#Nintendo 64
1 messages · Page 115 of 1
I know the current plan is for TLB to be last. Took a shot at a joke given how fast all other progression has been. 🙂
yeah don't rush tlb because people want to play a few games. We have the most important mario 64 thanks to the patch and the whole rest of the library to enjoy
'one playable game by christmas' indeed.
Payday on Friday so I'll be supporting via the patreon this week. Keep it up.
Anyone have an N64 game they want to see me play more in depth on stream tonight? I got my connection issues resolved last week. I will take a look at the sheet, but the testing seems pretty well covered. I was thinking maybe going deep on
- Harvest Moon 64
- Shadowgate 64
Or maybe I will take requests from other systems. @night saddle really surprised me last week with a Mega Drive game I knew nothing about
Harvest Moon would be a good one. Not played that myself yet!
How about Scooby Doo? Seems like an enjoyable game from the little I've played
So the CPU is in theory slower, but that is offset by less time being spent waiting for data from memory which is faster (the DDR3). I guess this memory increase compared to original could somehow help with slowdowns in original games? If it the CPU was a fast as it should?
there are so many games that seem to be worth playing for some hours...have seen plenty in the past weeks i never knew before. Most will be in good shape hopefully when i'm done with Pokemon Stadium 😅
Are you much of a sports game person?
yes, when CPU and RSP are developed to be at original speed, the RAM has to be slowed down, otherwise games will be too fast. But nothing prevents this from being an Turbo-Memory option
I love Turbo options 😄
Star Fox 64 is so fun wow thanks @wanton sun
i would expect the cpu write fifo + read interlock thing to increase CPU speed by 10-20% on average on top of what we currently have
but keep in mind it's only CPU. If a game is RDP limited, it will not get faster
Is the mister cpu clock speed currently the same as the N64?
yes
the cpu is only missing some features that will make it faster when they are implemented
they are not on the critical path, so should hopefully not be too much trouble
Shadowgate would be more interesting than harvest moon
Oh great, I remember a while back concern that cpu clocks may not be met so that’s fantastic the DE10 can support them
well, quartus rates the CPu at 80-85mhz depending on the build and we run it at 93mhz anyway
like a mild overclock. But quartus rating are for 100°C
and even then there is headroom
That’s great news then, thank you for the info 🙏
It's nice to see the confidence level so high given progression going even better than expected.
i mean, in theory you could have a bad chip and not be able to run it stable. However, so far there was no report of anyone having a unstable game that was 100% stable for others. Given that Quartus ratings must cover 100% of all chips at extreme operation conditions, it makes sense that there is a lot of headroom
I'm pretty sure there's been 0 reports of instability here?
Does this mean we can overclock the a486 more ? 😄
no, the ao486 does this to the extreme already
quartus rates it at 50-60mhz and we run it at 90 or even 100
Ohh
ao486 runs syndicate, which is officially the only dos game that matters. 😉
That's a great core as well.
i had bad build of the n64 core with debug stuff that have been rated at only 70mhz for the cpu and still ran fine over many hours. But i would not upload those. For debug build i always want at least 80mhz rated, for official release 85mhz+ just to be safe
Does the de10 have a thermocouple in it? Is there any way of reading it’s temp to see how hot it gets?
no, but i think porkchop made some measurements and it was below 60°C even with passive cooling?
Quite happy I bought mine with a noctua fan regardless
Aah that’s interesting
I have a noctua fan as well. I used a 3d print at first, but now I use it on my ditigal io stack
It doesn’t pull much power (7w at the wall ish?) so it would surprise me if it could reach very high temps with a simple cooling solution
quartus estimates the n64 design (including scaler, but without ARM) at 1.3Watts
huge, huge thanks FPGAzumSpass: I have been playing games I wanted to play for 20 years and were just displaying improperly when the real hardware failed (Japanese font display has always been a very low priority for N64 emulators
). They look so nice even on LCD 
A real N64 uses 19W, interesting
one of the mister benefits is that it drastically cuts down the energy costs
This update made japanese text look really nice
#1096015979055697940 message
I think the one thing I've learned playing and trying more games out on this core, is exactly how off the mark magazine reviews were back in the day.
There's quite a few games I've tried that were absolutely smashed in publications, that I've had a hell of a time with.
Yes, Yakochu 2's incredibly smooth font took me by surprise when I gave it a whirl 
I know zero Japanese so the game unfortunately just isn't for me but I think it has my favorite n64 title screen
(Text looks funny because it was the old build)
This wonderful core just spoiled the whole Switch virtual console to me. Can't look back, and happy not to!
Thr switch virtual console spoiled the switch virtual console.
Don't think anyone ever shared an image of Stadium (2). Text looking beautiful.
looks so good
it's really noticeable how even current phone japanese games still follow that sort of "interface rules" somehow, it feels like those things were settled then
It's funny, without RTC Mystery gift doesn't crash surprisingly. It just lets you gift once, and only once since the day won't roll over. The time is pulled from the GB cart/save though, so surprised it works at all!
That whole feature is quite odd/interesting though
Unsure how to feel about that dithering, as it makes the output almost look like an rf signal
Think of it as artisanal film grain
I'm back to trying interlace lol
the dither pattern is pretty ugly on n64. wish we could use the psx dither. it's less distracting
or you know, get 24 bit color
but thats looking like a dream at this point
just use worse cables lol
I'll take that dithering over harsh color banding any day... if it's currently the only option available to address it.
maybe I didn't understand it correctly, but the weird lines you see there are because of the interlacing right? not dithering
I thought the dither+dedither pipeline is there to just add more colors
the bilinear smoothing filter though, it's the thing that makes it look unmistakably n64 to me
I mean, these things here are because of the interlacing
it does improved perceived color depth, with the same limited amount of colors, yeah
yeah
but this combination of dither+dedither only exists in N64 afaik
y'ever play a 480i game before? even on a crt you gonna get that effect
can anyone else get zelda gold to save
yeah
On the core on a CRT rn interlace doesn't work, I'm trying to fix it
yeah yeah, I know, the best we can hope is some 480p hack or something that hijacks the entire buffer before interlacing
all of them.
so check your database txt is up to date so you get the right save type
Is anyone planning to test the ZX Spectrum games on Goldeneye once the game is working?
Doesn't that require a pages worth of GameShark codes
Speaking of which, has anyone tried a GameShark?
I tried but it jumped the N64
Does it? I thought there was a romhack, but I think I might be wrong.
Hello! does the core support CRT output at this time?
This was my question earlier, what happens with the GameShark rom
I can straight dump a real GameShark 3.3rom if someone wants to test
I think I also have 3.2 and 2.2
That game really does feel like a direct sequel to the SNES version. Instead of Elli being the nurse(BTN/FOMT), she's a baker who is the grand daughter of Ellen(from the SNES game). I don't know why BTN/FOMT had to really change everything up.
yes. if you are outputting via svideo or composite you'll need the y/c core. you can get the yc core by enabling their downloads in the menu options of update all
There was someone working on a translation within the last few years. Hopefully they manage to finish it
FYI the hand texture might not be interlaced related as there is a similar glitch in some Pokémon displays with patches missing. Either way, minor things I'm sure will be ironed out with time
I'm just using the good old fashioned VGA out on the IO board.
I've been using it on mine for quite some time and it looks solid, but I've read that some TVs are more finicky with the signal than others because it's not within spec.
In that case you may be interested in trying a 240p 120hz video mode line in your .ini settings. Been working like a charm for me ever since Fullscreen aspect ratio support was added to the core.
testing now
Glad my crt has an De-Interlacer, sadly cannot test the build right now
Oh? I’d be interested to know what the output behaviour is like when it’s not interlaced as well.
