#Nintendo 64
1 messages · Page 116 of 1
Lol
THERE you are, you dirty no good snake...😆
The greatest game
I shouldn't have to manually change the save type right?
Just been playing a lot of Pokemon Snap tonight and I'd hate to lose my progress
You shouldn't no. If you've got the database file manually, or run update_all at all recently, it should have it, and automatically get the settings to keep saves.
If your playing homebrew, an odd patch, you might see the "not found in database" message. Something like that. Regular released games are all covered
@wanton sun Thanks for looking into Mario 64 water plane issue. Here’s a few comparison screen shots showing the bug:
Thanks!
Hopefully you've checked and confirmed the save is there then. Can't imagine it not saving
Yeah, I noticed that too. Are you using the UltraSM64 patched version?
Is this bug a regression?
Oh, probably? I dunno is that the recompiled one?
I think so, yeah.
I love the way it runs, so I just kept using it while I'm playing through the game from start to finish. 😄
Oh ok so base game is fine and for whatever reason that version of the game makes that issue?
But yeah, I did notice that odd behavior last week or so in that level.
Oh, not sure. That's kinda why I asked.
Anyone with a vanilla patched version of the game can double check?
Someone else reported seeing that same thing with the UltraSM64 patched ROM.
It'll take me a little while to get to that area on the vanilla no-stretchy-face version. No save on it yet.
Just to add to your trouble report, this is what I'm seeing:
I have the no-face patch of JP Shindou, but I also have no stars on it 😦
Robert: "So... when you all said you tested Super Mario 64, what you really meant was that you just ran around in circles in the front yard of the castle?" 😏
and no face
But that was the commercial!
Well, there it is
Ahh... well there ya go. 😦
Interesting.
It's been a long time, but I don't think I remember that happening on real hardware.
hmmmm
Also, were you able to always see the red coins on the bottom of the water from the surface?
They appear very clearly from a distance. Easy to tell exactly where they are without having to swim down and search.
I really need to hook up one of my N64s. 😄
this must be a regression
i played this level like 3-4 weeks ago on the core and i did not recognize any strange water bugs
ive got the song looping around in the background and now im just wondering when the drums are gonna kick in lol. was that a different song
It changes up after you've completed some goals, or proceed further.
oooooh :O
It's kicking in when inside the underwater cavern
If you go into that underwater tunnel and emerge in that small cave on the other side, you hear the drums, if I remember correctly.
A few of the tracks are adaptive like that
i dont think i knew that with mario 64 wow, still learning something with this game
the song in the waterlevel itself is already so good 🙂
yus!!
wow theres 3 states i think, piano only on land, strings in water, and then drums in the cave
how did i not know this LOL
banjo makes it super obvious when they do this
alot more subtle here
You need to replace a file in the Linux folder. There is a link on Vampier's page.
Ooh. Which page is that? Sorry
How hard is it to get the water visual glitch to occur?
Tried running around, couldn't get any issues.
No face PAL version. Has anyone with the glitch got the means to check on original hardware with the same ROM?
It's impossible on some versions
thats the no face pal version on mister? o.O
Is it an issue on the core for sure then? Or just what some patches are doing?
That's PAL yeah
ooh, ive got that shotgun mario rom to test on, cos i didnt apply any no-face patch to that LOL
it must be the no face patch i was using!
Upon starting that level, just walk along the shore... to the left then look out towards the open water, for example.
That's NTSC no face patched. Loaded in, walked left, looked out. Looks good
there's a patch out there doing funny business? is that what it is?
You had the same with the glitch... NTSC no face. Maybe compare MD5s?
i can test the patched rom ive got on original hardware
My NTSC no face patched. No visual glitch:
SHA1 9B9F5915FF77F9DA55D417B163110714E915AFF8
MD5 11D0063499242931E4C5C67C46033937
I don't think sm64 agrees with some microcode used in decomp projects. (Fast3DZEX and others)
USA no face patched, with the glitch:
SHA-1: 774ff904bd845093377df64123289adc78bf58eb
MD5: f93900081c4987bc4c01e2361e651385
I fixed an issue where my recording was 30fps and an issue where some frames would get rendered duplicate.
Model by https://youtube.com/c/mrgreenthunderx (with optimizations by me).
Main Channel: https://www.youtube.com/user/KazeBG0
🥰 Patreon: https://www.patreon.com/Kazestuff
🎥 https://www.twitch.tv/kazesm64
🐦 https://twitter.com/KazeEmanuar
M...
Also has glitches related to water. Coincidence?
My previous test was using one of the first no face patches, likely the one still on vampier site, but can't be sure.
I just tried again, NTSC ROM, but applied the MarioDefacer.exe.
SHA1 CBE67371FE9E0771EFC8438645E5613DC9D0C8BE
MD5 DFE5BDB410AA47265055EA4A142D30A6
ROM is different, but still no issues.
@rose elbow How did you patch your version do you remember? Is it just no face, or with performance mods or anything?
no performance mods or anything, i think it was a download that patch file that got posted in the discord. cos vampire site only had All-Levels unlocked and i wanted vanilla no face, someone posted a direct link in the discord the patch file
but beyond that dont remember specifically which original rom file it was
With the US NTSC ROM from the HTGDB and the US No-Face patch in the pins here, I don't have that issue.
Must be due to either the UltraSM64 patch, or something the Mario Defacer utility is doing.
Check the ROM you have on PC emulator even, if you don't have an everdrive. Who else found the issue? @zinc dew Can you check what ROM you are getting the issues with?
Thinking UltraSM64 ROM is the culprit though.
BTW, all I did was copy my .sav file, rename it, and it worked beautifully to get me straight to that level on the vanilla ROM. 😉
Don't know why I didn't think of that earlier.
@wanton sun Not sure if it's a regression, but I've noticed with this build that with anti-alias enabled, there is an additional row of pixels visible on the top and bottom, showing black sections where objects/models touch the screen borders.
With anti-alias disabled, those two lines are cropped.
Can roms be zipped ?
yes
I think so, only .zip though
I thought so but none of my zipped roms load but unzipped do
uze zip not 7zip gz rar whatever
@mortal panther #1096015979055697940 message
the black sections on the border is in original hardawre
I think were in a good spot when were finding issues that are problems on real hardware 🙂
@woeful grove I just want you to know that I named the N64 core “Nintendo N64” so it would match “Nintendo NES”
do you want a cookie or something?
Yes
I didnt name it that
why can’t I troll you
some external database did
This is unfair
it's not my job to police the internet
I can get angry on Kitrinx's behalf. 🤬 🤬 
My SNES core is called Nintendo Super SNES
Super nes
Anyone experience the 8bitdo n64 modkit disconnecting randomly, without the sync light going out or blinking? We will be playing and the remote just stops responding. Have to switch to Dinput and back to Switch input, it comes back quickly, but it can ruin a competitive match.
is it a huge pain for anyone else getting this core working or am I just super lucky
Just check the pins, add those two lines to your download .ini file, run update all and you are good to go.
whats happening siskavard? still the black screen?
well i managed to get 1 rom running but no other romsets im trying load
black screen, yes
get a no-intro set, or check the ones you have against their checksums
HTGDB Everdrive pack or no intro work fine
I recommend the former as it is better organised
Thats what I have, or so I think
Have you added the lines to your .ini and run update all with BIOS DB enabled?
You said check the pins, do I have to alter something on the board?
Pins of this channel
ie #1096015979055697940 message
oh haha
Basically do this:
#1096015979055697940 message
that will make update_all get the latest core and database txt file, and it will already get the correct boot.rom/boot1.rom if the bios DB option is enabled
that's all you need, outside of a good romset
You don’t get to decide that
n64 is all you neeed robby!
