#Nintendo 64
1 messages Β· Page 121 of 1
I finally splurged and got an actual N64 controller + SNAC, and boy, let me tell you, games are noticeably more fun to be played with a controller designed for them
well, some games at least
Sin and Punishment felt much nicer
Yeah though I'm a big fan of the hall effect stick
yeah, the stick is definately different than the usual analog sticks on modern controllers
I was surprised at just how much
It's weird because the ultra64 controller seemed to have something closer to modern sticks
If you remove an N64 controllers manhood you get a Wii nunchuck
oh my, you have such a large... joystick
When it comes to seeing how the core syncs up compared original hardware, the intro to Banjo-Tooie is a good benchmark, as the music was designed to sync up with the cutscene.
Software emulators, due to not having accurate speeds, are prone to going out of sync with the timing.
Tooie is playable with a patch, so sounds like that will be a fun one to test.
I'm watching that cutscene right now, and it's at least very close to original hardware. If there's desyncing going on, it's so minor that you wouldn't notice.
It's gonna be fun in the next few weeks when Robert is gonna work on that desync
World Driver Championship stopped working for me (the screen is black), works with the N64_async core. Can someone verify?
Black screen here
@wanton sun regression with World Driver Championship, doesn't seem to boot anymore
lmao
yay aspect ratios! thanks @woeful grove !
Is a new build out?
everyone likes a nice aspect
time to find out what shape marios head really is π
Its yellow
So I just need to update the script? Right? Sorry for the stupid question
no you can just download that file and throw it on your mister
or if you've got an n64 updater script you can run that
thanks
can corroborate that world driver championship no longer boots for me either, both USA and Europe no-intro releases
on 1103
does mario have an accurate face yet?
are save states temporarily disabled?
I didnt realize god was among us, and even more surprising || on discord ||
Are we expecting interlaced modes to be working well or is there still work to be done there
what is the fix in Mister main unstable?
Save states have not been included in the core at any point
I think Robert has had a way to load savestates created from his emulator, but not create a state from the core
There was a reference to that in the osd for a bit though, right?
I don't think that is true
#1096015979055697940 message
Only Robert could make them I believe. We just loaded his save state
yes, but how did we load save states
I don't see anything in the OSD, and you cannot map it
The option existed in an old build
What I meant is that to a normal end user save states have not really been a complete functional thing
I wanted to test my controller with the test rom, and it's not working
That rom doesn't need to load a save state at this point was my understanding
Maybe it's similar to that world driver championship black screen?
yeah, perhaps
For Gameboy roms
But I am @wanton sun we are one in the same lol
New core wonβt affect the vid anyway π
so much red, glad you are playing
Whatβs good on the core today? So I know for later
Notes donβt seem like a whole βlotβ visually
totally π
Not knocking it π just thinking about it from a visual standpoint
I'm playing the Glover 2 beta
it really seems like they tried to rip off Banjo Kazooee and also make it a collectathon
this was the first and probably only core where i was like ok, i need an n64 controller for this
everything else i squeak by with xbox or m30 controller
yep, it's made a huge difference
That doesn't sound bad.
Not that many collectathons that play exactly or similarly to BK.
sadly my 8bitdo conversion didn't test super well for latency, but what can you do
@latent galleon now what I need is a thing to fix the gnarly motion sickness I got last night from trying to play Quake 2 with that low frame rate and tight FOV
Nice! Fixed the power lines in Portal!
finally, we can get another video from awbacon
Well, not until he gets home probably. hehe.
yeah i stick to the console exclusives...need to give doom64 a shot though
Q2 on 64/PSX were pretty different yeah
I could not take it though, I nearly barfed
maybe if I moved really far away from my CRT
well i had no idea doom was a whole new thing until like yesterday so
Quake 1 on the other hand seems to be pretty faithful to the original
Animal Forest waterfalls are fixed as well (It's been a few builds since I tested, so might be an earlier one, but this is awesome! I bet the explosions at the beginning of BH are fixed as well)
The Quake II rerelease that just came out has the n64 levels as a seperate campaign
If you can play the romhack with all the night dive improvements, much better version
oh that's neat, I didn't know there was a rerelease
anyone having issues downloading new unstable main it just throws me a 404 error?
something strange happened, the repo is gone?
it's on pc and every console and is about on-par with the great Quake 1 rerelase. If you already owned it on Steam you got it for free.
ok, github seems to be down partly
thank you for checking Robert π
Even the Mister64 repo gives a 404 not found.
all repos on github
thanks for finding it, a bugfix build is available
rip
Working at the speed of light as always!
the audio change just had no right to cause any regression, so i had to find it fast or i could not sleep this night π
Gib commit
OK, looks like this was all fixed on the 27th, not today. It's been a minute since I tested. (heads down in assembly....yeeps)
ah github is back, very good π
The commit was there all along
hmm?
ooooh, okay, gotcha, thanks
The quick fix commit didn't show up for a bit
yes, i couldn't push because github was partly down
it's now there
unfortunatly i cannot really update the release on github, have to do a new
Wonder if the new core build(s) fixed the warping of the image when switching kongs
Happy Friday Everyone!
biohazard2 still crashes at the stars door (and no music)
i really thought something would of fixed this by now π
some glitching on this a screen in rogue squadron
all you people do is complain
Cloludflare is Cloudflaring again. :/
Wetransfer and a few other services are totally hobbled.
I'm not sure if Github is part of that, but I'm guessing.
looks better than ever π
To be fair one build is to fix a bug from the other build
net win ++
Mhm
what is first public release? namco museum or hello world?
Mario Kart hahahaha
80 days since Mario Kart
I offered to start marking games as Cyan but people don't seem to want it yet because the core is only "slightly more accurate than ares" hahaha
ah yes, i completly forgot the timeline, sorry
no problem π that's why we're here
August 15 was Mario Kart I think
Do you think we will have 1 game working
@daring meteor Namco museum
haha 1 as playable in the list....the status was that! You guys really seem to be living on the edge
Mario kart was 9 days later
I can recall Namco getting in game way earlier
makes sense, when mario kart booted, some other did as well
but probably namco museum was the playable one, not mario kart, haha
By the way: The N64 is still called 0813 in my SD card, haha
we needed to spam slam [start] for mario kart 64
Hopefully we will get a game by xmas
Looks perfect to me
did you blow the cartridge slot?
