Randomizer I wrote really took the piss out of me. And since one already exists, no one really seemed to care so I just lost motivation. Maybe it's time to shelve it and work on something else XD.
I can always come back to it. Anyways, sorry for going off topic XD. I've just always admired your tireless work ethic.
The answer is literally in his name 😄
Yep, and it's also how he picks the cores he works on.
He would pick something "impossible", if it's fun 😄
I definitely do what I do for fun. I need to stop looking for validation though. That sucks the fun out of it.
I just wanted to see if I could do a Zelda 2 Randomizer that is deterministically completable in one pass instead of just throwing stuff at the wall until it sticks like the current one. And I was successful. Just need to randomize palaces now and I almost have feature parity.
Got a link?
Not core related, but a good watch. https://www.youtube.com/watch?v=a4SxPDQcG_k
The Nintendo 64 has a fascinating history. It was a partnership with Silicon Graphics (SGI), a long-time leader in graphics visualisation and supercomputing. But how much of the initial promises were kept, and how close was the N64 to expensive SGI workstations?
My retro gaming podcast: http://theretrohour.com
My Twitter: http://twitter.com...
GitHub? Be cool to see how it works
Bahahahaha, that first screenshot
Yeah. Lemme grab it.
Well, I did put a shortcut to the link on my desktop. 
There's still a bit of clean up to be done. But I'm pleased with it so far.
Yeah, give a go sometime. Let me know if you find any bugs.
Even though it's open source. You have to market yourself a bit at the start. Or nobody will ever find it
Users are a great motivator
Respect to anyone that can program any kind of sizeable application in JS, I can’t do it without a language with compile time type checking…
Yeah I saw this a while back. Apparently sega turned down the opportunity to work with sgi, and nintendo capitalized on it.
@hearty oar I used to hate JS. And then I became an apologist for it.
@hearty oar Languages like C, Golang, and Rust will always have my heart though.
@hearty oar And this project forced me to learn 6502 Assembly to figure out why room exits worked a certain way, so that was fun =).
Anyways, I took things WAY off topic. I apologize.
I’m a C++ apologist, so I can’t talk
Anyway, feel free to start a discord and invite some of us so we can follow your progress. also post about your progress on relevent forums or reddit
Your guy's topic is more interesting than my ai generated Einstein holding an N64 controller so continue
@hearty oar So I am curious to see if we see eye to eye...what are your thoughts on Objective C? I feel like it's C with disassociative identity disorder.
Is that something people still talk about?
They just took Small Talk and C and smashed them together. C++ at least tried to have cohesive syntax.
I'm not sure if this counts
It’s that thing that I have to use at work to interface with the Metal API. It has a lot of square brackets in odd places. I try not to think about it
And I would love to do that =). I have a Discord for some of my other projects. I will have to make one for my randomizer.
@hearty oar Yeah. When I first started messing with Swift and I still had to dip into Objective C from time to time, it hurt my head.
Are your projects so different that you have separate discords for them? 😄
I'd like to know too
I guess not. It's just that I had a Twitch Tool Suite called Streamcrabs that I had a separate Discord for so people could submit trouble tickets and feature requests.
Same for the What the Dub/Rifftrax Clip Editor.
(Ultimately that one moved to the Wide Right Studios Discord though, so that ones gone now)
Wave Fox 64
Wave Dash Fox 64
Snowboard Yoshis
Skiing*
anyway, when you have a consolidated discord where you share your progress on your projects let me know.
I'll probably try out your randomizer tomorrow afternoon
Asked the ai to generate Robert but it gave me Robby instead
@zenith orchid Sent you a DM because I'm not sure what the self promo rules are here.
yeah that's fine, thanks!
dunno if this happens on original hardware or not...
I saw some of that on daikatana models, probably something not fully implemented or a bug i suppose
Or not enough vaseline
Not as noticeable but at the end of ths clip you can see a green pixel on the hand
is this a JVC consumer TV?
sorry to disturb….can I bother someone for help with first time core play? I have the core on mister_console folder, can see it when it’s booting the GUI. Once the core loads, from the menu I can see the ‘load x. n64, z64…. etc’ but once I choose one of my .z64 roms the PVM screen goes from “RGB No sync” to “RGB 480/60I” but the screen is black.
I feel like it’s either a video signal issue or I’m missing a file to boot roms properly but I followed instructions online so it shouldn’t be the case…..
oh… CRTs are not supported? 😭
this is a Panasonic 4k TV, with my filter preset
try disabling VI "off"
I believe VI adjusts the N64 output resolution, and this might be causing issues on some CRTs
Are you using robert's release or MikeS's YC version?
https://github.com/MikeS11/YC_Builds-MiSTer/raw/main/_YCConsole/N64YCBeta_20230930.rbf
I reckon give MikeS's version a try
its desiged for yc(s-video) and composite but he mentioned it may help with timing for other analog output types also
ok will give it a try! thank you
I also saw an interesting msg here https://misterfpga.org/viewtopic.php?t=6947&start=60
On my part the CRT support works damn well already, which is quite surprising just by adding a few lines to the the mister.ini from FPGA64 link:
[N64]
vscale_mode=1
vga_scaler=1
video_mode=320,8,32,24,240,4,3,16,6048
from Neocaron
that's connecting the scaler for analog out instead of 'direct' output from the core, will likely also work
analog out on the main test builds isnt a focus currently, so you can use that in your ini to use the scaler (normally just used for HDMI) for analog out, or try mikes's build of the core
let me give mike’s build a try. Been dying to spend my sunday reminiscing the good old N64+CRT days
Do you have the N64-database.txt and boot.rom in the /games/N64 folder along with roms? If not see the pinned posts, you can configure update_all to get it all for you
N64 Ocarina on crt is looking so nice 😭 👌 i know the core isn't 100%.. but i think it's also the direct out nature of the mister compared to using an Nintendo 64 with s-video, it's so dang sharp and colourful and 'perfect'
I can't wait for tlb and proper analog support for the core so I can put conker in the club on a crt with component. Video with s video on real hardware on a JVC D Series
Sorry crappy vertical phone footage 🙃
other than z64 roms I have the boot.bin (2KB) and the info.plist
so… guess not! 😰
see the pinned post for how to configure update_all to get the database along with the latest test build
enable bios DB option in update_all settings to get the pif files for each region (boot.rom, boot1.rom)
either obtain yourself using hashes provided on vamp's FAQ or enable bios DB option in update_all (press up after starting the script)
ok @iron dove progress!! TY so much
Raised the iso and filmed in landscape instead. Little better. Real hardware video of conkers bad fur day over s video on JVC D Series CRT
so I boot SM64, see the booting logo and heat “it’s me, Mario!” but then ☠️
see the pins 🙂
Need the no face patch
you need to patch mario to remove the distortable face at the start
that face uses a feature that isnt implemented in the core yet, the rest of the game runs great
Search from yxkalle in discord with get them while they last
use https://www.marcrobledo.com/RomPatcher.js/ to patch the rom, link to the patches is in the pins
no probs 🙂
@/fpgazumspass thanks for all your hard work
the stereo on the L channel jumps up and down a bit, probably a known issue
no, it's a bug in the 2 pass rendering of the RDP, i need to fix it at some point. plenty of games have it
(i will finished VI first, so it smears it out and you will not notice it as much anymore 😛 )
@sinful kayak also spotted this
So what's todays vi feature? 😄
Decided to try MikeS build on the crt over component for the first time. Yea I guess it looks pretty good
Is MikeS build related to the analog io or only to direct video?