I'm double checking my ini because I added those lines but it doesn't pull anything when i run update all
if you already have the latest files it wont get anything
You don't get to decide that
gonna ctrl a delete my SD card except for the N64 core
lmao fuk 
I ran update all & most of the roms are working! (Weirdly I already did this before & ot didn't work) thanks all
can snac and memory works as one is it possible just like ps1?
Wdym
i have snac with blueretro receiver cant use memory card
If you mean save to a virtual/emulated control pak while using a SNAC controller, then no you can not do that. It is possible it will be implemented later but I haven’t heard the devs talk about it
oh ok that what i wanted to know thank you
they should but its up to the dev
cant complain core awesome
From what I can tell the solution for the PSX was luck that it worked out. It might not be possible for the N64 core
If by devs you be robert, he probably will but priority is getting the core finished before adding QoL features that might use up resources
It was blue1 who figured it out for PSX
Blue also implemented snac for n64
With transfer packs etc
That's what got robert in the mood to have emulated transfer paks for Pokémon stadium
But this will probably be an end of the road thing
thank for the info
you cannot combine rumble and controller pak in one slot. The game tests which one is there and will use it until it's removed
it's the exact same request message both get and by the response, the game decides which one is there
maybe some insane logic for "what-is-the-game-going-to do" could guess by looking at the message content and then switch paks automatically...but as far as i know that doesn't even exist in software emulation where it would be 10 times easier
that's normal and confirmed for real hw. the reason is how AA works: it pulls in color from adjacent lines, so if a line is black, it will copy information from above/below
not sure if we agree now that is has to do with the patch, but at least my version here cannot reproduce it. I would recommend to wait until TLB is there and then look again with the original vanilla version
ive not been able to reproduce it using sm64.us.noface.bps from #1096015979055697940 message or shotgun mario. Either before completing the first star (when fog is present in that starting area) or after
does seem to be tied to the UltraSM64, ill try using that patch
virtual/control pak while using a SNAC controller
probably a long shot, blue1 might know the answer
i originally posted screenshots of having the fog issue, but later tried another patched rom and it was fixed up with no issue
do you recall which patch was the one that triggered it?
you mean real snac, but empty slot and virtual controller pak? that would be easy
i wanna say the one that had the issue was a file that got posted directly into the discord, and not something that was on vampiers site for example. but not sure specifically which patch that was. it was a no-face patch for USA Vanilla SM64, coz i had asking for something that just removed the face intro and didn't have all the doors unlocked
I don't mean to butt in - but man, it's kinda cool how much I've learned just from being a fly on the wall here listening to everything 
vamp's site has justZ00t's and yxkalle's patches
justZ00t's were the first ones posted here I'm pretty sure, im using yxkalle's
yes i got blueretro receiver with a snac adapter connect with nso controller
its a great place to lurk @oblique crow, when I occasionally have an issue with MiSTer in general I can almost always recall it being posted before and a fix/workaround being found 🙂
not to mention all the interesting info on the hardware and game code from Robert and other devs
yeah. sometimes i like talking trash and chatting, but even just lurking and reading other conversations and people troubeshooting stuff, u absorb alot of info
Listening to Robert is a bonafide treat
his patreon writeups are always great reads too
wait, you use a some adapter to connect the NSO via SNAC? what's even the point?
I was thinking the same thing
But I didn't wanna assume
hahaha
It's like doing a weight reduction on a car only to add cement blocks in the trunk
i mean, virtual cpak with SNAC could be implemented. it would basically decide for each message type if snac is used or the emulated gamepad. could even do virtual transfer pak then. Virtual rumble is useless of course. But the question is if it's worth it. for cpak i could imagine if someone wants a real controller but not the limits of a real cpak
the biggest question is how to explain that in the OSD, haha
There were those toggle paks back in the late 90s. Toggle switch would flip between CPAK and Rumble, and would reset itself on the toggle so you didn't have to replug it
MadCatz made one I think too
Could even have it be bound to a button-combo or just call it Virtual Pak
button toggle for rpak/cpak switch we already discussed and i'm totally open to it if someone makes a good implementation. But i can't think of a way to combine that with snac, as snac has no virtual buttons
I don't fully understand how SNAC works, so can't offer anything of value on that topic.
snac would just have to miss out on the button mapping i tihnk ?
Are they sending scancodes or something similar?
reading about it now, nevermind - so its actually taking the native inputs from the controller and communicating them to the core. That's dope.
So for an NES for example its actually looking at the shift register, god this stuff is so awesome. People really are amazing.
due to it being native, it has no access to OSD or mapped buttons
anyone know how to get Xeno Crisis to work? I get the CIC error and it hangs.
you need to get md5 value over the first 4096 bytes then put it the n64 database
i dont have the game to help out
i would assume it's already in the database, but seems it was removed in the current version?
old DB still has it
5d005d7973d119e7cb48fab90c241873 ntsc|cic6102 # XenoCrisis
Thanks. It's not giving the cic error now, but it's still hanging at the developer logo; with the error overlay I'm getting E0080040.
Set the save to eeprom16 and turn on the cache writeback, it can get trough te dev logo but hang on fist start menu..
is there a widescreen patch for F-Zero X DD?
Its in the pinned messages.
this is the mister community, sir. and these questions you pose forth? have you learned nothing?
have you SEEN the kraken's out there?
Any chance we can get a button to swap between controller pak and rumble like some of those third party paks?
finally got the chance to update. looking forward to playing DKR
If only both at the same time were possible...
this is a relativly simple task, so anyone who wants it and has basic programming knowledge can do it. But it's very time consuming: you need the button mapping, then need to detect rising edges of buttons, find a solution when OSD setting is not rpak/cpak, modify the OSD setting from button selection, give hint on screen what is currently active, talk with the users that are annoyed because of the hint, ....
the digital/analog switch of the psx core was horrible to do because of all that, so i'm not really motivation to do it currently, but anyone is free to do it in a way everyone is happy with, then i will take a pull request 🙂
I expect that it uses the same contacts for the memory and rumble right? So you can't physically crosstalk them...
I was thinking of it in terms of analog, but looks like quite a bit of work, no worries
The only reason I bring it up is that the current system disconnects your controller when you flip between the modes which can be a bit strange for some games
it does? what game has that disconnecting?
let me check my logs, I may have misinterpreted what was going on
i think ive had the rumble pack not be recognized when i switched to it midgame but wasn't sure if that was something that potentially happened on real hardware/specific to the game (not really had this more recently, not really treating this as an 'issue' or anything)
yeah, many games I'm pretty sure require a reboot to use paks properly
ya figured it was along those lines
I usually reboot when it complains about controller pak not being inserted
as the core doesn't pause, maybe there should be a time until the pad is really disconnected
so if you just go through the options, it will not change until the osd is closed again
That would be nice, some games trigger other functions when a controller is disconnected
I tested THPS2&3 and Diddy Kong Racing today and one of them auto progressed at a prompt while I was changing my pak
oo i might try Diddy kong racing and switch between the 2 and see how it goes
i remember there were some reports of it crashing at the boss races
I think it was Diddy Kong, Rare loves to be fancy when you connect controllers
diddy kong cpak is just for ghosts and times?
Yeah
oo it's nice seeing DKR and the text is looking nice and proper without the flashing :)
does Adventure use the cpak ?
