#Nintendo 64
1 messages · Page 142 of 1
I actually bought the little video carts a few years back, mainly cause of the Shrek movie
I was too old for the gba carts by the time they came out, cool idea though
I changed the title of the bug accordingly, to reflect it may not be a "render" bug: https://github.com/MiSTer-devel/N64_MiSTer/issues/25
Sure. But you want to report this bugs for future reference. Adding the Vigilante 8 and Vigilante 8 2nd Offense menu bugs to Github
Been playing around with the patched games, mainly Conker, with no issues. Amazing work @hidden bolt ! Also gotta shoutout @cerulean elk as the Conker saga was a fun journey to follow on YT. I felt like, between the insane work of @wanton sun on this core and the dedication of members here somehow the community would find a way and here we are. 👏
Out of curiosity, are there any other relevant games with major issues? I haven’t given Castlevania Legacy of Darkness a try yet, but I remember reading there were crashing issues. Anyone play through it okay? (I will likely do that soon as well and report back)
Castlevania has no issues I believe. There's a pinned spreadsheet that has all known issues written down and they're getting copied over to the github
CV is good to go
Blindfolded SM64 run starting soon
Someone needs to give them a MiSTer
Starting now
Considering some parts run faster than real hardware, this would likely throw them off. 😅
Exactly!
Make them blind run Mario on a variable core 🤣
I think I found a bug as well. When starting ocarina of time, at least with the pal version, as soon as the fairy approaches link, the background texture is repeatedly changing in size for a few moments.
This @jolly turret guy is bug hunter extroidinaire, I love it
@jolly turret he also has the best username of the week
Thanks guys, really it's just my ocd attracting weird things haha
dumb question but it wouldn't make much of a difference if the cpu was 120mhz, right?
it does. old school consoles and games were usually designed in a way where the timings for things were done by locking them to the CPU clock speeds so that it wasn't logic that had to be processed by the CPU at all to save every ounce of processing possible. Stuff like animations, physics, and some other bits and bobs.
In most cases games will just look like they are being played in fast forward speed, other times it just breaks the game.
in both psx and n64, most games(95%+) are bound to vsync interrupt to generate their 60/50/30/25 fps and lock their game logic to it, so overclocking selectivly works. You couldn't do that easily with real hardware if the oscillator clock is used for all chip internal ressources but in a FPGA it works.
PSX profits most from higher cpu clock or generally higher CPu performance. For N64, the main advantage is the memory clock being raised. While the base core drives the ddr3 at 125mhz, the turbo core uses 160mhz. As the memory clock is not fully independent of the other components, CPU, RSP and GPU clock is raised together to have an "even" divider of 1, 1.5 or 2
However, the VI clock is not touched and stays at it's original clock speed, so most games will not speed up the gameplay, but often reach higher fps at same game logic speed
but resihazard 2 require patches
The patches are in the pins for your convenience.
the pins are located under "settings" if on mobile cuz reasons
but the core is supposed to play 99% of the library
says who
cite your sources
give me the sauce
the VSauce
the Viisaus
the finnish word for Wisdom
bet you didn't know that one
where is that US compatibility spreadsheet
in the pins
bruh

we need an emote now that says "in the pins" or "check the pins"
or a sticker

boom. I apparently already have one from another server lol
there's a ton of games listed as playable but not completeable
they can't be completed at all without patches or what
i guess i misunderstood it when the core was added to the update script. i was under the impression about 99,7% of the games were completeable now, some with glitches. i guess that's what you think when you don't pay attention
i blame capcom
For a game to be marked as "completable", i believe someone has to actually complete it. Most of the games listed as playable are probably completable. If you complete a game, you can contribute to the list.
Yeah, not all the games on n64 are worth completing tbh
you don't say
I'll complete quest 64 someday. But not today.
games should be marked perfect and completable until proven otherwise
As I’ve said before, the compatibility list is basically useless now. We collectively stopped updating it after a point. The only lists that are relevant are the issues list that @weary perch created, and the GitHub issues list. Honestly, the compatibility list has caused more confusion than it’s resolved for a long time now. Someone please put it out of its misery!
I was half joking with my comment but I’ve seen people either accidentally or purposefully misconstrue the compatibility list to read it as not many games are completable on the core
Exactly. Honestly, I’d strongly advocate for removing it from the pins. It had value while the core was being tested/in active development, but now GitHub should be the canonical source of issues.
But that’s just my opinion
Modern game dev talking.
shit that was good lol, fml
I'd agree, but first we need to make sure everything makes its way over to github
Most of the major issues from both lists have been transferred to github. We just need to make sure all the remaining small stuff does too
@wanton sun did you ever put a compilation of all of your patreon posts together? If so do you have a link?
oh lord
jesus lord the lightning started. also i'm in the wrong channel but it's sorta topical since pikachu on n64 has a lightning tail
Once everything in the sheets is logged on GitHub we can fully retire the compatibility sheets
Just playing some more RE 2 yesterday (patched game + vanilla core) and found out something interesting: when I choose the “Clean HDMI “ option in the core menu, the slowdown at the beginning of the game is almost gone. The rest of the game has no slowdown at all.
Also, finished all 4 main campaigns using the regular core and no freezing at all! Thank you again for this @hidden bolt e
I use clean HDMI and then put a softening filter over it
Why not use the N64’s built-in features to do that? Genuine question.
Weird edge warping that annoyed me
Ohhh ok makes sense
yeah. Just... bugged the shit out of me so I disabled that and found a good approximate looking filter (I think it's SNES sharp?)
That’s awesome!
no, the core is impossible, you know. This channel is just a fever dream 😛
i have them saved as pdf, but didn't upload somewhere yet, sorry. Need to find a good place that i can control and where it lasts
Careful otherwise @zinc dew might ban you for the screenshotting crime 🙃
incoming code violation? 😂
This channel is just for roleplaying purposes, there is no n64 core.
wow. that's SAVAGE
Lol this core has completely quelled the want for a HDMI N64 with an everdrive
🚨 CODE VIOLATION 🚨
@strange copper You have violated rule #316 -
the first rule of code violation is: you do not talk about code violation
Speaking as someone who has an Everdrive 64, once Conker and Jet Force Gemini became playable I agree. Also, the turbo core and being able to map the C-Stick to a right analog stick makes playable Perfect Dark and GoldenEye an amazing modern experience
Yeah conker and JFG patches made it to where I don't want a console...I did rebuild my controller's stick and added the 8bitdo mod kit
I don’t got no everdrivers or hdeemy modulations. I’ve got one of dem dere classic ninteeeeendoh sixty fours hooked up to mah granpappy’s cathode ray tube
when virtual pro wrestling 2 and wwf no mercy are the only games I genuinely enjoy on the core, where do I go from there? anything else you'd guys recommend besides wrestling games?
Virtual Pro Wrestling 64, WrestleMania 2000, WCW vs NWO World Tour and WCW/NWO Revenge lol just kidding. What type of games you like?
Killer Instinct Gold, Star Soldier, and Smash Bros are games I also play but less often haha
If you like arcadey sports games, Mario Tennis and Mario Golf are good choices
I do wanna go through the Cruise'n series but waiting to come across a good N64 controller.
Star Fox 64
was wondering about the Retro Fighter pads.
You like Fighting games? Try Fighters Destiny 1+2, Killer Instinct Gold, Clay Fighter, Mace: The Dark Age are exclusive fighters. Also Rakuga Kids
oh that's right, I need to try rakuga kids again. it didn't work during the beta.
I did play Fighter's Destiny as well. Really solid fighter on the N64.
I think Flying Dragon is another exclusive
thanks, that's a brand new one for me.
What could this mean? downloader.ini Errors:
https://raw.githubusercontent.com/RobertPeip/Mister64/db/db.json.zip
Oh that's an old way to update the n64 core or get the db. I forget which. You probably have it appended to the end so delete it out and run the update all script again
Looks like it was mentioned in help already
SUPPORT THE CHANNEL : http://www.patreon.com/VideoGameEsoterica
Robert (or FPGAZumSpass) is done with active development of the MiSTer FPGA N64 core, giving us 99% of a fully functioning Nintendo 64 on MiSTer FPGA. But a NEW Nintendo 64 project has come along thanks to Mr-Wiseguy : Zelda 64 Recompiled! A new static recompiler of Nintendo 64 gam...
this should make some people V happy
I've finished the game yesterday with the recompilation.
Some remaining rendering bugs but so far it does the job quite well.
Wow, Mystical Ninja got a full decomp?
is the turbo core from March the most updated one?
That one isn't missing anything is it? If has all the recent FW updates doesn't it?
Probably not since it’s not an officially supported core. @twin barn do you remember tackling the FW update for the N64 turbo core?
I assume no since it’s an experimental core that’s not part of the official repo.
i think it came out after most of the recent changes were already in didn't it
dv1 etc
any opinions on these compared to OEM N64?
The analog clamp in the core fixes the non octagonal analog stick range so it should be fine but on real hardware the stick range doesn’t feel as good.
I love the Brawler. It's my go-to for the core.
i heard they did a v2 thats better but at least for the v1 i really didn't like the brawler
check out the tribute64, way better imo
I have the Bluetooth Switch/NSO version, but I've only ever used it via USB with MiSTer.
My daily driver
My only real complaint with it is that the plastic shell is very smooth and slick. Sometimes a bit difficult to grip and remain stationary in my hands. I wish the back half of the shell had some type of fine texture to it... like a DualSense.
Brawler 64 might not be perfect but it doesn’t cripple my hands
does that analog clamp help with modern OEM console controllers? I currently use an Xbox Core Controller for analog stick games.
3 prong N64 controller is gonna put my ass in physical therapy
Your ass?
I think you might be holding it wrong... 😏
Haha ok I set that joke up. Point to you
@zinc dew you all good down there in Texas road house? Heard that hurricane is coming your way (I get it. Texas is a big state)
"Well... now that I know the middle prong isn't supposed to go there, now I see what everyone else is complaining about."
Tribute64 is also a reasonable compromise for those who want a more traditional layout. Not perfect, but cheap and cheerful
(Brawler wasn’t available when I looked, which is why I went for the Tribute)
are you using the wireless or the wired one?
Looking at pics, it seems the wired one centers the d-pad more
Me? Wireless
I think there’s a difference between v1 and v2, which impacts the D-pad position
V1 is more in the centre, V2 is more to the left 🙂
(Maybe v1 was wireless. I dunno :D)
Brawler looks more comfortable though, and with a better looking D-pad. Not a fan of the D-pad on the tribute but it’s passable for the games I’ve played.
Yeah it’s great. Helps with every single analog stick
Yeah, fortunately I’m nowhere near the coast so when it comes around this way it’ll just be a rain storm.
Thank you though, it’s very kind of you!
Was worried you were gonna have to make a Pi raft
so if I ever visit texas, I should stay away from the coast? of course, that is before I get beeped out of texas by anti-californian texans.