If it’s possible to detect progressive and interface sources separately I can only wonder if it could be possible to make the output signal seperate too for 31KHz CRTs with 480i @ 120hz
But I’m probably getting ahead of myself, I don’t remember being able to do that on any other cores
On, what do you mean?
Interlace can be detected
Well for example, rn since I’m using a 240p 120hz output signal in my ini, it converts everything to that, progressive adds interlaced become 240p
well scooby doo is like resident evil lol
Oh yeah
There is something like that on ao486
I don’t think it’s possible to output different multiple resolution options based on the source is it?
I thought the .ini options were more limited than that
It is more limited, but for ao486 people figured out a way so it would work
yep, the interlaced picture on this seems rocks rocksolid stable, 10/25 is a bit more wobbly
Here you need to not lose sync while switching and I'm unsure you can do that
10/25 isn't interlaced technically, that's the bug fix lol
RBG SCART output onto a PAL CRT. PAL Stadium 2 looking stable. If there is any jitter at all it is so small as to be hard to see. Huge improvement on the latest build. Looks like original hardware to me (only cleaner)
Do you know where I can learn more about this?
I'll PR this than, thank you
Random aside, but the errors are gone from Mystical Ninja 2. Still only boots after up to 2 logos, then crash, but interesting change.
In my build?
Oh no, sorry. I was just testing before on composite. Same thing on your core as the latest 20231025 Core change. Or if not, somewhere since the 18th.
threw pokemon stadium 1/2 at it too looking good
Perhaps a canditate for another TLB game that might work despite that anyway
I did notice a few error codes went away on tlb ones like mystical ninja and I think castlevania?
starcaraft looks very impressive ngl
PR sent :3
https://www.twitch.tv/rgw_panda
It is Retro Game Wizard time with me Panda. Join us as we play some N64 games on the MiSTer. Highlights will include, Scooby-Doo, Shadowgate, and maybe even some Harvest Moon.
I am Panda, and I am a Retro Game Wizard, which means I am one of the greatest players of old video games. I use my MiSTer and a bunch of other fun systems to go on magical retro journeys, and I invite everyone to come along.
so I fire up spiderman for a look. some 480i content, very cool, game starts.
"is that Jennifer hale?"
yep
commander Shepard herself
Got some odd error code behaviour here, if others can verify, or tell me this isn't odd at all.
NFL Quarterback Club 98 (Both NTSC and PAL).
After a fresh reboot of MiSTer, load game before anything else. ERROR 0008000 on boot.
Reset the rom. No E0008000 at all. Never seen this before I don't think....
appreciate it
(Mind you the 120hz is for PC monitors)
(If you're not using a PC monitor you don't need anything in the ini)
Is the way VI works conducive to custom effects? Like, an "improved" dithering or something
Honestly, personally I have no idea how to improve on the vaseline, you can't fix perfection, but maybe some technically minded person can see how to do things differently
ah ok, I"m just using TV's. Will give it a try here soon
Ah, likely won't be your use case then.
It's mainly to get real scanlines out of a modern signal type but that's not an LCD thing. My bad.
@wanton sun Noticed a change in a visual bug that's been around for a while, but changed only since the latest 20231025 core.
Flagging should it perhaps be useful as you work through RDP and such.
Top Gear Overdrive (Europe).
The flickering on Track Select has spread further across the screen. Otherwise the same, game playing fine, not a big issue at all. Just FYI
Very much better here! Using mister via scart in a TV!Very thanks!
Not sure if it's been reported, but found an issue in SM64. The sub in Dire, Dire Docks is still here after collecting the star for Board Bowser's Sub, preventing the poles from appearing for Pole Jumping for 8 Red Coins. The underwater door also remains closed (I assume both events are tied to the same flag(s) in-game)
have u beaten bowser for that next stage?
according to a google search ye lol
I swear I've cleared this level before facing Bowser in the basement lol
But alright I'll see if that works
so long-ah bowser!
I really thought he said so long gay Bowser when I was a kid
According to this, the sub should no longer be there.
https://www.ign.com/wikis/super-mario-64/Pole-Jumping_for_Red_Coins
The voice actor confirmed that he was actually saying "So long, King-a Bowser"
Just seeing Robert lab ideas about how he hopes to get TLB working is super interesting. Love to see it!
There's just not enough syllables for "king-a"
¯_(ツ)_/¯
Anyways, I'll see if defeating Bowser works
yeah i saw that post go around again recently and i'm firmly in "long-ah" camp. i dont hear King at all aha
I probably posted it. 🙂
But that ign page confirms my memories, in theory
I agree though
it's the original Yanny/Laurel
And Neil Armstrong insists he said "That's one small step for A man..." but what are you going to do.
He had a lot going on. Memory does funny things.
Wonder what games to test interlacing for, might want to test this
Before I try beating bowser, backing up my save. Anyone know if the core .sav is compatible with Everdrive 64 x7?
Or do I need to convert/modify it for compatibility
NHL99
Majora's mask
Star wars (Racer and Naboo I think)
Starcraft
This is only for VGA out - Digital already works
Using VGA out for Analog RGB through SCART
Yeah so this is for you
Alright, so after beating Bowser in the basement, the sub is gone as expected and the poles are going around. Still going to check if this is the same behavior on real hardware, because I don't remember beating Bowser being a requirement for the sub to disappear, only that you need to get the star on Bowser's sub
Starcraft looks much better with it, I had no idea. The interlacing is mostly done on menus right?
Not saying "I couldn't be wrong", guess just confirming my disbelief at this point
This is something we could probably find a definitive answer by looking at the decomp
@brisk edge You talking to me or Jaha?
Y/C support isn't in the core yet, is it?
You, or at least just in general lol but yeah, the Mario 64 decomp should hold the answer of the intended behavior
Any 3d stuff affected by this?
Someone said it was so long k. bowser
Well, I was hoping I could just drop the .sav file on my ED64 and pick up at the same spot, figured it would be faster. But looks like the ED64 save files are in .eep format, so not quite sure how to convert that.
dumb question: been using the transfer pak option to play some pokemon on pokemon stadium, is there any way to export/import that gameboy save file to play on my original gameboy in the meanwhile i'm not playing stadium?
It is a requirement. Otherwise, you have not yet ousted him from the basement.
or the gameboy save file it's part of the n64 save file?
It should be the same, I was able to dump my DK64 save from a real cart and use it on my ever drive and the MiSTer without any conversion
we always thought this was what he was saying
because lets be honest, bowser is kind of gay
in the 90s middle school sense which is how we were using it
How big is the mister save file?
Did you have controller pak enabled and it made it bigger than 2 kb?
Oh also what version of Mario are you using? Just standard USA?
I had a perfect dark save that had the controller pak enabled so it was 130 kb but i used https://savefileconverter.com/#/flash-carts to shave it down to just eep
Converts save files for retro consoles: MiSTer, GameShark (sps and gsv), PS1, N64, DexDrive, Action Replay, Retron 5, Wii Virtual Console, Sega CD, Nintendo Switch Online, emulators, and various flash cartridge formats. Decrypts PSP saves. Provides help for downloading save files, erasing cartridge saves, and copying saves to and from original h...
On MiSTer, USA with the NoFace patch
Sorry if it's been asked and replied upon a million times but... where might one aquire the tlb patch for perfect dark? Or is it a self compile thing via the decompilation project?
theres a link in the pinned comments from Robby
#1096015979055697940 message
So I was able to simply copy the .sav over to the ED64, and change the extension to .eep and it was able to read the save
And the sub is still there pre-Bowser
So I guess it's working as intended
Can't believe I haven't noticed this in 30ish years lol
Wait for the async module? Or check with Robert
This probably breaks HDMI?