The TT races might, it's really just for ghosts. I think times are saved to the cart
cool cool, curious when i'll bump into it thanks
I'm having so much fun with THPS3, and I usually play with music off, as I listen to my own music
San Francisco Rush 2049 has a similar issue. I think Robert, had suggested at that time maybe adding a little pause of no Paks inserted as the toggle was altered. With all the extra options now, that game has new issues.
If it sees the TransferPak at all as you get from ControllerPak to RumblePak, it interprets the TPAK as a broken issue with the Controller Pak
this should be solved if the pad type only changes when the OSD is closed
With Rush 2049, (and Buck Bumble I think) the pad swap on OSD alone would still have no Rumble detection. Unless there is a brief NoPAK as they switch under the hood?
If someone is able to implement that, I would suggest to make it a Hotkey combination to switch out those Paks
Speaking of paks, curious as to why the OSD has a rumble pak option on the main page but also a “enable rumble” on one of the sub menus
anyone tried to keep 2 unlocked characters in MK Trilogy after reset the game?
maybe i don't get it, only i can unlock via cheat code
If it's supposed to save to controller pak, your save type could be wrong? Have you got the n64-database.txt file in the right place?
Is there a way to copy CPAK saves from a real controller to a virtual controller ?
maybe the best of both worlds if someone wanted to use a real one then just transfer it over?
Does the gameshark rom work on the core?
I apologize for bothering you with that. For some reason I thought those two lines were cropped from view at some point previously with anti-aliasing enabled.
You can transfer through software, but the question is, does that software exist
(Also, would be helpful if somone hacks the users_io poll to split files)
i got a romhack that just has them unlocked from the get go lol
huh, ok
when i set up my everdrive earlier this year I found a bunch of those for the 64 fighting games
Alright, now it works 😄
I need to play more video games today...
it is currently unused, but it tells if the game does use rumble at all. Could be useful for a button switch: if the game doesn't support rumble anyway, the button should not switch to rumble
it's automatically written from the database
Also, I just realized the only game that uses Both Tpak saving and cpak is Nushi Tsuri 64
Yeah that’s the smart call. Only way to know is an unpatched rom. Thanks for looking into it all the same. You rock!
sorry very late reply lol
In case someone finds this useful.. Ie. All tracks and cars including Police Car...
Trainer for Beetle Adventure Racing!
https://www.marcrobledo.com/RomPatcher.js/
Use: Beetle Adventure Racing! (USA) (En,Fr,De).z64
MD5: cf97c336479ddbf1217e4dde89d9d2d3
SHA-1: e5ab4d226c08d22f68a2edcc48870203e67454b8
Apply: Beetle Adventure Racing! (U) (M3) [t1].bps
Creates: Beetle Adventure Racing! (U) (M3) [t1].z64
i think you can fire the game up, load your real save via snac, then switch to virtual cpak and save it back
only works if the game does save the whole data
some only update parts, e.g. no file table
i'm not aware of anything that can copy the whole content like e.g. bios can for psx
Nushi Zuri looks fine now
Has anybody ever tried starting a N64 game via the favorites script/ an .mgl file and the game does not load the previously saved .sav file and when opening the OSD (big mistake) the seemingly new created .sav file overwrites your savegame? Just happened to me with Banja Kazooie. I'm glad I love this game so replaying half of the game will be a breeze ^^ Need to investigate though if this is always reproducible
What about the intro from wwf no mercy?
Loading that up next
I finished a Polaris Snowcross race if that means anything?
The question is the picture there? Like Aki logo etc in the intro?
All if the no mercy intro looked good, like nothing was missing
As far as I could tell
And wcw nwo revenge intro?
oh no, another wrestling fix?
Another day another core update. 😄
Ooooooooo shhhiiiiiit cant wait to get home
Happy to see robotron text now working, good stuff!
well, this only fixes games that have programmed the RDP in a weird way, so having wrestling games in there should not be a big surprise 😛
Ah no here
Splash screens looked good, watching a tractor trailer intro
I never expected this to be the problem with Beetle haha
Wow….logo and text is there? Crazy
More Beetle fixes!?
Will test bio freaks when I'm home as well. Out with the kiddies at the moment.
Looks like pretty much all the remaining wrestling menu stuff has been fixed
the way beetle does the fog is outstanding. it's actually a postprocessing filter. They need 2 pass rendering for the world and then later on use the upper z-buffer bits as index for a grayscale color lookup table in another 2 cycle render pass. It's amazing this doesn't drop the performance significantly
The unexpected fixes are always some of the most fun fixes. Like when Mischief Makers got fixed and nobody even knew about it for like 24 hours after that update went live! 
Yeah exactly, you would expect the problem with it not to be a pallate mode thing
i'm quite sure this effect was not using the official library functions. It's like someone experiemented on how to setup the RDP to do that effect and later on forgot to remove all the not needed steps
Who changed the weather to fog... 😂
maybe i should really add a fog toggle, sometimes it's not great to have
This explains why it was so problematic in emulation for years haha
Are there any outstanding RDP bugs that aren't YUV or LOD related?
You spoil us, Robert.
Tom Clancy texts are fixed
Okay, I just confirmed that starting N64 games via an .mgl file will kill your saves immediately. Maybe this is not new knowledge but it is to me and if it's common knowledge I really would have liked to be warned about it 😄
I'll check in an emulator but not sure if there is something missing in the lava...
yes, some games still have seams at polygon borders in 2 pass mode
derby Stallion 64 texts are fixed !
Ah, like Stadium?
not sure. World map in blast corps has it
i tried to fix it today. it worked, but then i had seams in banjo and zelda, so i reverted it 😅
this whole dual pass pipeline is so confusing. E.g. when doing pixel 0, the second pass already uses some parameters from pixel 1
and then pixel 1 first pass is still using some stuff from pixel 0 second pass
i added the lines to the script and downloaded the core and tried a few games. i fired up paper mario and thought maybe this would be nice to play through for the first time on mister. i didn't even see mario exit his house in the intro before the entire screen got filled with error's
processing should be like the upper one to be consistent but probably for ressource saving in the chip is like the lower one
That's because TLB is still not implemented. The dust of Luigi's walking animation seems to use it.
mario kart runs great. we can live off that for six months... at least!
just stop the development. mario kart works. mission accomplished.
Curios
it causes all kind of trouble. E.g. next pixel can also be in the next line
Okay, the save is not immediately killed. If you start a game via an .mgl file and see that your previous saves are empty, DON'T open the OSD, reset the MiSTer and open the game normally with starting the N64 core manually and then load the game and your save will still be there.
Don't know what's going wrong there and if this is the case for other cores when starting games via .mgl, too.
there is a regression on title screen of Top Gear Rally
todays build?
strange, will take a look tomorrow. before it was just black?
yes it is just black
and just black is correct?
need to check I'm not sure
Full mister reboot change anything? I've been caught by that sometimes 😅
Are the top gear texture bugs LOD?
yes it is not right for Koneko logo screen and in games they are some graphical issues
In game there's bugs
ok, so worth a try anyway
same with full reboot
for title screen
The white part is also wrong
Hey alright
This game has a hyper sensitive stick
Seems totally playable now that you can actually navigate menus
Where did the previous message go? It indeed answered my question and it seems this is an already known problem. Does anybody know why this happens? Does it happen with other cores too?
am i missing something or are we not able to set integer modes yet
you can set them in the main ini that's what i've done
0.5 works well i find. scanlines look good and most of the screen is usually filled
i've set fullscreen i think and just tweak individual cores
What’s good in the new core? I’ve been busy
Interlaced on crt
Wrestling intros and menus fixed, rainbow six menus and text fixed
- robotron fixed
Kasher noted it already but nba showtime displays correctly now. Everything except the court was black
The fog in BAR was fixed
Thx. Which wrestling games specifically? They are so hard to keep track on
Wrestlemania 2000, no mercy, and WCW-nWo Revenge
Awesome. Super appreciate it
Anyone looking for a bit different control scheme this works pretty well:
@modern sleet The build with HSync adjust that you did for me that fixed my jumpy CRT image issue (#1096015979055697940 message) , is that something that can be rolled into the main build? Or is it more complicated than that?