So it's there anything else missing from VI?
Efficiant Clock switching but that's techically not VI
Good times! π₯Ή
Indeed
@wanton sun I tried Star Wars Racer and it seems like the fields for interlaced are swapped. Everything looks jagged on the edges.
Technically if you look at the map, that Top Gear bike game was playable a long time ago π
I have this but only on mister OSD on analog video
Game itself looks fine
I found a little issue
I fixed the sync issue but still need to move the timing slightly
I need to delay the first sync of field 2 by the length of hsync
The hsync and vsync are independant, no?
csync 4 life
As in like
hsync is a signal that is 15khz
vsync is 60hz
And vsync happens in the middle of the line for interlaced and end of the line for progressive
Does this transition stretching exist on original hardware?
This is definitely programmed and not a bug
Here are the fundamentals
Yeah that's normal
The half-syncs are confusing haha
MiSTer doesnt evey do that haha
Just just carry on with normal hsync timing
TV's dont care
Hmmm
Fixes it for me
and now the menu in RS displays right
@compact skiff If you want too and are on analog
hehe, there's another rouge line at the bottom of the screen now
even there when the graphics letterbox for cutscenes
Overscan that bad boy π
some little bits I noticed for reference
might be the exact same on og for all I know tho
just getting MM's diary up
no flickers to report
that penultimate half scanline is there.
looks like whatever the image is, aspect ratio regardless, some sort of blank happens
curious technology
Looks better
And yes, I'm on analog
Yeah cause me and Mike are on analog
Thanks @modern sleet for all your hard work to make things look good for us analog CRT folks!
Much better interlace in analog here too with N64Interlacetweak.rbf! Very thanks @modern sleet and @daring meteor and of course very thanks to Robert!
Still some bugs but I'm working on it
Your work has been invaluable to CRT users on the core
Anyone know what might be wrong with my N64 core? I installed via downloader.ini, but when I boot up I just get a black screen and no OSD.
Ah oops, I was pressing the wrong key combo, thanks.
Hurray I contributed!
Remember to put in the necessary files
I have the core, the database file and z64 roms. Is there anything else?
Boot roms
Okay, and what's a game that works without any patches?
mario Kart
Honestly I think bombers notebook has other issues since the game input lags for a while before you can do anything when opening and closing the bomber notebook
has anyone else got a sneaking suspicion there's a short drop in controller inputs during resolution switches?
i think i can feel it in resident evil 2 sometimes
A lot these days, easier to list the ones that donβt.
Comment 100000!
For some reason toggling Swap Interlaced in debug eliminated that temporary drop in inputs for me with boomers notebook but only when closing it, not opening it 
The great American road trip complete. Chicago to Boston to Vermont to Cleveland to Chicago in eight days. And I STILL didnβt miss a core update vid! Eat it π€£ (I brought my mic and laptop on the road)
You said it!
But did you ever truly leave? Hmmmm!?
I went a full 24 hours one day without opening discord. That counts for something
Well I'll be damned.
Country times
were you actually leaf peeping?
i've never met a real leaf peeper before, that would be very exciting
Haha weβre not peepers. My wife and I grew up in Vermont
So we went βhomeβ
Robert: I have made the N64 core better by making the framerate worse!
***crowd cheers ***
Retro gaming must be inscrutable to outsiders lol
Just in case, that wasnβt a criticism at all. In fact the opposite, itβs a marvel of dedication.
Itβs just fun to adjust your perspective and view things differently once in a while to see the humor in the idiosyncrasies of a hobby.
Damn. That was deep Robby. π₯Ή
That pursuit of perfection is how I ended up here. Got sick of second guessing slowdown on a pi based setup, wanted to know it was accurate slowdown and not due to the underpowered pi. Now I can relax, safe in the knowledge that any jank is accurate jank
The best kind of jank!
DUDE... this is almost perfect
THX !!!
Wait so there's half a scanline at the bottom of the original console?
Can also confirm this interlaced core fix also looking great for me on PAL. To update some observations I made a few days ago;
Issues of "bending" in top rows of interlaced video now completely gone.
Image centring on the this revision of the YC core matches my composite connected PAL N64 perfectly (near as I can can tell anyway)!
Minor issue of composite colour loss on resolution switching (just waiting for YC.txt update) and a little "banding" on the OSD screen, but looking really nice generally. Composite almost as good as RGB. Maybe I need to get my eyes checked π€£
i've been out of the loop for like 3 weeks, have i missed anything major?
Mostly fixes really. Transfer pak was a fun one
Awwwwwwwyeah~
error message when loading a gameboy rom was removed
@wanton sun will you add more vertical cropping? For Wave Race, 12 is not enough π
maybe 16 would do it
it's only for getting rid of black border?
yes
some games have even more in their "high-res" mode
yes, like World Driving...
we could add one more setting of course, but the main purpose was to remove garbage flickering
i think more then 12 at top and bottom no CRT would hide
And will a similar solution be implemented for the flickering garbage on the left and right side of the image?
hello - could the nso controller driver be messing with my snes nso pad? iβm finding both A and B buttons on the snes pad act as the B button, no matter how i remap
Rumor has it that TLB is still impossible on MiSTer 
I kinda wonder how flawless the CPU needs to be before it makes sense to start working on TLB. and maybe a non-TLB fork could be maintained for debug purposes?
any example game?
the other missing features(writefifo, load delay) must work before. Otherwise, it's in good enough shape i would say. The amount of non-tlb bugs that could be CPu related is very low
since async video/audio is done, i can work on them soon
ah so VI is done?
well, analog out still has some adjustements to be done, but i trust in MikeS there
π₯³ππ
he knows much more about it, can test it, can measure it and most important: is so nice to spend time on it. His work is really such a big help
so i take the freedom to work on something else in that time π
in terms of implementation phase, it's technically done then. there's still the whole other phase of optimization
Inb4 the missing features break games because now they run too fast
not unlikely, but the difference will not be that big
but slower memory will be more important then
A pearl harbor scene
maybe time for another color coded hardware diagram showing status of each component
it seems like most should be green now
I try to put myself in your shoes all the time, but then I hear your car pull into the driveway
except of course RDP and RSP
And CPU
PI timing, PIF 6105 security check, transfer pak MBCs...there is something to do in nearly all modules
PI timing is required for JFG yes?
yes
maybe i should add some debug setting for PI waitstates and we could test if JFG runs with any of them. That would show it's only timing and not something else
Didn't you also mention the RSP changes as required?
well, if RSP is slower, in theory it should be enough if PI is also just slower
Ah, game is too fast, than yes, probably worth to try and see
but who knows, i didn't test anything with this game yet, only read some parts of the Ares process of getting it to work
Loving the Vertical Crop: 8 option, by the way. Thanks! π
The code mentioned in ares doesn't seem to mention vector instructions, so ideally its just PI related
"Vector unit (VU) timing, including dual issue with the SU, is not yet implemented."