I know the PSX core separates it
You can import/export the GB save from the N64 Stadium 1/2 sav file, but it needs to be done manually. The save system is not finalised, so don't feel to troubled by the complexity. I've no doubt the means will become easier over time, either with core changes or seperate tools. It is correctly not a priority for Robert, so for now this is the way.
Writing the below method as a record for myself if nothing else.
I'll happily convert a GB save into N64 for you if you'd like, but if you want to go back and forth, you'd need to know how to do it manually.
You'd need to be comfortable hex editing files.
Check the Stadium 1/2 file size. They should be 128KB, or 256KB if you've run the Transfer PAK before. The first 128KB is the N64 save, the second 128KB is for GB saves. For now, only the first 32KB section of that second half of 128KB is used for a single GB game save.
If your save is 128KB, then pad out to 256KB with "00"s.
To add the GB save, you want to paste the SAV data into that 32KB region (from offset 00020000 to 00027FF0 inclusive).
The GB save also needs to be endian swapped (not sure if it's little or big endian, but needs converting either way).
In linux you can use the command (thanks @daring meteor):
'hexdump -v -e '1/4 "%08x"' -e '"\n"' yellow_newgame_splitfromCore.sav | xxd -r -p > yellow_newgame_splitfromCore2.sav'
You need to swap the order of every group of 4 bytes, so:
8B 81 00 30 86 50 84 94 50 98 91 80
becomes
30 00 81 8B 94 84 50 86 80 91 98 50
After endian swapping the GB save, pasting into the N64 save, should work.
Easy...............
To go from N64 to GB, just the same in reverse. Copy the 32KB section out to it's own seperate file. Endian swap. Done.
here's an hour of very casual playing through Shotgun Mario 64 before hitting a crash (romhack crash i think, not a core crash) https://www.youtube.com/watch?v=dwocbYXAI48&t=3465s
holy crap! Ready 2 Rumble 1&2 work now!
Thanks for the through answer! Will try it on a day off
What's the best way to report a bug? I found out that the UI for Top Gear Rally is messed up.
There's a test sheet in the channel pins that is updated with findings. Moondandy handles giving editing rights
Thanks!
I noticed just now that when going into the bombers notebook in MM and the resolution swaps, inputs stop being recognised for a good 7 secs or so, is this normal? It happens with the current test core as well.
very cool 😄 lol
the crash is funny as. getting wacked by the eel
yep, depends on your tv
set the MiSTer ini video output to triple buffer for a smother 240p/480i transition
@rose elbow you just apply the no face mod to the shotgun mod?
nah, the shotgun mod just doesn't have the face intro by default
vsync_adjust=1
Is a pretty good jack of all trades as far as resolution switching is concerned
Any patch available that removes TLB from Conkers?
You can shoot that fucking eel I’m in
I'm more interested in shooting the monkey
I don't believe so, I don't think that game ever even got a rom hack
Aah, I don't think tripple buffering works with the 240p 120hz modeline, hm...
On the current core from downloader, the analog stick range is great on both my NSO controller and also on Xbox controllers
But this iconic duo has like double the range, so it's feeling super super sensitive (it hits the axis max of plus/mins 85 when you're halfway to the octagonal gate)
that was fast ahahaha
Ooh Wii classic controller. Been a while since I seen one of those
I got 2 here
that is the pro classic controller
I have a black one I haven't used for like 10 years
I got one of those weird Wii u ones too
@iron dove 😄
afaik pro is just the exact same controller with a grip built in
Panda and another person I know have also mentioned their controllers still feel too sensitive
One is the ds3
Wii Pro (or SNES classic or NES classic) plugged into a Gbros plugged into a mister was tested at 6.x ms latency, not bad
this works with the core for controller range/sensitivity testing
but I could tell immediately in F-Zero X that it was way sensitive (small usable range)
FWIW this is also a great way to play Mario Wonder (gbros + Classic or SNES Classic)
Found mine but no gbro to test with. Do you need a gbro to make it work with mister?
My Classic Classic (non pro), doubt that makes much difference.
Very rough analog test, looks great, feels great too.
I believe some of the finer details on the stick fix were improved. Your just on downloader/update_all?
Try the latest unstable MiSTer. That should make things a lot better
I think release mister main should have the n64 controller fixes now
so no reason to grab unstable for that
That’s odd it doesn’t do that for me
What date is latest MiSTer though?
Yes
Latest release is 20231018
I will try that. Later.
Thanks. I will report back.
Most recent N64 controller fix was on Oct 15th
Probably can run it through a Wii remote and use Bluetooth?
Are you sure? I'm just checking the news channel, and I've not used update_all in a while personally, but been a while since I saw a post that MiSTer main was updated, unless there is a link to it?
I'm not sure about the news channel or how that works. I'm looking at the commits: https://github.com/MiSTer-devel/Main_MiSTer/commits/master
he knows too much…
I really don't know if that reflects what downloader pulls. Easy check, if you've run update all, check date on the MiSTer file.
But if it has a recent update, then my idea won't make a difference

update_all might be delayed... idk
I'm loving Doom64 so much. It really should have been Doom 3 back in the day
My understanding was stable has had the updated stick code for some time
It wasn’t done by the DOOM team so it wasn’t allowed
is my guess anyways, I didn’t ask about that lol
Final Doom also used original assets, by Team TNT
But yeah, missed opportunity
the team that did Doom64 really did it justice
even though they left out some enemies
But like I said, I know two people with the latest that still feel like their sticks are a bit sensitive
If I had to guess they called it Doom 64 because that's what many other franchises did with their N64 releases
Tacked on "64" to the end of the title
Megaman 64 for instance
basically same game as Megaman legends
I haven't played Legends but that's my understanding is it's the same game
So Doom64 could've been called something else on other platforms
Potentially, but I don't think it was released on any other platforms until more recently, and by now it's just "Doom 64"
Superman 64 isn't actually isn't even called superman 64, it's Superman: The New Superman Adventures but everyone calls it superman 64 anyways
Same exact thing but worse framerate and more compressed audio
Yeah it feels like a damn good level pack
Makes sense due to cart sizes
Still insane how they got RE2 to run on the N64
Watched a video a while back, guess they worked some black magic to compress the assets enough to fit on the cart
I kinda wish the other two resident evil games got ported to N64 with the same treatment but I can understand why they didn't
Doesn't sound like it was an easy endeavor
it’s ok, we got em on da Cube
I wish we had MGS on N64
it’s ok we got dat on da Cube
Well, back then, anyways. I've played it enough by now 😄
I wish the resident evil zero prototype got leaked for n64 so we could look at that
I saw it in-person and played the eternal darkness n64 prototype
Nice
I never even realised eternal darkness was originally for N64 up until recently
I actually have this exact problem with an N64 styled USB controller, it reaches the max at about 50% of the rotation, makes stuff feel a bit twitchy
Quest 64 gets a worse rap than it deserves
Where are the other 63 quest games??
I get it was a disappointment due to its hype at the time, but as a kid I didn't know any of that
I just liked the game
anyone tried this:
https://github.com/9nova/wolf64
I haven't, honestly never really jived with wolf3d back in the day
Quest 64 (Holy Magic Century in Europe, Australia and New Zealand
someone already made the executive decision that Quest was a dumb name
Now if someone ported ROTT to N64 I would totally be down for that
Eat lead
ah i take it i need to add the modded perfect dark to the database
Or load regular perfect dark first
^ yeah that's the other quick way
But I'd probably just add an entry to the user database file so you don't have to do that every single time
That duck speaks the truth 🙂
Trying to play perfect dark after 10 years of PC gaming is an experience
I don't remember the N64 controls being so unintuitive
@inner plume
Shroom and Dog modes
I can tell you that one of them is on Game Boy Color.