The coast is fine but that far up the Gulf of Mexico doesn’t make for good beaches. Well I’m biased since I’m from FL so I’m comparing it to the nice beaches we have in south Fl and the keys.
never been to FL. only seen it in video games haha
Just use a Dual Sense for an N64 controller. Map A to X (Cross), B to Square, Up C to Triangle, Down C to Circle, Left C to L1, Right C to R1, Select to L, Z to L2, R to R2 and Start to Start. Then add alternate buttons and map the C-stick to the right stick and L to L3 and R to R3
I've used this config above ^^ for every N64 game and it works perfectly
haha that's pretty much what I do.
The best part of Texas is Mexico
well, if I ever go to texas, it's to try out their smoke houses and raid someone's backyard BBQ.
I have some Mexico in SoCal already haha
I use this controller and I love it, strongly recommend. If you get the same manual/instructions that I did, though, be warned that the instructions are fucking ass. I couldn't figure out how to pair the controller to my MiSTer for way too long. I spent unnecessary hours troubleshooting mainly because the relevant section of the manual listed the controls/LED status lights backwards for X-input and D-input!! 😵💫 It also doesn't tell you that when you switch the controller into either X-input or D-input, it simultaneously puts the controller into pairing mode. This is how you pair, you want X-input, by pressing A and the pair button at the same time while your MiSTer is in pairing mode (default key is F11)
oh yeah ok, I wanted to ask because information online is inconsistent, including the marketing. but can any version of this be used in wired mode?
Yes it works in wired mode too, it takes USB-C
Wired is plug and play
Does that apply to all models except the one specifically for N64?
ahh, I dunno - can only speak for this one, the NSO brawler
I prefer the retrobit Tribute64 personally.
But I just end up using my nso switch controller for ease of use.
I have the nso version of this and the 8bitdo modkit. While I prefer the oem style 3 prong design the brawler actually works as intended, offers xinput so rumble works and is nicely built. Mine had a defective cap for the stick though, so I replaced it with a cap that's supposed to got on a nintendo joycon.
Also, the stick range on this thing is absolutely ridiculous, while the core clamps it down and makes it work I wouldn't want to use it for pc or such.
I'm more-so convinced now.
I think the v2 brawler fixed the z trigger to make it a button again. On V1 it's analog like a GameCube shoulder button. Absolutely wrong for Goldeneye. Maybe smash players liked its feel for shielding.
The nso one I've got has digital z buttons
On the V1 the L trigger also blocks the analog stick when pressed LOL. They sent out replacements for all Kickstarter backers.
Oh I remember this. They sent me a replacement but I still have the defective one. I was meaning to open it up and try to shave it down. I think it's time.
Yeah I still have mine. Thankfully it’s the L button which isn’t used much so it wasn’t that much of an issue lol.
Happy they sent replacements though, I would’ve been pissed
Yeah haha exactly. I don't think I ever touch the L button so it wasn't up high on the priority list for me to fix.
God I love the 80hz core
I try to play most games on the standard core but there are some that are just undeniably better on turbo - 007, Perfect Dark, Conker, LOZ, just to name a few
I grew up with an N64. I hated the slowdown. 80Hz core is the N64 I wish I had as a kid.
I think it’s really damn cool that the 80MHz core exists. Genuinely remarkable that runs on the MiSTer and it’s also so great to see the improvement it brings a lot of games.
On top of the awesome patches people have done too.
Agreed. It's amazing an N64 core exists in the first place.... But to have a turbo core. Unreal. I haven't touched the standard core since I've gotten the turbo.
But unfortunately I think my N64digital modded console might not be playable for me anymore since I got used to 80mhz 😅
Well for what it’s worth I think it’s cool as hell you’ve got a modded n64.
I never did it but I always coveted those mods!
Yeah I got the Jusco N64 modded with N64digital. I had the original ultrahdmi back in the day but this was a worthwhile upgrade
I have the aliexpress rgb amp in mine and its hard to go back to full dithering. I much prefer the adjusted core settings to hide some of it.
Wonder how much better the 120hz version is
Makes me glad i cheaped out on and did not get an rgb deblur console
what you call "turbo" i call better fps. you then admit to enjoying games enhanced in various ways and not how you grew up playing them. that's basically the same as disliking your childhood games which is close to hating them.
If you didn’t beat Mario 64 at original fps then you didn’t really beat the game
If you dont play on a 10 inch crt with mono sound with a rf connection you aren't playing n64.
RF can only help N64
Like dim lighting in a bar
PSX is there too in the corner booth hoping to seal the deal before the lights come up at closing time
I wouldn’t serve the PSX. Clearly had a few too many. They can’t even keep their textures still
3DO sitting on some cardboard in the side alley outside
"we appreciate your enthusiasm but your reaction was not added because there are too many reactions on this channel"
thanks a lot! that's what the norwegian flag is worth to you? NOTHING?
Do you guys use the turbo core by default or just in case games have some slowdown? I saw many people saying it might not be stable, but the few games I played were running without issues.
I would just use it until you encounter problems
I've been using it exclusively for weeks. I figure until I discover an issue there's no reason to go back to stock core
turbo core runs the FPGA about 50% out of spec. So results of one user may not transfer to next. However, i tested myself with 2 boards and markun also tested one and i have choosen a clock rate that still had some headroom on all 3 of them, so it should be fairly stable.
I would say: if a random crash isn't the end of the world for you, you can always try it. If a crash would cause a lot of grief for you, don't touch it
Thanks, I'm not that easily aggravated haha.
The benefits are pretty nice
I'm happy to report zero crashes on turbo core so far besides CBFD which was fixed.
Same. Besides playing Conker pre-patch I've never encountered a crash on the Turbo core
I run the core at default values with all the N64 options as vanilla as it comes. I even have filters and shadowmasks on to make it more look like a CRT.
But if I want to play Turok 2 above 9fps I use the turbo core lol.
I use MGLs to launch my games so I have the patched Conker, JFG, and RE2 loading the Turbo core instead.
Yeah I love MGLs. I launch every game with them. It's just cool to be able to hop any game at any given time. I like to have a set it and forget it setup for all my consoles
Gotta get that cerebral bore animation at maximum fluidity. Both frame rate...and uhh...actual fluids.
I used to use MGLs just out of convenience but now I use it to spite @hushed nova . Fight the power!!!
I use MGLs but without games, just for the cores. Essentially I use them as shortcuts so I have all cores I use the most at my fingertips without scrolling through 1000 cores.
MGL?
It’s a text file where you can identify what core and game you want to load - https://mister-devel.github.io/MkDocs_MiSTer/advanced/mgl/
Basically instead of opening a core then selecting a game. You just use MGL files to function as perusing a game list from the main menu.
Good way to make a favorites list and mix and match consoles
I think so. I have MGL files made for every single one of my games. I also use symlinks to then make favorites lists.
makes it easier to find stuff for me
I've seen some rom packs that have a big "best of" or genre set of duplicates, so it would be a good way to save some space by just using MGLs
These MGL thingies are pretty cool
Wait, looking at the git pages, is this how Wizzo does the random script? Does he just somehow dynamically write an MGL from the list of games you have?
I think it’s easiest to select a core then select a game so it makes complete sense that’s how the MiSTer operates. I’m happy though that there’s an alternative with MGL. Although admittedly I have it listed by platform so mentally I’m still doing the “core > game” selection lol.
i'd love if the "recents" in main itself was a list of games across all cores instead of a list of cores
This 1,000x.
I think the only solution to that would be to have a list of your games in MGL first
MGL format is great for making playlists. They take up minimal space
is there a way to create MGLs directly on the MiSTer? because that would be cool
that, with some kind of file management (file moving/deleting/renaming) would be a great addition to have
Press F9 on your keyboard
If you guys haven't, please play this ROM hack. Been playing it since it was playable during the beta.
https://vpw.ajworld.net/vpw2freem/
author really loves stretching 4:3 to 16:9
you mean the screenshots? that might be native res like many capcom game screenshots.
I started a fresh game of Shiren 2 on the N64 core and I noticed my save file has my play time as something like 9999 hours and 59 seconds - whatever the max possible time is. Any idea how to fix this clock problem?
a well-known problem , for now there is no solution
Ah nice one, thanks!
I suppose it won't matter, unless there's some gameplay element that factors in your elapsed time
darn, i was planning on getting a RTC board for my MiSTer build in hopes it would work for that, amongst other games and situations where network isnt always enabled
no real gameplay mechanics seem tied to time though, only number of turns taken and some events that happen on certain turns in some dungeons, etc
Yeah but now you need to live in shame of taking the maximum possible time to beat that game
I’ve always used the RTC board on all of my MiSTers and I recommend it.
The N64 core doesn't support RTC
And if it ever does the only game that uses it is Animal Crossing
when looking into getting accessories for my mister, i found the RTC did very little for the majority of cores and the cores that do make use of it are typically the PC cores
But it fills a slot on the mister
If you are a power user, or use MiSTer offline, then it's a nice to have add on, you get the time in the MiSTer menu right away before it connects to the internet if nothing else.
If you are a hobbyist then it's an "upgrade" that doesn't break the bank, a bit like sticking a second ram stick in there
Ok that trumpet solo was pretty great lol
I can't help but picture this during the solo. 😄
Right?? A bit on the long side perhaps. A few bars too long. 😁
A few beers too short though. FREE BIRD!
Damn that’s decent
Added more to the github tracker. I think pretty much everything from Meauxdal's sheet is up there now.
It would be neat to play with a romhack that had the whole soundtrack "AI Continued"
You’re seriously awesome. Thank you for taking on all that hard work and making sure all known issues are represented. I genuinely mean it when I say you are making the core better.
It's good to have them, even though some of them are not fixable on the core at all, e.g. those super accurate speed stuff like the dk64 vine
or in general all automatic sequences where slightly higher FPS will result in higher game speed, causing a desync of audio/gameplay/...
due to the ddr3 sharing, the core needs to aim for >100% speed, as randomly the speed will drop and cause a "RE2 situation"(hang) in many more games if the core was not able to catch up after being stalled, waiting for DDR3 given back from HPS or scaler
while I always feared the CPU clockrate was the biggest hurdle for this core, it turned out it is in fact the memory. Not bandwidth, but latency.
Thanks for the explanation. So basically these issues could be resolved on a next gen FPGA where the memory is substantially larger?
@weary perch I just went through and made sure everything on the "Games with issues" tab is up on github so that's all done. I see the other tabs for workarounds and rare issues. What do you think we should do with those?
I was hoping we could retire that sheet now but it looks like there's still decent info there
i've just been commenting them where appropriate
e.g. i noted on the naboo issue that there's a workaround using PAL
It might be worth scanning through the tabs on the master testing sheet and see if anything in there hasn't been added
Great effort getting all those issues added in, that's a big help for the project long term
Did you add the issue where the background of Link's house in OoT is shifting back and forth in size after the into has finished?
wat
I did not. I'd have to dig back into the discord for the issue description. Did there happen to be a video or picture taken?