Commit that fixes JFG
So we might be in luck
Wave Race π
i don't get any left/right flicker in waverace?
ah yes, that one pixel from AA
probably easier to make that first pixel left/right/up/down black optionally instead of cropping
Good idea ππ»
@wanton sun if you're looking for a fun bug to squash the input delay when opening the bombers notebook in Majora's mask might be a fun one. It's an interlaced video mode and when switching to it all inputs are queued for at least 3 seconds. The same thing happens when closing the bombers notebook. I have a complete SRM save if you want to try it
i can't imagine how that could be fun π
Haha. π€·π»ββοΈ
Oh shit is it fixed?
Did this change your mind
Yeah, so stuff like that doesn't happen when sync slightly changes
yes. It's a trade off: either accept the resync on resolution switch or get latency
You could also try 1
I couldn't remember what vsync_adjust=0 did. The .ini only describes what options 1 and 2 do.
0 is locked 60hz with triple buffer, no matter what the core outputs
Ahh. Thanks!
i mostly use it, because i use savestate loading a lot and would get constant sync drop
on the main TV i set it to 1
That makes sense.
Confirmed no vsync_adjust option has any impact. I do analog out YPbPr. Does vsync_ajust require vga scaler?
analog out is not influenced by the setting
MiSTer FPGA is an open source project that aims to recreate various classic computers, game consoles, and arcade machines, using modern hardware.
can't imagine why analog out can have any delay
vsyncadjust=1 apparently has 1 frame of lag, and doesnt have the resync dropouts
or it doesn't for me, i should say*
Any ideas on what's going on with the Aleck 64 games yet?
It seems like they are getting button input stuck on or something because this is how the service menu is supposed to be displayed when you boot them.
Well if you're confident it's just a config issue I don't want to waste anyone's time
hdmi to vga to composite?
No just VGA to YPbPr
Or at least this is how the service menu is mapped to the N64 controllers for the hack to make them work.
very strange, the screen is "active" already, noticeable by the blue cursor, but the controls are not? i don't see that effect here. Using NTSC standard edition with a 100% savegame
you could try if it also happens with my save
I just wanted to add that the only time I've seen something like that happen - a new video switch followed by temporary loss of input - was when I'd forgotten that I'd set custom video modes for certain resolutions at the bottom of my MiSTer.ini file. It affects even direct video when done that way
no custom modes in my ini
@native mesa @wanton sun I just tried Roberts MM save and I have no delay when checking the bombers notebook
IΒ΄m on rgb scart CRT
though the Bombers Notebook page looks really bugged on CRT, it flickers more than it should
all the same config throug hdmi works fine?
Do you only experience this delay in MM?
Yeah its the only time ive run across it
Pokemon stadium is fine
not sure what else uses interlaced modes
USB controller didnt make a difference, raphnet
thats what makes it weird. I mean IΒ΄m also on CRT and have no such delay
Alright I figured it out
I have these modelines for 486. I pulled them out and its not an issue now
[[email protected]] ;video_mode=320,24,49,38,200,2,2,20,13535,0,1 ; [email protected]@31.4kHz DOS CGA/EGA/Adventure games with scanlines video_mode=640,7,108,30,400,13,2,34,24708,0,1 ; [email protected]@31.48kHz VGA era games including 320x200, 320x400, 640x400 @70.1Hz [[email protected]] video_mode=640,7,108,30,400,13,2,34,24708,0,1 ; [email protected]@31.48kHz VGA Games including 320x200, 320x400, 640x400 @70.1Hz [[email protected]] video_mode=720,15,108,46,400,13,2,34,27983,0,1 ; [email protected]@31.48kHz DOS Text ;experimental modes [[email protected]] video_mode=640,25,130,75,398,50,29,50,27370,0,1 ; [email protected]@31.46kHz Jazz Jackrabbit [[email protected]] video_mode=640,40,96,64,480,14,2,31,26430,0,1 ; [email protected] Epic Pinball (temp modeline, still under development) [[email protected]] video_mode=640,40,96,64,480,14,2,31,26430,0,1 ; [email protected] (temp modeline, still under development)
bombers notebook must have used one?
idk
Great that you found it!
Thanks for pointing me in the right direction. Glad it's not more work for you!
so you did have custom lines
which is what I was saying. Glad you found it.
it'll apply to any resolution that matches if you don't specify the core. Setting for ao486 is what got me in trouble, too, by the way
it's reporting 640x448 in the notebook though
not sure why it would match on any of those
it doesn't, its just the time it takes to parse all that ini
got it
@wanton sun there's a distinctive strip of garbage down the right edge of RE2 on n64, even on real hardware, i always have to crop it off (case for horizontal crop)
you can just add [ao486] before the section with those modelines and it'll only apply them within that core
Edit: I think I was wrong about this. Apparently it might not be possible
ok. i will think about some crop options for horizontal that don't break the aspect ratio. Mainly resolution will stay, but pixels get black
Y'all just need to play on one of these
True
Imagine the smoke stank thatβs forever embedded in that faux fabric of the controls section
Still in the crate!
Is the right hand side thing related to polygon seams?
Surprised the BAR effect is still not LOD hahaha, seems to be really sporadically used than
Really cool to see Beetle Racing Adventure be a great testing ground for accuracy.
What is BAR?