Yeah it’s awesome! Awesome game and perfect candidate for dual analog controls
It can be rolled but the question is how to set it
Because I think some other CRTs will have it bugged
Ah right, I see. Here's hoping there's a way to solve it so it works on all CRTs!
That’s not for you to decide
it's my personal opinion you doofus
how do you respond to that? It’s impossible. I found the cheat code to any argument!!!
LOLOL
oh i see. so that's how it is...very well then. very well.

No gifs ahhhh!
nerds tryna post wii controllers in the saturn channel. jesus.
yeah , where is gif police ? whereeeeee


I self indentify as banned
you're all worse than ME. right?
That's not for you to decide
you’re actually right, I just get asked to enforce it lol
you keep this slack up you're gonna be enforcing potato peelin' duty!
does mario kart 64 need patching to run on the core currently?
i tried without patching and couldn't get it to load, i just assume its my rom
only Mario 64 needs a patch for now
was that available on virtual console?
seems pretty good
Yeah, and you can switch "R" and "L" depending which hand you prefer to hold the wiimote/joycon in. Works pretty well, and the Joycon has an octogate, @zinc dew 's favorite
Oh yeah it does!
More wrestling games working, sad day for the core 😔
debating buying those PCB replacements for the n64 controller from 8bitdo
Isn't the N64 known for the best wresting games of all time or did I miss your joke?
all but one wrestling games seem to be running well
i'm not sure yet what i want to get for n64 but i want another controller. can't be shooting mario kart shells with the right joystick (down)
I have one of those if you have any questions.
The best n64 controller is a saturn pad
yeah sure, do you still like yours?
it's missing buttons
I've learnt that it was a wrestling favorite, apparently, I just think they're so boring, it's okay if others like em tho
Sorry, I don't make the rules
Arerrrggggg the turns have tabled! 
@knotty zealot get the Saffun controller
my friend did the analog stick replacement in addition to the PCB replacement, it felt like a GC stick but i got used to it p.quick
it's not the best game for sure, but i like the upgrade system and the overall progress in the game. NFS child edition 🙂 (yes, i completed the first on the core)
@storm bear if Mario Kart 64 doesn't work there are 2 possibilities - you have a bad rom or you don't have the ROM N64-database file
@wanton sun I guess Missed a big chunk of the game
It's not a big difference imo, the only issue I see right now is that the rumble only works in switch mode, which isn't 100% with the nso driver and therefore requires pairing each time you connect. But you can also just use it in dinput mode without rumble and have no issues.
i booted my mister to cross check the db file this very moment :v
Bio freaks looks like it's all good now
Yeeeeeeah let's GO
give me my poverty fgc fix immediately
good to know ty!
you look like a saffun controller
i should get an original one because i also have a console
i can't get the end boss of RE2 to crash anymore, tried 8 runs all successful, used to be about 50/50
could be a fluke 🤷
biohazard2 still crashes at the stars office door - and the music getting stuck/going silent
Which one? Is it a good game and playable if you don’t know Japanese?
The plain 64 one. It is an amazing game
It uses the same system as the first games
where you have to be mindful of your fishing or you destroy the ecosystem
The Biohazard 2 crash probably a good one for Robert to debug whenever he's done with RDP (Or VI)
also each character is a save file, and if you're in a family you share the game world
turok controls like assss
the second (shionokazeninotte) is closer to the later games and thus sucks
git gud
one of the really strong aspects of the game is the soundtrack: you got only nature sounds when you fish, it's incredible
the game sounds cool but how much Japanese do I need to know to enjoy it?
also it is an rpg, but it is tricky: you can fight the nature and get stronger, but the real way to do it is give food to wild animals and get them to not attack you anymore
it's pretty intense
"Recently, it was discovered that some buyers had malicious disputes based on the meticulous simulation of the arrow keys, which made it clear that this controller cannot use subtle direction changes. Please note that the controller can only use the usb pc emulator." loool
each character got a storyline you must follow to get access to further areas of the game
from a technical point of view, Kawanonushitsuri 64 got an interesting overworld view: it is 2D, but there is perspective when you scroll and the lighting is "real time" (as there are days and night cycles)
I submitted a bugfix for main so game boy roms are not treated as N64 roms (i.e no "unknown cic" etc). I also added cic5101 type.
the framerate really struggles in some area on a real console, like the bridge in the first town
The N64 is full of jamming music. Listen to this absolute GEM: https://youtu.be/yWWra2PsOtI
Menu music for Top Gear Rally 2.
Direct rip from the game, yes, the sound quality in this game was THAT bad.
thank you
move over, daytona!!!
YEEAOOUUU
@wanton sun have you perhaps had a chance to check the error with the car lights in RR64 ?
top gear really is super advanced. It uses LOD for a title screen with no depth. And because that makes no sense, it also forces the game to have a total LOD steps of ... one. So it turns on LOD and then uses some extra guards to make it inactive again
lol that’s funny
will implement those guards at least for now until LOD is fully there
not yet, but i assume it is also those polygon seam issue?
I wonder why the n64 re-introduces noise into a clean image
Cinematic experience
it can give more depth. E.g. the fog in beetle racing looks very bad without noise
up the ISO 😄
yeah I can see that
it makes sense like the dithering ... chaotic patterns
I guess the N64 was trully desinged with CRTs in mind
Star Fox 64 adds ALL the noise
I think so , it looked good before the road was fixed (black elements )
Anthrax & Public Enemy - Bring The Noise
Yxkalle, can you patch Diddy Kong racing so that annoying elephant doesn't show up after every race you complete?
i have to tackle the polygon seams at some point, but for now i'm just annoyed with them. Spend 5 hours today on it and had to revert everything because of wrong assumption. Will give it another go in some weeks with fresh mind
Haha, probably
He's so loud almost woke my son up last evening 😢
@wanton sun I was going through the demos and a lot now works great
Did you ever manage to take a look at why saving is not working in that one specific game? If not no worries.
corrupt SD card 😛
this game that writes to sram all the time and needed fixes for emulators to work at all?
Ummm mystery dungeon shiren 2 yes. It works on everdrive apparently, so it can't absolutely need emulator hacks?
the issue with constant saving is that you must freeze the sram in a consistent state
can look at some point how we can do that
i wonder how it works on a real system if you turn off in the middle of moving
Top Gear Rally has blending and animations in the beginning. So the black before wasn't right either. See: https://www.youtube.com/watch?v=fK-EIS8jcO8
@wanton sun
Subscribe for weekly releases of new longplays of various racing games.
Developer: Boss Game Studios
Publisher: Kemco
Release:
- NA: October 1997
- EU: November 1997
- JP: December 5, 1997
So basically it's better than before to answer this at least 😄
Thank you for looking. Can still play that one on emul if it can't be fixed but obviously it would be superior to play on the core along with everything else.