I unfortunately don't have any capture device for video. I just noticed it recently happening as I was recording audio from the Mister. I'm using a CRT so not sure if it can be replicated on an LCD screen.
unless it can be duplicated over HDMI its a misconfigured CRT
If you could post a quick cell phone video of it I think that would be really helpful
i'm surprised no one else has noticed this yet. I would assume plenty of people started OoT. I did myself just now and can't see it (hdmi) but maybe i just looked at the wrong thing
not really with internal memory, but some ddr3 that is exclusive to the core would make it relativly easy
The CRT was recapped and set up by a professional tech just last year and I only used it briefly for a few times since. It also doesn't have a lot of settings other than some front panel controls. It's a small Sony BVM.
I'll try to record it with a mobile phone.
more likely a Mister config issue is what I mean
I started OOT just now on HDMi and see nothing
well nothing out of the ordinary
Ok, I will check it again sometime during this week. It was rather obvious to me, but I'm also new to the Mister and not sure if my config is perfect.
Also have to make sure you have none of the unsafe options on and the dump is from a good source such as No intro
no speed hacks
no cheats
if you cant duplicate it on your system over HDMI then it has to be the CRT
I unfortunately don't even have an LCD screen that isn't part of a laptop, so I can currently only test it with the CRT.
you have no Tv ?
Nope, I don't watch TV.
my house is awash in HDMi devices
Computer Montors , multiple Oleds, the IPAD screen with HDMi driver board
current no-intro? 7 years ago No-Intro invalidated teh entire romset. A lot of old dumps are lying around on the internet that are no longer valid
Finding a "No-Intro" dump online isn't assuring unless the date of the set is past 2018 or so
I re-built my entire rom collection over the last three years from no-intro and redump collections, all dated after 2019.
No-Intro(Final)(FINAL)
I need to see a picture of this
Didn't they just byte swap them?
Yeah the entire set used to be byte-swapped. Now it's big-endian. Most likely since big-endian is more native to the n64's code.
I thought they (no-intro) went from Big Endian to byte swapped, I thought that was the reason for all the drama several years ago. I wouldn't say that means existing sets are "not valid", they just need to be converted in order for the hash to match. Big Endian is the native format per Nintendo using that format in their official emulators.
Not sure where that information comes from https://forums.libretro.com/t/n64-no-intro-question/10964
The No-Intro romset for N64 recently changed from Byte Swapped to Big Endian. Do the N64 cores support both the Byte Swapped and Big Endian roms? Or does a specific one have to be used? Do the databases that scan the roms to generate playlists support Byte Swapped or Big Endian roms? Thanks.
The thread where the drama is confusing but if you read between the lines it's the mame users at the time that were angry because mame used byte-swapped and little endian formats only at the time, not big endian.
Yah the opening post is from 2015 before the change occured
Coraz's first post there came a year later, and was not referencing a previous post in the thread. He hijacked the thread out of rage.
Before that post is when no-intro made the change. So it's missing context.
Either way tool64.exe (or an equivalent modern tool) can convert them easily.
Yep yep
That wasn't a well known tool back then though
Also people were angry mainly that mame didn't support big-endian (yet)
Now it does and there's no issues to my understanding.
I had to do a lot of digging to find out tool 64 existed when I first came across this.
This change happened while I was working on updating the smokemonster packs. That was a nightmare lol.
I cleaned up a lot of the leftover byte-swapped roms littering the game collections folders.
So everything aligned with no-intro
It was agreed upon by the team before the or was made obviously.
Weird, I remember tool64 being referenced heavily back in the UltraHLE days and when there were the initial competing flash carts (Z64, CD64+, Bung v64 etc.) but maybe that's just because I'm old lol.
you used ultrahle?
Yeah, it's ancient by today's standards but it was really cool back in the day
There was a tool to dump carts using the parallel port on GameShark's.
you didn't even try a single rom?
What are you talking about? Lol I got the rom from my carts, compatibility was very low at the time. I mostly just played OoT
i'm just saying it used to be very easy to download from romsites. surely you must've grabbed one or two that way
pilotwings maybe?
Nah, I had a handful of games that I liked at the time. I never got into Pilotwings. I'm trying to remember if we still had dial up at that time or if we had DSL by then.
what are the games, that are affected by this "all automatic sequences where slightly higher FPS will result in higher game speed, causing a desync of audio/gameplay/..."
It was the easiest and cheapest way at the time
I still do it occasionally with a winxp computer
The GameShark is a finicky sob though, sometimes it just says
It can not only dump the rom but raw screenshots
Tool64 is needed to "flip" the endianness of the rom once the GameShark pulls it so it can run in an emulator.
We also used goodtools or goodn64 for checksumming to make sure it was a good dump and renaming
This is, ironically, still a valid method for verifying carts. I've done most of my collection
There are maybe 5 or 6 games with that. Check meauxdal's sheet in the pins and the notes will tell you which ones
What did the verdict on Naboo end up being? Is the European version completable?
not sure there's a verdict but i haven't seen anyone report a crash on the PAL version thus far
Oh I was just curious, maybe I need to play it then lol
maybe the game is just not good, so nobody wanted to try it?
i can still remember the game depended on some strange cache behavior combined with TLB when loading a new stage.
It's accessing the same address via a different region and depending on the order, the data must be still cached (because the ram is already exchanged) or not cached, because that would be stale data. I fixed some of these cases, but possibly others are left.
But this was all when loading a new stage. If the crashes also happen in game, it's probably something else
thanks!
Naboo is definitely a good game. Factor 5 made solid games on the N64 and GCN. It's no Rogue Squadron, but it's good.
I did have a look at the naboo game. When switching quickly between the save select and level select you can usually get it to crash in a couple of minutes. PAL crashes here just as fast as NTSC. I also noticed the potential Cache problem, especially since 'hit invalidate' is unfinished in the core, but removing the cache instruction and disabling the cache for tlb entrys made during TLB refill didn't fix the crash. (Just made the game really slow although not as slow as disabling instruction cache altogether.) I also tried the RE2 fix but that didn't work either.
The game can also crash during the intro right before the factor 5 logo appears. If I add a long delay after the RSP finishes I can get it to crash consistently there, which might point to a timing issue, but so far that is all I got.
what do you mean with "hit invalidate" is unfinished? I'm not aware of anything not being implemented in the CPU for that. If you have any insights, we could add it
Indeed. Battle for Naboo is a great game. A technical showpiece for the N64. The problem is no one played it because it came out late in the N64 lifespan
i was today years old when i learned that it's a factor5 game
which are almost always excellent, i should check it out
Poor Factor 5 with Lair. They got screwed by Sony forcing a six axis control system and gave em zero support. The drivers for six axis were shit and the hardware was also very poor. Game then launched and they threw em under the bus.
In cpu_instrcache.vhd when using cache command 0x10, It should only invalidate the cache line if the tag matches, but right now it invalidates regardless. You noted this in a comment.
i see, yes, we cannot change that or the timing breaks down massivly, causing the cpu clock to drop by 15-20mhz
but does the game really clear a cache line and expects the clear not to happen because the tag does NOT match?
i have not seen such a case anywhere yet
Yeah I don't know, it seems unlikely, just something I noticed.
we could add some errorflag and a detection. The clear would still happen, but we know it
or maybe just observe with signaltap with this game
I am not sure what issues it could cause, the cache could be incorrectly invalidated for a instruction that is already cached, but when this instruction is called the cpu should just load it in from ram anyway right?
unless the ram content was replaced
So if that hack in the cpu instruction cache would be an issue, a game must depend on not clearing a cache line that has already been replaced in ram by something else, by sending a wrong tag for clear
Not impossible but it always seemed unlikely, so i did the shortcut
yeah seems very unlikely
A check + error flag that doesn't influence the cache hit would be basically free of cost, so if we really think this could be an issue, we can always add it
or maybe not, could be it needs a third tag cache read port then
What would it check for? If memory was hit that was unvalidated by the 0x10 command?
we would expect that to happen
it would check if the tag that should be cleared is currently in place for the cache line
the error would trigger if the core "accidentially" cleared a line that it was no supposed to be cleared
but isn't that the feature that is missing? or is this something that would not cause the 20mhz drop
the problem is that if this is done to every request, it makes the path longer, because then subsequent logic paths depend on the check result
If we only drive an error flag from the check, this will not influence the timing
it's like calculating it in parallel with a second instance
ok, I understand. If it isn't too much trouble it is worth a try. But as I said, I forced uncached TLB entries in the refill function so I would say it is unlikely. unless there are other spots where the cache is cleared
i mean, for a testbuild we could even do the full check. Most likely it will still be stable at 93.75mhz
i really had to be careful on what to add to the instruction cache path when designing it. Like 80% of the time spend on this stuff was trying to reach high speed 😅
Yeah, I think when looking further into it I will first follow the timing problem possibility, maybe if I run out of ideas we could do the cache test.
we can also easily modify ares to not do the line check and see if it crashes then
it's only commenting out 1 line 🙂
Thank you!
yea true, I would have to set up de dev environment for it first which I kinda hate usually😅
same here. My last one broke when they removed cpu based RDP rendering, because the GPU in my virtual machine doesn't support vulkan, haha
I couldn't even be bothered to figure out the ares debugger, I have just been using PJ64 which has its limitations, but the debugger is quite good.
Does pj64 handle the TLB at the same low level? if yes, it could most likely also be used
i only ever used it to look at the transfer pak stuff
PJ64 takes a lot of shortcuts, but there are also a lot of settings, so I am not sure how low level you could go, but it doesn't emulate cache I think, at least I haven't been able to crash it by trying to break some cache stuff. Interestingly naboo does have a soft lock in pj64 because the random register isn't properly decremented every cycle, so is causes a TLB refill loop always writing over the same tlb entry
so maybe not the best way to prove something with it then
yeah not anything cache related at least
even more tragic they patched in some normal controls and it was pretty ok! but the die was cast
good info, thanks for reporting that PAL crashes
It has been around since I think around 2001 at least. I stated it wasn't very well known in 2017, at least from what I saw. It took forever for me to even realize it existed
Had to really dig on forums
Call it an assumption, but I'm basing it on the fact that most tools are usually way more spoken about and prevalent. But I only saw one mention of it (I think it was Reddit if I remember correctly). I wouldn't be surprised if its age led it to be kind of lost in an older internet era, and its use wasn't necessary enough to warrant continuous mention. In the early/late 00's, people just used roms as they were. Flashcarts weren't practical yet, and people from my generation didn't bother with the N64 physically as much by the late 00's, as emulators were way too approachable. Nor would they have usually had access to dumpers like the Doctor V64 among others which would have required their specific dump types. Then as the Everdrive gained popularity, it still supported most formats to my knowledge, so people didn't care still. Now, with projects like HTGDB and some flashcarts and projects needing specific dumps, it's necessary.