I'm using analog io and I wanna say it's an analog io thing but someone can correct me if I'm wrong
Okay, if i encounter any issues I may try it. Thanks!
i've either forgotten over the years, or simply never realized that Ocarina of time had rumble
Thats why the stone exists
i don't think the Wii VC version had rumble, and the 3DS version didn't have rumble. and i always kinda assumed rumble was limited to the Stone of Agony
i was surprised to realize the game just had standard rumble
i dont think as a kid i ever bothered playing with the rumble pack in :P
i am shocked LOOOL
Shook
It's for analog IO (as well)
It enables s-video/composite out, and my understanding is it also has some timing changes that may benefit rgb/component
@wanton sun just out of curiosity, how far are we from a stable release? The core looks pretty progressed.
Probably after TLB
Kinda curious what magic he will do with tlb to make it fit and be cycle accurate due to restrictions
Probably it will be like with PSX, core will be complete, then eliminate as many bugs as possible and then stable release
Probably, probably?
Yeah , probably 😆
I am not sure what more you could want
I was hoping for an answer from Robert. But ok i just take your not involved words for granted.
Maybe he will give you the info you need. Have you been enjoying the test builds?
you are a serious man I see 🙂
I can't say yet. It's kind of personal preference i guess. From my side, i would like to complete all the main features first
that's not a timeline, i know, but i can't say better for now
Thanks Robert
Well, maybe not very serious 🙂
does it make a difference if it's marked as 'stable' though?
had a good multiplayer Mario Party over 20-turns over the weekend
cool, I'll have to try OOT
I never played it on NSO but it must be better than that. Feels better than playing on Gamecube for sure
I played OoT at a friends house in 1999, on Wii VC, NSO and now Mister. This is the closest to my 1998 memories.
I cannot get rumble to work though. In general i mean. I know you need the stone of agony for it in Zelda
Also, I’m team Vaseline confirmed
I think it will look great
I am curious how exactly it is going to work. Does it just take another pass in rendering the image and tries blend colors from neighboring pixels?
Rumble isn't working for you?
no. I assume on Star Fox it just works if I have it set up in the OSD
Is mister unstable fetch part of n64 script?
I tried it with an 8bitdo pad wired.
I can try a Pro Controller if that is more reliable
In OoT it works even in the first screen. You roll into the wall of his room and it should rumble
Rumble pack selected of course, right?
Rumble isn't working for me with the 8bitdo PCB NSO mode, Mister_Unstable
to choose NSO mode, you just slip the little switch on the rumble pack thing to NS right?
I think people have said use d input mode for rumble with some controllers
X-input at my side yes
Like for my 8bitdo, it's the start + X combo
PSX was in a better state than N64 at a time it was still not moved to official release, so I'd imagine Robert would do the same with N64. Wait until all the main features are implemented and all the top games people care about can be played to completion.
No need to rush a release.
Part of Vampier's script, yes.
via bluetooth?
Yeah
I think rumble on the 8bitdo mod PCB might also need the driver from the unstable zImage_dtb: #unstable-nightlies message
like the official nso controller does
thanks, I'll try that
I quick Googled it, it is x input mode on start + X
That explains why my lite 2 wont do it. It just has switch and D mode
Unfortunately the 8BitDo Mod has issues even with that driver.
-
It sync's up fine 1st time you do it, when you next power up the MiSTer and the Controller, it looks like it has connected but the Controller is unresponsive.... I have to re-sync it AGAIN.
-
Even when it is sync'd up and working, the C-Buttons are not working properly. I think specifically C-Down and C-Left don't work despite being mapped correctly within the Core.
However, when the controller is in its D-Mode (rather than S-Mode [Nintendo Switch Mode]), it works fine minus any Rumble regardless of Drivers.
I am guessing this is handled through MiSTer itself. Does that mean that other modes might have rumble opened up. Or could rumble work wired?
So I will say right now I don't recommend the 8BitDo kit if you want Rumble. If you are fine without it, then its ok to use in D-Mode and will work well.
Did i rush or did i just ask out of curiosity because the core is getting done so fast?
bummer. seemed it worked for Quirrin (in psx core at least): #1096015979055697940 message
I'm saying no need on his part to rush anything. We are probably still a good while before a public release, since there is still a good portion of games that don't even boot.
I never rushed.
✌️
Well until then, keep enjoying the test builds. Still fun to be had.
Nah even with the new zImage_dtb file the 8BitDo Mod Kit doesn't work properly in S-Mode.
Its not even registering Up and Down on the Analog Stick... Only Left and Right. Yes Rumble works but its no good when half the other things don't work properly.
And STILL when you Shutdown the MiSTer and the Controller and then start them both back-up again.... The Controller is unresponsive and you can't navigate the Menu's... you have to Pair the Controller up again.....
i think the best controller conversation is going to be complicated with this core
OEM + raphnet has been good
Its a shame the Rumble doesn't work with D-Mode (D-Input).
If I use my Dual Shock 4, the Rumble works a treat.
I have an 8bitdo mod kit coming some time this week
There is no Firmware Updates (yet) for the 8BitDo Kit
I've been using NSO, original pad via reflex adaptor and GCN pad, I think the answer to which is best is it depends
8bitdo gang
I have their NES and SNES kits too and they are fantastic.