Is there a way to get rumble working on either the NSO controller or the 8bitdo mod kit? Can't find anything on this anywhere
Kemco logo is fixed also
rumble should work with NSO via bluetooth
I had a feeling it was LOD once I saw the funny textures
Thank you, you beautiful genius
Checked the lava in emulation vs the core. Other than that the whole game plays and looks better in the core ... Awesome work 🥰
Would the 8bitdo controller rumble when in S mode as well (basically emulates an NSO controller)
Is this the secret YUV texture
either that or the lowest detail LOD level 🙂
i have seen today that beetle does use LOD, so it can't be perfect yet
I need to get off my ass and test the rumble on a pc, I have the feeling I may have a lemon
maybe someone here has one. i only use the NSO with the core
It's scarily good
I bought 2 just to keep one for when my main one inevitably grinds itself to dust
would use snac if i could get decent one, but it's horrible. And i don't want to repair one, costs too much time and probably it would have 3 buttons less afterwards
Those screens of Top Gear Overdrive with N64_lodmax.rbf are fixed
but it's BT
This build looks like it fixed all the track glitching in stunt racer 64
And on the cube in the main menu
and the plane textures in aerofighters assault
Yes, but you need the unstable linux image with the nso driver
C&C looks so crisp and hi-res now
Check the latest YC, if that works I'll put in a PR
What does it do? Just curios
I just made the Hsync longer, originally it was waay under spec, currently it's around 3us I pushed it to 4us
i'm thinking i want a n64 deamonbite adapter but nobody's made one. there's a mctimville 4 controller adapter but it's got different components. who will create firmware for standalone n64 deamon and GIT IT UP
I know exactly what you mean. I also think an original style analog stick is integral to the N64 experience. That hollow snap of the stick instantly brought me back
Ah, even longer, got it
i've PM'd mickgyver but who knows. he's probably busy.
finally got the chance to sit down and play bio freaks properly. It's so shit, I love it
Tested - works!
What's the best n64 racing game, not counting kart racers
top gear rally is alright, star wars ep 1 racer and f-zero x are astounding
I enjoy bad games so cruis'n exotica is pretty fun
Rush 2, San Francisco Rush 2049
I'm having a lot of fun with Beetle Adventure Racing
Hmm I do like f-zero but I'm looking for something approximating reality I guess, so far I've also really liked beetle adventure racing
Gotta try it, thanks for the rec 🚙
no, it should have a waving checkered flag behind the text - top gear rally has shown regressions since 9/21 or 9/23 (I forget which)
that was also when textures went crazy on it and the intro splashes broke
i'm leaning towards that NSO controller
Recorded on hardware. Game by Boss/Kemco.
For N64 gifs, game preservation, and more occasionally worthwhile uses of your time, please visit:
http://n64thstreet.com
The test build posted in here seems to work perfectly
It also fixed the dodgy texture stuff
let me check that one - i missed there was a test build not in #test-builds
all good! this one right here - #1096015979055697940 message
ah beautiful- that one seems flawless to me now
even fixes the text for the first time that i've seen so far
didn't want to do another test build today, but will integreate it into tomorrows 🙂
Saffun, it's cheaper and lower latency!
just got the rumble to work, good lord I love this core
weeeeell it's not cheaper for me with shipping and customs
whatdo the buttons and stick feel like on the saffun?
the more I see of ther n64 the more I think they made a huge mistake by not going with Sony 😄
Just checked Nushi Zuri 64 after looking at the spreadsheet. Just heads up you didn't update the core build date, just in case there's anything else from today like that.
Nice to see some overworld sprites!
i'm deep in the rabbithole but it seems like the saffun one is a great choice. some issue with the rotation of the joystick? it's not mapped properly
@wanton sun sorry to bother you again, but how are you handling the save files for games with in-cart and controller pak saves?
Thank you
Yeah I forgot to update
They're concatenated (Which isn't idea, probably can edit main, but probably needs to update tpak handling because Nushi Zuri)
to SD card
i know, but there only seems to be one file?
Yeah, they're concatenated
ah i see
i'm just bringing my saves over from my ED64
will take a look later to see how it's done
but there may be something up when you change games on the fly. i remember one game had whatever i was playing previously still in memory
trying to find which one it is
found it
I believe that is by design. Not an issue on a game by game basis if there is content from anther game saved to the CPAK. Can't recall the specifics, but it was to make data loss less likely I believe. All you need to do is format if you ended up with a full one.
If you're converting your own, no need to worry about it. A game with CPAK with only that games contents will work fine. The odd time you have another game also saved to the CPAK is no harm
ah, i see. controller pak management on the N64 sucks
do all games have a format option?
It’s not really any worse than managing memory cards for PS1
With fewer games that care about other game saves
yeah but at least the ps1 had an internal memory card management tool
Can't find your N64 save pak files? Learn this easy retro trick to get to Nintendo's buried menu screen.
The confusing part is that your previous controller pak game will carry forward to another game. But when you go to the second game you either have enough memory and you're good or you have to format the cpak
Saffun Negatives:
- no octognal gate like on a real n64 controller, minor issue
- L and R triggers have a hard hinge and won’t depress when pressing on the inside, minor issue
- analog stick range is like a modern stick so it’s double the range of what the N64 needs, major issue but is fixed with the latest unstable MiSTer
Saffun Plusses:
- noticeably lower latency, 2.4ghz wireless
- includes wireless dongle for your N64
- doesn’t require constant re-pairing if you use a combo WiFi/bluetooth adapter
- different colors, cheaper and readily available
the controller pak can barely hold 2 or 3 games, and there's no way to access the saves without remembering to hold start when booting a game. in the ps1, all you had to was to boot without a disc
The mister spins up a new pak for ever game
i get that
Kinda - There's occasionally a bit of data bleeding that comes in from the previous game/pak you were using, from what I understand
but there is data bleeing
Gotcha
the N64 controller pak has 123 notes available
Yes that is the confusing part everyone has to learn
and it's not uncommon for games to be almost 100 notes big
so if you are playing one of these games
Is there a method to hard reboot to ensure each game gets a fresh pak?
change to another without rebooting mister
that save will carry over into your new game
and your new game may complain your controller pak is full
not all games, to my knowledge, have an easy way to format the pak
There's a 'Format CPAK Now' option in System Settings, i've not tried that but wouldn't that just give you a fresh pak?
Robby Negatives: tried to make a good doom game but resulted in a disney ride on rails shooter. Major issue. Robby Pluses: posts some decent gifs and upholds law and order onlne.
yup, that should do the trick
I'm not so familiar with Bio F.R.E.A.K.S. if you (or anyone) can confirm if this looks normal.
Back + A for the "shield". Minimal use on the YouTube videos I've found, but might be that it should be a near solid colour?
Could do with verifying on hardware if nobody knows to hand. Doesn't look right.... but you never know!
Yeah I saw that but I don't know the game at all
I'll keep looking for a video that says real hardware and shows the shield
Ohh, as I waited on pause in Bio FREAKS for over a minute, the pause screen bizarely became a Windows 98 screen saver!
I tried!
USA test spreadsheet TAB has gone walkabout
i think this spicy safran controller would be my choice. maybe you can change the joystick on it or mod it
So WCW Nitro plays fast on every emulator but watching video from real hardware, it also runs pretty fast, but not AS fast. It's legitimately 'Yakkity Sax' territory. I saw a video that states if all 4 controllers are plugged in (maybe they meant 4 player) it's basically a slide show. What a weird game.
It also legitimately sucks. Control wise.
I bought a similar branded one but it’s identical.
from what i've seen on youtube, the 8bitdo hall effect one ain't gonna cut it for fine aiming
and i need to hit this target
It's too smol. Can't.
The Bio Freaks shield animation might indeed be correct looking at videos.
This bouncing screen saver on Pause menu after... maybe 2 minutes idle even? Never seen this before on an N64 game, any console game I can think of really.