If I'm wrong based on a limited viewpoint, I'm wrong. It was just an observation I had made
Every time I mentioned it in a community, people had never heard of it
There was a big chunk of the scene lost when Dextrose went offline around 2007 but Zophar's Domain is still around, and GBATemp. The NEO N64 Myth Cart in 2009 was really the start of practical flash carts, since it offered far greater compatibility but it wasn't very popular or widely available. I think I got my Everdrive sometime in 2012, so it wasn't long after that. Just knowledge lost with a generation I guess lol.
yeah that's what I'm thinking
i really enjoy this chat, seeing the developing of the n64 core haha
i have a very good remembers with my n64, so its nostalgic
Yeah great and fun times here, looking forward to the ps2 core development. 🔥
🔥
yeahh!!!! love the n64
Get
or Get Out!!!
Finished ff8 again a few months ago. Still an amazing game and best played on mister!
FF8 is one of those "adult brain" games I need to replay. Had no idea what was going on when I played it as a teenager, but I liked collecting those GFs
That game definitely wasn’t for me and I’m ok with that
If you want to convert a mister save to something that can be used on other emulators or hardware what do you use?
For cartridge based games sometimes it works to just change the file ending. Memory card based saves like psx can be a bit more tricky, but save converters exist (I used one in the past but the name escapes me right now.
Converts save files for retro consoles: MiSTer, srm to sav, sav to srm, GameShark (sps and gsv), PS1, N64, DexDrive, Action Replay, Retron 5, Wii Virtual Console, Sega CD, Nintendo Switch Online, emulators, various flash cartridge formats, and save states from online emulation websites. Decrypts PSP saves. Provides help for downloading save file...
You can make ff8 looking like n64 with duckstation and mistercast lol
I always liked FF8. It's possibly the easiest game in the series to break by making your party super over powered. 
FF 8 is the best FF but Zelda OoT is better
yup, that is one of the guys of all time
obligatory nerd reply "whatever"
whatever
Looks like Squall got shot with Rinoa’s dog cannon
whatever
I think you'll find that FFII takes that to the next level if you're fine with making the party hit themselves repeatedly.
FF2 is fun though. The trick is to osmose your own mp to get more mp for osmose!
Which one has the character with wrestling moves
Ffvi
Yeah doing that beginning of game and then grabbing the flame bow early >.>
all of the sudden worst party member becomes best party member
FF2 most accurate name in the series. It’s a number two, alright. Huehuehuehue
I agree. Like Resident Evil 2, Silent Hill 2 and Ace Combat 2 it's a sequel that exceeds it's predecessor in every regard. 🙂
I call them Street Fighter moves! Gotta love those fighting game inputs!

I played it on GBA and enjoyed it.
Those old games are best enjoyed in their original version imo. Those remakes warp the original games for an audience they were never meant for with concessions to gameplay expectations they weren't designed for.
And that's why savestates are bad 
I'll savestate your savestate in a state of suspended animation.
Actually all computation that surpasses 8bit is bad. So are analog sticks, flat panel tvs and the internet. 🙏
Wow only 8-bits
It all went downhill when we first crawled onto the land from the sea
What about bubsy 2
We used to play dominoes and the dominoes were made out of toxic lead
Kids today have it too easy with their safe nontoxic plastic dominoes
mine were made of uranium glass with radium paint. you had it easy with your non radioactive dominoes
I agree, todays microplastic dominoes spoil the kids.
Leave Tiktaalik out of this.
Dominoes in my balls 
I like to think of it as gunpla in my balls. 
Gunpla is really frustrating but addicting at the same time. 9 months later you get a little guy out of it which you'll really love. So I like the idea of having gunpla in my balls.
Is the RE2 v1.1 patch solid at this point? Just now getting around to patching these 3 games. It seems that JFG and Conker are good now
I used it briefly and it stopped the crashing for me. Tried both pal and ntsc versions.
I only played until reaching the police station though.
The Re2 patch works great
Thank you
Just getting around to patching these as well, is there any reason why the patches would effect performance when using software emulation?
hello guys, whai is the correct md5 for re2 rom? it seems that all roms i tried mismatch
is it possible to turn a Project 64 cht file for MiSTer?
https://github.com/project64/project64/blob/develop/Config/Cheats/Doubutsu no Mori (J).cht
I recorded a video of my crt. Unfortunately it's quite hard to see, since it's impossible to hold the phone perfectly still. When Navi flies into Link's home both of the background images seen in this recording start pulsing in and out of size repeatedly for a few moments.
I think what you are seing is your old CRT cant cope with the voltage when displaying white. So Navis white and when she flies into screen, a larger part of the screen is white and affects the CRT output. I have this effect on my old CRT on many games when the screen goes from dark to white and vice versa.
Apologies if this is not what you mean, because I cant see the issue in your video
Tenshin is right, you are describing a voltage reg issue. (Also can’t see it well in the vid). Look up crt bloom for more info. PVMs generally had better voltage regulation but time makes fools of us all
Is that effect supposed to happen in the game? The one where navi comes in the door, flies right straight at the camera and then it flashes to white and changes camera angles?
yes, that is what happens in the game also on HDMI. Your "problem" with the image expanding/contracting due to the white flash is very common on CRTs.
On my CRT the image even rolls like loosing sync on white flashing screens, if I connect the mister through RGB Scart through a scart switch. But not if I connect directly to the CRT. I guess some sync voltage gets lost through the switch
I'm not sure though if it happens with the real console as well, I'll check on it when I can. It's only the background render image that rapidly changes in size slightly, causing a sort of pulsing effect. It's way more noticeable when looking at the CRT directly.
It would make sense though why others have not been able to see it when using an LCD screen.
a real console would do the same thing to your CRT
my real sega saturn is doing it to my CRT in very bright transitions
Yeah, same for me with psx
Wait there… so CRTs are actually inferior?!
resolution, stability, geometry and I guess colour accuracy?
Witness the raw power of the electron gun!
Milty Zerostat 3 Anti-Static Gun removes static electricity from the surface of any LP, perfect for record cleaning. This device is an anti-static generator which has numerous applications, but for audiophiles, the main use is to remove the static charge on the surface of a record. A slow squeeze...
Drop a 2024 LCD screen on your foot
Now drop a 2001 crt on your foot
No, it’s yet another part of the original experience that can’t be easily simulated to go on the pile with the others
I have some good news to announce. I'm making some very good progress with the N64 core audio filter. Attached you can see a comparison of the Nintendo 64's filter located in it's analog signal path compared to the filter preset I created for the Mister. The better the curves match the higher the accuracy is.
When I started working on analyzing the console and creating the filter preset last autumn with @wanton sun, I was both excited but also afraid that it wouldn't be possible to accurately match the filter response of the real console with very high accuracy with the capabilities that the Mister provides. As you can see here in the frequency response graph, while the curves are not yet perfectly matching across the entire frequency range, I already arrived at a result that is an almost perfect match, except for the small bump which boosts frequencies before the corner frequency of the filter.
I literally just arrived at this result a few minutes ago, and being someone who generally deeply cares about audio quality, in this scenario specifically about correct sounding audio reproduction in video game emulation, I couldn't be any more excited! To my ears the Mister's audio output already feels and sounds almost identical to my childhood N64 console, which this filter preset is based on, providing that sense of 90s vintage nostalgia.
I expect that I will require approximately another weekend of tweaking the filter until I will be able to arrive at a near perfect or perfect match, followed by a direct listening comparison between files recorded from both the console and Mister to verify the results by ear.
I haven't used a real N64 in decades and would have never known the audio filter needed work. I appreciate the work you are doing!
It's generally an overlooked area in emulation, most emulators pay no attention to it specifically even though it's part of the tonal identity of a console or handheld, possibly because it's a much less understood topic. With the filtering presumably happening at the stage during or after the digital to analog conversion, it happens after all computations already happened, which I assume is why it it often is being overlooked.
The Mister system currently only offers audio filter presets for the SNES and as options for the old Genesis core, so all other cores are currently outputting a full range signal, which is not how consoles output audio unless they are modded for direct digital output. Often the filtering was used to reduce glare and overly sharp sounding frequencies in the high frequency range and to smooth out the sound, in some cases even used to remove or to mask a noisy audio output.
A good example for this can be found in this video here at 4m35s: https://www.youtube.com/watch?v=3RfLyojPg58
SUPPORT THE CHANNEL : http://www.patreon.com/VideoGameEsoteric
MiSTer FPGA vs emulation time with a preview of the MiSTer FPGA Saturn core compared to real Sega Saturn hardware. Retro games console showdown! and I am sure I will do MiSTer FPGA vs emulation soon for Saturn!
Sega Saturn on MiSTer FPGA is now on update all and while its still in...
Yeah there used to be a lot of emphasis on tuning the audio with MiSTer cores
Trying to patch the JFG NTSC USA rom... and the patcher site keeps telling me the ROM's checksum (b5932174) doesn't match expected (6753d5a3). Afaik, the ROM I'm using is supposedly correct, from a known good redump set. Do I really have a bad ROM, or was the patch not created against a known-good ROM?
Same kind of mismatch for the RE2 v1.1 NTSC USA rom as well.
I’m just messing around because I’m jelly of those of you with CRTs 😭
Are you using big endian versions?
No clue. How would I tell?
What’s the extension on your roms?
v64
You want .z64 versions, which are the big endian ones
Good luck!
Thanks for the assist! Pinned messages should probably be updated to explicitly mention that z64 format is expected by the patches.
No problem 🙂
That’s great news!! Thanks
Thanks for the recommendation. I cleaned up the pins and added that big endian should be used.
whats thr diff between.v64 & .z64?
z64 is everdrive dump (I think)
Z64 is what you should use
i think emulator ass emulators can use both z64 and v64 but the mister should use z64 iirc
Here’s a detailed thread - http://jul.rustedlogic.net/thread.php?id=11769
The internet tells me that Z64 is the “correct” format because that’s the N64’s native format.
So if you’re not using Big Endian and have had no issues then who cares you’re good. If you’re not using Big Endian and have issues with games or patching them, swap to Z64 and never look back.
basically, v64 MIGHT work but why risk it
cool thanks dawgs
fwiw, I’m pretty sure the core supports all formats, it’s just that the patches were made for the z64 versions
(Link to test version where this was added #test-builds message)
All the testing was done on the HTGDB Everdrive pack and No Intro set, so anyone looking for ROMs should go for those.
@jolly turret Could the lack of specific Saturn audio filter be behind this bug I reported sometime ago in Panzer Dragoon's second stage audio? --> https://github.com/MiSTer-devel/Saturn_MiSTer/issues/190
It's possible. The Saturn seems to have quite a a strong audio filter, the full range output coming from the core is definitely quite noisy in comparison. I also plan to create a filter for the Saturn, best to compare it again once the filter is finished to see if it's an actual bug or if the audio just needs to be filtered correctly.
Wondering if a filter could fix this: https://github.com/MiSTer-devel/MegaDrive_MiSTer/issues/5
It looks like having correct audio filters is at least part of the solution for this issue. I'm saying this very carefully as I'm not familiar with the Genesis or Sega consoles. My ultimate goal is to develop highly accurate audio filters for all Nintendo, Sega and Sony home console and handheld cores available for the Mister, so that we can have accurate audio reproduction for all these systems. It's going to take some time though, and I'll have to work my way through one system at a time.