That one is alright
Oh yea I forgot about that one
I haven't finished it but Brian's Quest is more fleshed out story-wise
ive got 35 stars or so, crashed 3 or 4 times
Try out 2 sticks controls, they're just like modern fps controls
Oh I did eveything in my power to make it crash 😄
It's not m+kb pc gaming but I don't think the game would be fun if you had that much precision, way too easy
🙂 in jolly roger bay, swimming through the rings in front of the underwater cave entrance and and collecting the 1up that spawns seems to do it pretty reliably
There is a perfect dark pc port now, last I checked it wasn't perfect tho.
i love that you can just shoot the giant eel and it goes into an upwards death spiral
How ironic 🧐 the game looks and plays great like that but there's still the question of difficulty
The game is fundamentally designed for a wonky controller
I only ever finished perfect dark on perfect agent on the xbla version
I wanna say even that version has some wonky control issues. Gotta dial in the sensitivity in the options
You've had the chance to compare it with the 2 sticks option on the core? I guess they're about the same
I can play without auto aim on the xbla version but on N64 I leave the auto aim on. I haven't tried the dual analog hack yet
Oh okay yea auto aim needs to be off to adjust for the increased precision
I've been religiously using my 8bitdo kit for the core so I haven't had a dual analog controller at the ready to try it yet. I'll get around to eventually. I got turned off on perfect dark because the patched version is bugged anyways so I haven't touched it much since I discovered that
Wonder if the guy will ever fix it. Looks abandoned
Now that we have pc ports available, he might not even care now
Which is a shame because it runs better than vanilla
Can't open an issue on the Github and I have no clue where he hangs out to even try and track him down 😂
The Turok style controls were the best way to play GoldenEye and PD back in the day. Closest thing to modern control method with C-buttons for movement. Probably why I still use inverted controls to this day 🫣
Was it a performance patch thing? It's funny that someone has patched out the thing that doesn't work on the core but for a different reason I assume
I have c movement burned into my mind from N64 fps games but I don't use inverted. Forced Inverted on N64 doesn't bother me tho
It loads all the rooms into memory or something like that so I assume that's why the bug occurs on Carrington institute. The room is loaded so it can't make the necessary change for the skedar to spawn the ship that holds the bomb
has anyone reported it on his github?
I would have if there I was able to report the issue
Doom 64's title was actually chosen as the first map would have been the 64th map in the complete final doom trilogy. Final Doom having maps 0-31 and 32-63 respectively
I have a Raphnet N64 > GameCube adapter that allows custom mapping to pretty much whatever. Can map C buttons to the analog stick, and joystick to the C-stick. Basically play GE or PD as a modern FPS. No option to Invert Y axis though
No tab for issues or whatever so I can't report it
I don't understand why someone would patch that out tho, what compelled him to mess with the way perfect dark stores certain data (something like that)
Is it a big performance boost?
Better frame rate
Probably didn't play far enough to notice it was an issue for the specific level
Plays great (both Spear and Wolf3d)
Chex quest 64 when?
Right.. could the core ignore tlb stuff if it was all in place? I mean, doing what the patch is doing but inside the core
Probably not
Probably not
There should be more 64 stuff, like homebrew ports, every old pc game would work better
It's probably the best way to play doom right now
On the mister I mean
You're on a list now
Location is holland confirmed
quest 64 is allowed but the emoji is gone.. was it worth it
OH, we already have one. ok not bad not bad LOL
Nah, thats mine
You know, that should work on 64doom. I believe Chex Quest 1 and 2 were made for vanilla doom
sweeeeet
I wouldn't be surprised
It plays really well actually, and has a cheats menu and everything
64doom should in theory be able to play all vanilla doom mods
so it just plays right out the gate? no modifying the database file?
No, I got a quick error popup in the top right corner (the game might not be in database) but it plays just fine
Ah, I wonder if it saves and loads, and if the saves are retained
alright I'm downloading them now
apparently it uses sram
Load game and save game are greyed out for me but I don't have a memory card in
save game corrupted, when I try to load
Same, using SNAX
Niiice, I kinda assumed with transfer Pak supported but it's hard to keep up here if you don't pay attention for a few hours
Stereo sound in Wolf3d is really good!
yeah I'm so impressed by how this plays
Oh wait that's the kind of port I was thinking about, that's so cool
Had to do a double take before I realized that wolfenstein 3d is way too old for 64
might want to check the save type, I could see a homebrew doing something weird.
Lots of those everdrive patches change the save type so I wouldn't be surprised
Does this mean that every doom .wad is on the table? 🤔
Maybe the really old ones
Oh, you gotta set the save type to SRAM32
I only tested the shareware versions (wolf.z64), not sure I'm up the the libdragon build your own adventure to make the full verisions, if anyone has done so let me know
I know shit about doom wads, someone should try building a cool one and see if it works
and by the way there are so many map packs and TCs for wolf3d
That's what has stopped me from building any of those ports, I'm lazy and don't wanna fuck around
Awesome! Thanks
Or just building normal doom, would be cool having both
yeah when someone mentioned sram that's on the cart and is different from the cpak. i kind of figured the core wasn't detecting the right thing
Or if they look different, I assume that doom 64 is a bit spicier with the lighting
Doom 64? More like perfect dark (ness)
Yeah I installed the version with all the nightdive improvements, much more playable now
Ooooohhhhh
I've already played it on pc but so fun having it back at the 64 again, with the new maps as well
Here goes (likely nothing, since I dunno what Im doing)
Its fantasic, played through it on the switch, but now I can try it with the SNAX original N64 controller
Build it, you could even make your own cartridges out of doom wads tbh, hundreds of new n64 games
Nope, bunch-o-errors
Boo
Wish I knew anything about building github stuff but I'm too dull sadly enough
I gotta say this wolf3d port runs beautifully
Yes, elevated command prompt
few errors went away when I moved the folder to system32
(this is a test machine so doesn't matter what i do to it)
nuke it with a low orbit laser
controls are immediatly intuitive, just jump in and play. Really fun, hope to figure out the full version
please let me know when this gets figured out. I want to try modded wolf3d as well, like astrostein 😄
Throw it in a river
I don't belive in littering
I didn't say leave it there :p
thats just baptisum
Might be good for Wolfenstein but not doom
THPS2 done
Bunch of references to a fire happening in the credits and a fire department? 
no errors! now to figure out the rest
and more to figure out
No capture card footage? 😦
I'm finishing streaming it so I'll highlight it 😆
Yay
What the. Did they set their studio on fire?
N64 credits are strange. Like how Shadows of the Empire refers to Tim Shafer as The Raccoon King
environmental storytelling
Can you name every game?
i thought the dinosaur was Rex from Toy Story for a few seconds there
Toy Story 2: Buzz Lightyear to the Rescue
yes
I think that's supposed to be from Turok but I agree it kind of looks like Rex
dont think im spotting any skeletons on motorcycles
So you are using it with gbros? In xinput mode?
Latest gbros firmware?
the tag on the great mighty poo singing plush doll is a piece of corn, nice touch 🙂
I think pretty much all controllers report as perfect now that the clamping stuff is in stable main
Jet force gemini, majora's Mask, turok, blast corps, wave race, Kirby 64, super smash bros, f zero, banjo kazooie, star fox, goemon, mario kart 64, Goldeneye, mischief makers, super mario 64, conkers bad fur day, harvest moon, worms, winback and Zelda ocarina of time
winback was the only one i wasn't sure on
It's either that or mission impossible and my money is on winback
i'm still choosing to believe that's the turok guy blasting away rex from Toy story and i dont care what anyone says!!!