Beetle Adventure racing
I still got CIC error when loading .GB files
On the new mister unstable?
yes
Someone changed the index again argh
Lovely lava π
no, it was the polygon holes in stadium 2
Alright
wrong pixel and z buffer values read back
cartGB_download <= ioctl_download & (ioctl_index[5:0] == 2);
so compare lower 6 bit to 2
i don't know what this bit 6 is, sorry
When you say right hand... Does that refer to the way the middle point or knee of the triangle is facing. >
ok, mkdocs knows it: ioctl_index - [15:6] which file type [5:0] file number
if each line is drawn from left to right or from right to left
there is probably a reason why this is important, but i don't know. I only know it makes a difference for pixels that use values from the previous pixel in the same line
Ooh. Does that hurt memory performance if drawing from right to left?
7:6 are the selections, see NES for example (filetype == ioctl_index in this core, it's passed through to that port in hps_io)
https://github.com/MiSTer-devel/NES_MiSTer/blob/master/NES.sv#L322-L326
case(filetype[7:6])
2'b00: begin type_bios <= 1; is_bios <= 1; downloading <= ioctl_downloading; end
2'b01: begin type_nes <= 1; downloading <= ioctl_downloading; end
2'b10: begin type_fds <= 1; downloading <= ioctl_downloading; end
//2'b11: begin type_palette <= 1; end
whoops meant to say the selections different from bios but yeah
so 00 is always the boot.rom, then if you have multiple index options in the conf_str it will be the next one
"FS,NESFDSNSF;",
correlates to these
if there was a fourth option at the end like "PAL" then yo ucould uncomment in the NES core and get a palette option
i think?
So, just to double check
Correct condition is
if ((index & 63) == 2) {, correct?
Not due to the way i implemented it. That's what the fix from today is made for: the core always fetches all old pixels and z buffer values that are needed to draw the current y line before starting to draw it. However, as fetches are 64bit and pixels are only 16 bit, i need to index the right pixel, no matter if the first is 0 or 3 or 42. Also the framebuffer could be offset from clean 8 byte border AND each line could have a offset that doesn't divide well to a 8 byte border. This logic is rather complicated, but i hope it's finally correct now
@weary palm
oh you had to add a couple DSP's for it
Try this one for both gb and gbc files
oh nvm you just moved the multiplication and division operators to somewhere else
i think you are looking at the xpos/ypos part, but that is only for simulation π
N64 core is awesome....
Are the debug menus useful for BAR?
ah lol
yeah using the division operator in synthesis = ouch
π
looking at the compatibility list.. quest 64... "completeable"
the raster module actually does the other way round with multiply. The simulation code is to convert back so i can check the result π
yes it's time for your true calling
Windows error in core π€£
Nacho ordinary exception.
Just trying some demos and nacho demos looks amazing
Brunswick Circuit Pro Bowling menus are fixed!
Ahh, POM 99 was the event that demo was created for.
and it's in game graphics are fixed too
whole thing has gone from a void to present
Since the current core update is related to this game here is the debug menu patch if it's helpful to anyone. Press down on the D PAD to bring it up outside of gameplay.
whole thing runs in hi-res mode so benefits a lot from @modern sleet interlace tweak core
Nice find!
Is it fun to play?
it's ugly as sin, so yes (ironically)
Lol
so I've nailed down when BCPB's menus were fixed.
the core dated 28/10 was the revision that fixed it
although it's only with true analog interlace modes we've recently had that the graphics really start to ΒΏshine? thru
Now this is picky but there is a square around the lights in black lines... with 1 line through the light... Is this the same on real hardware....
might be
Looks similar to the issue in Blast Corps. The Earth's map has joints visible all around
AAAAAAAAAAAAAAAA
Headlights and Taillights in RR64 are fixed!
really? i could not imagine why, but maybe...
yes, there is bug with dual texturing being offset 1 pixel for some situations, still need to debug that
Thanks for the focus on perfection, the game is perfectly playable otherwise
it made the game so much better I finally got 1st place 
I can understand, your eyes were too distracted by it you couldnβt concentrate.
yeah, same here π€£
That version had analog interlace too, just async needed a new implementation
Oh hey the horrible graphical issue with the mia hamm transitions has been fixed
I do not know if there is still something missing in RR64 , but to me it looks perfect now π
The really interesting thing is that whatever it's doing is moving the error overlay as well
Can anyone with a crt tell me if the field on the left is an overscan thing?
how much you wanna bet that in an hour after I download the current test build, a new one is gonna be out?
There wasn't going to be one. But now there will be. Just to spite you!
Definitely gonna happen if there is a YouTube video today.
Looks like this on mine
This is really what they meant with hires: half? π
double the framerate by halving the resolution
you can even quadruple the framerate by running the game at 80x80
getting 2000fps by running it in 20x20
In Superman 64 you can adjust the screen size of the game down to 20% and get better frame rate
Titus were truly masters of their craft lmao
Don't know why, but RR64
gave me the idea to play the RR PSX
versions instead .....
LOL but why??
Gotta get that extra 2 fps
cause:
It's all id's fault
While CRT effects are being considered, I've a question about "ntsc_mode". Far as I can tell the help info still says "this is currently not being used by any cores" (https://mister-devel.github.io/MkDocs_MiSTer/advanced/crt/?h=ntsc_mode#using-the-analog-io-board)
However, with a composite PAL CRT I've found ntsc_mode=1 (PAL-60) is great! Get colour NTSC games on EU CRT, but not all cores.
NES, SNES have colour, look great. Genesis, PCEngine still black and white.
Just wondering if this is something that benefits from some subtle addition to the core now? Or perhaps is a bigger issue to get working?
So far I've got colour NTSC on the PAL CRT without issue. Yesterdays core flucutating black and white reminded me to ask
the perfect gif
this was the programmers solution to "It runs like shit"
"Now you can't see how bad it runs, smart guy." - The Programmer
surprise it doesn't crash π
it's a joke screen π the demo starts with this screen but then continues - you can ignore this joke π
@wanton sun Ridge Racer 64 Car Lights fixed!! nicely done!
we've already mentioned
As noted in the RDP fix, but these models in Stadium 2 looking perfect now. Thanks very much Robert!
love to see it
Is this in the sheet and/or GitHub issue?