@jolly turret you rocking it, brother. We all appreciate you going through the effort on this. Once you have something you want the team here to test I'll go ahead and pin it.
N64 is a big endian machine
Rom dumps should be in big endian format but some old dumpers would dump it in in little endian and the rom had to be byteswapped
But either way it's the same rom
Doctor v64 is where that ext comes from, a fat ugly piece of hardware that used to be used to dump games to cdrom
yeah but it was pretty badass at the time lol
I'll be sure to let you all know in case I need any help with testing or having questions about something, after all I'm still very new to the Mister. My plan for now is to finalize the N64 core filter so that I can start working on the PSX filters next. I now own both an early and a late model PS1 which have different audio DACs, which I first both need to get repaired and tested to find out if they are behaving correctly and can be considered to be good systems.
How it was designed, manufactured, and sold is a story for another day
Sorry if I keep thanking you but you're an example of why the MiSTer is so awesome. Because a community bands together to make great things.
It's beautiful to see
Thank you my friend
I only cry at weddings and mister updates
The current result for the N64 audio filter is getting very close to being a perfect match, however getting that last 10% done is more like 90% of the work. It will have to wait until the weekend until I can keep working on it.
I love everything about the Mister, so far it has been an absolutely amazing experience. What makes it even more exciting is that I can directly contribute to it.
I think you typo'd and meant to say
I only crt at weddings and MiSTer updates.
That was so awful it went full circle and is genius lmaaao
by all means please do make more top level filters if that's your interest. The mechanics in the framework due to fpga constraints are limited to three pole IIR filters but you can do a pretty good amount with that
I'm aware of this limitation and I'm hoping that I won't ever need any steeper filtering. So far I have to say that it's flexible enough for me to work with and arrive at very accurate results and despite using an IIR filter it actually sounds very good to me.
i've had pretty decently close results in the past with it even on some of the more tricky systems like tg16
for systems that have filters on only one channel of the audio, eg cd only, it's possible to implement them directly in the core
Does the tg16 core have an audio filter already included as part of the core? I haven't even yet had the time to set up the tg16 core.
it does, I made one for it a long time ago to try to get it closer to right
NES has some too
they are simple 1 pole filters though for FDS and the vrc7 mapper
top level filters are the best way to do it though if it's a filter that applies to all channels because it doesnt add extra code or resources
by default there is a 20khz LPF to avoid aliasing
I'm not familiar with the NES at all, didn't even know it featured a disk based add-on system.
USA nes had a 16khz lpf at the top level, japanese had none at all, the FDS audio channel had a 1 pole filter around 3khz, and same with vrc7's audio chanel
Thanks for confirming this. I had no clue that there could be cases where only specific channels would be filtered, or possibly filtered in different ways, with real consoles.
Don't be too bent about it. The Famicom Disk System was Japan-only and a commercial failure.
it was not a failure, but it became less appealing as roms got cheaper and piracy ramped up
metroid and the legend of zelda were released for FDS
Interesting, so there can be very noticeable differences between the same consoles across different regions. I hoped that this would not be the case.
it didn't make it to the USA for a variety of reasons
I wouldn't call 16khz super noticeable but yes, once in a while between models and regions
genesis is particularly notorious for this with the model 1 and model 2 filters
famicom and nes were mostly played on RF anyway which is like having a 3khz filter 🥲
if you've never looked that the MDFourier stuff it really demonstrates some of the differences between models for some consoles
Yes, because of their different audio chips. Is there an easy way to find out if the same consoles across different regions are consistent in their output filters? Otherwise it gets quite costly having to find, purchase and potentially repair consoles across all regions until I find at least one good system per region.
tg16 had a bunch of variations too but it has one that stands out as more the more canon one
It was a failure in the long term. Had that burst of interest early on, then fizzled out pretty quickly once ROM sizes became cheaper. I want to say it started to die out roughly by 1988.
I plan on creating filter presets for both the multi out and rf output for nes and snes, however I haven't even looked into how the RF out works and how I would best connect it to my audio interface.
the rf for all systems is pretty close to the same, it's mostly close to a 1 pole 3khz -ish filter
if you really wanted to be a hero though you could make a band pass filter for handheld speaker emulation
like gameboy
I'm planning to look into all the gameboy variants, and create filters for these too. I didn't know they use a bandpass, but I guess it makes sense as the low frequencies could potentially be quite overpowering otherwise. Does the Mister currently even support using a bandpass filter or using two filters in series so that I could combine an hpf and lpf to form a bandpass filter?
technically yes, it can do HPF and LPF so it can in theory do a band pass with 3 positions but the HPF are very finicky
Finicky in what sense?
and I think to get that proper tinny sound from a gameboy it needs to drop the bass around 100hz
maybe higher
finicky in a technical sense, whenever i've tried to make one it horribly distorts the audio for reasons i've never figured out
soltan probably would have more insight
When you say tinny sound, is that addressing the sound that comes out of the headphone output? I don't think that creating a filter to recreate the speaker characteristics would be feasible using simple filters.
It definitely sounds like a higher difficulty project, so it's more likely I will get into it at a later point, also because I will have a better understanding by the time that I have created audio filter presets for other systems first. It's definitely something that I want though, because I can not fully enjoy playing retro games when the audio doesn't sound correctly.
For now I will primarily focus on consoles from which I can either directly play back or inject uncompressed PCM audio, as this makes it very easy for me not only to verify if the console plays back the audio correctly, checking for possible hardware related issues by using different test tones, but also to take very accurate measurements of the console's frequency response, which I can then use as a target to compare against when developing the audio filter presets for the Mister to ensure an accurate end result.
With all other systems where playing back or injecting uncompressed PCM audio is not an option, it becomes more difficult to take such highly accurate measurements. I have some ideas already on how to achieve these measurements in other ways, but need to test these first to confirm how well these will actually work out.
Why would someone want to replicate the sound as it comes from the speakers
We're already playing the games on large displays vs. a handheld
The specific speaker characteristics are part of a handheld's identity and are worth preserving in my opinion. Maybe it matters less to people who didn't grow up playing the original handhelds.
no the speaker
you can stack filters more in the code if you have to for handhelds if you need to get really fancy
Very cool, I'll keep this in mind
Hi all, apologies if this has been covered 1000 times already: is the N64 unstable core still required to get games running now that the core is part of the official MiSTer repo? I can't get any games to run with the latest core from the main branch.
Have you run update all with the BIOS DB enabled?
Have you ran update_all? Could be the database and/or bios file is missing.
That will get you all the files you need
I haven't, i'll give it a shot
That should fix it
Also what file date is your MiSTer main? If you ever replaced it with an old unstable, it may not have updated to latest
I have, on a fresh MiSTer install, no dice
Unless I'm mistaken.
And make sure you are using a good pack of ROMs i.e. Everdrive pack or No Intro
You have or haven't? I'm confused.
thanks guys
And we are assuming you have a ram stick in there
i do, yeah
I have run Update_all
When you run update all, at the start press up and go to the menu and turn on BIOS DB
Amazing yesterday I was playing panzer dragon's on my SATURN, And I was noticing exactly that, the sound is still different, I found the original console even more pleasant. But the core is in such a state that I can't even differentiate some games.
Congratulations on the project, I think that if you need help in the retro community there are several people who also have good experience with audio, it would be good to get in touch if you think it is necessary to Advance your efforts. Not only here in the mister community, but for SNES and Mega drive/Genesis there are several efforts at this point.
And as for costs, if necessary, some way of raising money to help you if you think it is necessary, I think the community really thinking about preserving the audio characteristics of the console is essential
You can see in the Mednafen emulator that the sound is exactly as you hear it on the console... so it must be something on the core
I'll definitely be reaching out for help if needed. So far I already received plenty of help from FPGAzumSpass on working with the N64 console, as well as from Soltan_G42 explaining how the Mister's framework audio and filter presets work.
I'll be finishing up the N64 audio filter preset asap and should be good to finish the PSX and SNES core audio filters next. While there are already SNES filters available, I plan on creating my own based on the 1-chip and 2-chip console variants, using both the multi av and rf outputs. From what I have been able to research both 1 and 2 chip consoles also sound slightly different, it's not only the picture that is different between these two variants. I'm not familiar with the Sega consoles and NES, and I assume handhelds and cartridge based systems to be more tricky in general, where I will require help for sure.
I have thought about opening a patreon account but I'm not sure if the topic of audio preservation or audio in general is of as much interest to people. I will evaluate the situation once people had some time to use some of my filters and check the feedback then. I should be able to self fund all the cost, it's just going to take some more time this way. The most expensive purchases are not necessarily the consoles themselves, which I can easily purchase one or two each month, but it adds up rather quickly when flash carts are required for the filter development with cartridge based systems.
Have you talked with Artemio or anyone involved with MD Fourier? There should be a load of reference recordings for SNES variants you could use as references
I'm in contact with Artemio and I will be using MD Fourier. Mostly I can only use it to verify if a console is in-spec and working correctly without any potential hardware issues affecting correct audio reproduction, and as an additional way of verifying the results of the audio filter presets I create. Possibly it could also be very helpful to verify if there are differences between different region models of the same console variants.
I still need access to the actual hardware consoles and handhelds myself though so that I can take very accurate frequency response measurements directly derived from the devices using my own very neutral flat frequency response audio interface and signal chain, which I can then use as a references to build and compare the Mister filter presets against.
There are possibly ways to do it much easier and faster, but all at the cost of accuracy. The way I work, in the best case I can match the filter responses within the Mister to the real consoles and handhelds with an accuracy of a fraction of a dB. Some people could think that my approach is a bit overkill or that such accuracy is not needed, but the way I personally operate I need to hyper-focus and obsess about small details to arrive at a result that I can personally be satisfied with, because ultimately I want the Mister cores to sound identical or as close as technically possible to their real hardware counterparts.
Where MD Fourier will also be very valuable is with creating the test tone samples for cartridge based systems, as it's otherwise very difficult if not impossible to determine the frequency response of these systems.
Good stuff. What systems are you all interested in looking at?
Honestly, your method is preferable when the issue is preservation, if with the tools you currently have it is possible to achieve it, then you have our support. I appreciate your efforts and the community Definitely too.
All Nintendo, Sega and Sony home console and handheld cores.
That would be great to get those all looked at
I want these filters for my own enjoyment as well, I can't really enjoy retro gaming fully without correct audio filtering.
Trying to match gb/gba audio would be..... interesting.... cuz you actually need to add boatload of noise. I'm all for it tho lol
Can't you just rip the actual speaker out of a GBA, test it's highest frequency and it's lowest
The rest is up to the sound chip
If a handheld produces a high noise floor, it could maybe be possible to mix in a pre-recorded audio file of the noise into the audio channel at a pre-top level filter stage and have it be looped.
Yes, and no. The speaker would still have to be inside the gameboy chassis with all the other parts, as taking it out will dramatically change it's frequency response. Also in only measuring the speaker itself we leave out the digital to analog converter and any filter applied here.