Wonder if it's even a known thing? So silly
So how's vivid dolls?
Hall effect stick is more precise than any OEM stick ive used
It's a very good game when you're lonly.
I meant does it work 😆
you'll probably appreciate that i saw a dancing eyes board on ebay the other day lol
I think games like that would only make you more lonely
I think you're stuck in some kink of service menu in Vivid Dolls.
Some kink 
maybe not THE cure, but it is A cure
Not really sure what LOD max means #1096015979055697940 message, but another benefit incoming once this is added to the main test-build;
World Driver Championship looks perfect I think. Just from the first screens you can see the textures. Track in game stable too, no more flicker
I bet it always displays the maximal lod instead of a random one
See the spreadsheet is getting fixed up.
Wondering if the Europe Tab should get the same Perfect/Completable/Playable/Boots/NoBoot as the USA and Japan tabs, so that the count lists and such would work.
As is, all the European game entries already go along with the common format
Chart looks alot better when you have the TLB build for those who beat Superman 64
Robby is gonna do a charity live stream where he beats each version of superman 64 on hard.
Or I at least try to bully him into it. 😄
Every localization? Lol
That sounds like a saw game torture device 
Twisted Edge is better than 1080 and Snowboard Kids
sadly Twisted Edge isn't running and I dont care to test the other snowboarding games
SSX is the best.
has anyone tried one of the older wireless brawler64 controllers (connected with a usb to n64 port adapter)? does rumble work?
Amped 3 is the best
vanilla sm64 no face doesn't seem to have the water bug
and the shotgun version seems to work fine
do you need to no-face patch shotgun mario?
no
Not needed
GLORIOUS
shotgun mario seems to be designed around a modern controller layout tho so you'll prob want to use one of those
also designed around emulators a bit more, the notes recommend using ParaLLEl emulator. it seems to work well on real hardware/mister but pretty unstable and prone to crashing
i didn't play enough of it to see any of that i guess
just until i got bored of the gimmick
aha
i kinda love it but it's exactly what it says it is
at a certain point it does turn into just playing through Super Mario 64 but the extra shotgun jump gives you move movability
and level select
aha ye
since you can just shotgun the doors
if u fall off a cliff u can redeem by shotgun blasting back on
i did that on the ice race
its right in the middle of like, it's a 1 trick gimmick but also the gimmick is so good lol
Happy “most people work weekdays” Halloween from Mrs Esoterica and I!
is mrs esoterica dracula or alucard?
They are actually late 60s vintage Bausch and Lomb shooters. I collect vintage sunglasses
She’s a vampire but I say she’s Alucard
You wear sunglasses to bed don't you?
Ask your mom
We have never seen your eyes!
we can't stop here this is bat country
She said you do. I knew it!
And you never will lol
Oh yeah, well I got these sweet vintage shades
My only pair of sunglasses are some Harley Davidson branded ones that my dad gave me. 
I might have…like…sixty pair 🤣 there’s nothing I can’t collect lol
How do you have space in your house
That's his secret. He doesn't have room in his house!
I need a bigger house soon lol
Move to Wisconsin! We have plenty of space! 🧀
How the home prices up there? Because they aren’t giving them away here
Not bad as long as you don't live in Milwaukee.
Yeah I need access to on demand dive bars and good Chinese food. Can’t leave cities
I worked in downtown Milwaukee for years. Don't recommend it.
Though I've lived in the suburbs my whole life, so the city life just isn't for me.
I like having everything I’d ever want all within a ten mile radius of me. Because I grew up on a dead end road in the woods as a kid. Don’t want to do it again
Dumb question but how do I get right stick aiming?
I see, press R
My bad
yea i just mapped c buttons to right stick
This is hilarious lolol
you can also move the camera with the dpad in increments rather than the way it usually works
Someone peed on the floor again didn’t they
You can’t treat it like you are playing Mario Party
Now I know why you talk to fast - you’re married and always have lack of time 🙂
Damn, can’t play N64 anymore
My boys heard the shotgun and now they’re taking turns playing Shotgun Mario lol
nooo!
who knew mario 64 needed a shotgun
I want a yoshi safari hunt
Lol I have no idea how that makes sense but it made me laugh
But yes I’ve been married for a long time. Contrary to my salty YT commenters who think I am a morbidly obese basement incel 😂🤣
Why not both?
I wouldn't share my Mrs bacon with any video game adjacent community either
Now you describe me lol
Yes this is a rare sighting amongst friends. Last time I shared a photo it got weird so I’ve never done it since. But I trust the people on here lol. Well not you @zinc dew but everyone else
Anyone else having C-left being pressed when pushing left on the analog stick? This only happens if you map the c buttons to the right stick.
right stick?
This is a great representation of a morbidly obese basement dweller
what controller are you using?
8BitDo Pro 2
i skipped mapping c buttons to anything
with P1>P2 turned on, the Controller 2 joystick is mapped to the camera controls/right stick @zinc dew
Technically she is Lestadt but we all know it’s Alucard
I’d marry alucard too
It lets you do that? That’s weird
ya, with P1-P2 you get "analog" control. it's not super smooth here but do get a few degrees of speed
beyond what using C-buttons would give you at least
Is there a menu option in game to enable that or does it just work?
in shotgun mario it just works. the camera control is assigned to both the c-buttons on Controller 1, so you can just use a regular n64 controller and it'll work.. but its also assigned to Controller 2 joystick, so using an emulator or whatever lets you do this
vanilla mario 64 doesn't have it
but i think there are hacks out there that have player 2 camera controller controls hacked in
im guessing the camera control being mapped to both C-buttons and Controller 2 joystick might be why robby was getting weird double inputs happening. but i worked around that by skipping the c-buttons when assigning buttons on mister
Is Animal Forest supported right now since it relies on real time?
kinda sorta
you still gotta manually input the date and time right?
I haven’t bothered truth be told. I’ve just read people have played it here but it eventually glitches
I haven't been able to get rumble working with the RetroBit wireless NSO64 controllers. Is that still unsupported, or do I need some special Linux build or something? I'm not seeing anything about it in the pins or on Vampier's site.
The NSO N64 controllers definitely work with rumble on the core. Not sure about the RetroBit ones though.
Grab the latest Linux driver unstable and give it a shot. Also try to set your controller to Xinput if it has that option.
Not sure what you mean by "Linux driver unstable". Do you just mean "Linux unstable", or something else?
Yes
I already tried the latest Linux unstable as of 3 days ago, and rumble still wasn't working for me then. Do I need to configure anything other than "RumblePack" as the controller type in the core menu?
That should be it. Can you set your controller to Xinput?
These controllers use their own proprietary USB dongles, so no, they don't have "X-input" or other usual modes as found on generic Bluetooth controllers.
That might be the issue then. Sorry, not sure what else to suggest
To be clear, this is the exact controller I'm talking about: https://a.co/d/9xW5uDj
👁👄👁
Whoa, good find! That isn't described at all on the sticker on the back of the controller (where such info normally appears on 8bitdo controllers, at least).
Thanks, I'll give that a try.