And you have to move it all the way by the restrictor gate before it hits plus/minus 85
yea
https://github.com/sanni/controllertest/raw/master/N64-Port/controllertest.v64
Theres another one that's meant to be better
but it crashes intermittently
with the range clamping in main, you'll likely get a good result in that test with any (non-snac) controller
that test rom does have other tests that let you check the travel/deadzone
https://github.com/wermipls/mimi is the other test rom that is better but crashes randomly
The only controller that is gor some reason not working at all is the Hori n64 controller
I really should try mine (though I think the analog stick needs replacing or grease)
Say, wanted to check but, is there a version of F-Zero DD that can save the custom tracks? Or is that a core feature not implemented yet?
I'm getting a black screen when loading roms, what causes that?
im on the latest test build
E0000040
do you have the N64-database.txt, boot.rom and boot1.rom in \games\N64
I dont have a txt file, I'll look into that, thanks
right-click the 'raw' button and save link from there
the db tells the core which CIC lockout chip, save type etc each game uses
Still getting black screen, do only some roms work?
most work, what game?
none of them load
its mostly games that use the TLB feature (goldeneye, conker etc) that dont load at all
Is there a way to configure controls specifically for N64? My Switch Pro seems to only configure with the SNES-style layout on the main menu for Mister
do you have the latest main, and did update_all get the boot.rom/boot1.rom files for you or did you add them manually?
@quaint copper you just need to map what you're prompted for in main, then map all the N64 specific buttons within the core
I have the latest test build & found the boot rom at the usual place we dont mention here
hmm, perhaps delete the boot.rom files and let update_all (with bios DB enabled) download them again
Check your PMS @hazy arch
Thank you for the reply! Was this a recent feature? I don't see a config menu on the n64 core menu in-game
But I downloaded it from #test-builds just yesterday
OH there's more to the menu! Thank you!
no probs, that right hand menu has the option to save settings, configure video processing etc
Progress is good!
lol, if you shoot the baby penguin in shotgun mario it sends you flying off the level to your death
and the rabbit bounces off the walls like crazy
PSX core separates but stuff like genesis doesn't
If someone can test it you can try
Ah wait someone already used it with VGA Scaler, it should be fine than
I AM TUROK
BTW I tried to import saves again for Majora's Mask using that srm to sav-script I was given but it doesn't seem to do dice - IDK what's MM's regular save size supposed to be but I'm guessing it's not 32kb like OOT?
@manic basin
128kb
Yeah, that was just a quick and dirty script for a specific import. I'm hoping N64 gets added to the online mister save converter.
128 kb for flash
I wasn't even aware it existed until a few days ago. https://savefileconverter.com/#/mister
Converts save files for retro consoles: MiSTer, GameShark (sps and gsv), PS1, N64, DexDrive, Action Replay, Retron 5, Wii Virtual Console, Sega CD, Nintendo Switch Online, emulators, and various flash cartridge formats. Decrypts PSP saves. Provides help for downloading save files, erasing cartridge saves, and copying saves to and from original h...
I gave the guy my save files a while ago for him to look at to maybe add official n64 mister support
Noice!
Doesn't have N64-option in the dropdown menu tho
You can't save a flash type save as a eeprom or vice versa
Like I said, hoping it gets added.
So in theory, somone could make a save with a gameshark code enabled and use it on the core
Having trouble getting dual controller to work, is method correct.
On MAIN MiSTer level map everything, left and right stick.
In N64 core map buttons, ensuring no buttons are mapped to either stick.
Set Dual Controller, Analog Swap. Then boot the ROM (Testing with patched PD that had worked dual perfect while this was being trialed).
Anything obvious I'm missing?
All pads set to N64pad too so they are plugged in
Are you using mister unstable
You made sure the last stick is mapped at the veeeery end of the mister mapping? People tend to skip that one alot
I am on unstable. Perhaps I'm out of date then, simple thing, thank you!
Update_all time
Is there any requirements on using unstable any more?
Was the "new" database version added to main?
You need unstable newer than 16 of oct to use the controller options
It is on main naturallyu
Working now, thanks very much for the obvious pointer I'd missed.
update_all pulled MiSTer dated 18th Oct 👍
Just need to check what happened with database out of curiosity, but whatever it pulled is working perfectly
🦗
What exactly will fastload do to speed up loading a rom? Wasn't this also implemented in the GBA core?
he was chatting pure shit, there's no way he even remembered a 20 year old recording session and there's zero chance it says "kinga"
so long, eh bowser!
I think he said so long-a bowser which is just that lazy italian impersonation (bake-a da pizza, make-a da spaghetti) and he was a bit embarrassed about it
He should be haha
Yea I think a lazy italian impersonation is funny but "so long-a" doesn't feel accurate even if you're exaggerating, that's why he tried explaining it away with king-a
Or, did he say 'king' in Italian?
I think it'd be out of character for mario to speak any real italian besides mama mia
Whether we like it or not Martinet gave an official explanation but we’re still free to come up with our own interpretation.
Exactly. I'll trust the words of the man himself who voiced the character. Anything could have happened during the transition of that audio clip to the cartridge.
considering that literally anyone can imitate the mario voice, they probably re-recorded it and didn't tell him
If anything, he's probably misremembering 'king' as 'kinga'.
Or 90's Japan was so bad with English voice actors that Martinet slipped a good one in to make his career worth it
Suck it Nintendo
he's probably just saying, "So long, eh, Bowser?"
but martinet probably did five hundred takes
its true she did
Charles is obviously a pro and I think there's more nuance in there than people give him credit for, especially with the way he leaned into different traits with waluigi and wario
but my mom looks weird when she wears marios mustache
I always understood him to comment on bowsers sexual orientation, which I thought to be a bit unnecessary.
Just saying I think he did the lazy italian -a thing for a word that doesn't really work
If I was Martinet, I'd do the same
so he was actually saying so long gay bowser?
but how did mario know
Martinet, marry net, it's a play on words. Mario holds the net
the existence of gay bowser implies the existence of straight bowser
He was really into fleshing out the character of mario and hinting at his italian catholic upbringing and some casual homophobia would make a lot of sense
I hate that they retconned the koopa kids as not his actual kids
Bowser told his son that his mother was peach on super mario sunshine so nothing is too far fetched
Was he lying?
It's like with donald duck not being the father of huey, dewey and louie, it's weird
They should show donald duck having sex
every copy of mario 64 is personalized
we each have slightly different voice lines in our cart
ohhhhh kaaaaay
I think Imma take a break from Discord for the day
Rayman 2.4 trains edition
That's missing the Id logo
I got that with a cereal box, not the n64 version tho
He has like 9 kids
And he places all his koopa kids before his castle
Wait what
Yeah that man sacrifices all his kids lol
WAHOO is back and he's faster than ever! He'll get another speedrunning world record for sure, but at what cost?
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I heard the going quackers n64 version had a bunch of problems with the music, something someone fixed just recently with a rom hack
Also impossible the word is king because there isn't even a hint of a k sound in the phrase
I'm pretty sure the line is "So long, eh, Bowser?"