Honestly it's been great timing for the N64 one
GCN isn't too bad for some games, depending on how they use the c buttons, and it rumbles nicely
I was wondering if they would rumble
Does the 4 player USB port for switch work on mister?
I was curious how having the controllers wired changes things
NSO is very authentic, wireless and has a very precise stick, and also rumbles very authentically to the OG pak, but I could actually notice the lag for Smash at least
Hey did something change with the CRT setup between the 20230925 and 20230930 cores?
The latest one doesn't work properly via RGB on my CRT.
Colors are all wrong, doesn't sync properly, etc
p.s. yeah, 8bitdo controller is having the sync issue with that driver, I'll just live without Rumble for now
yeah that's what I've been using, the Wii U version
I think it's identical to switch one
Does it support all 4 controllers?
I have one may try
I do too, and four controllers
it does, you just need the unstable linux kernel (any, I merged a patch with the driver for it a while back)
I was playing yesterday on crts no issue (shifted left I think but that’s it). I updated before playing
Yes sync is off with new res. It will be fixed in next build or use the YC build
Oh there is a yc build already?
Thanks. I'll wait, don't have a YC cable
I'm gonna roll the dice and guess it will be 2 features, gamma and divot
Yeah, mine is too, I think my 20L5 is fussy with things like this
It works without. I'm using YPbPr
I have the modkit and never had issues with the c-buttons in s mode, the pairing issues I can confirm though.
Oh cool, where do I find this build?
YC build in the pins
Thank you, fixed.
I completely missed this.
Make sure the download is more than 200kb. Downloading from the git repo can be womky
Yeah I just checked, both my consumer TVs were fine with it, so were the jvc pvms and the 2030 & 14m2u. However the 1942qs wouldn’t sync. Consumer TVs FTW
3.5mb for me
My Trinitron wouldnt
Consumer TVs FTW in general for the N64. For this particular console, I like how it looks better on them
20L5 is fussy. I always struggle trying to get my 3080TI to output 480p to it with a YPbPr converter lol
My trinitron is RGB modded but yeah must be the jungle sync processing
What about your Analog Stick? Have you tried it in the Controller Tester? Mine only moves Left and Right in S Mode. Up and Down do not work.
It might be the easiest actually. Just whatever feels the most like the original n64 controller.
Nope. Using the latest unstable kernel + unstable main. In s mode I configured only 1st stick, as the c buttons are actual buttons in smode.
As opposed to configuring the c buttons as 2nd stick, as you would do in dinput mode
YC build is perfect, thanks. I like the new filtering
My 8bitdo pcb/mod work in control test, same as my OG n64. S mode
(with the stable mister_main, the values are wrong for the stick, but unstable it's fine)
For me Up and Down on the Analog stick do not work. I can't see where I have gone wrong? [in S-Mode]. In D-Mode it works perfectly fine just with no Rumble.
As I said, I just configured it in main and than in the core, but the stick isn't configured in the core so that shouldn't make a difference.
That's what I did as well
Ok so when you configure Up, Down, Left and Right you use the Left Sitck (in MiSTer Main)?
Nah just for stick 1
(Not Left Stick, the Analog Stick)
No, that’s only for d-pad.
You do not configure the analog stick at all.
Ok I am at a loss....
Ok that is what I was getting at.
analoge stick in mister menu
there's nowhere to configure analogue in the core, it just works
Correct
once setup in mister menu
Sorry for the confusion
But even in main you configure right and down on the first stick, so you should see if mister reads the stick up and down.
The core instructions should be updated at a later point to be more obvious. It’s not just you.
Ok that has got it working (configuring it in MiSTer Main)
So at least that will work even though I have to keep Re-Pairing the controller upon boot up.
Yeah, that’s an issue with both the 8BitDo mod and the NSO N64 controller.
The only problem is the D-Pad now doesn't work in the MiSTer Menu.. 😦
I’m sure it’ll get solved at some point.
You also configure the d-pad in MiSTer main
hmmm ok
Pro tip: the mister sees the dinput mode and s mode as to separate controllers. I have both setup, dinput for casual no rumble gaming and s mode for when I'm really serious.
So Up, Down, Left and Right is for the D-Pad Only? All I need to worry about is when it says Stick 1 Tilt Right, Tilt Down?
Yes
Yup
D-input does not support rumble in the N64 core
Only Xinput
Also don't finish the setup early, just skip the mouse config manually, it'll throw you out of the menu when it knows enough by itself.
Does dinput as a standard even support rumble?
rumble does not work in Brawler64 NSO in any mode 😄
That is S-Mode fixed 🙂 thanks for your patience and help everyone.
(fixed in terms of buttons n stix :))
Some day some smart guy will fix the nso driver... appearently some oem nso controllers also have the pairing issue.
I didn't know this, is it the same on original hardware or a limitation in the core currently?
I don’t think it’s the controller, it’s the Bluetooth adapter. Also a lot of people with NSO have that issue too.
Not sure, I’ve never switched input modes in any third party controllers with the N64
I tried 2 different bt adapters, all showing the some issue. Also shig took a look at the error reports and thinks it's the driver.
Yeah the driver, that’s what I mean.
The Driver which Drives the Adapter 🙂
@worn delta dinput rumble problems seems to be an issue for a ton of devices. Just did a quick google search and lot of questions popped up on how to get rumble working with dinput lol
Btw I also contacted 8bitdo to make the at least their usb adapter compatible with the n64 kit, don't think it'll amount to much though.
Maybe but it’s great you brought it to their attention.
Why would you want to use dinput over xinput anyway
I don’t think anyone does but some controllers are dinput by default. For example my Saffun controller was like that.
Also congrats to @weary palm on your PR being incorporated into the latest MiSTer unstable! 🥳
His database stuff?
Yah
Neat that should help the ROM hackers a lot (like myself)
Do I need a new db or just the unstable?
Check his comments he points to a smaller database file
Not sure if there's a new column
I'll wait for him to explain it for dumb dumbs like me
😄
ideally the main database file will get updated, pretty much can just replace a lot of it with entries based on the information in the rom header instead of having to hash the rom file itself
meaning that slight variations in revision, dump, or rom hacks that don't try and change the game ID or save type will work without needing any additional DB entry
but being a hacker is a crime 
Rated E for Indilo Bone!
it's especially awesome since n64 has so many decomps
there are going to be like, an absolutely obscene number of mario and oot romhacks at some point
If someone is curious - PSX took 11 months to release
When did it officially release? May 22?