🤞
I can't even read those things anymore .... I use my iphone camera to make a picture these days
Same
The new gb rom loading threw an error because it was checking against the N64 Database but a match would never be found. It looks like this update excludes gb filetypes from checking the db
they should have put shotgun mario in that ad
Is it normal for the main OSD to still report OS v230501 even after dropping the latest (09/23) unstable build of zImage_dtb into place and rebooting? Or does that indicate I have somehow not actually loaded the unstable build?
yes, that's the date of the MiSTer build, not the linux kernel image
or at least I think it is
ah no there are 2 numbers
just ignore me lol
No, the date of the MiSTer build is shown by MiSTER v231026. It might be the date of the OS distribution rather than the date of the Linux kernel though. That's what I'm trying to determine.
although yeah that's the same date that I have for OS
so checks out, that's the latest date
I'm actually not sure where it gets that number from, you're probably right, it must be distribution time - the commits from Jul 23 onwards haven't been released yet to a "stable" verison
and the commit before that is April 25
yep checks out: #news message
Awesome -- rumble is now working, switching to X-input mode was the trick.
I deleted my comment. I was thinking of the wrong thing. You are correct. I forgot there were separate version numbers on that particular screen... one for MiSTer (main binary), one for OS (Linux image). 🤦♂️
all the mystery dungeon games ive played are like this. torneko and shiren 1 on SNES both save with every step you take. its so you cant savescum the game with carts
likely chocobo mystery dungeon on GBA is the same
I was going to say, I did a little digging to see where it comes from out of curiosity, there is actually a file belonging to Linux in the root of the filesystem named MiSTer.version that pertains to the current Linux version. Good excuse to learn something silly today, haha
so if you power off mid-step, you'll just resume on the previous square youw ere at
Yeah, no kidding. Thanks! 😄
SSX Tricky
that's pretty interesting, I had no idea that's how the mystery dungeon games operate. Makes sense though
There are 8 texture settings. Usually when doing dual texturing, the second texture uses the setting of the first texture + 1. With LOD, all 8 can be used, depending on the "distance". However, when a game uses LOD and it's not "detail texture" mode and set the maximum LOD level to 0, the second texture fetch will use the same setting as the first. It's kind of useless mode, but exists. This is currently the only thing that is implemented in the test core: prevent using of the "+1" when these useless settings are requested by the game. So it's not really max LOD, it's the game using LOD with only 1 level total
Does the RDP calculate LOD per pixel? Or is it per horizontal span and interpolated? Or is it some other magic formula using the vertex coordinates?
per pixel. It takes the texture coordinates of the current and the pixel x+1 and y+1, calculates the difference between them and with that decides the LOD distance
(pixel coordinates are perspective corrected first)
Wow. So no shortcuts. Is it also doing a base 2 logarithm?
usually you would expect this to take the z coordinate? at least i would, but it's not.
base 2, well kind of. it seeks the highest 1
@wanton sun if anti-aliasing is disabled, 2 rows of pixels (1 at the top, 1 at the bottom) appear to get cropped for some reason. If anti-aliasing is enabled, those 2 rows appear. I understand those black pixel artifacts are normal behavior, but if you keep those 2 rows hidden while anti-aliasing is enabled, those artifacts wouldn't be seen. Is there a reason why there is a difference in visible rows of pixels when toggling that option?
you see them because the real hardware also shows them
if i crop them off, people will complain they are not there 🙂
Fair enough. 🙂
Was just wondering why disabling anti-aliasing causes 2 entire rows of pixels to disappear.
So it doesn't just cause/create the black artifacts, but the entire top and bottom rows?
yes
Interesting. Thanks!
the top row has a coverage of 0, so the algorithmn thinks it's a border of a polygon, so it pulls in information from adjacent pixels that are not borders. If the pixel below is inside a polygon, it will be pulled into the topmost, black line. If only borders are below the pixel stays black
it actually only checks 2 pixels from the line below and both must be inside a polygon
I love how you take the time to explain things. Thank you very much. I'm good now. 😄
haha, was interested while the above conversation on mip mapping was going on and had a quick google about mip lod selection on n64, and came across this blog post: https://gliden64.blogspot.com/2013/09/hardware-lod.html
and while reading the part where they're like, you can't get the values of neighbouring fragment invocations and thinking, yes you can, have you heard of ddx and ddy
and sure enough the top comment lol
I've been trying to get the Super Mario 64 (Japan) (Rev 3) (Shindou Edition) ROM patched with English translation and other improvements (this patch: https://www.romhacking.net/hacks/5755/) along with no stretchy face patch, but I can't seem to make one that will load at all.
Has anyone been able to find a combination of patches to make that work?
Knowing the math underneath it is what I've been struggling to find. Dfdy especially is not a trivial calculation.
wow was just in Ocarina Kakariko Village, toggling VI Bilinear on and off (as you do 😅 ) and had the game crash with 0080045
first time ive had that happen from toggling VI
unless something else happened and it was a coincidence
For sure, just interesting to read about the struggles of earlier software emulator authors to figure out how to implement this stuff
maybe the sdram readout stuck due to not be required anymore and therefore the other components couldn't access it? Very weird
speaking of taking time to explain things, maybe once this core has matured you could make your patreon explanation of the VI filtering public...because it was the best explanation i've seen on the internet
or just make I book, I'd buy that
N64 hardware engineers: "Oooh... so that's what that did!"
Lol. Phil Gossett seems like he still knows every detail of what he did based on the computer history museum interview somebody suggested a while back.
Found this quote from him:
So anyway, the other things that I had to do, we couldn’t quite afford the normal trilinear interpolation that you do for a mipmapped thing. So I came up with this hack, which was dubbed triangular interpolation, which split the four-element square in each of the two levels into two triangles, okay, and then you got to save a couple of multipliers by doing this, okay
But I can't find anything on Google about "triangular interpolation". Any info on what that is exactly?
The 3 point texture interpolation that gives that rupee hexagonal look.
is a special build needed for SNAC support?
I'm using the MiSTeraddons SNAC adapter with a blissbox n64 cable, but the pad doesn't seem recognized
No
I did turn SNAC on in the debug menu
I think you also need to select SNAC for Controller Type.
yep that was it! thanks!
is it just me, or does the Dr Mario 64 opening intro theme sound a lot like the Ramones’ song Blitzkrieg Bop?
Left is typical 4 point bilinear, right is the "triangle" 3 point.
Thanks! How does it work? Does it use barycentric coordinates?
I just patched the rom with that hack, then ran it through https://github.com/yxkalle/MarioDefacer/releases/tag/1.0b
has booted up OK, running around the castle
shotgun mario needs a verison based off this, for the rumble 🙂
Yes! but that is only a start. It is possible to reduce down to only 9 multiplications because you have right triangles whose sides are exactly 1 unit length.
Every time you crouch to do a long jump it rumbles. So... pretty much constantly :p
i found the rumble version of just mario 64 excessive for that reason, or a lot of n64 games for that measure LOL
Ocarina is nice
I can never have too much rumble!
Can't wait for the rumble version of Wave Race 64 to get fixed!
i was wanting to test out Diddy Kong Racing switching between rubmle and cpak last night
and could barely stand playing with it on LOL
Some graphics corruption in MIA Hamm that weren’t there last week when I tested
@wanton sun let me know if there’s any settings or debugging I can do to help triage
Growing up none of my friends had the rumble pak so to me any n64 game with rumble feel weird 😋
i had one growing up but probably just kept the cpak in more often than not. goldeneye probably good one where i had to go back to rumble lol
this was an oversight, forgot to remove it
oh right - I also was confused about what "SNAC compare" does. Best to remove if not needed
snac on in debug is removed in next build, snac compare is useful for debugging, it will stay
overall it's the debug menu. Maybe i should hide it like psx did
could be related to any of the VI timing changes recently
Why does the N64 version of Batman Beyond run at warp speed? I gather that's the way it actually is on real hardware, not a problem with the core.
