#Nintendo 64
1 messages · Page 99 of 1
That'd be my guess too but i haven't tried it
Trying to finish megaman 64 or i'd try it lol
yes thats the problem. @wanton sun
i tried rename patched rom to the legend if zelda usa title.but nothing.
I think i must copy the legend of zelda usa settings and rename it to the rom file name ind the database
Don't think we need Robert pinged to fix this one. Renaming the ROM won't help, you need to add the hash value of the randomised game to make it work
Alternatively, you might not be on the latest not yet standard database method which had more catch all logic I believe, might get the randomiser to work now.
If you're on latest unstable "MiSTer" file; from the unstable channel
Then using the "new" database file (which must be renamed to "N64-database.txt");
https://github.com/MiSTer-devel/N64_ROM_Database/blob/main/N64-database_new.txt
Are you using this method yet? If not give it a go
definitely try the latter method, it will work, otherwise you will be having to hash your rom and re-add it to the database every single time you randomise, which would get fairly tedious fairly quickly
Spelunker Party is actually pretty fun. I find the bullshit to be a feature
Thx it worked with new database and latest unstable mister. 🤗
Got the most important thing in megaman 64
Legends with perspective correct textures and no jittery vertices is…unnatural…
I agree :P, ps1 version is alot better. N64 version drops in framerate alot compared to ps1 version. I'm just trying to complete to mark it off the list
frame rate isn't a mister thing either, it just runs like that
Really cool to see it working
So close to being finished too so it should be completable without any issues
No crashes
While I have to work. Yay!
Got a bit tense there for a minute
That one move that just takes all your health lol
This makes me wish for an instant capture feature like on switch.
There’s a screenshot button for keyboards but that’s it right?
yeah its er, the print-screen key i think
Yea thats it, I'm using a capture card with analog io so i can capture and play on a crt at the same time
would be kinda neat if you could do it with a controller combo or something
I agree
Sorry I have asked this last night so please forgive me for asking this once more Do you know why Bust-A-Move 2 and Bust-A-Move 99 have suddenly become perfectly playable on the N64 agree ? It wasn't like this before In fact it barely booted Do you know what the reason for this sudden change is ? I really love the Bust-A-Move series and am happy to see they are now working I played the 2nd part on the N64 more than 20 years ago Thank you Robert !!! This is beautiful
What's also crazy are the fantastic reaction times on the two games It really plays like the original thing because every milisecond counts in this game
Its really great that its playable but not perfect yet Bust a move'99 crashes at some point
Robert has explained this in detail on Patreon, but if you look at the latest test core release notes:
RDP: fix overflow of loading linesize (Puzzle Bobble)
no worries
you know I have been so preoccuped by what is happening in the world that I haven't had a chance to release the work notes yet
Its quite an interesting read on Patreon, so I recommend you support if you have the possibility
yes I will thank you as mentioned I usually follow everything but the horrifying events in the Middle East keep me really preoccupied and distracted from such things 😦
Best to not let this bleed over into this server tho as it gets heated quickly, and especially with Israel / Palestine. Big no-no.
that latest patreon writeup is awesome
sorry
You're all good. 🦦
Is Mario Kart 64 supposed to be full of color banding on Moo Moo Farm and Koopa Troopa Beach, even with Dithering on?
Mind if I mention this in a vid?
I like to update people on games you can finish 🙂
Yea No worries
Awesome. Also awesome you beat it. I think you have the record for most finished games @chilly ember
works fine here (US version with NSO pad)
Yea i think so 😅
Guess I'll switch to that then
was that PAL? i doubt it is different, i rather think the pad/config is the issue
I am guessing the whole N64 software emulation effort is a huge hack xD
Happy Friday!
...the 13th!
The sd card I wanted to upgrade my mister with just corrupted and wont quick format anymore. I deffo feel the 13.
Resident Evil 2 seems to pop resolutions, with some scenes interlaced, and some progressive. Seems a unique issue with RE2. Is there a way I can fix it via settings ?
the game does really change it all the time, i think using 4mbyte ram makes it always run at 240p?
but the RE experts here will tell you soon
I think it's the opposite. It only remains fixed at 240p without the expansion
that's what i mean, step down to 4mbyte (no expansion) from the 8mbyte default
Ahh, sorry, misunderstood
no worries 🙂 Also i think the FMVs have glitches at screen bottom either way currently
Any updates planned for the weekend, Robert? 🙂
there was already one this morning, couldn't sleep 😅
yeah he said he was gonna release the 3DO core @languid dune and I want
will upload a build with it later today or tomorrow, let's see
lol and there you go complicating my 4 pm vid I haven't done voice over on yet
hmmm.... hope it's not part of update_all, don't want too much garbage in my core menu :/
only if you REALLY want to show jeopardy
If you don't want garbage 3do is not for you anyway 
isn't that why everyone buys a N64?
that's it...meet me in the parking lot at 5!
@cerulean elk how's the state of 3do emulation these days? Would a mister core be a big step up?
They have a dumpster there for your real 3DO?
Emulation is solid. Fixel did a lot of that. But an FPGA core is always welcome
Just kidding, I would love a 3DO core since I've never played one.
I caved and ordered a NSO controller from Germany (swedish store don't sell them)
Thank god for google translate
Has anyone tried the N64 version of Xenocrisis? I just wondered if it’s any different from the Megadrive and NeoGeo versions?
not diff enough to justify a new playthrough
Fair enough
8 more games left
I don’t own a copy anyway lol
Would've also translated for you and made you order one to my address as well.
you don't have NSO?
I still have but don't plan to renew. But I already have the 8bitdo modkit, which is nice. I would take a free nso controller though.
I was depating going the modkit route but this way I don't have to cut the cord on any of my working n64 pads
The mod is reversable, you don't really cut the cord. But admittedly the driver situation for the nso controller is better then on the modkit right now.
I finally got my mod kit today
I rescued the makyest n64 controller from Ebay with the mod!
Build it! Show it!
OK I can in a bit, I have a 9am meeting
Thats 18 hours from now for me! Thats enough time I promise!
@final walrus I think you have double bindings - it happened to me when I didn't realize the analogue was always tied to stick 1 and that's where I also bound my c-stick too.
Oh so up down left right during core setup refers to the dpad?
yes, inside the core: dpad, in menu core you can setup the analog sticks
i cannot rename up, down, left, right, to "Dpad up", .... otherwise i would do it
That’s what I did so double bind checks out
best to try a controllertest rom
I‘ll check it later today but all signs point to you being right. I tried the analog - dpad switch to see if I made a mistake and that changed nothing, which makes sense with that hypothesis. thanks for your input
cleaning this controller will take longer than the mod kid!
Ppl are not gonna drop dead if I write „works, thanks“ in main chat lol
I might
@wanton sun i've notice that the dedithering of fzero does not seems to work (option on or off).
I think I recall that they didn't include it in the code - all those VI options are just options for the devs.
That's why the option in the core is "Default" instead of "on"
Have you heard our (my mostly tbh) whinging about dual analog for certain games like the fps one? I know it's probably not high on the priority list but might it be doable eventually? 
i thought it was something like that
i imagine that it is not possible or easy to force it?
maybe, but there is no point. If dither is not used, why dedither?
there is dithering but no dedither
last time i looked, the n64 controller only had 1 analog stick 😅
(well from what i can see/understand)
hmm, ok. So they probably skipped it to save memory fetches
well, a force could be done, i'm just not sure if it's worth it currently. And i f one feature gets it, there will be requests for the others 🙂
Like Robert said, the controllers only have one stick, but nothing is preventing you from mapping the C-buttons to a joystick and get a similar result in games that allow this configuration.