PSX_20220511
so yeah
roughly around this time in psx core development i think you could play it but it had no sound if you didn't run dualram
I member
iwastheregandalf.jpg
and it had way more and way weirder bugs too
like resident evil 1 didn't work right until about a month before the official release i think for example
Nah, it was a bit better
The good old days…of last year lol
yeah here, SPU on DDR came late january 22 : #test-builds message
Was anyone around when evil dead started working? What was the fix for that?
speaking of no sound.... lol i had a thrash at the portal demake, i get no sound there... also the invert y axis rather amusingly inverts all controls lol
But, really quite funny to see that game running
I came late to the party when it came to the PS1 core development, so I don't personally remember any obvious bugs from my experience.
thats a fast moving project too there's a steady stream of commits, seems like it could end up really polished
thats maybe the one game we could use n64 mouse support for 🙂
StarCraft?
you cant really actually play starcraft with the mouse afaik, not enough buttons
the support in there is just vestigial
Mouse and foot button s
Experiencing both the SEGA Saturn core and Nintendo 64 core develop is exciting, as I can slowly see each game improve with every build.
Saturn lacks all the nice osd options though. I think I prefer Roberts methodology more
Granted he's not in a wartorn country
usually what happens with srg320 cores is he makes like, the heart of it, and when its finished others jump in and do QOL additions
I can’t wait for the good Sonic game QoL addition!
someone should really demake sonic mania for saturn
i'm kinda sad nobody jumped on that it'd be perfect
There's a Dreamcast port I think
really? awesome
Or maybe it was Wii? Or maybe both
Wii I think man
Sonic Jam is still extremely fun and looks awesome to me. It’s not nostalgia talking, first time I played it was on the Saturn core
is that the sonic 1/2/3 collection?
if so, yeah its pretty rad, esp the way they backported some moves from sonic2 to sonic1
SonicFreak94 is working on a Dreamcast port
Of sonic mania
But isn't sonic mania mostly just old stages?
Hey chaps, I'm having issues navigating the menus in Pilot Wings 64 on the MISTer; I essentially can't move up or down in menus - can anyone help me with this?
Yeah I meant that little 3D world area
oh yeah thats neat but kind of only a techdemo right?
Setup your controller in MiSTer main then set it up in the core. You do not do the directions with the analog stick, it’s only d-pad.
Yeah, I would’ve loved an entire game like that.!
With the latest build I get like a out of sync image when I load the n64 core on my crt, anyone get this? Last one worked fine.
next build will improve it with the values MikeS tested
Sega proving they knew what we wanted but being Sega enough to not give us the full experience
I love that you do so much Q&A for us chumps when you're on here @wanton sun ! I know a few of us (me) probably sound like 5 year olds asking questions. But it's super kind and very helpful!
And to follow up with a question...
Your sound answer from earlier about all or nothing made me wonder if the Portal homebrew is doing something wrong early on. Then I remebered you built in beatiful error codes. It's right there. RSP PC is modified by register access while rsp runs. Is that related to something not implemented (return to idle sfter err or sometime) potentially? Or is it just running on real hardware as a fluke? Sounds kinda like it should stop if the audio register writes aren't waiting for a stopped on rsp. I bet this is enough info to get sound in portal on the software side, though. I'd try, but I'm stuck on set until 9pm tonight.
Back to set work! Those Apple boxes aren’t gonna set themselves up
So...eerily enough...we ARE having an apple box issue RIGHT NOW.
Hence my joke. It’s always apple boxes. Half a set day is finding them, setting them up, blah blah blah apple boxes 😂
Only other person on here that will know what to do if I asked for a “full Apple on the first floor” is you haha
Are we talkiing like...legit apple crates? Like ye ol wooden boxes?
Gotta meat the girls whole family today... Wish me luck
Should I wear stereotypical red flannel or a burgundy sweatshirt
dad's like to see flannels
Go full Biggie Smalls
Perfect there will be two dads there maybe 3!
In fact I may be the only non-dad
I'm also using pc. So its apple boxes in a different way as well.
The more I think of the word dad the stranger it gets
Just call them all daddy.
What is the MikeS build?
MikeS does all the YC stuff
could be a bug in the core or edge case from the game. When a game changes the PC of the RSP while it calculates something, this will stop the current execution out of a sudden and leave unfinished work behind. Even worse, it could be in the middle of something that will also make the new started work corrupt or make it hang forever
Thank you!
It just enables Y/C, you can still use it normally for everything else, the other difference was adjusting the hsync
But that will be fixed in Roberts next release for everyone using the normal builds
Mike is very much into CRTs so the changes should help all CRTs 🙂
Yc can be carried over component?
Is this not just due to lack of divot in VI? Maybe I don't fully understand what it does but I thought it cleaned up stray artifact pixels
Y/C is carried over the Red/Green signals, but just like component all of this is enabled in the mister ini file
Interesting thanks
"Divot is a special operation that can be (optionally) performed on the anti-aliased pixels to filter out the "divot" (one pixel notch) artifacts when multiple silhouettes overlap on a pixel."
From next build you shouldn't need to use yc unless you have yc signaling
(Unless like Robert breaks something while doing async clocks, which can reasonably happen)
I like the idea of composite but I'd rather simulate it through a filter
Is there an accurate composite filter?
I should probably get back to that work... but it definitely wont fit on this core if I wanted to add it 🙂. I dont think the N64 really needs a composite filter, where the Genesis could really benefit from having one for that rainbow feel
Seems like it's something that could benefit all main and be a mister.ini setting
thanks!
For anyone curious, I tried Morita Shougi 64 (AKA the cart with the modem on it) and it boots but crashes when you go into play with an E080044.
It’s for shougi grandmasters only, the cart dubbed you as not worthy!
Clearly. I probably fell for some honeytrap where the first menu option translates as "Non Japanese Click Here".
Only Robby can judge me!
@orchid nimbus do you know whats up with the new unstable main for the database? Will we need a new one? Is the one on you faq the new one?
I think it pulls from the json so it’s probably the last one
Which part of the faq?
I really should edit that thing it’s become a mess
Ooooh judge me too bro!
#unstable-nightlies message is now doing some id stuff, the db on your faq says its from the 29th of September, so it's older I guess?
Una nueva tanda de comerciales del #Nintendo64 cual es su preferido? Saludos
Omg these are hilarious !