I imagine itβs another one of those fixes that will make several games more visually accurate at the same time
Another new build to try as soon as I'm home. π
I've gotten most of my N64 cart saves dumped last week.
Noticed some of them are FLA, some are EEP etc.
Should a rename be enough, or do I need to swap bytes and stuff like that?
Any converters available?
I tried making a PKMN Stadium 2 save, but for some reason the saves\N64 save file comes out at 0kb.
Even after a reboot of the mister.
That is some sorcery if you ask me
Dat a pink moltres!
whats the appeal of catching pokemon
Having them all, and being the best there ever was obviously
Isn't that a cpak game?
Stadium 2?
No. Both Stadium games are FLA (Flash)
It is a transfer pak game though. You may be confusing those two
Yeah. And it loads system settings correctly.
I found out now that after the hard reboot of the mister, the save is gone.
I tried manually saving from GUI as well
And the game did indeed notice I changed something (started saving when I opened menu after doing something that would usually save to cart)
Hmm, is that recent VI fix authentic to original hardware? π
are you authentic to real hardware?
I'm not. Without a hardware mod, my eyes have the automatic Vaseline filter.
You donβt just catch them .. you also give them a new identity and train them to murder others of their own kind
You ainβt no team rocket bro
Eventually you catch them all, watch speedruns, find the RNG aspect interesting, and get yourself a shiny Moltres.
Or you make them fight I guess
I just never got the appeal of it, then again I wasn't a child when it came out, I was a grown ass man
just finished uploading tomorrow's preview. back in office...back on the job lol
are there any tech demos you guys been using to gauge N64 core progress?
It's a decent JRPG. not the first of its kind really. Final Fantasy had elements of it with the beastmaster class
You listed all the things I hate about pokemon or gaming in general. I just want to be the very best
Has anyone successfully loaded a gameboy save into stadium or stadium 2 yet?
Me clearly π€£ All that RNG nonsense only works on the Gameboy, not emulation in N64
(Incidentally, also on Gameboy core, just shows how accurate cores can be)
how did you do it? with a hexeditor?
Yeah. I tried to explain here #1096015979055697940 message
Cool I'm gonna try it out
If it's not clear just shout, I've converted over and back a good few times now
with the save added to the file do you need the transfer pack anymore if you're just loading mons?
for a roster
What do you mean by "need the transfer Pak"?
Still need that toggle in the core to see the data. Once in game in Stadium you can save a limited number of rental teams (all separated per mode). After that, you could remove the 32KB GB section if you wanted to
Well I have a crystal save
You can deposit PokΓ©mon to Stadium boxes, but.... Maybe you can form a team from those boxes? I'm not sure. Don't think so but never tried
Crystal works too. Just don't try GB Tower
with the game not mattering
got it
know an easy way to byteswap in windows?
I was hoping HxD would have a tool
wsl isn't that hard to install
that was easy lol
you dont know what you dont know!
ope maybe not
gotta enable something in BIOS
You need like 5 random settings in Windows and 1 in BIOS
Its annoying but after you can run linux commands effortlessly
What is the bios setting?
You enable virtualization and in windows disable hyper V and enable windows services for linux iirc
And another thing
Ah. Forgot about the virtualization bios being off by default.
Virtual Machine Platform?
It varies between intel and amd
I found it, after bypassing my jank keyboard to get into bios haha
Dark rift is looking amazing on my crt in all its 480i glory
Aw yeah got my mons loaded
With the async VI core over HDMI some games looks "vertically crushed", like the VW logo at the start of Beetle which is not round anymore. Did I missed an option?
btw, iΒ΄m really confused what you all talking about...what is async VI COre? Did i need it if i play on my LCD TV?
no no and no
good thanks π
Async means asynchronous
VI = Video Interface aka the graphic stuff the n64 does
blending/aa/etc
I believe async also is needed for CRTs
since you use HDMI - that already works
Wish I could battle you bro
unrelated, Rayman 2 is jaw droppingly good looking.
like next gen looking
@wanton sun N64_20231104 broke Automobil Lamborghini. It has pixels flying around. Visible from the beginning of 1st frame in atract mode. Previous core N64_20231103_2 is okay.
I just fired up the game for comparison.
yes there's visible seams between many polygons
yesterday vs today
so much moire
Think it may be related to this #1096015979055697940 message
pokemon stadium 2 mons have something similar
no doubt. but I figured the video would be of more use to Rob than "this game broken"
You have two misters?
seems like only good manners to present evidence of your issues
yes
my itx living room model and my tiny retrocastle one in the office
Makes me wish Arin stayed just an animator in web when remembering these gems
Suddenly See Moire
Is mister different? The de10 nano whatever was the thing, as I understand it, so performance shouldn't be different
They just have different cases and ports?
Different smell
Same, I'd take his animations over game grumps any day
the texture archaeology stuff for this game is so cool
I'm unreasonably intrigued by all that stuff for some reason, I can understand that they come from texture pack cds but it's still magical
I had no idea that was the same exact one. Now Iβm always going to remember that each time I go through there π. It makes sense though because thatβs hazy maze where you would get metal Mario in the first place right ? I remember originally running around the castle like crazy thinking Iβd find the green switch there instead of a level itself.
Star Soldier for the N64 is probably the best shoot em up of that generation
so does pokemon stadium only work with 1st and 2nd gen?
also I wonder if it works with pokemon green
oh snap, it works! at least on original hardware
I'm kinda tempted to play all 4 colors concurrently, and trade among the four
my eyes see the green cart and some part of my brain goes "that's not right"
it looks as good as real tho
apparently in Japan they had red and green initially
and we got the blue instead of green
and yet their carts were standard grey
but the fact that the English translation of green is compatible with English pokemon stadium is amazing
yes
First it was Red and Green.
Then an updated version called Blue was released with updated sprites and bug fixes.
Then that version would be the basis for the international release of Red and Blue.
so Japanese red is different from international red?
this is fascinating
it seems gb tower on stadium 1 doesn't like green though
don't forget western red/blue took so long to come out silver/gold were already demo'd in Japan. spaceworld I think
there were development issues tho, so yellow edition was thrown out there to plug the gap
Oh that's odd - on hdmi out the frame rate counter is clipped out slightly at the top of the frame now.