Yea I know but you can set the left stick to the c inputs and you can control a bunch of games like modern fps games, it's doable now but you have to set main mister to right stick and then remap in core, it's a bit of a pain
i see, so it's mostly a joystick swap of stick 1 and 2 you need?
as the core doesn't handle stick2 and i don't want to add that (ressources) this would rather be done in mister main, then also other cores like psx could have it. I'm just not sure how high the chances are you get it 😅
yes i understand, it is not a big deal (and i was wondering if it were a bug), the game has already good graphics and the option i change on any games is turning off the VI bilinear. All the other options have, imo, a useful purpose, but this one, i do not get it.
There are 4 retail games which allow the use of two controllers on N64.
- GoldenEye 007
- Perfect Dark
- Robotron 64
- Star Wars Episode I Racer (unlocked with a code)
none of the other FPS games have an option for it
*2 controllers used by one player, to be clear
Sin and punishment does right
i don't think so
Shouldn't that already work?
those four are the whole list as far as i know
i haven't tried it but i'm sure it works with 2 pads if nothing else
i think people want some way to easily set it up on a single pad
1 pad for rumble, 1 pad for cpack! I like it.
there are games which let you save to CPAKs other than the first controller's, which means you can leave rumble in P1
World Driver Championship is one example
oh ok sin and punishment just has two player and also left handed mode, so no, it does not use dual sticks
They want to bind 1 physical controller to 2 contollers on the core
Just use joycons. Case closed.
lmao
I'd rather use two TV remotes at least they have dpads some of them
It would solve your problems, right. 😄
Joycons have never solved more problems than they created
But that hd rumble sure is neat! 😂
Initial D fans love the Joycons
Mine do have dpads. Dunno whats wrong with yours.
Now post a pic of the OEM joycon dpad
Those aren't joycons they're weird Frankencons
And they are still less comfortable in the hand than a TV remote
Checkmate
Excuse me, then just use two weird frankencons. 😄 case closed.
True true
You win this one
Only good Dpad on a joycon
a dpad for hamster hands
You're lucky I wont harm the triforce.
Blue kinda clashes w the purple. Needs Frankencon mod
Get to it
Drop one of those extremely useful gamecube Dpads in it
They're so precise and good
you guys are interrupting robert on his spa day
And not like fucking ornamental
Nah one is the master sword and one is the hylian shield. It's from zelda, Z-E-L-D-A
What's that is that like some kind of souls game
1 more week of work and I'll be off for 6 workdays
Or is it minecraft
Ah I see it's trying to be both
Oh wait and banjo kazooie nuts and bolts
Wow way to rip off 3 games Z - E - L - ... nah jk games good. Lol
8bitdo mod kit is nice!
For what?
I think he'll love it when he reads this. 😄
There's one for N64?
Yes
Oh neat! Ggs
hey what was that thing thats coming out that the switch slides into
it was like a custom thing that already had the controls on it
A franken n64! It's the one on the top btw.
I have the kit for Saturn controllers
I don't trust old N64 controllers so I opted for NSO
But I can't trust that either cuz fuckin input lag varies
nevermind I found it
The Crkd Nitro Deck is the full-body makeover the Nintendo Switch has desperately needed. It eliminates stick drift with upgraded thumbsticks, adds four customizable back buttons, and improves the ergonomics in handheld mode to effectively make your Switch feel like a new console.
A dock.
good taste
Also got a m30 by now and I'm getting the 8bitdo ps1 modkit and pc engine controller in a few weeks.
They're brothers!!!
No not that, or I mean I guess you can do it like that but I think that'd be even more work to ask for. The thing I'm asking about is just setting the 64 stick to the right stick and c buttons to the left stick, I think all fps games can work like a modern dual stick shooter then
In switch mode you'll have to pair it each time you connect it. In dinput you'll need to map the c buttons as 2nd stick to get them working. Also don't finish the setup in main prematurely, else it can fuck up the stick.
@native mesa
Ah
Yeah that should be easy if done in main
Is this perfection? I'm impressed
I think alien resurrection for psx already allows it in the way I'm asking for, I guess other games could make use of it as well but honestly it's more interesting for the n64 fps games because they are better lol. I'll keep whinging a bit but I understand it's not a priority issue
So I haven't had any issues playing Mischief Makers outside of graphics flickering in and out. Could the graphics issues be related to TLB? Or is it more likely that iterative core improvements outside of TLB will resolve the issues?
It's the clamping.
One other weird thing I've noticed is up and left is not registering when I swap D-PAD and Stick. Anyone run into that issue?
Yeah I guess linearity feels a little weird in Mario 64
If one goes full wireless you mean? Because I just swapped the stick and it’s great from everything I’ve tested so far…
My analog stick seems to be fairly well calibrated as well so I don't think it's a controller issue.
Technically also if you just exchange the stick. You can always swap back.
Yea, as I understand you have to set the stick to the right analog stick in main and then map the c buttons to the left stick in the core, it's easy but a bit of a pain because it's only for those few games and you have to remap every time, I wouldn't be able to take a breather from aztec 007 difficulty with some quick free flying in pilotwings 64 🧐
I’m sure it’ll be improved. It was good enough for me
As in, code wise in main
Are you on the latest unstable? That doesn't look clamped enough.
I'm not sure when I updated it last so I'll give that a shot
wait... switch joycons work on mister?
The n64 uses +-85 range, modern controllers use +-127 range. There is a fix in the unstable main that fixes it down to that.
You mean having the buttons to left stick as well?
I used some when testing the clamping for lemonix when all 4 controllers need to clamp on the same time. So yes.
As in, changing main so that there will be an easily togglable setting
Oh okay, that'd be cool
you can actually do it with no code, just map your sticks wrong on purpose
it makes that pad useless for anything else but then you can play n64 fps games all day 🙂
Nice! i guess same pairing process as usual for bluetooth
What I meant was the toggle x3
Exactly. Had no issue whatsoever pairing them.
But dunno if you can use 2 as 1 controller like on switch.
This is the benchmark after updating unstable
Same behavior with dpad swap
Looks better I guess? I take it you're not using a controller with a real gate?
Turning the mister into a slappers only in the facility toilets only machine sounds like an upgrade tho
I am using a GameCube controller with Mayflash WiiU adapter
Please try to do a complete setup in main, no finishing early, you'll get thrown out when the mister is done. You can skip mouse stuff.
There have been a few people reporting having issues when not fully doing the main setup.
that dpad would be perfection
Doing a complete setup made no difference. Also diagonal down-left also doesn't register.
I don't know if that's worse than it was before, I only noticed up-left before, and was only trying up-left/up-right.
Sorry I'm out if ideas. @hearty oar is really smart about controllers and might have an idea.
I haven't tested with other cores, just because the GC controller really only feels suitable for n64 games. But I would assume yes.
I'm still curious if it's an actual controller issue, or an issue with the Dpad<->Stick Swap implementation. I haven't had any controller issues before.
try using it with smashscope on dolphin?