Not exactly but yes
Film Apple boxes are made for sets. But same concept
That’s a “full Apple”
Inconsequentially would probably make an awesome arcade stick build
Ok today is the day I finish Bomberman Hero on the core. I swear it to myself
you're finishing the gba game first
ah, ok. I have a bunch of apple crates and I was wondering where they fit in with the film industry
One strange oddity I noticed in Super Mario 64: normally as you approach this picture is supposed to crossfade into Bowser’s face, but it never happens on the core. So it’s kind of creepy to see Peach’s face so up close:
LOD my beloved
Ah it’s LOD that does this? Had no idea!
Also whenever Mario warps, he fades in and out with a simple alpha blend. But on a real N64, there’s kind of moving noise pattern as it happens. No emulator ever gets this right.
Ah, is Robert yet to implement LOD?
Life or Death?
Level Of Details
Robert is yet to implement Ramla either
oh you mean the n64 database and not unstable?
Ah, thanks for the info. What actually are LOD and Ramla?
you cannot download the unstable from my webpage
Post them sweet comparison shots, boys
Thanks, my sync issue is gone loading the core
Yes, the textfile to match the new unstable. I take it if it's reading the game id it still needs a database to grab the settings from.
Does it not just use the same .txt file?
@lament escarp you got me confused - what are you looking at?
I curious if anyone finds a game that uses gamma ... and is not starfox 😅
Sounds like a challenge 
Dang, already? I thought we'd e in for another longer dev time
@wanton sun very funny 😄
Yeah I haven’t found one yet lol
I don't know what I'd be looking for
difference is very visible if you know the game:
Oh I know one, it's called "Lylatwars" 😉
Doom64!!!!!
is that a guess or is it true?
Sorry 😄 there is a new unstable in #unstable-nightlies message, which says it's not only grabbing the hash value but also the game id to figure out which game you loaded and match it in the database. My question is if you know anything about that, and if the db textfile on https://vampier.net/N64/ is compatible with that main and if it contains the game id and stuff to work with romhacks etc.
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
I bet the marketing team seriously had some issues with mental health
Woah Gamma 😄
Gamma as second version is surprising, very glad for that
Hopefully my CRT works again with this build
@lament escarp sorry - that I don't know - it's all automated based on the github json out there
New Seed?
Going through games no gamma yet other than star Fox
I haven't noticed any yet
OOT?
So this is the starfox update? 😄
Buck Bumble
Is the gamma more noticiable in SF Rev 1.0? That's got a darkness problem...I believe...I believe I believe I believe....
(that dumb pun was for the 3 people who listened to The Darkness...)
Yup there it is
Buck Bumble has gamma
I repeat Buck Bumble has gamma and is presumed dangerous
What is the horizontal guard band?
I think THPS games use gamma
Interesting stuff
according to GPT:
The term "horizontal guard band" in the context of the Nintendo 64 (N64) typically refers to a visual feature in video games on this console. It represents a small, usually black area or buffer zone along the edges of the screen. The purpose of the horizontal guard band is to provide some space where graphics or game elements are not displayed. This helps ensure that all game content is visible on older CRT televisions that might slightly crop the edges of the screen. It's a design consideration to accommodate different display devices and avoid important game information being cut off due to overscan on certain TVs.
This makes sense
Yeah, especially considering this is mainly a CRT update
New vid at 4?
Get that camera pointed at a CRT like it's 1992 and you wanna get your high score printed in Nintendo Power!
cause there is no dedither
Not today
TBH from what I've seen in captures on real hardware, Star Fox 64's dithering is pronounced even with VI/Dedither on.
Definitely lights up Star Fox
I dunno, @zinc dew's prototype is looking pretty good with this build 
Awesome, gamma 
I pointed out some differences between the core and real hardware for Majora's Mask, those looked like due to missing gamma correction.
I know its the initial implementation, but anyone else feel the gamma is a bit too bright in Star Fox. On my real N64 it doesn't look that bright.
How much of the Vaseline is implemented now? 80%?
Checking
25% still I think
Full tube wen?
Original post: #1096015979055697940 message
I thought Quake might be a candidate, but no
What do you mean? StarFox is darker on the core
oh you mean on the new core just released
Yes, with gamma setting on it seems brighter than how it looks on real hardware.
I dunno I dont have a real N64 to check
Robert, what’s the game that doesn’t work yet that you’re most excited to get working? Or do all your personal favorites work now?
Went through the scenes in your pics. The gamma setting does not have an effect at all when toggling
I’ll have a vid tomorrow but not solely on this. Mixed topic
Ok, strange. Does it still look very dark, though? Thanks for testing.
On my display the whole thing played out as I would expect with the colors I'd expect
wow, that explanation is very accurate. It ignores that the real implementation has a bug so that the guard band is larger than it should be, but still not bad
Actually nevermind, what was messing with me is the dithering.
The brightness actually seems on point.
the implementation was checked against angrylion to be accurate. I'm not aware of a bug entry for it
haha, too late 🙂
It was the dithered pattern that caught me off guard. I didn't realize how dedither still needed to be implemented.
i think starfox also uses the random dither pattern that is not yet implemented in the core
Dedither is such a fascinating concept, it counteracts the pattern while enhancing the perceived color depth that dithering provides. At least that's my understanding
Automobili Lamborghini??
On switch n64 emulation they used this value...
"Star Fox 64 had gamma adjustment enabled - gamma value was set to 1.8.
I can see something in starfox wow xD
So my mom is like how did it affect Chameleon Twist, and I was like, Mom it only did anything to Star Fox but I will check anyway
People Chameleon Twist looks AMAZING now
@wanton sun Hmm, could dedither be added to the PSX core? 😂
Go look at it
sure, you can start right away 🙂
but i think 24bit is the better solution there
Ayy I wasn't asking you to do it. I was just wondering if it's possible 🤣🤣
have you tried 24-bit color?
if we had so much free space, i would also do 24bit for n64, but i doubt it will fit
it would be very easy, the information is there, just cut off
The new build fixes my ntsc issues on my pal tv, thanks robert!
yes, noise dithering
honestly I never noticed dithering in N64 before. Not since development on this core began
then just turn it off 🙂
Oh wow, yeah. Chameleon Twist finally looks like how I remember it looking. That was what was missing.