Oh, that's just upon core loading, before loading a rom. Even running Aidyn Chronicles at that same resolution repositions it back into the frame.
my baby bro is finally being proactively interested in the MiSTer now that more games are working
Just wanted to say ty, this ended up fixing my issue as well <3
nice! Yeah I remember spending a little while wondering what was going wrong - if there was some core issue not being reported in the PSX core, or something, until it hit me about the resolutions
I tried this but it didn't seem to like things. maybe I'm getting the markdown coding wrong?
hmm, strange, it should be able to work like this https://mister-devel.github.io/MkDocs_MiSTer/advanced/ini/#adding-core-specific-settings
MiSTer FPGA is an open source project that aims to recreate various classic computers, game consoles, and arcade machines, using modern hardware.
Hmm, I can append with a core specific value but not sure how that differs if I want to distinguish between multiple resolution output differences within a single core
So do we know yet what is causing that white polygon flash in the OOT intro?
I think you should be able to have all of your custom lines as before as long as they all follow the one core specific tag - so like anything following the core tag will be applied together - unless I'm misunderstanding what you're trying to do
Edit: I think I'm wrong about this, may only allow for one video_mode line per core but not core-specific modes for each resolution
Hm, a bit off from N64 talk actually, can I dm you about it?
sure
Man I gotta say, playing F-Zero X like this is sooooooooooooooooooooooooo good! Thank you so damn much
ππΊ
Would anyone know why I wouldn't be able to move around in menus in Majora's Mask? When I hit the joystick left or right it just switched to the next page. I assume it has something to do with the controller. It's the 8bitdo N64 mod kit
It seems like if I flick it barely I can get it to select something but it's very sensitive
I used to have that problem with an old core. Something about the joystick deadzone sensativity iirc
I'm on the newest core and the latest mister unstable nightly
There's an unstable version that clamps the sensitivity
Yellow would later go on to codify what would be the anime and multimedia standard going forward, but fun fact. The really ugly back sprites were based on the Japanese originals
The back sprites are also half resolution, which makes them even worse.
what a difference
thank you, found the reason. Will be fixed in the next build
Every day a step closer to perfection π
Just curious: are the trees now fixed in beetle adventure racing
yes, i'm not aware of any graphical bug in this game currently
Nice, I will probably try that today! π
Fake LOD and Fake YUV, haha
I still don't know what the YUV loading mode did that my emulator ran into with this game, however, it seems it is either not required or no one has seen it yet
could also be that the normal RGB texture loading mode produces the same result in RAM
Ah
Oh new email from @wanton sun π
Great patreon update as always
as a non-patreon i'm just going to imagine a great update
On the overalls of Dixie Kong, there is a small glitch during the DK rap of DK 64
Something I will check today is the back of the Car in RR 64 on Real Hardware to see if what I noticed last night happens there (There is a line which appears through the back of the car occasionally when you steer in either direction).
Can confirm this happens on Real Hardware too. No issue here.
Trees are great. Lava fixed in yesterday's build. A tiny line/square around the lights. Other than that Beatle racing is fabulous.
If you use a trainer patch to select the police car and all tracks... The speed the core plays at is a joy π₯°
and if you didn't play it for a while, fog was also fixed
And textures
Lots of updates, nice!
Trainer patch for all tracks and cars... Good for testing π
is that what you mean? sorry a bit blurry
Yep...The was a thin square around the lights π₯°
i see it now, it's still there. the image was from n64 π
seems to be some kind of z-fighting, rather than texture issue, but who knows
hmm, maybe not, the whole car has it
Weβre excitedly getting to the point where we start asking people to verify against real hardware first before they report bugs.
Go verify yourself against real hardware
I do am Iβm quite performant! πͺ
Guys I think Jet Force Gemini has a bug
Like 10,000 of em, those ants donβt stop attacking
i tried to get it running with slower PI and could watch about 1 minute of the PAL intro, but then it crashed with a FPU bug π
NTSC crashes with CPU exception after 15 seconds or so
i have no idea, could be anything. and as my emulator is not accurate enough to even get there, i cannot debug it anyway
maybe when the unpatched rom works (cic challenge implemented) and a save can be loaded
also the framerate in the cutscene was horrible. It's locked to 17fps on PAl anyway and in the scene where the blue bugs hunt the teddybears on the planet it dips down to 12. But could be the game was like that
Good morning
Is Pokemon Stadium 2 just easy or is my party too good. or did I just not get to the hard modes yet
I have all dark types which are supposed to be pretty bad in gen 2
Wonder if they will put a more smooth look option setting in the OSD.
I know it's still in beta.
Kinda looks weird.
Kinda like how it looks in the emulator. No blurry. as a option. can't even make out the logo for the car
SOme peaple want the more n64 look i guess how it was originally.
is that a joke?
He must be new here
not particularly new, but maybe somewhat of a language barrier with that one
i mean, you can always use analog out in the worst possible way and connect it to the worst CRT you find
I think they mean the opposite
Those options already exist plus you can use filters to blur it out more
i.e 480p rendering
i could just take off my glasses instead, but that will not work for everyone π
With no AA
oh yes, the other way around: sure there are options to disable all the blur, they exist already
Let your eyes go slowly out of focus
Better off smearing vaseline on your glasses for the authentic look
Or drinking 70cl of vodka first
FPGAbrau
How dare you!
having a good time with the n64 core.
It's getting better.
Still some work.
I own a N64.
even got a ultra hdmi n64 as well. i wouldn't of got the n64 modded if there was going to be a n64 fpga core. Even more with 3d anologue console.
I play on a big ol crt like the good lord intended retro games to be played on
And in my setup the core looks like perfection is within grasp
Still a little wobbly with interlaced signals but MikeS is gonna kick that problems proverbial ass
You don't get to decide that
I just did ..
You mean like I donβt get to decide my preferred method of display tech?
The good lord emulates his retro games on an ouya
The good Lord invented cathode rays
Silly question for me . Iβm updated to latest build . Using Svideo I only get black and white . I get full color on Mike S YC build . What am I doing wrong. Playing on a CRT ?
S Video = YC
Sounds like you aren't doi g anything wrong
CRT stands for Criminals Require Televisions
Criminal resistant
That's a rather cozy looking jail cell.