Download Here:
https://goomwave.com/2020/06/28/smashscope-guide/
SmashScope is a free tool for objectively testing controllers for Melee
will check everything for you
Tried dual sticks for twine by changing stuff in main and the core, everything works except for left stick up which doesn't register, so you can't walk forward
The gun barrel sequence isn't just the same when bond strafes into view like a crab 
in some romhacks of oot, such as betteroot and oot randomizer, items like the ocarina and boots get mapped to the dpad so ocarina doesn't take up a C slot and so you don't have to pause/unpause for alternative boots
i just gave oot randomizer a shot to find i could not move through the overworld because my analog input triggered both analog and dpad inputs to the game, meaning any time i pressed any amount towards down it would open the ocarina
is there a way to separate these, or at least make it so the dpad input is disabled? i saw the "swap dpad and joystick" menu option but it didn't appear to change anything
It sounds like maybe you just need to rebind? I've been able to navigate OoT with D-Pad shortcuts no problem.
maybe it's because i did a rebind inside the n64 core? it only asks for one set of up/down/left/right where the mister OS menu seems to differentiate between stick and dpad
when N64 core asks for Up/Down/etc, it wants D-Pad
Yeah, make sure that your direction binds are to the dpad, not the stick.
if you used stick there, that's why you're getting double inputs
okay, i'll try that; thanks!
yes, the sticks do not need to be binded in the cores itselves
It's the same in the PSX core
I didn't think you could bind the stick at all in the core but could be remembering wrong.
Thought it was only in the main menu under tilt.
Ooooooh okay yep that explains why i was having that problem too then
You just set tilt right and tilt down. If it only moves left right or up and down in the core it's because it wasn't set right in the main menu in my experience.
Anyone else with an interest in dual stick play should try, want to know if I did something incorrectly or if it's some other thing that must be done
Don't give me hope!! 
@orchid nimbus yup, you were correct. Thanks
lolol
A 3DO core to show the world how crap it is
No, that is jaguar's
Blasphemy!
I made a functioning N64 Daemonbite Adapter today, I used timville's 4dapter code. I had to change the wiring on the Arduino pro micro a little from the schematic, and then uploaded the 4dapter_FW-HID code. Works perfectly.
doesn’t come up with a counterexample
Oh! That's huge because I was having the worst time with Shadows of the Empire last night.
It's the best version of the game.
Absolutely not
I think the Megadrive one is best
thats the fun thing about opinions
every one has a different one
Can you say a little more about this? It looks cool.
flickering is(was) a RDP issue
You did solicit opinions.
no Jamie did !
anyway the 3DO has its own thread, so the N64 thread isnt the right place for it
was?
Tier 100 patrons have the fixed version !
just up your patreon to over 5000 euro a month !
and for the gullible. this is a joke don't do this !
😦
yeah I only know one friend who has done it, let me link the guide
Welcome to the Sega Saturn style Left Joy-Con D-pad mod guide.
the big issue is how far up it sits, so and also the vertical position
had to rewrite parts of the rdp command fetching...wanted to do this for a while now, but today you have to live with it. It may break stuff, but the flicker is gone in all games i tested
plus no longer pauses in pilot wings unless i was very lucky (did 5 stages)
holy macaroni, that's huge 😮
I'm stunned at how quickly the N64 core has improved. It's only been in beta for...what? 3-4 months?
no more audio stutter landing on the first mission?
That's Robert
Lol
whats fixed ? flicker ? is that the edge pixels on some objects ? (bk ants ?)
Yeah, Robert has worked tirelessly on it. I wanted to wait until a lot more stuff was playable. Now I gotta dial in the control settings.
no not the border pixels of the ants, but the flickering text that is in basically all games and other flicker e.g. mischief makers, puzzle bobble, ...
seems to also fix some other things. Didn't puzzle bobble hang randomly?
hype
It did hang yeah
well, i made it to the credits if that means anything
Completable! 
it has some "special" images if you win it seems...
Diddy Kong Racing?
yes, it had a lot of flickering text, it's gone
I'm guessing that magenta tinted water in Diddy Kong Racing isn't fix yet?
didn't check but have no reason to think it would be fixed
Okay. That is like the only issue Diddy Kong Racing has now.
Nice! Hearing about this upcoming update is exciting!
I like the sound of this "was".
there's a fair few games where the only notable issues are with flickering text/UI so this update will bring a new round of games to nearly-perfect
maybe Magical Tetris Challenge, I love this game and it has some glichtes
it really is a lot of games
AeroGauge, Excitebike 64, F1 Pole Position, MK Mythologies, Rally Challenge 2000, Rampage 2, Tetrisphere
all games where the only obvious issue currently is flicker
this core is incredible 😄
i think this will also bring Quest 64 to near-perfect
pink compass was just fixed, and the text flicker is the last issue i've seen with that one in 1011 core
Shiren has a bit of flickering, but main issue is save still not working for some bizarre reason
Aidyn Chronicles has very infrequent/minor flicker but only on polygons/geometry, hadn't seen it happen with any text in that game
I believe stunt racer 64 has a bunch of texture flickering if that's what is being talked about
Awesome
Is this specifically text flickering?
i think it can be any kind of sprite or something
text just makes it really obvious because its a lot of them all together
what happened was that some draw commands that span multiple 64bit words could be broken in a kind that the command was ignored completely or drawing something different
not sure why text was hit most, but could be that tiny polygons are just more difficult to see
Powerpuff girls would be a good check possibly
SF rush has a 100% reproducible flicker on the main menu
if you hover "setup" you'll see one immediately
PIlotwings 64 also has flicker immediately, on the title screen - super quick to test
Very nice, today's update sounds like it will not only fix Puzzle bobble - But, more importantly, JEOPARDY
as far as the polygon flicker
the best test i've seen is changing the camera angle within the house in Animal Forest
when switching between the medium and far cameras (i think it's those), you'll get a little polygon flicker in the middle of the wall
maybe this update will finally fix menus and story mode in these aki wrestling games?
wandering around in SEGA Saturn land today. I have yet to try the core
Nice. I'll have to check see through crates and walls at far distances in OOT
Same, absolutely wild stuff there
Playing Cotton 2 right now. Real fun with great graphics and music
I know like none of these games, so I don't feel comfortable contributing to testing, but I can't wait to see what it all looks like
Did you get it to work?
Yeah
Has this been known? Audio skipping when hardware is taxed
any update script for this like the saturn test cores?
Check the pins and https://vampier.net/N64
nvm vampier script ok
You got it 👏
Biggest .rbf yet, should we be worried?
Welp, audio cut out completely in west clock town at night and when I wanted to reset the cycle the game softlocked at the music notes… so much for my progress 
Fantasic game!
hey 1-4 gamepads is also working, glad that was sorted
maybe? i left signaltap in in case regressions are found 😅
hmm, this was supposed to be fixed for a while now
maybe there are some cases where it still happens?
Core was from the 11th
Powerpuff girls still flicker in and out of visibility unfortunately
Unlesssssss maybe I picked the wrong one from the list in the menu? I have a way to check, one moment
if the core has any VI options in OSD then it's new enough
most likely it's still not fully fixed
I have since closed the core. But I changed the wrong control setup only in the one I was playing. So if the new core is still wrong then that means I was playing the old core
I just did a full MM playthrough without audio issues
Interesting how I now notice the film grain effect on black screens
I can mark jeopardy as playable but I'll let someone else roll credits 😅
The only thing that seemed off I MM was ending cutscenes timing. It was a little slow
Well duh, the cores share the config. So no way to tell for sure if I just wasn’t being stupid
well you can try again with the newer one and test if sound still has issues
That’s the idea
do you know which version(s) you used?