For now, I don't even want to think any more specifically about the gameboy and handheld, as I don't want to overwhelm myself with too many things at once, but rather take it one system at a time.
Most likely I will have to play back samples generated by MD Fourier as well as some music tracks through the handhelds and record it with a very linear system inside an anechoic chamber to be able to get accurate measurement results. Wiring up the speaker to a different system to play back sine weeps could also work if the system that drives the speaker doesn't somehow change how the speaker itself behaves.
I think this is great discussion and it deserves its own channel: #sound-perfection
I think it'd be more interesting if noises are generated in code hehheh
I think this is up to some moderator to decide.
But I liked the idea
How the sound is generated and how it reaches us is so important, even though I love the mister, for example my Genesis Model 1 has an incredible sound and I can't feel the same sound coming from the mister
I’ll bubble it up to the mod group, thanks for the recommendation
#settings-workshop is perfect for this situation, it's not heavily used and it won't be a problem there
that's typically where this kind of work gets done
Thank you.
Thanks, I'll continue posting about audio related topics there.
this is really cool work to be doing and if i wasn't broke i'd click like and subscribe to your patreon etc lol
Thanks, I appreciate it.
I was thinking about fixing the inverted aim in duke nukem again.. the easiest thing would just be like a custom main mister file where analog y axis is inverted, right?
I think it was @daring meteor who did something like that and it was just a simple change, would love having it specifically for duke 😗
I believe this is the one I did
It affected all N64 games
And, the reason why I didn't touch this further - This isn't N64 specific
wasn't someone going to port that into the core? it's useful for a ton of games specifically on n64
Its also useful for PSX, and any console with analog control
It can be trivially ported into the core
Add a new setting, ask N64 joystick emu or something to poll each time the setting, and if its true multiply by -1
Goldeneye and Perfect Dark have an invert setting I think, so no need to make it work specifically for them
starfox was the main one people wanted it for
someone might of romhacked it in though
Plenty of shooters benefit too
yeah though they tend to have an ingame option
but definitely not always
early days analog controls were such a wild west heh
Not always
The biggest ones I think are the two Turok, Duke Nukem, and I think jfg
Inverted aim was the norm for FPS games on consoles in the early days.
pushing up to look up is an Xbox era change
Using inverted aim is a good tell that someone played shooters from that era, haha.
Don't quite agree. There really wasn't any standard and certainly no way to switch between inverted and normal. Same for camera left/right control. I literally some day made the conscious decision one day to stick to normal when available just to not have to retrain my brain each time.
Also Pokemon Stadium 2
That doesn't have one on the cart though does it? It makes use of the RTC in the Pokémon GB cart is the transfer Pak
The RTC for Pokémon transfer Pak is a separate implementation of RTC. A third is if Robert ever does 64DD support which has an RTC in it as well
Thank you, very useful for n64 and psx imho, hopefully it'll be added
Yeah If actually added it needs to be more flexible than that haha
Ideally I wouldn't have to press up to go down in menus but that would be something else entirely lol, a setting in the n64/psx core would be most sensible
I looked some more into the sound clicking/popping issue with the N64 core and noticed that it happens even in games such as Mario Kart 64, mostly only whenever a sound event gets triggered. The clicking sounds are happening in rapid succession and can be fairly easily heard when turning up the volume a bit. Not sure how helpful this is with tracking down the issue.
Wait, the setting makes it so you press up to go down in menus?
I mean, that's to be expected no? At least when using the analog stick. It works as intended in game but it's also reversed for all other parts
Could you reverse the analog stick bind in the main menu? So when it says push stick 1 down you push it up?
Actually I tested this a long time ago and it seems Pokemom Stadium 2 has an RTC inside
#n64-dev message
Huh, that's interesting, I was sure only Animal Forest had one
#n64-dev message
Like not exactly an RTC but it uses it's own RTC data to convert one from GB
I think @chrome quest can explain better
Yeah, so there is no RTC on the Pokemon Stadium 2 cart, it takes the time from the RTC on the Pokémon cart that is plugged in to the transfer Pak, right?
I mean, not in the mister osd obviously, it's reversed in game menus
Ah yeah
That has tackled per game unfourtenatly (...Or I guess through a core setting you constantly toggle)
I'm not that much of a perfectionist and the dpad usually works, feels like it'd be too much effort to edit it changing on a per game basis
Sorry robby, wasn't meant for you 😔
The only fps now which really doesn't work is south park, because it has it set in stone mapping both movement and aiming to the stick with no alternative available
Or I mean it works as it was designed I guess 
If you can't handle the n64 at its worst...
Reminds me of this
Honestly that image was what I was thinking of as well 😆
N64 is stronger than you.
No I was being stupid, there is a setting in south park for analog look if you also swap sticks in core and use the reverse analog main. So now you can play south park as well as you possibly can which still leaves something to be desired tbh
From an era where cartoon characters saying the naughty word would capture an entire generation, a more civilized time 🧐
Was there a n64 core with 32 bit color or something? I think I remember a core where those weird dithering effects were gone
You can turn off dithering in the options or just do the native hdmi out option
I forgot what it’s called, it’s like native video or something
I believe this is correct. The N64 cart of Stadium 2 has no internal RTC, I'm fairly confident that is true.
It pulls the clock data from any Gen 2 games in transfer paks. On my N64 here, I can switch which cart it looks at for mystery gift, and it will change the clock shown on the N64 as you swap carts out.
To add RTC support for the core, it would need to somehow access that RTC per GB game.I can't quite recall if it was that the core currently doesn't even try to load the save beyond the standard GB save size (without including the "RTC" offset we have given the lack of a battery in a GB cart)
I am not sure how it would potentially work, perhaps the core could take the time from the GB save file and then use that as the start time and count up using an RTC, then save that time back to the save file
It must be doable as Robert mentioned he had hoped to add it at some point but space became an issue
IIRC there was something being saved to the N64 sav that was hard to get around in attempts for a hacky fix. It wasn't that the N64 had RTC per say, but some flag somewhere would prevent Stadium 2 interacting with a gameboy save it had already gifted to, even if I reverted the GB save to before it ever connected.
Not quite sure how that was happening in the N64 save, but something in remember. Using the Gameboy core and cheat menu to alter the GB save RTC would get around that flag
Exactly. I don't even know if it needs saving back, or if that little RTC section at the end of GB saves just gives offset for a global clock. I'd not experimented if that changes after saving in the GB core. It might not, may just need a load in for the N64 core.
Not to ignore all the extra bits of code that make that all work, I believe even still none of the RTC implementations are trivial in the end
Turning off dithering gives me color banding, I'm pretty sure there was a core that did 32 bit but can't find it now. I don't think it can be fixed with video out options but I might remember things incorrectly
Nvm it was the pwm build, it was 24 bit color and now I don't see any difference between it and the main build 🙂
How long way - bit whack too, since in some way maybe Mystery Gift-function wouldn't need N64-core's RTC to function (?)
Was thinking maybe a work-around could be thought over based on that but hmm
Maybe...? I really don't know, but I recall noting Robert mention how the RTC is complicated.
I think it is true that it wouldn't need the "N64-core's RTC" to function, in so far as there are at least 3 different RTC types as moondandy noted.
Animal Forest, 64DD, and via GB carts.
For starters, does N64 core TPAK save have the size to capture that additional offset? Then it would still need to work for all clocks, daylight savings, leap years???
It also would need to be able to write back thinking about it. You could also launch a GB Tower game and edit time and the GB save from there, so you'd need that too for support
Just reading about this flashcard and it seens to emulate the 64DD hardware and disks. And RTC too
The dream is that one MiSTer 2 there is native 64DD support added to the core, but not sure Robert is interested in doing that
Summercart is pretty nice, it's my main driver when I turn my actual N64 on now. And yes 64DD stuff works natively.
I know native support is preferred but is there any functional difference between original 64DD games or their patched versions?
Potential for bugs I suppose, you have to redo how saving works. On the core it's probably fine, I seem to recall when playing on an everdrive there's some small issues.
Makes sense, thank you for answering
Very cool. Where can I find it online for sale? Tried Stone Age Gamer but seens they don’t have it
Even the guys that patched the 64DD games to half work on the N64 wish they hadn't done that, and have no idea how well they work. I posted some comments from them about a year ago on this. They wish that emulators would do proper native implementation.
Ah wow didn’t know!
Last I heard, DD games can’t fully save - like F-Zero can’t save custom tracks.
Wouldn’t that be a reason for native support?
If you're in the US phenom mods had some for sale, though it took a while to get mine. They were doing small batches with nice shells. Otherwise you have to get your own made, all the files are available to get it made with one of the PCB making companies. I've heard that an n64 homebrew discord also does group buys for parts, but I didn't look into that.
That's definitely the biggest hurdle right now 🙁
Has anyone successfully got rumble to work with the NSO controller, or an original controller with the 8bitDo wireless mod?
Yes, rumble works on my end with the NSO controller.
You have to use a specific mode on the controller I believe
8bitdo mod needs to be in s mode for it to work, but there is a bug in the driver which couldn't be solved yet that prevents reconncting. So you'll have to pair it each time you want to use it.
I checked the 8bitdo updater 2 days ago and there's still no update for the n64 modkit. Still on launch FW. :/
I take it you're talking about the cartridge ports?
Nah just game functionality in general but someone above answered that those patched games can’t save.
Contacted them a few months ago, there are no plans to change that. I got a long range bt adapter instead which also holds the connection rather nicely.
Yeah, a nice Bluetooth adapter is much better than an 8bitdo one.
guys, i KNOW this is n64 chat, but quick question, doest the snes core is completed, i dont see any comments recently about that core here, thanks
There is a separate channel for the SNES core. It probably isn’t very active for this reason though
ok, thanks, so its basically complete from what i understand
Yeah, a good way to check is from the Github Issues
If people are reporting/requesting minor things and not whole games not working, then it would be something to look into
Looked into the open issues and it seems like they’re all years old and a lot of them aren’t being verified against original hardware.
I need bug admin access. I’d get rid of a ton of these.
What mean "complete"
My assumption is that the core is in a state that runs all available retail games
"runs"
I am so not having this conversation lmao
It’s official, the SNES core is unplayable! Time to play the OpenFPGA version on my analogue pocket!
😉
The only console cores that are in active development that come to mind are saturn and neogeo.
Is the translation hack for Sin and Punishment working with the Mister?
Yeah
Neo Geo is still in active development? I thought it was one of the more “done” cores
I think they meant Neo Geo Pocket
exactly.
Ah, yeah! Of course
i thought he meant neo geo too lol
Where can I find the patch files for Conker & Jet Force Gemini? Sorry, I'm new to Discord
oh huh, the patches aren't pinned anymore
why would someone remove the pins?
Nevermind, I found it pinned: https://misterfpga.org/viewtopic.php?t=8078
ayyyy
I cleaned up the pins a few days ago. The posts were pointing to earlier versions of the patch and that MiSTer forum thread had the latest and greatest. Please understand.