Could be so long a bowser like others mentioned like how in m64 he says its a me a mario
Phonetically, it sounds like "So long gay Bowser"
I know what Martinet said but there's no way he's saying "king-a", not enough spoken syllables
im honestly suprised this number is as low as it is
yes, originally it comes from the neogeo core. The HPS is writing the rom to ddr3 instead of using the slow HPS bus. Then the core has to take care of copying it from ddr3 to sdram before it can run
We still cooking give it time, by final core release we will hit 1k I'm sure
Robert did you see the interlace fix I did
no sorry, i think you implemented the half line vsync?
Yeah, and the line alternation needed
Didn't even know it was a problem but the starcraft menu looks super crisp now on my crt
i didn't do it for the sync module to have equal length frames for easier debugging. async module will have it
Ahhhh, that's why
but if your version works, we can also take it now, it's not like i have to debug much interlaced stuff anyway
better?
Yes
For debugging you can stub the vsync_hstart condition and leave it constant (If you make a seperate debug build)
Oh yeah and vtotal
i would merge it tomorrow, currently working on something else, ok?
Hype
and thank you for testing it with CRTs 🙂
I'd still like to know what's interlaced, is it only 2d stuff like menus and the bomber book in mm?
I'm happy I got the secret tlb core for completing superman 64 so I'm all good
im trying to get perfect dark control to work like a modern twin stick. if i try to make up/down/left/right to my right hand analog it doesn't seem to work at all, has anyone gotten perfect dark to map to a modern twin stick? if so how
You have to change core settings, swap sticks and the map player 2 to player 1
and use unstable main
There is Star wars
Racing? With the 3d stuff?
Yes
Alrighty, very good
There was a release on 18 october, no need for unstable
ok mister has been updated to unstable. @solemn marlin i see the swap sticks which i turned on, what is the "map player 2 to player 1" part?
i see "dual controller" which has p1->p2
i would have never figured this crap out lol thank you guys esp Robert for this wonderful core
wish it still wasn't so funky but i guess this is the best we are gonna get
There's also invert view that you can toggle
yeah i did that as well, its just im obviously used to having the aiming in the middle and it moves the aiming then moves the character
Robert is here, let’s please try to stay on-topic. Thank you very much.
Are the controls funky? I thought they were good 🤔
I mean, as good as pd has ever been ig
How can I get the no face patched sm64 to save?
It should save fine
This file (N64-database.txt) needs to be located in your /Games/N64 folder:
https://github.com/MiSTer-devel/N64_ROM_Database
A database of rom metadata for properly handling N64 games. - GitHub - MiSTer-devel/N64_ROM_Database: A database of rom metadata for properly handling N64 games.
Flaming elbows? This is making me picture Macho Man doing his flying elbow while its on fire. What game is this credits scene from?
THPS2
yep according to post sunshine mario lore, the koopa kids are just worshippers of bowser and his only actual child is bowser jr
also when mario makes yoshi shoot his tongue out, mario is actually pointing and not punching yoshi in the back of the head
and there's a third mario brother named Pepino who wears orange but he's been canonically dead since 1989
THPS fans, should I play the N64 versions over PS1?
i've been playing both and the n64 feels better to me
the first one has more polish maybe
maybe I haven't seen the answer before but why do we need this database file? Certain roms only run if this file is in that game folder?
PSX because music/FMVs
Multiple reasons - Things like CIC chip and save type differ a lot between games. As part of N64 copy protection if the right game wasn't paired with the right CIC chip then it wouldn't load at all
Just avoid playing THPS3 on PSX/N64
Oh damn, how come?
so the .txt file is basically a database of which game needs to be paired with which CIC chip and what kind of save type it used, to make sure it can run and the game can actually save properly
WHY? It's a GC/PS2 game, friggin masterpiece
Yeah but I don’t got GameCube on my Meeeester Eff-Pee-Gee-Ayyy
Why you making fun of my accent?
When THPS3 came out on Sixth gen, its one of the games I'd consider close to a perfect 10
i can't get used to using the stick on gc
Use Dolphin with a PS controller 😛
Ok I hear ya, and believe ya. How much of an inferior experience is it on PS1?
Pretty sure the engine is completely different on PSX/64
The entire point of THPS3 is the new engine on Sixth gen
it looks very bland on ps1
like they just made an attempt to port the levels into the old engine
bit like sega cd road rash
Yeah, they clearly just used THPS2's engine with tweaks
also has some missing songs
Let that be a reminder for everyone else, 6th Gen THPS3 or else 🤗
What about THPS4?
same, not as good as THPS3, but keep it 6th Gen
Well damn
Oh Doom64 on PC is on sale at Steam it was £1.37
in case anyone wants the PC version
So has anyone verified that the NSO N64 controller has a bug where the directional pad is glitched and keeps interpreting the up input as down no matter what?
In the N64 core's System Settings menu, there are several different options for CIC type, save type, etc... but at the top of that menu there is also an option for automatically detecting those settings. When enabled (which is the default setting), it uses the contents of the N64-database.txt file to automatically configure each of those settings based on the game you have loaded.
The N64-database.txt file now has far fewer per-game entries, since a different method of auto-detection has been baked in to the MiSTer main binary, so make sure that is up-to-date as well.
works fine for me with no such issue
Nope, not me. Wired or wireless?
I've only used mine via USB, for what it's worth.
I only use mine on BT
@wanton sun Noticed that performance in the core is better for Daikatana. It’s minor but feels like 3 - 5 frames better.
Checking out the game on my N64 and it’s more choppy.
Hard to believe that it's only my controller that specifically has issues with only the Nintendo 64 core.
That is so extremely specific that there has to be a bug somewhere.
Also the core handles Daikatana’s high-res mode perfectly now. The game is adequately letterboxed and has a smaller window just like on a real CRT.
To be fair, I haven't used the NSO N64 controller that much ever since I got the Brawler 64.
Been using the NSO alot and haven't had any problems.
if I remember its easy to set the Dpad up wrong. I do remember getting it backwards like that when I set the controller up, but then I redid it and its fine
So, Robert made Daikatana a good game now? He is a miracle worker! 😉
I unironically enjoy the N64 version. Playing it on the core now.
When it comes to there being a finite amount of logic elements on the mister and the core taking up 80%+ and being unable to fit certain features how would you explain that to a normal person?
It’s a stupid and basic little first person shooter. Without the companions it’s a much easier game. They also greatly simplified level geometry so it’s a lot easier to navigate.
It's triggering my megalophobia!
You have a pint of N64 beer but only a 12 oz mister FPGA cup to pour it into.
Finally got to test out the new core and Dr Mario is perfect!
Really?
My favorite part of the movie. First time i saw it i almost peed myself laughing. All credit goes to the creators of the movie. I just used this clip because its a funny clip.
this clip made me think of robert fitting n64 onto mister
No need for concern just goofing around😄
Betraying mister for real hardware? 
I have all this bullshit and the MiSTer just replaced it all in one fell swoop loool
I'll take the PVM off your hands anytime
Okay I found out my issue! For some reason my input was tied to the button/key remap option. Now the input is working like normal.
also @zinc dew , THPS3 on Xbox and GC, had to censor a "Playstation 2" reference in one song 😂
"For some reason my input was tied to the button/key remap option."
Hard to believe. 😏
Not small enough! I have this!
Must... go... smaller!
Gasp!
I need a travel tv I can mount on my mister ps1-style
one of those ipad panels from aliexpress?
Anybody know a site or tool that will convert Everdrive saves to the core? I googled... but what I've found so far is a no go.
don't you just need to rename their extension to .sav?
also, how does the core handle games with both cart and cpak saves? like MK64?