I was using USA normie version
I can beat it again and film if it helps. NTSC USA
sorry, core version i mean
Oh um let me see
Oh no, how painful. Due to the nature the owl statues work I have lost all of my progress and I’m now a deku scrub again 
Nice! All the graphical issues in Mortal Kombat Trilogy are fixed! Kung Lao's head is no longer cut off on the character select screen!
The possible older version would be 19.9.
#1096015979055697940 message
Someone knows how to start a new game for Toon Panic (proto). I think it could be link to 4 controllers are connected but it is still not want to enter in game with just one controller connected ?
makes sense, the rsp bug was fixed in 22.9
So latest build on 10/9
thank you, so most likely it was the old build causing the issue
Same with Mischief Makers! All sprite flickering is fixed!!
This is a seriously good update.
Yeah, dancers perform well in the newer build. Deffo gonna delete the old one right now 
Is Automobili Lamborghini fixed?
strange, it's like all characters are locked
Sorry for causing confusion
That annoying glitched square in Puyo Puyo Sun 64 is now gone. The bug with divot was also fixed apparently.
yes I need to dig information of this proto maybe it is normal
Quake seems to not crash
Oh snap, what about Doom64?
Works too
So many games are fixed now. So good.
oh thank goodness
finally a way to play doom 🙃
Doom still isn't fixed.
but i guess it doesn't render correct?
Doom64 is a rather unique experience
Red squares everywhere.
red backgrounds in 2d graphics
Doom looks too dark but maybe its intended
same issue in quake2
is it just me or is that N64 port of Quake extremely impressive
the brightness setting on the ingame setting is all the way down by default
its a great port
At least Doom 64 doesn't seem to crash anymore. But yeah, its visuals are still broken.
I'd never tried it before this core, and I was really impressed, I didn't think the n64 was nearly that capable
So that's the random crash problem Robert was worried about fixed, very nice, excellent update today Robert
it doesn't seem like it was intended to use gamma
I think they just left the brightness setting all the way down by default
So today's build fixes the quake crash? I had it crash just last night on the last build.
I know running Doom is a meme but the N64 version is really a totally new game.
Seems like it
dope
I played the first level without any problems
does bust a move 99 still hang ingame?
i seem to remember a story about right before they shipped it someone at midway made a mistake
you can see the effects of the mistake by booting the JP version of Doom 64
Stunt Racer 64 still has the texture issue. Maybe it's a similar problem to the THPS games
someone made a patch enabling gamma, and it looked so different from how the game was marketed
I heard not
here's how it looks
Yeah the core is correct than haha
Gamma doesn't look right, but if forced VI features were added to the core and you were to force gamma, it would be yet another way to play the game
yeah, not everyone figured out that you can increase brightness in the menu
so that probably hurt over all sales
even if you crank the brightness on USA retail Doom 64, the colors get kinda washed out
in the Japanese version it has a sensible default and the colors aren't washed out
Killer Instinct Gold still locks up 😢
i think there's a code to change the green blood back to red as it is still there in the ROM
haven't tried that Gamma hack, curious if that ends looking the same as JP
Doom 64 is canon yeah?
Puyo Puyo Sun 64 redender corretly on demo mode ! no more black part
As much as I love authenticity and weird controllers… I’ll stick with Doom 64 remake
Tldr what new heavy hitters do work?
Yep. The recent remaster even added some bridging text to connect it to 2016/Eternal
Yeah, Puyo Puyo Sun 64 seems pretty flawless now.
Doom > Doom 2 > Doom 64 > Doom 2016 > Doom Eternal
No change in AKI wrestling engine games. but hey, no regressions either!
If Doom 64 is so good why isn't there Doom 65
They skipped to Doom 95
I say every doom is canon. Every level pack is canon. Every wad. Even the shitty ones you and I made and gave up on.
@zinc dew in shambles
After Doom 64 he stuck wandering the multiverse and played in every single Doom Wad ever made.
That’s why he’s crazy
Cuz have you seen some of those wads?
Yes even the hentai wads
He's also the grandson of BJ and Commander Keen
I see you typing
Text boxes on Ogre Battle 64 are fixed !
Doom guy spent an infinity of eternities battling through every horrible (or good) level anyone ever created in doomed and in those where he died, he went back to hell and fought his way out only to get stuck in another.
Seems same behaviour in Project64
so Jeopardy works? what else I miss? @languid dune I saw your MK comment
was doing voice overs
thank you for the check
seems Jeopardy, Pilotwings 64, Puzzle Bobble are ones to check on
Diddy Kong Racing flickering fixed
And Quake, and Doom if you don't mind seeing Red
LOL
so Doom doesnt crash now?
Player screen of KI Gold is better 🙂
The black line from Dark rift is gone
NIiiki glitch is fixed!
This is a big deal
I waited so long for this ugly game to be playable
Nope
First Doom is the best one?
Ultimate Doom was the best back then
I'm a Quake man, and Doom II is better Doom 😉
yeah, I´m a quake guy myself too. But of the Doom games I liked Ultimate Doom the most back then
Quake 1 in this corel looks amazing
seems no regression so far? very good, so i better leave now and sleep well, have fun 🙂
Sleep well, thank you!
Is it playable?
I’m pretty sure he was posting the “canonical” timeline.
no still hangs when in enter on game
Oh, I didn't realize it was chronological. Greater than signs threw me off
I def disagreed with the order lol
Have you played that weird WAD called "My House"?
The chicken can bee seen through this crate. Is this something that happens on original hardware?
The new one that’s awesome? Yep.
Huh, from March of this year
I believe so
MKT gfx fixed!
I wish I’d been checking in on Doomworld when myhouse.wad hit. The live discussions and puzzle hunting and stuff I saw afterwards was great.
we need a OG hardware person for batches of games
I just hate hooking everything up, but I know this will be needed
yes, this occurs on hardware
Gamepad support in the OSD is great. Thank you!
the only issues i noticed in Ocarina were tiny little artifacts on effects swirls and according to some people there is some de-sync in the collapse due to the core running a bit fast
there's a lot of stuff in Ocarina so there could be more issues, but it is already looking extremely good
I think Pilotwings is fully ready to go
that's exciting! the framerate can be rough, but Pilotwings hits a good little niche and is very enjoyable for what it is
Doom 64 doesn't seem to crash anymore, but the visuals are still messed up (red boxes, etc.). All 2D games I tried no longer have sprites flickering in and out of existence (e.g., MK Trilogy, Mischief Makers, Puzzle Bobble). Great update all around so far!
noted...will be in the Sunday vid then
thanks @languid dune
I have something for you in today's vid btw lol
All the issues @fair stump reported in teh puzzle bobble games are gone
You spoil me!
Even the Virtual Console version on Wii runs too fast.
the freezing?
yeah, it ran just fine for me. on 99 there seem to be some animations missing on stage transitions
So quake doesn't crash anymore?
No 8bitdo modkit rumble yet?
It works in switch mode
@cerulean elk How do you get your side by side footage. Do you just use attract modes or do you have a way to control Mister and OG hardware?