Thatβs so cool
I also think it is cool.
I donβt see a clear N64!?!?
Working on it, just found out today there are clear shells on Ali. I have a Jungle Green which would match the green tv remote
thatβs awesome!
BLASPHEMY!
In all fairness we couldnβt even begin to fathom what if anything the good lord plays on ..
Is this how I should have my N64 directory setup? Games won't load. I get the error. "Missing directory: N64" when I try to open the zipped game folder.
This is also my belief
i have my N64 directory directly on the sdcard, not in games, but i think both should work? otherwise it looks correct
Try unzipping the everdrive folder you have there, the archive might be far too big to open from
Yeah unzip that shizz
Cool. Ill give it a shot.
OK, Star Wars Episode I: Racer with the RRDUAL code is really cool!
not sure why that control scheme wasn't just offered in the manual
You got a CIFS mount?
@wanton sun possible regression on papermario.... Squares around beginning logos
@orchid nimbus No CIFS yet. On the todo (to learn) list.
Un zipping the big folder worked.
Ok π
Not sure if this is gonna be a rush to be fixed until TLB is in tbh
Agreed... just noticed the logos were fine and then weren't... thought I'd mention in case it broke other games
Yeah it was a nice find π
Are there any missing visual features left to be implemented now before TLB (excluding CPU and timing fixes)
YUV and LOD I believe still need to be added
Ah, what do those do again?
Not much that will be noticeable anymore, LOD will make the Peach/Bowser picture change as you get closer to it
Ogre Battle 64
That painting illusion is neat
So YUV is used in Ogre Battle 64? What does it do there?
My brother wants to know if transfer pak saves work
Run Ogre Battle 64 right now and see for yourself
Yes, but they're an annoying format
According to sheet: "Seems playable. Some black/missing ground textures in some scenes"
Those ground textures are in YUV format
cool the 'heavy' demo shows the pictures correct again on the 'album covers'
Is there a guide for it? my brother is playing Pokemon Blue on the GBC core and then plans to transfer his pokemon in Stadium.
You take the Pokemon save file
Run the linux command to swap files
hexdump -v -e '1/4 "%08x"' -e '"\n"' yellow_newgame_splitfromCore.sav | xxd -r -p > yellow_newgame_splitfromCore2.sav
You put the save file at the 128th Kilobyte in your Stadium save file
I should script this
also I don't use Linux
I remember there was a tool that let you use some layer of Linux within Windows
Yes, there's WSL, it works perfect on WSL (I in fact did the first ever conversion of a save on the core on WSL lmao)
If you have it just run bash and it will open a Linux terminal
MiSTer + PixelFX Morph is going to be my ultimate 4K combo
switch away from winblows, regain freedom
I've been really satisfied with my retrotink 5x, what does the morph have over the retrotink 4k?
Been thinking about it but some games I mod on PC use tools only on Windows and I don't want to learn how to WINE
Cheaper, awesome video output, and web GUI
I just quit PC gaming all together
LMFAO
If you buy cheap you buy twice. Mike chi needs some money to live you know.
Mike Chi doesn't care about my income stream so I don't care about his
Not interested in buying from Mike Chi
I just use my crt I got for free π
@graceful radish - now that's a dude I care about as he directly supports important things we can all agree on
playing old video games on a huge 128" TV is not one of them as an only gimmick
I connected my MSX to a TV like this for a bit
this is the retro experience for me
not some upscaling BS
Yeah true lol
I like upscaling BS though
upscale to 4K and apply all the filters to make it look like a CRT
does it emulate the smell of burning dust?
the warm glow and humming of the tubes?
I enrage both the CRT and OLED fans at the same time win/win lol
nope it doesn't... because it's snake oil
Already made a config file for the rt4k with direct video. Really looking forward to that.
et tu @lament escarp
youβre vampier oil
I want my retro gaming consoles powered by 1950s Westinghouse generators that run on coal.. else it's not the real experience
you can notice the fluctiations.. not this modern electricity that they pump out these days
Must be danish or netherlandish or sumin
Please move off topic chat to #general-banter or #spicy-off-topic
dat komt dan mooi uit π hier is hoe het is om dislektisch te zijn π
@zinc dew you failed as your task as moderator by not pointing out the off topic BS
π
@orchid nimbus 
gif_police.gif
π¨
Nah just n64 audio books. (Gotta keep it in-topic, the mods are merciless today.)
Makes me feel they're about to explode.
some of those programs that can't find any stick - just disable stick 2/3/4
seems to work for me
fractal zoomer for example
@lament escarp I was kidding earlier. Mike Chi is cool. Let me know what you think of the 4K when you get it. I donβt know anything if 4K upscaling!
I learned not to ask about drama. He says the same thing about you.
Huh, Iβm sorry if I offended anyone.
Nah this time I was kidding. π
LOL
fml you got me

I was like oh no, I actually really respect the guy and his products lmao
I donβt know him personally though
I only had a few chats with him but he is really helpful and funny. Dunno how someone couldn't like him.
Was all regarding the retrotink 5x and best cables for consoles, so nothing personal.
Iβve never had a need for an upscaler
But boy am I glad they exist so we donβt have to mod consoles to use them on an HDTV
but I assume I donβt need a 4K upscaler with something like the MiSTer since it produces a digital signal already
To be slightly on-topic; like if the N64 MiSTer core didnβt exist I would probably buy a tink4k or a PixelFX morph day one lol
Mister is a bonus on the rt4k to me. For things like gc and ps2 it's really great as well. And I'll use rt4k for ps3 switch ect. Just because it has a hdmi in.
Ohhh youβre right π»
Iβm gonna badger you when you get it. Seeing GC on 4K sounds amazing.
The rt5x is already doing gc in 1440p.
Haha oh wow!
Not to be a goober but holy shit are we so fortunate and lucky. Itβs amazing that really smart people can make really smart solutions so we can continue to enjoy our retro games.
Retro gaming is like a constant source of happiness for me lol
I love being here in this Discord with yβall π»
And to think, all their hard work just so I can play Quest 64 haw haw haw
You've never even loaded that game up I bet 
And it's a refuge from not so well intentioned publishers like ea or Activision, can't put lootboxes in my medal of honor on ps1, can they?