Yes
I wouldn't say avoid it, just know that it's a demake.
also, play both versions of the THPS games and see which ones you like. I prefer the N64 versions because smooth gameplay and visuals is more important to me than full soundtracks and FMVs
I played them on n64 because it's what I had as a kid but as an adult I can't stand the loading on psx lol and gameplay does indeed feel smoother on the n64
I don't remember how high up the series I bought for n64 tho so I don't remember how 3 is
Which one had Darth maul and spiderman?
Cus that was the last one I bought on the n64 I think
Maul was 3
I learned that 4 had shrek 👀
Do the Darkside grind
I don't know if I got 4 on ps2
but even the demake probably wouldn't fit on an N64 cart
All I know is I never bought underground or any of the rest, stopped at 4
Thats a shame, THUG was definitely one of the best ones
I played the demo I believe or borrowed it
Ps2 days I had to be more frugal with my purchase
Prices weren't so easy to persuade my parents
THUG is the best Tony Hawk game, change my mind
I enjoyed THUG 2 because it's basically "J*ckass" but THUG 1 had better levels
THUG2 is alright, but THUG 1's story was WAY BETTER
Just renaming it doesn't seem to work for me. Just trying to tranfer my Zelda and No Mercy saves
yeah, THUG2 was more marketing than TH game
One thing I found cool I guess was being able to get off your board
Also didn't you have like a health meter too?
I know the THUG Pro PC mod uses THUG2 as a base
but overall, THUG 1 is the better of the two as a vanilla game
I don't remember a health meter but there is a combo timer for cavemanning before you lost your combo
Might be thinking of something else then, cus I think I remember seeing blood when you face planted etc
I think you bleed when you scrape your body across the pavement in every TH game, or at least from 2 onward
Can't recall seeing blood in 1
I'm not home or I'd boot up 2 and see I thought it was something that was added in the modern ones starting with thug
Now that I think about it... was pixellated blood unique to the PSX versions and not in the N64 versions?
Yeah I think that's the case, the N64 THPS 1 was rated E but PSX was T
Maybe that's why I don't remember any blood since most of mine were on n64
I had THPS1 for N64 but played all other titles on PSX or PS2
Yeah all the N64 THPS titles were rated E
Bet that's why there are missing songs and additional lyric edits in those versions as well
It's all starting to come back I think I saw blood for the first time in thps4 on ps2 and I spent most of the time painting the ramps with my blood on purpose
try this tool: https://savefileconverter.com/#/flash-carts
Converts save files for retro consoles: MiSTer, GameShark (sps and gsv), PS1, N64, DexDrive, Action Replay, Retron 5, Wii Virtual Console, Sega CD, Nintendo Switch Online, emulators, and various flash cartridge formats. Decrypts PSP saves. Provides help for downloading save files, erasing cartridge saves, and copying saves to and from original h...
I remember blood in THPS2 on the PSX
I only recently played 3 on PSX, the rest of the titles I had and played on PS2
I find it wierd that Dreamcast never got THPS3. Was the DC already dead in late 2001?
Yes.
Late 2001 was Xbox and there was no Dreamcast.
Weirdly, DC has been getting homebrew "retail" releases periodically since it's demise
Most recent one was a few years back that I can recall
Dreamcast was still around in 2000 because I have a production sample GDRom that I am fairly certain was used to show the game at e3.
DC died in early 2001
in the west
And MS filled the gap later that year
japan was a somewhat different story
You sure on that? Thought Sega withdrew from the console market at the same time
Wiki page says DC was discontinued worldwide 3/31/2001: https://en.wikipedia.org/wiki/Dreamcast
The Dreamcast is a home video game console released by Sega on November 27, 1998, in Japan; September 9, 1999, in North America; and October 14, 1999, in Europe. It was the first sixth-generation video game console, preceding Sony's PlayStation 2, Nintendo's GameCube, and Microsoft's Xbox. The Dreamcast was Sega's final console; its 2001 discont...
Sweeeeet @zenith orchid Didn't get Wolf3d but got most dooms
What is that display?
PAC SE6
That's my Mister Luggable
It even has Dolch on it 🙂
Dr Mario is perfect.
Haven't gotten a crash yet on this build.
It's Dr Mario and it has a story mode.
Dolch Pac 586, was destroyed when I got it so it became my doner shell
Basically just some graphic upgrades mostly but Dr Mario is such a classic it really didn't need much gameplay changes to be great.
don't think I've touched dr. mario since the 90s
Mister Stack, SNAC, usb ports on the side, screen, cherry mx mechanical keyboard (doubles as a screen protector), 220w power supply (it was what it had), and carry bag with all the other stuff one might need
Yeah it's a Luggable for sure, but nice and easy to grab and go
I used to bring mine in my luggage with a pillow case full of cables and controllers to play on the road in hotels. That's a much neater solution.
yes, i will add the ddr3 slowdown in as soon as the cpu and rsp have full speed. Then you hopefully get slow daikatana again 😉
I'm assuming this will introduce the intended lag in games like Pokémon Stadium 2?
hopefully, haha
Will there be option to turn off the ddr3-slowdown for slight performance boost?
Thanks Robert! DKR water is fixed! 
That is brilliant! Thank you!!
I play smash bros 64 competitively and the no lag has been a gamechanger, so i would be eternally grateful if that option exists to not induce console lag in the future.
i know, seems very minor, but it happens also in the game sometimes and as i play it, it annoyed me 😅
the logo of rayman 2 in the intro has had a vertical black line in it at places, i wonder if this fixes that as well
I have been extremely impressed with everything I've tried out!
no worries, there is no reason to not allow it
Very subtle, I wouldn't have noticed if you didn't point out
Speaking of Pokemon Stadium, I noticed a weird bug a while ago that I don't think was ever mentioned before: if you pick Chansey to be on your team the game instantly crashes. I don't think this happens with any other pokemon
So wait some games are running without slowdown? I haven't been following, is this an actual problem for any games?
this one?
yeah
i can't see any issue there?
going through the 2. Is that from an older build?
this is from previous build
You have bilinear on or off? Game scales vertically
cannot reproduce
I'll have to recheck it and get back to you later 👍
I'm going to a smash tournament in a few weeks where there will some of the best players in north america, so i'll be excited to introduce them to this project. From what I've tested, I think everyone will be blown away.
@wanton sun must be my rom dump then. I'll try with one from a different source
I'd love to hear what pro gamers think about mister. Don't forget your snac adapter!
Ah, i don't have a snac adapter, but the majority of the smash players play online w/ emulator using a raphnet adapter, so i have been using that
and i feel like i'm playing on a perfect console
people will overclock their n64 consoles to try and limit console lags in smash, but it only goes so far
I've just been assuming they'd be super picky about latency and snac should be best in that regard. Admittedly I don't know anything about competitive smash.
So this solves that problem, gives me a 2nd output to stream, allows for multiple controller types.
one of the things that's a little bit interesting about the smash community is that people use all sorts of controllers, because most players started by playing online emulators
so people play w/ xbox controllers w/ weird adapters and even keyboards
I'll give it a shot thanks!
but they require all sorts of mods to get working on console
this solves that problem as well.
Yeah but don't forget about the dark side of the misters controller compatibility of us are controller hamsters with uncontrollable impulses.
They are picky about input latency, but i have not noticed any compared to real hardware. Bigger concern imo has been random fps slowdowns on console.
but i have noticed that the game is very stable on mister
even in doubles w/ a lot of stuff happening on the screen
@wanton sun If you're looking for other Stadium 1/2 visual bugs, I don't recall if I ever shared these outside the PAL spreadsheet.