I have it in switch mode
like for sync?
yeah to test sync
generally I use a constant. Attract mode, etc
something I can sync a frame up to and then let it run to see if it gets out of sync
in actual gameplay that's basically impossible to do for obv reasons
Quest 64 was crashing a few builds ago randomly but I left it on with Brian running in circles for the last 7 hours to train agility in October 11th build. Brian's still running in circles so it's probably fine
I will have to mention Puzzle Bobble improvements sunday
wait, we can write Quest 64 again?
Nice, NBA Hangtime works now too. Still a fun game
Yea for a few days now haha
Who opened the Door of Time on that one?
I'm assuming kitrinx
Yes it works in switch mode, but switch mode is bugged...impossible to reconnect after reboot mister
This just in, no more flashing HUD in Mortal Kombat Mythologies
Quest 64 fans rejoice
There's more than one?
Magical Tetris Challenge continues to have the same glitches but I already had a feeling that that it wouldn't be fixed
Blessing made this joke about Donkey Kong 65 last year on a kindafunny podcast
Any flickering letters in Diddy Kong Racing's attract mode?
nope
still purple water though
Mortal Kombat never met a palette swap it didn't like
but I can't get it to freeze anymore
Is there a post somewhere that highlights what different error codes mean?
I'm getting E0000040 on F-Zero X which should run, not sure what that code is and can't find a reference to it anywhere
Ok thank you, appreciate that
Quest 64 conversation is highly encouraged. Talk about it all day.
just chipping in to say no change on the sprite flicker found in Magical Tetris Challenge.
the latest version fixes Puyo Puyo Sun 64 (JP). During the intro there was a block in the lower left corner that was showing the wrong content and flickering. But since the VI components were finished, the intro has a weird washed out look with some shimmering and some parts of the animated characters seem to be translucent. This only shows up in the first run. If you let the intro finish and wait for it to repeat after the game demo, all is fine. Looks like something is not initialized properly. In fact, the very first screen with the Act against Aids campaign is really broken in the first run, but totally fine in the second.
oh Puyo Puyo Sun is perfect now ? nice!
I am a big fan of puzzle games such as Tetris, Bust-A-Move, Puyo Puyo Sun, so please don't be surprised if I mention these games often
have you tried with a clean start ?
yes, I always try this game to see the progress
I start the core after a cold start of MiSTer and then straight load the game
the weird look is repeatable
and very visible on the first image
but, as mentioned, it fixes itself by letting the game demo run once
Thanks I will check again on my side 🙂
Was it running for you before
^ seemingly not a regression, but probably another symptom of a widespread issue that’s not immediately obvious in other games @wanton sun
that's it pepsi man is getting banned
...
why ping the core maker?
Yes the first run have issues
I’m getting bitcrushed/distorted sound on the latest version. Other cores work fine. I’m running latest unstable.
sorry, did not take pictures
No Pepsi Man!
I don’t know if it was the remedy but the issue cleared when I ran a PAL game 🤔
I tried several cold reboots before that, and it didn’t change anything.
It can be tough for him to sift through feedback that comes in while he’s asleep/offline, so boosting particular details with a mention can help with what to prioritize in terms of debugging.
Brian's finally free?

I actually think it's a trap. They're going to see who is spamming Quest 64 and then come back and ban us all. 🔥

Everything looks fine with this.
Regarding earlier chat on trying to bind 1 physical controller to 2 controllers (for those 4 games that use such a thing):
Just experimented a bit with "no_merge_vidpid", and unless I'm missing something I don't think that will work.
Perhaps that setting is for controllers where other devices would already see 2 controllers from say 1 arcade stick connection, but may need to be foreced on MiSTer given how things are handled.
Couldn't make my right stick Player 2.
Although, the fun really is holding 2 physcial controllers. We are robbing ourselves pursuing this path. Embrace the N64 of it all
The Münchner Kindl will protect us
I've always done it by mapping c to stick but I guess 2 controllers would allow for higher accuracy since both sticks would then be analogue?
lolwut 🤣
That's a different use case entirely, not really an accuracy benefit in general. There are about 4 games listed above that use this odd dual controller setup. You can only get any advantage at all for those 4 games alone (credit to: meauxdal (elle))
- GoldenEye 007
- Perfect Dark
- Robotron 64
- Star Wars Episode I Racer (unlocked with a code)
Can anyone confirm that they are able to do up-left, down-left diagonal inputs when SWAP Analog<->DPad is enabled in Mischief Makers with a n64-style notched controller? (n64 will do, but gc ideally)
Sometimes something magical happens, and it did this year at Oktoberfest
God didn't intend for man to play with two n64 controllers
Rally Challenge 2000 seems near-perfect now. flickering all gone, and that was the only visible issue previously
Polaris Snocross confirmed still crashes before a single race (usually a single lap) can be completed
obligatory
I kinda want one
So does it feel good? Would mapping both sticks to one controller unleash the full potential of the n64?
the best version of the game
But seriously if this would take some bizarre MiSTer level change, or eat into core resources, it isn't much of anything.
Don't know if it would help accessibility in general either really, splitting 1 controller into many....
How is the kitty?
Feels good in Racer, difficult to control, but very interesting
it's somewhat worthwhile for the games that use it, but given that's only 4 games, it is quite niche
I mean... I get it. this is more of a controller collecting discord server than anything
it's a maybe nice to have bonus down the line when the core is more or less finalized
I'd settle for any inclusion of dual stick, only reason I wasn't thinking of two controllers on one is because it seemed to obviously be the more difficult one to implement
Also never tried it tbh
kitty is good
he had a little cold but we got him some medicine at the vet and he's now just a small tiger in disguise
I think that's the only kind of dual stick you'll ever get on N64 though. I just wanted to experiment with the "no_merge_vidpid" as it was suggested in chat a while back but I couldn't see anyone mention testing it.
What buttons do these 4 games use?
I can whip up a special core release just for them
Good question. I'll try to dig out manuals. Pod Racer's being behind a cheat doesn't really make any of it surface level
N64 vid is live with work on Sunday's already underway lol...never rest
anyone tried duke3d on todays build?
Also 1 player only or 2 player possible?
Was duke3d crashing before?
Great, my mister is migrating to a bigger sd card right now so I can't use it for a couple of hours. Was afraid I had to go without mister entertainment for the time
yeah it could crash (quite rare) but also a lot of flickering sprites/hud elements
I kind of got it working by mapping c buttons to one stick tho or that doesn't count? Or it can't be done as a setting?
I need to do a new card build myself
I'm using the migrate_sd script. It's supposed to make a perfect clone of the card on the new card. I'll tell you how it went.
yeah lmk. Id have done some weird command line thing if left to my own devices
https://github.com/Natrox/MiSTer_Utils_Natrox this is the github link. Another user recommended it to me who used it a few days ago.
thanks I will check it out!
🙂
Going to need collective effort on this I think. Can't find anything on racer alone, I was only experimenting in game myself.
At a higher level;
1 player (2 ports), or 2 player (4 ports used): Not sure
Different games use different combos: eg. Pod Racer Player 1 becomes (Port 1 + Port 3). Perfect Dark I believe uses Port 1 + 2.