@zinc dew I'm sure Mike Chi makes good stuff and puts a lot of effort and dedication into it - it's not my product - just as MARS FPGA is not my product - but atleast the retrothink it real π
Yeah it's niche, but if you're not on mister or crt I'd recommend any retrotink adapter over some cheap ones.
who doesn't use their mister on a crt?
Me lol
A) perfect response
B) I love that movie!
i would but my CRT weighs a hundred pounds
and those are american pounds also
not english ones
I have a CRT and a PVM too
but playing psx on it

i used to use to for nvidia 3d vision games
since I could get it to do 120hz
Only have a 77"oled and literally no space left for crt.
They had smaller but apparently 77" is the correct size for the distance of the wall to the couch.
nice
I got a 65" 4k tv now here in the living room
I spend my time using it to watch 4k parrots on youtube lol
Were there ever any n64 demo cartridges? π€
do blockbuster rentals count?
I remember playing n64 games on kiosks, but cant remember if those were just the full games or demos.
there were definitely demos because I have the turok kiosk rom
they demoed it at E3 one year
but its not the full game, its like a hub world thing and you can pick which level
@zinc dew has some mother 3 demo stuff he is not allowed to share, but I know his secrets.
That checks out, guess I was hoping for something akin to the psx ones, with dnb and prerendered 3d menu with an assortment of games
you mean a demo disc but on a cartridge?
Ye
no the N64 didn't have those, cartridges were too expensive for that
they could do demo discs because cd-roms were dirt cheap and piggybacking off the PC cd-rom shareware era
Nintendo fucked up
but there were actual demo carts like at E3 and stuff, mostly alpha and beta builds of games so people could play them at a kiosk
actually it probably wasn't a cart but flash rom cartridge thing
developers had them, it was battery backed and you could put code on it through a scsi port
can't wait to play conker's bad fur day once it's supported and eventually get a MiSTer lol
They could've made a type of everdrive, a demo cartridge, allowing you to load it up with psuedo sd-cards that could come with magazines and stuff
i saw that gif and though it was tim the dementor lol
it was too early for that, flash memory was expensive. They were still using mask rom for carts at that point
Sorry, don't tell anyone I said that.. just trying to save late nineties nintendo
Yea I guess, difficult to compete with cd tbh
if they hadn't screwed up with the N64, they couldn't have made billions with the wii later
I never liked the wii motion controls, but there were amazing games like metroid prime 3, xenoblase and fatal frame 4 (thx for not localizing that one)
Also, remember operation rainfall? Wii fought tooth and nail for our games back in the day.
and bowling with your granny
the way it brought even non gamers together was pretty unique and cool
Quake 2 shows regression. maybe the same effect as seen in automobili lambo that was posted earlier today
Compact flash was around then but it was still expensive. The size required probably cost more than an actual game. Nintendo did have a plan but it fell through and never made it to the states N64 DD was supposed to be the answer to no optical storage.
Sincere sincere thanks @wanton sun. The other half and I have had a blast with this π
if you play Shotgun Mario 64 you'll have an extra blast π
play shotgun mario 64 with a guncon2
Hah true but after 120 stars Iβm about done with Mario 64 π€£
For now anyway
nerd π
In my defence it was the mrs pushing us to the 120 stars⦠glad she did tho it was a great time
mario 64 really is improbably good
All through the game it felt unreal that this was a launch title. True masterpiece start to finish (except that damn big little world)
Mario 1 / Marrio 3 / Super Mario World / Mario 64 and Mario Wonder
I think those are the most important Marios released
I heard someone say Mario Wonder reminds them of every 2d Mario game after new super mario bros
Ok, i've sent what I can to robert to hopefully address the interlaced issue
Will be curious to see what caused it
Huh
and how things line up within it between the two interlaced fields
Cause the last build really did seem like an easy fix
Yeah, but that little block of missing pixels
Is the problem
Here is a comparison of the vblanking between the two
The current core eats into the active video window and it shouldn't
Ah
Second half scanline
Didn't think there would be a half scanline in front porch
Yeah I see now
@modern sleet you got more patience than me with this π I just sit back and enjoy the core on a CRT when it's all done
Banjo must have a Pi device or some future tech Analogue Pocket because he seems to be playing one of the challenges from Banjo-Kazooie on his Game Boy-looking handheldππ€ͺ
Nah, I think he's a hoarder
Holds the only copy of the unreleased Banjo-Kazooie GB Prototype
Not seeing that issue on mine
Whatever it takes to allow robert to focus on more importants things like TLB π
sorry you called?
I only use good tvs
years. And it has to wear a dunce hat when it's out of it's box.
haha
my 8" CRT identifies as a 12" ....
Hows the risk of burn in with those fancy displays?
I always hear mixed reviews on that
well, people with old tv's get burnin, and people with new ones dont
that's pretty much how it shakes out
they are so confident in it now they make monitors
modern TVs get burnout rather than burn in right? the LEDs gradually get dimmer?
Heya folks, sanity check.
I'm still not having any luck with the OoT-MM combo randomizer, I suppose that still hasn't been working for anybody else?
Unfortunately, not quite sure what system settings would be ideal for it--I would assume MM vanilla would be closest.
Possible regression: Smash Remix characters are flashing to random colors.
This was happening with an old core version and went away as more texture modes were added
I'll buy whatever display is 100 freedom units
Has anyone heard if TLB is still on the table for this core? I just watched one of VGE's videos where he indicated he thinks we're at a phase for bug testing which seems odd unless Robert is not implimenting TLB ya know?
TLB is the very last thing that will be added
Because it makes debugging difficult
Best to tighten up everything else first
Ah I hadn't heard that, I figured it was because it may not fit. I wonder what it is about TLB that makes debugging change.
Crazy memory addresses
Full TLB might not fit but thereβs a mini-TLB idea on the table
i'd bet money Rob will make it fit
enough of it to play every commercial game at the least
The idea is tlb can go up to 32 simultaneous address but because having more then a few active invites a huge performance penalty no games used more then 8 or so
perhaps only by the linux you can get compiled for n64
but that... basically doesn't matter
TLB comes last π or near to it
As @fair stump mentioned adding TLB now complicates the fixes / bug squashing