Episode 388 - The 32-bit generation, which the N64 was part of, was primarily one of 3D polygonal graphics. It was the hot new trick that people loved to see. But 2D was still hanging on despite being disapproved of by much of the gaming press of the time. Let's take a look at what 2D games we got for the N64.
►Consider supporting Game Sack on ...
it's running faster than on real hardware
Okay, that's way more reasonable... but I saw some other old YouTube video that reviewed a bunch of N64 games and showed it running just as fast as it does on the current MiSTer core. Weird.
ye took clicking thru like 10+ vids to find a vid not running on emulator lol
So it runs at warp speed on emulators too?
seemingly
Probably some "block doing X until Y completes" inaccuracy in the emulation and MiSTer core, I guess. Maybe both derived from the same fault documentation somewhere?
memory BW isnt currently limited in the core and that seems to often be the system's bottleneck, Robert mentioned it's ~60% faster than original HW currently
warp speed sounds like something else / even more than that % difference tho
doesn't seem to be memory bandwidth. even with slowing down the memory massive with 112 delay, it still runs above 30fps
Hopefully it's a pointer to the non graphics, non TLB bugs remaining in the core
the game does use vblank interrupts for it's speed, no idea what could be wrong then
if it really had no cap for 30fps, it should have 60fps sometimes also on real hw
or at least above 30
at least the game is heavily optimized: if i downclock the cpu to 10mhz in my emulator, it still runs at 50fps, haha
one thing i was curious about, playing Ocarina, there seems to be a lot of colour banding. i wanna say more than og hw?
dither on?
dither on, everything set to Original
this might be unrelated but I found out the component mode on the analog io board is 6-bit per channel while RGB is 8bit per channel
I found this out cause I was playing oot and it had banding only on componant out
oo. i'm just on hdmi atm
kk, no idea what you're seeing then lol I thought I had answers
would be interested in a hdmi moded n64 to mister hdmi comparison
yeah i'm on svideo into retrotink.. so it's not exactly hdmi out / not a 1:1
I have a hdmi moded n64. I would need to bring it over to my pc to capture though. too much work for tonight
all good. i assume the n64 core also has things still being ironed out but figured i'd still ask
I wanna do side by sides but idk if were at pixel to pixel comparison level yet
ya
svideo out from mister? using analog board?
no no sorry. hdmi out on mister, and n64 s-video going into retrotink
ok, i can see what you mean and svideo doesn't explain it
thank you for checking it 🙏 :)
Oh the fog banding. Yeah I noticed that too
Thought it was part of the alpha dither not being in yet but that’s in now and it’s still a thing
Does the master sword chamber has this too?
I remember the light ray being pretty bandy
im only up to jabu jabu 😩
Fair
omg this is so embarassing....
Is fog simply a texture? Maybe it uses LOD for a smoother effect?
ditherAlpha <= (others => '0'); -- todo: hack until implemented
of course i forgot to delete the line after it was implemented
easy fix????? :)
will build without it now, lets see
but it's the dither alpha for sure, tested in my emulator, if it's forced to 0 i get the same banding
the question now is if i implemented it correct before i forgot to remove the line 😅
ooooooh i see i see
haha, it was no mistake, i also forgot to implement it, only implemented for color, not for alpha
will do it, should be no big deal
all good!
You can build that fast? I though quartus compiling took a million years
Can't wait to see superman after this!
Huh, guess me and Robert have similar CPUs
i invested into a 13900k to be able to work faster 😅
I'm on a 12700 haha
yes, i think the difference is not that huge for those
Yeah, mostly ecores and I am not sure how much they're used
got a AMD 3700x beforeand especially VHDl simulation and the emulator are nearly double speed
Really impressed with mine
speaking of embarrassing.. just on this one again.. it's maybe possible i accidentally finger slipped while in the mister OSD and switched the ini file.. if that explains the error ?
i don't know exactly what is does, but it seems unlikely
ive deleted the alt ini files i had, so that shouldnt happen again
i tried the bilinear switch for 1 minute earlier today and couldn't get anything
but if this happens again, i might have to look deeper
i'll let you know if it happens again. i'm going to say it might've been a finger slip tho for now
so far OoT seemed stable for many here, so i would assume it has to do with the OSD action, but i cannot be sure
thank you again :)
thanks for notify me that the banding is there. I totally forgot the alpha dithering. Probably assumed it was in when the mario teleport effect worked, but of course the RDP has (at least) 3 places where it's used and i somehow forgot to implement the other 2
Freezing still exists in current core in Dr Mario. Still need to go back and see if it was always there or is regression.
Just kinda random and rare in Story mode.
Guys, what SNAC are you guys buying/using? Thanks
any error flags?
rare and random sounds very bad 😦
I wouldn't be surprised if they're all the same error
I tried turning it on after the crash and got no error overlay. Does it have to be on prior to the crash?
To be specific if anyone wants to help test the crash is in Dr. Mario lodgenet playing in story mode. The game freezes and the music keeps playing.
😩 i just now got E0080045 again, from bringing up the OSD in Ocarina. this time not toggling any settings
i wanna say yes
the time i reported it in Kakariko, i was toggling Bilinear on and off, so not that time tho
i can't see what the OSD itself should do...
odd...
of course it will put pressure onto HPS and modify ddr3 access timing
what makes it strange is that the error code is identic to what you get after reloading the core
you can turn on any time, it's not deleted. But of course you don't see if the error flag came at the same time it crashed or long before
E0000800 is the code but this came on long before the crash.
No new error on the crash.
that's just some rdp feature not implemented, not reason for a crash
does it hang? image still there? music still playing?
Music plays and image freezes. frame rate 0.
ok...so if this was more reproducible i could check with signaltap what part is waiting there for what
most likely interlock between rsp/cpu and rdp
Sometimes I can play through the entire story mode with no crash and other times I can hit it twice in a half hour or so. Random.
ohh, i'm still on unstable MiSTer_20231015.. instead of MiSTer MiSTer_20231018. could that have anything to do with anything?
(regarding having Ocarina crashing when bringing up OSD with E0080045)
odd that update_all didn't grab it
will continue playing OOT and seeing if still run into anything
I played this quite a bit and never saw it.
What difficulty?
Mario or Wario?
In the last week or so worth of cores? Lodgenet?
Mario easy
I haven't gone too far back and checked the earlier cores. I didn't play story mode in the past but it has been pretty solid beforehand.
awesome!!! :):):):)
Will it be toggleable? I kind of liked it
what do you mean?
Whether the banding is there
Like I would not be sad if not. Just curious
it's a standard feature of the rdp, but now that you ask, i might have to bind it to the dithering feature...
so that it can be turned off
Does it happen during cutscenes or gameplay?
Gameplay.
Haven't got it to happen on the US rom yet so probably is specific to the Lodgenet version.
music in DrM 64 is so good
Is Dr. Mario crashing randomly?
I haven't seen it on USA, but @mild ether has seen it randomly on Lodgenet
I just did once through on lodgenet and didn't see anything, but will do it again in a few minutes
Aerogauge a new one to add to the completeable list.
Just did a play through on USA without issue.
There is this glitch with the lines going through the clouds also on the game ending.
Mode or did you do everything?
So when I load Discord in the morning and go into this channel it starts me at the last place I scrolled. I guess that's normal behaviour? Anyway that's why I'm replying to such an old comment.
A toggle for fog? A foggle?
Updated sheet
thank you 😄
This panda girl has got you!
Well that took a while to read between 12pm yesterday and now hah. That banding issue fix was neato
Mickey's Speedway USA just crashed for the 2nd time randomly. As the last stages aren't difficult enough already 😄
Are these random crashes regression?