Not really experimented much myself.
there are several "2.x" control schemes in Goldeneye. i think all of them also exist in PD, so no one true scheme for this
2.1, 2.2, 2.3, 2.4 are all available there, and use different buttons
I'll try adding new buttons I guess
yeah duke looks way better
Star Wars Racer and Robotron 64 i think should be straightforward
GE and PD might be more complicated with 4 different 1p2c options
duke might even be perfect/completable now
i guess for the "modern twin stick" stuff, the idea would be to get a "Swap Analog Stick with C-Buttons" type toggle
That's also why the single controller is a bit more ideal, they all only have one setting that makes sense with c buttons on left stick
for Turok defaults and quite a few other games
i think practically every shooter has some mode like that
i'd definitely do something for that case first then look at the much shorter list of two-controller-two-sticks type games
Let's see, I added AB Z C buttons
Praise the 64 devs for being unable to find one ideal controller style fpses so they made several ones
I am doing it core-wise, not mister main through
If anyone cares (Robert might do if I make it a toggle and ask to put it in)
Not sure about Pod Racer yet, but for GoldenEye and PD, you seemingly can do 2 player, each with a dual setup
I do it 1 player for the time being, if this works people here could think about a better implementation
Cool experiment definately
I want it more than anything tbh, hope you can get it to work
BOARDTHEPLATFORMS
So it will be like a switch in the core? And you don't need to do anything in main?
I love that Smash 64 is working so well and feels smooth as butter.
i think the one Jaha wants is a toggle like the Analog-DPAD one but for Analog-CButtons, but Kasher is still talking about 1p2c
Yeah I'm doing 1p2c
Did you try smash remix? It's even better
Oh
Analog-Cbuttons is probably even easier
I'm not one for ROM hacks. I wanna play games as I remember them.
And Smash was a huge breakthrough for me and my sister's relationship.
I haven't tried 1p2c so can't say anything, it'd be interesting to see
Analog-Cbuttons, if done like the dpad, will ruin analog so its not ideal
On analog-dpad swap its not a big problem since you're almost always gonna bind dpad to a dpad
On cbuttons you sometimes map them to analog
The C-buttons mapped to analog is the best most of us have right now. I'm using an Xbox Series controller to play, and it's not bad.
But man did Nintendo dial in that sensitivity with the N64 control stick. Has anyone been able to come close with it?
Build in hand, Here's hoping
I'm not an elitist about ruining the analog but not gonna knock the alternative if it works
i guess if there was a higher level "Swap analog sticks" function that could also work - that might be more of a mister main thing though
Seems to work but I tested Mario Kart because Robotron 64 is weird and I don't have patched pd
(This is the only changed file)
Would that new N64 rbf have fixes for Rogue Squadron?
Oh nice, thanks man, you know if twine has that 2 controller style?
this is a test build for 2 controllers mapped to 1, so i doubt it
TWINE does not have 1p2c support
It's just today's build but with 1p2c
I have patched pd, will try
If today's newest build has fixed Rogue Squadron than it works
It didn't I already tested that one
All the crashes that I know of seem to be fixed though 🙂
Oh yeah I didn't try Robotron because the text is broken
PD works (at least the sticks, will try and shoot something).
Unfortunately the PD scheme has Movement on Player 2 stick, shooting on Player 1 stick. So yeah, if this was to be a thing, there'd be a right mess of alternative configurations needed
I think this core is what is hard-coding the first stick = analog stick, not mister main?
Haven't really spent a lot of time trying swapping things out in other cores, though. trying to get turok to feel nice on earlier n64 cores w/ a dual stick controller was kinda my only experience with messing around with that.
You could just swap the sticks than
kinda a separate discussion from 1p2c tho
Robotron defaults seem to be movement on P1, but you can change it anyway
Guess stick swap needs to be from Main
Not really, as in, the setting that does 1p2c would also automatically stick swap
Oh wait actually Star Wars
P1 + P3 on that yeah
Bizarrely yes
Maybe the configuration can be inside the database file and then just toggle it in the menu
So:
PD (+Goldeneye) needs P1+P2 and stick swap
Robotron needs P1+P2 and ideally no stick swap but no biggie
Pod racer needs P1+P3 and probably no stick swap
The changes I did are really simple so if anyone wants to edit its not that hard
With pd decompiled i think it's very feasible to edit the control schemes too.
Yeah, and Goldenye too haha
But considering the main reason for this core mod is pd/goldeneye its no biggie
Late response but probably worthy of feedback.
I had a cheap Chinese USB N64 controller arrive today as a curiosity. To be honest, I've been quite impressed with the responsiveness in Windows emulation. Whilst a bit light, it responds well on all axis and button presses this far. Analog springs back to zero point.
MiSTer allows everything to be mapped, so that's good. The issue is after mapping, the core oddly doesn't respond to button presses aside from d-pad, analog stick and B. I can remap again just fine. Save changes. Same issue. Restart the core. Same thing. I'll experiment more, check the reported VID and device ID tomorrow etc. Assuming Xinput.
Least I know all is well in Windows, so it should be possible to get this working with some light finessing.
Latest core and unstable MiSTer.
What controller setting was ideal for pd? Was it one of the 2.x ones?
PD seems to be more stable with the last core update, it didn't crash when I tested it 🙂
OK rugrats in Paris still has random crashes and they are very random
First I loaded this test build it worked automatically. Once I tried to remap inputs in the core, I can't get P2 Up or other directions to work.
Initially I loaded in with my 2 stick modern controller and it had just worked, backed out only to swap the sticks on main thinking there is no stick swap yet.
Is P2 Up mapping Player 2 Analog stick up?
Also, Player 2 needs Z, that didn't get prompted in the button setup in the core
P2 Up is C button
Got ya. Restarted and redid inputs. Movement all perfect now. Just the Z button needed for P2 I think for the shooter controls
Yea 2.2 seems to be the one (with sticks switched) but for some reason it only works when swap analog w dpad is off for me
Yeah I forgot to write Z
(P2 up should mean Z technically, lol)
(Because I forgot to write Z)
Don't need P2 Z Aim for Perfect Dark mind. It's like I'm playing an Xbox 360 game! Skipped 3DO by a long mile 🤣
man its so nice that Doom64, Quake, and two of the puzzle bobbles can go into the playable column
this is a fantastic update
and maybe PD doesn't have intermittent hangs anymore
I don't think P2 B is working either, at least not as P2 B if Perfect Dark controls menu is to be believed @daring meteor
@wanton sun bit 19 One of the DDR3 requesters wants to write or read outside of RDRAM for Rugrats In Paris (Error Code was E0080000)
Right again, I was dumb again
I really need to double check myself
It seems the KI fighter select screen no longer has visual artifacts
Someone ping me in like 10 hours and I'll give a fixed build with stick swapping
(Unless someone else reads the changes I did to n64.sv cause they're fairly minor)
OoT attract mode still has the weird white triangle when going into the tunnel.
I know some enterprising person would get us a nice 2in1 controller setup
did anything break in this update? I remember Robert was concerned about that
something broke for me for sure
I'll be on you like something sticky, however I think I might've screwed something up with my mapping so can't review anything tbh
How does one completely erase everything regarding input, I get the same weird double inputs across cores when I press stick 1 up, I look up and walk forward at the same time for both psx and n64
i finished the first level of doom 64 without it friezing
I noticed that Doom64 plays pretty well even the the brightness setting in the middle. I really think the default brightness being at 0 was a bug in the game
@languid dune do you have two accounts on YT?
Now THAT'S Podracing!
Brings a whole new meaning to double fisting (the drinking you creeps…)
That’s how many hands you’ll need to reach all the controls
Nvm just deleted the .map files in the config folder and it works, I'm dumb
Oof
Interesting read. Is there a rom patch available to set Doom 64 to the correct brightness?