I remember the THPS games being too bright, so I'm gonna test those out
at least thps2 looks too bright and washed out without gamma 😅
yeah, that was my first thought when I saw the update
THPS downhill level is still pretty bright but I'm not sure if that's incorrect
San Francisco still has the wild graphical glitching
lol, jet force gemini crashes with error: SP CRASHED, gfx=8022313
Darn, for me there's no visible difference with THPS2
I don't think the THPS games use gamma
but yeah the way it looks now is not how its supposed to look
Played by: Spazbo4
Every goal completed except for collecting all the cash as Tony Hawk
00:00 - Intro
02:42 - The Hangar
07:21 - School II
16:52 - Marseille
19:45 - NY City
27:50 - Venice Beach
41:03 - Skatestreet
43:08 - Philadelphia
49:40 - The Bullring
51:09 - Credits
This is on original hardware
Okay when you start in the hanger, the corridor you emerge from is supposed to be completely enshrouded in a shadow
there are no shadows at all
the only real way to test is OG hardware and Mister on same screen
cant trust other peoples videos
the image could be tweaked from recording or streaming settings, etc
So you think all the shadows were tweaked into the footage?
it appears the issue is lack of shadows(with the exception of the player's shadow). Any idea what could be the cause of it?
no, but when i see what the game does to all the text, something with the texture loading must be wrong for sure
#1096015979055697940 message ow my prediction came true 😄
shadows are nothing the n64 can do, it's just normal polygons
@orchid nimbus i heard it will definitely fit, word on the street
Yeah its clear there are text issues with all the THPS games
So Star Fox for gamma. What else am I capturing later? I’m not familiar with gamma
Well I’m very familiar with the concept. Just not the games that use it lol
Thanks @wanton sun
@zinc dew and @hollow rune found them. They just tried their favorite games 😛
I'm starting to think LOD might be the culprit for THPS shadows.
well, at least LOD doesn't make sense for the text issues
why does the n64 need dither and dedither? What a strange way to render graphics ^^
n64 does render with full 8bit per color and video out can also handle everything with 8bit per color (until DAC which is 7 bit per color) ... BUT! the bandwidth required to store the pixels in the RDRAM framebuffer is so high, that games rather cut down the rendered image to 5 bit per color and add dithering
dithering helps eliminate color banding to improve perceived color depth. dedither addresses the visible dither pattern without compromising the perceived color depth.
that's so odd. 😄
I guess it was the only idea they had back in late 1995
So they achieve "higher" picture quality by using this technique and saving bandwith
dedither wasn't planned. when they had the first RCP chip designed and tested it, they realized that the dithering was looking bad on NTSC TVs, so they designed in the dedither to compensate. (source: youtube interview with the chief RDP designer)
So do PAL games not use dedither?
thanks for the explanation, it makes a lot more sense to me
Automobil Lamborghini uses gamma. It also has a lot pixels flying around, wire meshs and missin alpha blending. All the time during atract mode. Maybe a good candidate @wanton sun (Pal tested)
yes, will look again at rdp stuff once the VI is done
man, thps2 is so much more fun on N64. it's just so damn smooth, and the perspective correction is so nice 
You got an order in mind when it comes to vi stuff or are just starting to work on what strikes your fancy in the morning?
PSX got the best soundtrack though
Yeah, but for the buttery smooth and consistent framerate.. it's night and day
Sure
Well, PC was the best version overall
Good framerate, good sountrack and additional maps
So that is why the RCP says V2
Intresting
I hope there'll be something like an MSU1 for N64 so that the full soundtrack could be available for it
Would it fit on the DE-10 though ?
Heh, good point.
Maybe the mod could use the disk drive features
for the expanded storage
Has anyone successfully saved in Shiren 2?
i'll take it
I’m gonna work a little mix and match vid tomorrow; gamma and games that just work. If anyone wants to see some ether specific @ me. And no I’m not doing Brian 🤣
himynameisawbaconandbesuretohitthatsubscribebuttonbutletsgetrightintothis
I swear to god I’ll take you behind the cheese shed and beat you so bad your ancestors will be sore in the morning 🤣
ouch
Sounds like a nintendo playstation core.
Ultra 64 CD
Skyrim?
1080
Matrix is showing itself in Chicago
Now that would have been great!
1080 with Roberts new VI changes
But it seems Nintendo was hellbent on avoiding CDs
The Wii is the true exception
Too bad Sony 
To those with PAL N64, can you confirm following for me:
SM64 + MK64 on PAL-modes, look bit weirdly aligned to me:
i guess its 'sunny'... (sunny / sony). i'll get my coat
@wanton sun horizontal guard band?
Other N64-games are properly aligned like their NTSC-counterparts
This has been a thing in previous builds too
hmm.. maybe @modern sleet would know
Maybe it's already been brought up, but it didn't jump out at me in the search results. Extreme-G has some scaling issues with the Acclaim logo, and the rocket animation in the screen after has the rocket veer off course from the fire effect that usually tracks with it. OG intro for reference: https://www.youtube.com/watch?v=8BGmIGACuxQ - @wanton sun
Extreme-G is a futurristic racing video game developed by Probe Entertainment and published by Acclaim Entertainment, featuring an original Hardstyle trance soundtrack. It was released for the Nintendo 64 in 1997, and was ported to Japan for release on May 29, 1998. Despite the crowded field of Nintendo 64 racing games, Extreme-G was met with mo...
Is this Automobili Lamgourgini
in majora's mask in the attract mode I noticed there's an occasional 'twitch' like a sync issue on my lcd tv that isn't there on the crt. I wonder if that's just that the TCL is struggling with sync for an instant? Haven't seen that in other games and it seemed to not do it in-game
Uff superman 64 has some graphical glitches. Let's not touch that again. 😄
automobili lamborghini + superman go hand in hand
As the best games on the system?
both from Titus 😄
Anyone else noticed single-pixel-wide white lines between texture edges on certain levels of Super Mario Kart 64, even with the latest core? Are those present on original hardware?
Noticed that too. No Mario64 to test hardware, but can confirm it didn't look like that on hardware. Not certain if there were borders or not (wouldn't have noticed back in the day!), but would at least be vertical centred.
iirc, there's some vertical "stretching" type mode that I figured was part of the answer. Robert mentioned the mode before, didn't say it was tied to Mario in particular mind. I'd noticed it too for all the previous core versions, was just waiting to see over time
Are you using vsync_adjust=2 with the LCD TV?
Eikou no Saint Andrews still not there yet but it shows gamma 🙂
now do you believe?
take the white pill
I'm guessing @modern sleet is not a PAL type dude?
yeah
The three best games on the N64!