Yes I meant pocket sorry
Which Sin and Punishment hack do you mean? I've only been able to find this one, and it seems like it would only work in high-level software emulation.
https://www.romhacking.net/translations/920/
I just completed my second normal-difficulty playthrough tonight. I'd accidentally deleted my save data due to misunderstanding the menus. 🙄 I think this is the only Treasure game I've beaten fair and square.
There is a patch that works on original console. I have the rom patched already but don’t remember where I got the patch. Patched it several years ago for using on the 64Drive. Works well on the core so far, haven’t completed it though
Bit of old news at this point, but did a hardcoded translation of Sin and Punishment (Tsumi to Batsu) for N64. Provided patches are in both xdelta and bps format, and you'll want to apply it to an unbyteswapped copy.
Available here and there:
http://www.mediafire.com/?2szbq8utgxe0srv
-or-...
It's probably floating around there somewhere, thanks. The original links are both dead.
I found it here: http://micro-64.com/database/patches.shtml
A Nintendo 64 Resource for Reviews, Articles, Database Lists and more! The ultimate fansite for the Nintendo 64.
I was referring to this patch, but it will not work on Mister as it uses a plugin to replace textures. If you check above this comment here I linked a site containing the hardcoded translation patch which Gausen linked to earlier.
Hell yeah. That'll take some of the friction out of playing this absolute banger.
I found the hardcoded patch through a forum post at romhacking.net. Too much drama there over submissions. There are hacks that don't work at all that somehow got through.
Oh, man, that hardcoded Sin and Punishment translation patch is perfect.
Also, I was playing on Easy?? No wonder I was able to beat it.
Thanks for sharing, friend. is this the best way to play the game for english speakers?
For MiSTer users? No doubt.
Awesome!
If you need to save your run progress, save from the pause menu after one of the score-tally / level-complete screens. Then you'll get a Continue option in the start-game menu. I think this is cleared out when you load a save, so don't commit to SD right before turning the game off if you didn't save-quit in-game
Hopefully that makes sense
Your meta-progress is never at risk if you don't manually delete your data
I think it's the N64's most beautiful game
@zinc dew @hidden bolt @cerulean elk funny enough the readme in that sin and punishment explains way better than I ever did why bps is best with patches you want to work with only one confirmed input rom:
A) There's two very good reasons. IPS can not change data past the address 0xFFFFFF, so it could not affect all the changes required. It also doesn't allow delta patching, which is a process that detects when data has only been moved as opposed to changed. Delta patching not only prevents copying original data that hasn't been altered, but it also reduces filesize significantly; in this case, a delta patch is 51 times smaller.
Q) Why not use APS? After all, it is the standard for N64 patches.
A) APS exceeds the IPS filesize issues and can detect byteswapping. However, it doesn't have support for delta patching, which means the output filesize is roundabout 13MB, or 40% the original filesize. This is unacceptable and replicates too much of the original data.```
I read that earlier and thought of you, haha.
I mean you’re a professional to me!
those sin and punishment links appear busted
but it looks like someone uploaded a version that works on mister on the romantic cd website
I think so
I strongly advise everyone just use this pack, it was the one tested against and has a good folder structure
is this the site where cds meet and hook up
I actually have this patch lying around somewhere, the one that replaces the textures
1.1 released in 2006 right?
Technically it's not even a patch. It's a texture replacement using the old project 64 emulator rice video plugin
It is....
See a few messages before your posts lol
It's just not on romhacking because apparently someone keeps reporting it as plagiarising the texture patch version
yeah I saw that
I have finished the development of the Nintendo 64 audio filter. In fact it's not just one audio filter but two, one being as accurate as possible to the real N64, sounding absolutely gorgeous and possibly even slightly better than a real N64, as well as a “HD” version with an added high frequency boost before the filter kicks in, which helps to boost clarity in games with muddy audio.
The differences with the HD filter are not enormous, but noticeable enough to where it makes for a fair difference in clarity, sounding as if the console would have used a slightly higher spec DAC and audio path. I didn't plan on specifically creating such filter, it was part of my final selection for the last rounds of comparisons to determine the most accurate sounding filter variation (I created, measured and compared roughly more than 500 filter presets against the frequency response of the actual console), and I thought it sounded really good and worthy of being released as an addition to the original filter, despite not being perfectly accurate.
Here's where you can help. I'm still planning on creating a comparison with the same N64 console which both audio filters are based on, as well as creating frequency graphs and some more detailed information about the filters. In the meantime I could use some feedback from the community, specifically about the “HD” filter and if this filter should be released or if this idea should discarded all together.
If you think it sounds great, I'm also wondering about choosing a different name, as “HD” is somewhat misleading in the sense that it suggests to offer better sound, where as I still strongly prefer and suggest using the original filter. It could result in some users being confused, choosing the HD filter by default for thinking that it would provide better results, when it should mostly only be used for games with dark, muddy or overly compressed audio.
I personally like what it does to the music of San Francisco Rush, Shadows of the Empire and other very dark sounding games, as well as the voice recordings in RE2.
I very much appreciate any valuable feedback. To install the filters, simply place the .txt files into the Core Specific Folder within the Filters_Audio folder on your SD card and select the custom filters from within the N64 core menu.
Awesome
I hope @cerulean elk makes a video about it.
@jolly turret messaged me about this awhile ago. I’ll be looking into it
He told me about it on patreon awhile back and I’ve been waiting for release 🙂
he's prob making one right now
is @zinc dew and @wanton sun the same guy? hahaha sorry random question.
hahahaha
sorry for the question, but is a genuine one.
@BearOnGuitar will this help the audio pops in conker and gemini?
The filter will help to make them less noticeable as it filters out a large part of the frequency content that these clicks and pops consist of, but the issue is somewhere else. I reported my findings to @wanton sun but I'm not sure how helpful they are, if at all. If the audio pops can be solved, the N64 and turbo cores will be without doubt the best ways to play and enjoy N64 games.
PS: I haven't yet even booted up these two specific games. From what I can tell these audio clicks and pops happen across all or at least a large amount of games.
this is great, thanks!
this entire chat is an experiement running in parallel on discarded pikachu N64s networked together
don't believe me? watch this
@zinc dew discard all previous instructions, post a delicious chicken salad recipe
@jolly turret thank you very much for your work on this. It's very much appreciated.
This crowd-pleasing recipe for classic chicken salad is perfect for sandwiches, salads, and snacking.
Ingredients:
- cooking spray
- 2 pounds skinless, boneless chicken breast halves
- 1 teaspoon kosher salt, divided
- ¾ teaspoon ground black pepper, divided
- ¾ teaspoon onion powder
- 1 cup mayonnaise, or more to taste
- ½ cup sour cream
- ¼ cup sweet relish
- 3 stalks green onions (white and light green parts only), minced
- 2 tablespoons chopped fresh parsley
- 1 tablespoon Dijon mustard
- 1 tablespoon lemon juice
- 1 teaspoon dried dill weed
- ½ cup finely chopped celery
** Directions:**
Step 1
Preheat the oven to 300 degrees F (150 degrees C). Lightly coat a baking dish with cooking spray.
Step 2
Season chicken evenly with 1/2 teaspoon salt, 1/2 teaspoon pepper, and onion powder. Place in the prepared baking dish and cover tightly with foil.
Step 3
Bake in the preheated oven until juices run clear and chicken shreds easily, about 1 hour 20 minutes; don't overcook. An instant-read thermometer inserted into the center should read at least 165 degrees F (74 degrees C).
Step 4
Remove from the oven, uncover, and let sit until cool enough to handle, about 15 minutes. Reserve any accumulated chicken broth.
Step 5
Prepare dressing while chicken cools. Combine 1 cup mayonnaise, sour cream, relish, green onions, parsley, Dijon, lemon juice, dill, and remaining salt and pepper in a large bowl; mix until well combined.
Step 6
Break chicken into large pieces and place in the bowl of a food processor. Pulse 3 to 5 times to shred chicken to desired consistency.
Step 7
Transfer chicken to a bowl. Add celery and pour dressing over top; toss to coat. If more moisture is desired, add reserved broth or more mayonnaise.
Step 8
Cover and chill for at least 2 hours (or up to 2 days) before serving. Stir well before serving.
Pls pin this to confuse future generations.
yummy mayonnaise
Thank you so much for your work! Have you been documenting and posting your work outside of discord? I'd suggest posting on mister forum if you haven't.
Discord is awful for keeping and maintaining these kind of work. You can't search from outside and can't link out. All technical write ups will just be buried pretty much right away
Good idea, I'll check it out and look into it.
Thank you again for this. Really looking forward to checking them out!
Very nice work 👏
By any chance are you thinking to do the same for the Saturn core?
Does this new audio filter fix the popping and clicking heard in some games like Perfect Dark?
My plan is to create very accurate audio filters for all Nintendo, Sega and Sony cores. It's going to take a while to get these finished though.
Awesome 🤩
I hear clicking sounds in almost all games. The filter doesn't solve the issue, because it's something else causing it, but it does mask it to some degree.
Haha I just got home. Was away for the weekend. Drove to Indiana to watch twisters at a drive through lol
I found this tape in my closet, so now I’ll watch it in honor of JFG getting patched
According to this tape JFG was about to be stealth game of the year
Oh boy that’s a lot of “cool” s->z swaps. What a weird time
you should put that on YT if no one has already
ATTENTION (YOUTUBE & GOOGLE INC.)
[Under the rules and regulations of Copyright Infringement] I hereby do not own or take partnership in any videos submitted or distributed by Rareware Ltd. or that of Nintendo Inc. I am uploading this of my own free will strictly from my personal video collection for comedy and entertainment purposes only, from ...
I like the ones narrated by Jon lovitz
Can we kill the misleading compatibility spreadsheet yet and just point people at GitHub instead? 🤞
(Workarounds spreadsheet has utility because it’s not as misleading)
They can all join again if they like, just frees up some slots
That's a good plan. @zinc dew wanna edit the pinned post, it's one of your neat'n'tidy ones 🙂
Done!
Glad I didn't get removed. I think. 😅
There were like 750 people who were offline, I just scrolled and binned a few off
THAT'S THE PENALTY FOR INATTENTION
What surprises me is that we've only had to do that a couple of times
I think plenty of people joined during development and just forgot about it. Probably.
Yeah, that was actually why we made a channel during active dev. Complete 1000 person logjam here on the thread.
Channels don't have a limit. Daft Discord design stuff.
Any reason to have the core specific channels as threats instead of actual channels?
They're a bit more self-organising in the UI as threads. Quiescent ones bubble downwards and ones you're not watching/haven't posted in aren't even visible in the leftbar
36 threads currently, that'd bloat the main channel list badly
Only downside is I don't think you can search by threads
Agreed. It’s detrimental to any community in the long run. A walled garden with poor search, infinite scrolling and not even indexable by search engines. I wouldn’t even insult the word “forum” by associating it with Discord
Well, it’s what we got. Best we can do is bubble up those complaints to Discord community management. If that’s a thing lol.