Oh good, there's an ips... I was capturing today and noticed that. I'd never heard the story. Thanks @zinc dew !
it just sets the brightness in the game menu to max by default. it's a good QoL hack
though I think medium brightness is also good
yeah, complete edition, it backports features and content from the switch re-release if I remember right
Is RE2 more stable now as well? I keep thinking it's better then it would randomly freeze on the first two screens
Like, in game screens
Yeah it was one of the first things I asked Kevin Cloud when I joined id, lol. That and why was Quake 2 so different than the first game.
i completed re2 a while back its pretty stable
biohazard2 still has a crash at the stars office and broken music
For me, re2 was stable when I would test it then it just wasn't and would freeze
@zinc dew its not as different as q3a vs q2
possibly with re2 its a lot more stable if you disable the expansion pak (set ram to 4mb)
I'll just keep an eye on re2 occasionally, for my own curiosity 😆
thats how i played it because the 480i thing in that game is annoying
The bouncing around screen? Yeah, anytime I've tried it it's been with that
Yeah but that’s because it became a franchise. Which was the reason Quake 2 was renamed to Q2 so late in development. They wanted to keep banking on the Quake name.
i kinda like the quake2niverse
I think it was an Activision call?
never heard of it being renamed, this is news to me. even in my steam library its called quake 2
It was originally a different title, it got named to Quake 2 late in development.
I don’t remember what the original name was to be honest.
phh
Yeah which is funny because that still ended up still being its own thing lol.
Well, at least you weren't grossly misled. Like that time I ordered Wolfenstein.
quake4 is underated
its got a slow start is its problem
i remember playing like a beta or something then... going back to counterstrike probably lol
I played quake 4 once back when it was released on my uncle's Xbox 360 then never looked at it again
yeah it was a launch game or near launch game if I remember
360 version was a bit rough
Very launch
it came with a dope version of quake2 tho
1080p60 4xMSAA on a launch title 😄
someone put an absolutely shocking amount of effort into that
especially since 360 couldn't even output 1080p at the time
i hope so
Quake 5 when?
i'm waiting on commander keen 9
Comically someone ported a Keen game to the N64 and it works on the core!
oh nice, i'll have to try that out 🙂
Hi Robert, thanks for your outstanding work on this core !
I love Mischief Makers and i never had the chance to play it in full RGB as i only own PAL N64s ( plus with some of the VI features disabled it looks awesome on a CRT !! ) .
For me, this game plays like it is supposed i guess, now without flickers on the level's sprites but i just wanna report an issue with the big rock that roll down chasing Marina at level 4-1, it is invisible at the moment.
Anyway im trying to complete it and i'll let you know if i come across some other tiny bugs...
Thanks again, this is my favorite N64 game hands down !
Greetings from switzerland 🌄
Yeah, I think Robert actually used this in troubleshooting. It plays super well, honestly!
kinda late to this and idk if robert has any plans for a widescreen hack on this core
but for anyone looking for more games that can fill wide screens... https://retrowsc.wordpress.com/category/nintendo/nintendo-64/
(gamemasterplc's another good source for that stuff too btw)
Oh that's neat, there is a widescreen mode on the core but it would just stretch 4:3 games. I didn't realise there was that many widescreen patches out there
Widescreen quest 64 😮
I play the core mostly on a 4:3 crt but those patches are pretty cool if they don't have any issues with culling and the like
Might give me a reason to use my toshiba widescreen crt that gets no love
@cerulean elk ...no. NO.
Wow, a widescreen quest 64 is like getting two quests for one, what a deal!
Quest 128
You know what to do
Sigh
Oh no, it's on now. https://retrowsc.wordpress.com/2022/04/27/doubutsu-banchou-jp-prototype/
Yeah that one works really well
OK, I guess...keep an eye on your inbox in the morning @cerulean elk.
Get the translation patch, it’s great
Yeah, I've played it a bit already and it's awesome!
The whole game is just outstanding. Very fun.
Can you provide a save state right before the problem happens?
Save states are not a thing :(, just normal saving
Okay. What does the error overlay say when you reproduce the issue?
I have no idea, i haven't played mischief makers on the core yet at all
Someone's gotta archive all those widescreen patches to the wayback if they haven't been already
To whoever hasn’t played Cubivore. Play it. It transcends being a game and just turns into an experience. 10/10 recommend
I played a little bit on gamecube
Weeeeird... between whatever the last build I had and today's (couldn't have been more than 1-3 versions) my Diddy Kong Racing save got spread across all 3 save files and was reset to 0 balloons. Loaded the save and it froze when trying to skip the intro, thought hmm maybe I'll reload the core entirely and load the game back up... now the save is fine (expected progression) and it's only in the first of the three slots as expected.
Not even sure what to think about that.
It was the first game I loaded up when I started the core both times too, so no cross-game contamination.
I've had some weird experiences with saves when trying to convert them for perfect dark tlb hack to test on everdrive but that might just be a user problem. No issues with saves on core except my animal forest save corrupting once
Yeah I think this was the first save-related weirdness I've run into so far.
Mortal Kombat Trilogy - All the text is now showing and no flickering sprites - and the Kitana Bio no longer crashes the game! - awesome. There's a bug where Johnny Cage and Baraka's VS screen and bio images are drawn a few lines higher than they're supposed to be, but I don't know if that's a bug in the original as well, and I don't have the cart to test.
Nice
jeopardy controller inputs work now
Some games only have gameshark codes for widescreen there so it's not everything but i got everything that has a patch
Just tried a widescreen patch for Wave Race 64. Works like a charm!
What is one that has a GameShark code but no patch that everyone wants?
If only there was a way for widescreen patches to be native and not anamorphic widescreen. But that wouldn't be possible on original hardware, so it is what it is.
Anamorphic widescreen can be pretty ugly at lower resolutions like this.
virus
Give it up lol
I will take a look tomorrow when I am home.
microsoft defender block it
So far I've tried widescreen patches for Wave Race 64, Mario 64, and Ridge Racer 64. All worked great.
They're just bps patches, i don't see why it would block it
I'm using a Mac, and Apple was like, nah it's all good.
lmao i got a bootleg pc
Are there any widescreen patches for F-Zero X? I couldn't find any when googling it.
I run real time Malwarebytes on my main along side windows defender. Nothing at all that could be a virus
I need to do a widescreen specific vid I think
Yea i think so
By the way, a good way to use the widescreen patches if you don't always want to use them, is to put them in a separate folder (call it whatever, I called mine Widescreen Patches), and then keep the names for the widescreen roms the same as the normal versions. That way you can easily go between the two versions and they will share the same save file and progress will always match between them.
I didn't even change my file name for quest 64 widescreen file and it worked with my vanilla save
@languid dune is ruining the original experience the devs wanted us to have, Miyamoto shedding a tear right now
Crushing hopes and dreams is what I do best!
Dang, seems that there is no widescreen patch for OoT 1.0. That's the version I own the cartridge for, so I've only ever played the uncensored version of the game.
The widescreen patch I used for this video can be found at https://www.dropbox.com/s/y8evqd0tdlxvgqd/F-Zero X (USA) Widescreen.ips?dl=1 which can be applied with LunarIPS on a clean .z64 ROM of US F-Zero X. The widescreen patch will also remove borders from the left and right sides of the screen.