- Star Fox 64
- Buck Bumble
- Chameleon Twist
- Elmo's Letter Adventure
Eiko no Saint Andrews
White pill?
- Vivid Dolls
Beano?
That’s races
You onow
I am Mexican
And I am quite flushed right now
sesame street 123 on NES had a FIRE soundtrack
Still should've thought one more step on that.
You did nothing wrong
Panda is better than Prada
If anything I made it wrong by bringing race into something that had nothing to do with race ..
Because I though it would be funny
It was.
Pretty sure you will have black bars on real hardware too.
I told my mom what happened and she is laughing. Mostly at my expense.
Can’t wait to play Jet Force Gemini. It has such amazing atmosphere and music. Controls, everyone hates….but I love it 🙃
and home. Time to capture
Resi2 still has a funky coloured column in some szenes on the right side
The dog always reminded me of rush from megaman
does the update script still put the core in the main folder or is it under the unstable category now? i don't like having it in with the finished cores
my buddy is here playing the magical adventures of brian
seems to be crashing a lot
we seemed to get through it.. by spamming the start menu after every battle lol
Oh weird I played up until the thief fight in the forest, I didn't have any crashes but that was on a previous build
trying to repeat it consistently.. and if i can find it will see if i can make it crash after a full core reboot
funny to see 10/01 on a core
im going to try a core reboot first actually...
learned my lesson on the saturn core
when it doubt reboot lol
wow gamma with a massive diff on Star Fox
not gonna lie....dark SF vibes do it for me more
Pal vertical sync or scaling on a CRT has always been a bit off. If wait for Robert to finish the async module
I'm not sure the scaling is correct yet?
was Star Fox always this bright?
Didn't the gamma dim the colors?
Gamma on bright, gamma off dark
Some of the seeming overcorrectedness is the lack of dedeither
Someone suggested that being the case
thanks for the correction. {baddum tish}
yeah true
will make an EASY vid though. We are talking night and day different...pun not intended
I'll really looking forward to the LOD implementation. but I don't think that's part of VI
it's not like dedither is the only reason for the v2. He told that the first revision was more a testballon with double size, they knew they had to redesign it anyway. Just one of the many changes
Adds one to the count through
Dedither will save ocarina of time
if pixels are close to the sync edge, they are not fetched from RDRAM. As fetches seem to be in 8 pixel chunks, you can loose up to 8 pixels on the left and 7 on the right side if the game configures it bad. And, no surprise, many games do that
Lylat Wars looks so much better now, cheers for the update
RE2 is also working beautifully on my CRT now thanks to MikeS
I can't believe how much I'm learning about the N64 as development continues. The way Robert explains things just makes sense
Next time I play Mario Kart 64 with the bros, I'll have all these fun facts about how the graphics area rendered, and the VI 🤓
What kind of shadow masks do y'all use with this core?
funny in Chameleon Twist Id say half the time GAMMA on is the way to go, the other half...gamma off
ant land looks more vibey darker
Sony PVM (Generic) (~1980
Same here, does not look normal.... but maybe its the missing random dither patterns..... or its to much gamma boost...
combined with bright scanlines and composite simulation filters
it makes up for lack of AA
though once VI is fully implemented I might switch to s-video simulation or soft interpolation
I'll keep it in mind. A good crt simulation really makes or breaks a core for me.
I do what works best for the TV I have, which is a fairly old LCD panel
But also CRT simulation in this case is a filter in the MiSTer framework
and done capturing...fun stuff
One day I'll have the direct video signal go into an RT4K, and that'll be my CRT simulation
it does seem brians quest crashes randomly. sometimes it takes a while, sometimes not
thats all right
not a big loss
made it quite far this time no crash, until it did
and ye no big loss, but still worth noting i suppose
Anyone play the f-zero climax hack recently? i tried it out today, both both a htgd and 'romantic'version give me a black screen. other games (and hacks, Amped works) are ok. Or does it require some adding int the database file? Have to admin i am just now starting to use the core some maybe missing something obvious. But having read 'updated' update all takes care of all i tought not much else was required! I did a quick search on climax and found nothing in previous chat...
crap yeah that sounds familiar, giving that a go now!
Hmmm seems it just loads the vanilla f-zero
yeah checked a youtube vid, the game has it's own splash screen. maybe i'll just patch it myself and see how that goes, cheers though!
who send me the capture of Kirby 64 being beaten? I cannot find the damn DM with your name to credit
nevermind...I was blind
Still need to test today's update. Sounds like it's mostly for CRTs and Star Fox 64.
it really is the Star Fox update
Who are these guys!? We're Star Fox! 🦊
if you grab the latest unstable MiSTer main and the N64-databse.txt from here it should work without any need for loading the regular game first or updating the DB, assuming it has the same ID and save type as the ergular game: #1096015979055697940 message
and assuming there is not other bug/missing feature preventing it from loading 😄
Fox found the light! (gamma)
nice
Are you (or anyone else) using that test build? Wondering if it has the other updates of the latest unstable main, like the analog range fix
I am, and it should, but if you want to be certain you can just grab the latest unstable main with the same changes from here #unstable-nightlies message
Which will of course be built on all the preceding changes
Great! Silly me, missed that was also already in the unstable channel. Still good to have the other link for the database file I suppose. TY!
I'm not sure if this will help or if it's a known bug, compared to a real hardware n64, in pal mode, the scaling is correct, or very close, just the image is shifted down too much. On the other hand, Yes, it is true that since VI were implemented games like Pokemon Stadium the menu letters do not look good, perhaps it is because of the scale? A known bug???I think it happens in rayman 2 and other hockey game.....and is a know bug
It is very difficult to compare the scale with the real n64, because the image is shifted down, in terms of scale it seems correct to me
Thanks, all i did was add the extra line to my downloader.ini, this particular hack/mod was featured in one of mr Awbacons N64 test vids, so was assuming it'd be in the DB the downloader grabs. Especially with Mario kart64 Amped working as well. i'll see if the file does someothing on my actual n64 and ED though, nice way to cross test. But may not have time to test again till tuesday....
Does anyone have sync issues at 1440 4:3? vsync_adjust even at 0 doesn’t seem to get rid of it. It also seems to pop up only after longer play sessions, and progressively gets worse. This is on an LG C1. I seem to remember this also being the case with the PSX core, which I had to eventually drop to 1080 to resolve
I'll give it a try soon with a longer game like ocarina of time. didn't notice any issues with 1920x1440 so far though.