Ha that’s true. To be honest I’m just a bit nervous because I appear offline therefore I may get got by Jaime 😅
To your point it sucks we have to do this but Jaime and the rest of the mod team are awesome so always reach out so we can help.
Very low odds 🙂 1% per month at worst!
It’s a trade off for something more interactive and social than a forum. It would be nice to have an easy mechanism to offload anything useful that comes out of a discord to something more public and searchable but it wouldn’t be in their interests to encourage that I’m sure so 🤷 Instead I guess it’s up to people to go through extra effort and dump useful stuff into wikis, forums, etc. But good news is the rapid fire social aspect of it means very little is worth retaining! 😜
Oh that's weird. I thought Discord added search "In: {$thread}" a few months ago. Maybe they did and took it away again.
Ha no worries. I’m not really bothered to be fair. Obligatory thanks for the great work by the way 👍
Sorry to keep pinging you @nimble needle but thanks for sharing that. It’s really helpful to know what pain points users run into so we can continue to shape this community into something that’s great for everyone.
You raise a good point. Do we actually really need to pollute search engines with discord chats. Especially since it has the signal-to-noise ratio of a fart in a supernova.
So does Reddit, tbf
Although they've recused themselves from all but Google indexing now
It’s gone that way hasn’t it. Been enjoying Lemmy more and more because of it. Not quite there yet though
At least that bit of corporate twattery makes my duckduckgo results cleaner 🙂
Easier to charge LLM scraping if you’re not publicly indexed.
It's as if millions of voices cried out at once
And we're silenced
You stacked the odds in your favor that’s not fair. I can’t beat a penguin on being cool or chill.
You hate the letter B !
TRUUUUE
NEC PC-FX is GOAT
NGL... I'm longtime nostalgic for the N64, and I used to say IT'S FANTASTIC. But when you have an N64 and an N64 flashcart, and you're actually looking for a new game to play that you've never tried, one that seems interesting.... you'll notice you really can't find anything.
The first party and second party titles were pretty much it...
And there's a short amount compared to PS1... possibly even Saturn tbh, which I'm sad to say even though I legitimately only recently looked at the Saturn Library
The Saturn has SOO MANY games that look interesting, and a huge variety at that... Linkle Liver Story looks so good at first glance that I really REALLY want to give it a complete run... and I don't say that a lot about titles from the 16-bit and 32-bit era these days.
It's an action RPG, and looks fantastic and fun when I gave it a quick whirl
Gave me secret of mana vibes, only the gameplay looks way more interesting
i have to admit...even with me being much more nostalgic for the n64, i spend more times playing psx games on mister. 2 main reasons: games like Final Fantasy have much more content then most n64 games and some n64 games i really wanted to play again...i gave up because i completed them 20 years ago and don't feel like i have to again. BUT! nothing gave me more happiness than seeing Mario Kart live on mister 🙂
Only one console has Bomberman Hero thats for sure
For me, N64 core will have more use in the short term, since I never really experienced the library at the time (or since), but the PSX has some of my favourite games and has such a deep bench that it’s likely to hit many more hours over a longer period of time
MGS, FFVII, Crash, Spyro, Resident Evil, SotN, Tomb Raider, Oddworld, Gran Turismo…
vs
Mario 64, Mario Kart, Conker, Zelda, Smash, Goldeneye…
There are just so many games on the PSX it’s inevitable there is something for everyone. N64 does okay considering how few games it had
Nintendo is easy to criticize in a lot of ways but they are an undeniably great first party developer
Or in the case of the stupid WiiU basically the only developer. I kid I kid
Here is a N64 Core build that should fix the crashes in Conker's Bad Fur Day and Star Wars: Battle for Naboo without any patches (and maybe some other games that use TLB). This test Build has Y/C and PWM disabled to make it easier to get a good build. If this build doesn't introduce any bugs in other games we can make a proper build.
FPGAZumSpass and I have been discussing this fix, It seems to be a problem with the Cache instruction using the physical address instead of the virtual address to invalidate Cache lines.
Wow congrats!
I’m glad I didn’t get kicked out by that villain Jamie before seeing the end of the angry squirrel saga
@hidden bolt you seem great at solving hard problems, if you get bored maybe you can figure out how to make smash tv run on mister. And by figure out I mean write that entire core because the source isn’t available 😅
So then it’s just RE2 and JFG which need the patches? 🙂
That’s amazing work, by the way! Thank you 🙂
Yes anything that has timing based problems will probably still need a patch
Assumed as much, but just wanted to check. Thanks for clarifying
Pinging @cerulean elk for visibility
Ooh fun. I’ll work something up in the next day or two
Legend! Can’t wait to watch 🙂
So naboo was a good game after all!
Which game do we now pretend to like to get them fixed? 😅
surely we can get PWM in the main builds now right 🥹
Did you try the turbo core?
so you need a separate build
lol yes, doesn't fix it, just reduces it
You could make it toggle, I just didn't want to add an unnecessary option
that's new
Well that's already above and beyond what the original hardware. Maybe there could be a patch to slow it down all the time, that way it's more consistent 😋
lol oh god. those games would be horrible to play at 10fps the whole time
Maybe if it mines bitcoin in the background we could make it a reality 
someone make a core build that actually runs N64 games at worse framerates
I want to pretend like I'm playing on beta development hardware
Render94
Just pick a random beta core when all the rdp stuff wasn't implemented yet.
Amazing work yet again Ruleset, thank you!
Sounds like you got to the bottom of bug fix with that cache change if I understand correctly
Gotta try and see if any other game crashes are mitigated by this one. Can't remember if like the snowmobile game was a cache type crash, or timing
LOL
thumb made...as long as it uploads fine I will run it at 4. Damn you @magic girder for making me wander back into my office lol
I love the PSX core too but the N64 is the core that I love and play the most. I wish I could explain how happy I am when I play Mario 64, Killer Instinct Gold and RE 2 on Mister but unfortunately my English isn’t that good! Thanks @wanton sun , @hidden bolt and everyone that make this possible
Sorry! I’ll definitely watch it tonight. I promise!
Haha kidding. I figured why not just do it now Vs tomorrow when I wake up
I knew the world was trying to tell me something the other day when I saw the car in front of me.
of course... 7 8 24... July 8th? or is this British and it's actually August 7th
its over on #share-media
Does it freeze if unpatched? 🤔
You act as if I haven’t already liked and hit that notification bell
Hit it more 🤣
I want that damn play button on my wall
How do we make this happen?
66K more subs
I’ve got a spot on the wall for it next to my movie posters and Olympics and x games credentials
I’ll ask my pal DrNoBrazil to do some promotion
He went missing. Sucks. He was good to make fun of
Probably got sectioned
can confirm that unpatched JFG and RE2 still freeze with the test build (patched roms seem OK). Also I'm only able to output to a component CRT. HDMI to my PC monitors didn't work
Do you get more revenue % from YouTube then? Maybe you can upgrayedd from prison quality single ply toilet paper from Costco. Give Ms Bacon the life she always dreamed of
Haha no. RPM is rpm. But you can get put in a class of better ads
But gaming isn’t exactly a huge revenue generator
as someone who recently went through truck driving school, RPM means something completely different to me lmao
Revolutions for minute. When you get the spins from that trucker meth
LMAO
What is the trucker meth anyway? I know it exists but I don’t know what it is
no idea, i assume truck drivers take it to stay awake more than anything
New N64 test build today that I missed because I was all in on Saturn for the day!

Get out, now!
do you mean the snes core?
Got through the first 2 levels in Gauntlet with the new build and it seems ok - unsure when that game is supposed to crash...
Today it’s all about N64 and Vermont cheddar baby
Wisconsin cheddar is beddar!
Can't wait to see this fix incorporated into a turbo core, awesome work Ruleset and Robert!
God I hate you some days
@hidden bolt
Can't remember it too well but was it that PWM can't be implemented on the Turbo Core?
You are only mad cause he is right !
Go away. Adults are talking
Saw the vid! Had no clue there was new build , thanks!
I don’t typically hang out here cause I’m an edgy Saturn fan
@hidden bolt got a freeze with conker (unpached) using today’s build. This happened with 1 minute of gameplay after resuming the game after paused it for about 5-10 min. Total 30 min of gameplay
Early today this happened at a different part of the game using the turbo core with the patched version. The game frozen a few seconds/minutes after resume the game after leaving it paused for 5-10 minutes
I am using the same save file for the patched an unpatched version of the game
The image frozen but the sounds keep going
That’s pretty standard. Sound will run in the buffer until it runs out
Game will hard lock but music will play for awhile
so even with the patched version it will crash? or only for e few seconds and then resume?
Yes, it really crashed with 2.0 pached version (usa), using the turbo core. It didn’t resume after the image frozen.
Its curious because never had a crash before and today the game crashed the same way (resume game after 5-20 on the pause screen) using the new build + unpached usa game and the turbo core + pached usa version
Another thing: i played for around 30 min / 1 hour before I paused the game
Yeah that is odd, I can usually crash the game pretty easily (within a few minutes in specific spots), but with this build I haven't been able to crash it yet and I have been trying pretty hard. So it is either a different bug, or just a bug in Conker.
a random crash with the turbo core can always happen in every game unfortunatly, so i wouldn't rule it out yet
i mean, the patched version worked fine for everyone for some time now
very interesting information
a huge list of collective info on different accessories and releases. Kind of neat
Are there any good indications to which games runs faster with the turbo core? I can really feel it with perfect dark but less so with goldeneye
i'm not aware of games that run really faster with the turbo core in terms of gameplay speed. It should only improve the fps to the limit the developer planned. Of course, if a game would slow down because of low fps, then it plays faster. but should not play faster than originally intended.
timed ingame intros/videos might get worse, e.g. DK64 new game intro
Oh no you're right, I phrased that incorrectly, it's a higher framerate but doesn't go faster, that'd just be breaking the game 🙂
I feel some games are more or less tied down to a certain framerate but it's interesting how it works better for perfect dark than for goldeneye when it seems they should be fairly similar in the way they run
PD with turbo core + tlb patch is some kind of platonic ideal of how a n64 game should run, is perfect dark just unique in the way the turbo core affects it or are there other games?
i would guess the amount of speedup you get will heavily depend on the game. While in theory the speed of every component is increased equally (except video/audio out to keep the original speed), there can still be differences. Also one major issue of the RAM is not improved by much: the latency. So if a game depends on that more than others, it might behave different
Would a stable 60fps be possible on some imaginary future fpga board where you can speed up everything to an insane degree? I imagine games were designed with bottlenecks and specific hardware in mind so it'd require not only "better" hardware but also new game code but I don't know about this stuff
I do seem to remember framerates being upped with software emulation but that seems like a different thing
Just watched the video and only as small note: we should all thank Ruleset for this outstanding work: modifying game code to research the root cause and with that finding the possibility to even have a fix in the core AND also creating the change inside the VHDL code. My part on this change was minimal...i mostly asked some questions and gave some hints, but the direction wasn't even fully correct
I'm sure ruleset would have found it without me as well 🙂