The time I got in this course in the v...
if you just want the download
gamemasterplc has a ton of stuff and he even goes as far as fixing the sprites for 16:9

Is there a widescreen mode in the core now? 😮
Yea aspect ratio option in the osd
Oh awesome
Only going to work with patches tho
If you try it on a game displayed in 4:3, it's just gonna get strectched and look bad
Very cool still
I agree it's pretty cool
Dang, the F-Zero X patch doesn't work properly on the core. The game boots, but the visuals are all messed up looking.
dang, yeah i think his older patches like this were geared more towards emulator compatibility sometimes
try this one
I tried it too and the visuals are messed up with that ips patch. I suck at f zero, I have almost 0 experience
Nice, this one works! The 2D assets are stretched, but the 3D content is correct.
A shame that the one with the corrected 2D elements doesn't work, but it's not a huge deal.
good to know that the alt patch works on the core! haven't had the chance to update mine yet
but from what i suspect the gamemasterplc patch seems to be doing some kinda interlacing trick that iirc also looks bad on original hardware
I'll have to test out more of his patches tomorrow.
Is it possible to apply these patches on the fly - like in a separate patch folder or something? Might be able to write a bash script to do something like that…
we discussed this before with psx already. The result was: we will not do it
Also tried this patch, looks good on the core
with all the experience now with the n64database, which is much simpler even to detect a rom than it would be needed for applying a patch, it's clear that it will lead to trouble
what about adding the codes instead of patching ofcourse after the core is done
excellent! if that patch could also disable dithering in the game, it would be perfect.
F-Zero really doesn't have color banding issues that I can see
Nej förihelvete
The code calculate md5 over the whole file as well as just the first 4096 bytes. I still don't think it's a good idea with an autopatcher. What is this, a retron 5?
if widescreen hacks can simply be toggle-able cheat codes in the OSD, that would be convenient
But I don't know how feasible that is
@wanton sun on that note, do you think there'll be a cheat menu for this core?
I would literally crumble under the weight of all these questions
So much pressure!
Question for you: what has priority on the ROMDB - product codes or md5?
If it’s product code a what happens when a patch with a product code needs a different pif because it’s a patch?
Good tip, thx
maybe, if space is left
as n64 operates on ddr3 only, it could have cheats in mister main, which would be very convenient as it costs nothing inside the core, but not sure if that breaks with the design philosophy
that would also make it open for all the software devs out around here, so much easier to work on
maybe it's cool. I don't see why not
Md5-4096 => md5 => cartid
I don't add cic or region to games with only cartid. The code detects the cic by analyzing the boot code (0x40–0x1000)
We could probably remove cic all together from the database
Maybe there's a few weird ones though, like those dd and ique conversions.
2c1p?
Awesome
the stick swap might be acceptable for ressources, but those button mappings..i don't think it's understandable
maybe with those weird controls in mind, but not for one who has never even heard of that, which is like 95%+ of the users? Just assuming
Ideally there's something in sys that allows you to only bind keys when a certain setting is on
But I don't think there is
It's good for an experiment 🙂
yes i think it's good for a seperate build, but would need to be different to be included in the main build
Fair enough, esp considering the low support haha
why can't the mapping be automated? i mean, there are not magically additional buttons on the pad? maybe i just don't understand it
I don't think mister main maps buttons these high automatically
I think if mapping complexity is an issue we can stick to just Z being mappable
PD+Goldeneye don't care what controller you pressed A/B on, Robotron doesn't use any buttons at all
Podracer needs P1 and P3
Yes, that's why I didn't mention it
so e.g. we need 2 Z buttons, but there are no 2 z buttons anyway. So can't there be a sane default of e.g. using (the already mapped) A as second Z or some other?
i would assume a good bunch of buttons are not used in that mode anyway
so if someone wants to use the mode and it doesn't fit for them, R can still be remapped
readme can contain information which button maps to what in this 2->1 mode
Yeah, and it should only be P2 Z that gets remapped
so only mux for analog stick 1R, Z and 1 bit in OSD overall?
Yes
(Technically 2 muxes for the analog stick, since in that mode the right stick is used for P1, not left)
sounds ok
what censorship is in ocarina of time?
lewd faeries?
Singing Imam in the fire temple
Ganon coughs blood in original too
The Original Fire Temple theme from The Legend of Zelda: Ocarina of Time
This is the original version of the Fire Temple theme heard in the ver. 1.0 and 1.1 cartridges of Ocarina of Time. (aka chanting version) however it had to be changed because some in the Muslim Community found it offensive as it sounded vaguely Islamic.
wow thats super interesting! never would have guessed a music track
The opposite of Devil's Crush
important lesson to always check your sources
Koji I'm looking at you
i feel like there was a big reference CD of samples koji kondo pulled from for zelda
i remember coming across it but not finding it atm
I had a dream last night that mario in mario 64 was warping to places in the game that don't exist lol. Too much N64 lately 😣😂
sounds like you should check out Super Mario 64 Beta b3313 :)
or just Super Mario 64 b3313*
for some reason mario 64 has a tremendous amount of fan creepypasta content around it aha
Reminds me of a video I saw where they dive into where the textures in Mario 64 came from
Here it is: https://youtu.be/bsCN0Yx2Vbs?si=Rs3DEjfEVzppMRaX
The exact same brick texture is in dozens of Nintendo 64 and PlayStation games. From Super Mario 64, Banjo-Kazooie, and Final Fantasy 7, to Turok, Conker, and Mortal Kombat 3.
"cobble_stone" is the most overused game graphic you never noticed. Why were competing studios sharing the same graphics? 'Texture Archaeology' gives us the answer.
The...
nice nice! thanks. here's what i was referring to btw, lots of samples pulled from here https://youtu.be/fIJdpViwRFY
A video showcase many of the samples used in the Zelda soundtracks, and where they came from.
(Edit: It appears I have made a factual error in relation to the track African 04 104-1. Rather than coming from Zero-G Ethnic Flavors, it comes from a different library from Zero-G simply called Ethnic.)
Sources used:
is that the ' one ?
There's Something SPECIAL For You MARIO
Scary Mario 64 Rom Hack
Loudnoise at Start,0:58 and 10:26
Hack by:Frike The Dragon
#supermario64
for me, 'the is the creepiest i've seen for SMW. might've had something to do with browsing SMW romhacks at 3am one night instead of going to bed and booting into stuff randomly just expecting SMW level packs and getting a creepy pasta thing instead loool. and then Super Mario 64 b3313 is cool too for 64
I can't really find Mario 64 scary but I think b3313 touches on a really unique idea with the castle being lots of dead ends, hidden stuff, and just slightly off at points. It is the tiniest bit unsettling, or at least it's hard to wrap your brain around it so it's off-putting. I'd love to see someone do something similar for a whole brand new game
I used to be obsessed with Pokémon creepypasta when I was young, just the idea that just outside of the bounds of the normal game world there was a glitch city that was somehow tied in to lavender town and ghost Pokémon and all of that spooky stuff
Mario 64 is only a dream, sleep tight. We have to some to do something special for you. There is no such thing as N64, we keep trying to tell you this. It will all be clear when you wake up
Reminds me when I was waiting for Melee to release, I had a dream where I had a GameCube and the game, and then I woke up and I was so pissed it was a dream
Lol I think I had one of those dreams too back in those days