Does the MiSTer scaler output at 1920x1440?
So the Rare logo in DK64 is now just a couple of vertical white bars instead of that half-visible logo?
I get similar but normally at beginning of play. C1 also.
Aye, I'm not stressed about it or anything, just confirming it's not just me 🙂
Dk rap still works so that's fine by me
Huzzah!
Ooh, new core update. Time to grab my field programmable gatorade and check it out.
Ill fix PAL's off center vsync in my update today, for you 50hz elitists
Boy, that gamma really brings out the detail of the...dithering. :p
Yeah, the dithering is quite a bit uglier than Playstation
@quaint pewter @vapid moat Try this and let me know if it causes issues in PAL, I only tested MK64 in PAL on my PVM and its a lot better
Should be closer to center now
Oops I hope it helps indy. I tagged you because of his message, not for myself. I don't have my MiSTer connected to a CRT at the moment and not sure where my scart cable is .
Its in todays YC build as well, If it works well, Ill let robert know
if (videoout_settings.isPAL = '1') then
if (vsyncCount >= 30 and vsyncCount < 33) then videoout_reports.vsync <= '1'; end if;
else
if (vsyncCount >= 10 and vsyncCount < 13) then videoout_reports.vsync <= '1'; end if;
end if;
Thats all that's different, I just shifted the sync 20 lines
just out of interest. is it an optimization that you have 2 if statements with the same then clause?
Mine outputs at 2560x1440@60 just fine.
2560x1440 is the pixel repetition one, you actually end up losing some fidelity with that one
Yeah I was about to say..
but useful if your display sucks at handling 4:3
Ohhhh ok, good to know. Which one should I use instead
if you have a 4k display that handles 4:3 fine (i.e. doesn't have added lag like the LG C/G2 doodles), then video mode 13 probably provides the best
Maybe? I’ll give it a shot. Thanks!
that's 2048x1536@60
now that I'm part of the LG C1 gang, I run video_mode 13 and vscale_mode 4 and it's 
I use 2560x1440 because 1920x1440 makes my c9 go 🙅🏻♂️ and won't display anything
Weird it won’t accept x1440
yeah, that's where it is useful, for those kinds of situations
I have zero complaints about my Samsung QLED. It’s yet to not take a signal
And in gaming mode with some menu tweaks you can get basically to the bare signal with no processing on top.
I actually wanted a sarnsang qled but they're not allowed to sell in Japan thanks to a feud with Panasonic >_>
Wait Samsung or is there a sarnsang I’ve never heard of? Lol
Just had to sell secrets to Samsung
Samsung, yeah. It's a dumb name I call them sometimes
He mistyped it to not tip off the Panasonic police
Like Sorny. Or Magnetbox
exactly
Is that a 4:3?
Japan Panasonic right now
yeah it's 4:3
that's unfortunate
Man, Rayman 2 looks like you're viewing it through a glass door. Trippy. Seems like it's not drawing a handful of lines every 20 lines or so.
Rogue Squadron is freaky
the menus now appear but only when the filtering is turned on
and it looks like the images are only half rendering every 2nd line missing.
Some of the scaling needs to be fixed, I'm sure Robert knows about it
Actually Rat Attack has the same graphical issue as Rayman - the glass-venetian.
Might be interlaced related or y scaling
Seems like something like that, yes.
Latest build got Mario 64 looking alot better! Nice and centered. Is the RBF in your message different to the GitHub? Realised I just downloaded from there, I might be missing the full PAL love experience
YC build has the PAL love change 😉
Amore! ❤️
Now it looks like I remembered. Yet smaller Mario, but more wide. Of course realise the HDMI aspect ratio is wrong for PAL cases such as these, but in progress so that's all good.
Love it! Thanks for the fix
It was a real eye opener when I finally saw US and Japanese games running on SNES and Mega Drive etc after years of everything being letterbox and slowed down.
If it's needed
N64 video for tomorrow is up, Saturn for thursday is up, house is clean...and now I am tired and dont want to turn my MiSTer on lol
It's nice when the HDMI output matches IMO
For Megadrive/SMS you got to enable borders to fix it. Looked into those as I had them.
Probably the same issue on HDMI output for PAL NES, SNES?
PSX handles it brilliantly.
yeah i'm curious actually because i think the VI might actually make all the resolutions come out pretty normalized as is
Everything is fixed, the system scales everything to the output l, pal I'm unsure what it's normal resolution is
About that normalising @modern sleet ,
I think PAL games with alternative vertical resolution are doing something odd.
640x237 looks fine.
Something like Pokémon SNAP that outputs 640x285 PAL has a glitchy rolling image on the latest YC version. Fine on Roberts
My guess, there will be a separate output for pal
Yeah, that's why I wanted to test it. Probably pushed it too far
How long Mario gets cancelled for being a racist charicature
I'll bring it back a bit to not exceed 285.
it's ok racism towards italians is permissible
From a quick test, PAL Stadium 2 intro outputs 640x570i according to the core. So there is that.....
I missed earlier conversation, but the visuals have regressed otherwise too, so maybe something odd happening there.
Am 100% Italian. Both grandparents off the boat. Both parents first generation Americans. I approve Mario’s depiction. Take it to the bank!
The 25th September core had same 570i resolution, without the rippling video regression, so I guess those numbers are correct
There are builds of n64 cores that support composite to a CRT?
I could use the extra brightness. sector Y was dang near impossible
Through glass doors is a good way to describe it. I've just seen the same on Stadium 2. Maybe something about odd vertical resolutions?
Rayman 2 is 640x227 NTSC, 640x268 in new game on PAL (menus are all different too).
Stadium 2 PAL is 640x570i.
Bomberman Hero PAL is 640x293. No glass windows there, but odd lower lines shimmer.
All WIP, happy so much works! Just listing if perhaps a useful reference of the few numbers to more knowledgeable people
Just tried 1920x1200 with vscale 5 and much better, takes most of screen now and filters looks good still
sweet
Noticed something frustrating that I don't remember it being a thing before
In smw each individual stage clear doesn't save
I have to basically make sure I do everything before a castle or a special world that asks to save and continue in order to keep progress
Pretty sure that's always been at thing
Was always like that. If you want to save you need to finish either a Castle, ghost house, switch palace, or special level. But you can go back and beat one you've beaten before if you need to save.
The replaying a ghost level to save was something I didn't know so good to know
I felt like it was just this is the first time I didn't beat the entire game in one sitting and noticed