Patches missing from Pokémon models. Can see what looks like the same issue in both summary screen of any Pokémon from GB cart in Oaks Lab, or on this pre battle screen in most modes in Stadium 2. Can't see anything similar in Stadium 1
The pollution is gone!! 🌊
thank you. have not seen that in stadium 1 yet
Does this also fix the surface fog and water in Mario 64?
are there still issues in mario64? i was not aware
I’ll try to get a photo of it. It was most evident in Jolly Roger Bay.
I was seeing those too, but haven't checked the latest build
there's a boxing game with similar artifacts
have to leave now, but if you have something, feel free to @ me and i take a look tomorrow. No promise i can fix it, but mario64 deserves a look 🙂
Ridge Racer 64 is also worth a look 😄
I won’t be home for a while so if anyone wants to beat me to it, by all means
@wanton sun thanks for the update
I think Robby's just making stuff up. I wouldn't worry about it. 😉
@wanton sun On the wrestling there missing images (like in the intros) . Why is that? I like to know the technical side. 😊
Not fixed
Those 4 wrestling games are funny. 2 are made by Acclaim Studios Salt Lake City (aka Iguana West?), those look great. The other 2, developed by AKI Corporation both have visual issues. Even though TLB gets some use in the Acclaim games (Attitude), those look the best 😄
Yeah, i tried, thanks 🙂
Also Stadium text fix looks a little like the Monster Truck Madness 64 main menu text issue. No fix there
I have noticed a regression with some textures in Blast Corps (USA). The previous two cores shows the extra planet textures as green. Previous cores dated upto and including 1023 shows correct. 100% save is attached. Just navigate to Shuttle island.
@wanton sun sorry, wasn't super clear. This is how the logo looks during the long intro when starting a new game
This is from today's build
More N64 core goodness today!
that's too hilarious, I was in the mood for Smash Remix and downloaded the october 25th core
Smash Remix is incredible
it's better than ultimate because it's not drowning in le anime swordsman
fire emblem and it's consequences in smash were a mistake
usual controller connectivity question... friend of mine just tried to get his 8BitDo Ultimate connected up... couldn't get it to accept the analogue stick... is that aknown thing?
or is it a stick 1 stick 2 swap thing? odd part was that after mapping it in the mister core / main menu, the analogue sticks dont actually show up in the testing application either... which is a bit weird
didn't map it in the main menu
It's funny but it also seems a bit arbitrary with character choices, why is sonic there
HedgeHog Hater !
I just sharpened my pitch fork too
I guess he's in the new game but still, it mostly seems like a mix of 64 guys and melee additions I guess...
yeah we mapped it in the main menu
Anything fun found with today's update?
Yes
so mapped it in the mister main menu thingy bob... the usual F12, right menu.
so map left stick right stick kinda thing
unless iv got a totally messed up installation
Might as well put gex and rayman in it at that point
you sure you went all the way through the mapping in Main Mister. When you get to the mouse settings you have to keep going to the analog setup
No way they should be in there before Bomberman imo
oooooooooooooh fudge cant just hit finish?
no
mouse is undefined yes
excellent - thanks! we will try that
yeah i think i actually recall now i had to do that for my usb n64 controller
Bomberman did a lot of heavy lifting for the n64, way more than Marina
also tnhe C Buttons may show up as an analog stick I cant remember which controller that was either NSO or 8bit Do
but with that, that was fun because it kept assigning left stick to the Y axis and right X lol till i somehow faffed enough to get it working haha
Will a lousy old laptop give you trouble when building stuff from github? Just wanna see that doom port working, see if it's possible to put a random wad in there
So I have this but still SM64 refuses to save. I’m thinking now that maybe the no face patching went skew-whiff. What is the recommended no face patch and patching method?
Docker keeps crashing for me 
The information is in the pinned comments.
docker seemed redundant for me. I just use compose now.
Compile some doom wads with it
Or if there's any other cool n64 homebrew tbh
Oh a goose game n64 demake
There is?
Apparently, have to try it
good evening n64 crew
N64 is the best it's ever been
Thanks. I had used the ips patch prviously, hopefully the bps one will work instead.
new build hype
Sorry to say that honking has not yet been implemented, you can just walk around
it should just be called untitled game until the honking is in
Really cool how well it all works tho, maybe there'll be more homebrew with this core
This is incredible. 10/10. No honk? 0/10
Sorry to be the bearer of bad honks, I might have set it up incorrectly, lemme check
You can spin a cube if you hold z
j
There's game of life, minesweeper and flappy bird
btw, for anyone with the 8bitdo n64 controller wanting to use DInput mode, make sure to map the C-buttons as the right stick in the Mister level button assignments. this way it will enable the C-buttons to be mapped in the core
That seems to happen on real hardware too:
https://www.youtube.com/watch?v=Z-7y4s_pdVA
Recorded on hardware. Game by Ubisoft.
For N64 gifs, game preservation, and more occasionally worthwhile uses of your time, please visit:
http://n64thstreet.com
@vast delta Are you using wired or Wireless?
@wanton sun @zinc dew The graphical glitch with the SM64 water is still present in the 10/27 build. To see it, enter Jolly Roger Bay and walk toward the cannon; the water will start behaving incorrectly on the left side of the screen. I'm using the UltraSM64 patch.
The bug is in the UltraSM64 patch, just use the noface patch
I wondered if that might have been the case. Does it do that on original hardware too?
Any game with Ultra-InterGalactic-Cybot G Marina Liteyears is incredible by default!
wireless, but i assume the same applies for Wired DInput mode
Oh, excellent! Thank you for looking into that 👍
@wanton sun looks like Rayman logo matches hardware
Happy Friday everyone!
oh man 😆
well, I'm headed out of town for the weekend soon
but I updated everything and my Classic controller plus Gbros is still reading WAY sensitive (hits plus minus 85 in controller test halfway before reaching the octagon gate)
AND
mister v231018
OS v230501
N64 v231027
insert blank response here
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"Blast your way through good ol' Mario 64 with a SHOTGUN! A completely new shotgun mechanic complete with firing, a jump-boost, an aiming mode with a crosshair, and many unique interactions to make for...
Ah, that must be why I see it, too. I've been using that patch as well.
There's a similar water-related anomaly when you first load the game and wander around the right side of the castle near the back. Rotate the camera around enough at certain spots, and a water plane just randomly appears above the ground at around Mario's height.
Other games fixed with the last test build?
Nice water
Hoping someone can help, I'm sure that I saw someone post a utility / tool here that would remove the face from Mario 64 hacks, (not the patch that's in the pins for the vanilla rom) ..... only I can't find it and can't remember what this tool was called. Hoping someone knows what it was called (and when it was posted here, even better to link back to it) so that I can d/l it & patch a few romhacks.
MarioDefacer.exe or .sh for linux
Thank you so much!
It seems F1-Gran Prix has the lighted rpm indicator sprites finally fixed, this bug has been there for ages!
Unfortunately wasn't able to get that defacer to work with the splitscreen mod. Applied the bps, then dragged that result onto the exe, but the result wouldn't boot. Thought perhaps the database entry was incorrect, but I just used the one from the original ROM.
- the correct hash of course.
Codeine goes down easier with a sweet drink also known as a chaser. I would have to include that into the calories.
I was asking about some great RPGs on the N64 roughly a month ago, and someone recommended Holy Magic Century, an EU release...
I fell for that hook, line and sinker...
I got to the title screen and was like, "... Wait a minute!"
is there any way to turn on scaling or anything yet or is that something for the far future?
also, does anyone else's NSO controller just constantly cycle the lights, even after pairing?
Scaling is a far-future hypothetical maybe-if-lucky sort of thing
gotcha - totally understandable
ahahahaha
I can't find the conversation now. Was that you?!
IT WAS ME

