#Nintendo 64
1 messages · Page 186 of 1
Ok so 1.1 actually works on 94MHz+ but 1.2 does not so I guess it indeed some issue with how they patched it
Wouldn't including an Uninterruptible Power Supply with it REALLY increase the shipping costs? Those things are mad heavy. Also they contain lithium batteries.
i want to lie on the declaration and make it too expensive so luckey palmer has to pay import fees
good luck paying them to ups!!!
Can't he just refuse to accept the package?
whats next, hes not gonna send a stranger a free video game console either?!?
Now that's crazy talk
No really, the person he sent a free console too was named Crazy Talk
||Yes, I stole that joke from Simpsons||
anyone get that RockerGaming stick?
I saw the same result, yes.
Ultimately, people are allowed to not buy things for whatever personal reasons they want. That’s how it works
Only time I have an issue is when people try to dictate what others should/should not buy because of their own reasons
You should all buy dual sdram because it’s the best
I ate all the dual sdram
Thanks for eating all the chips 
R u ai?
I might be

Gippity has risen! 
This statement is false
im going to assimilate with this server like in that episode of Genocyber where the monster puts its tentacles into the aircraft carrier and gets more uncontrolable
now here's a guy who knows ball
I'm reminded of those AIs that were trained on Reddit and went insane...
iQue too. 140.625Mhz.🤓
If the 94MHz core has different compatibility to the 94MHz+ one, can we pin both?
omg
We need a core for every 1MHz increment
We don't even know if it crashes because of game timing or because the overclock is too high, do we?
Side question Robert, will the keyboard support also be brought over to the M64? I am assuming that can accept USB keyboard.
We have not discussed that yet. There are plenty of other things to do right now.
In any case, it will be open source, so I see no issue of it being added in at some point.
Fair play. Would be nice if as many emulators as possible did support it so we have more chance of people utilising it for future homebrew
I wonder if there would be any benefit of Summercart supporting it, or if that isn't a thing... Not sure if hardware support is part of the actual N64 or added by 64DD
OK I see...
Well I still give it a good chance that it could be a race condition the patch since it seems to be very sensitive to RCP/CPU clock ratios when I tried a few other cores with different ratios.
Also consider that if they tune a game patch to work with stock timing we kind of break that when running OC. DK64 new game start intro also fails when RCP/CPU ratio is not 1.5 for example...
What's Your thoughts? Are there anything worth playing on the DD? Can someone reboot Randnet? 😅
That would be cool. If the M64 had some kind of custom interface that gave it internet access and then a ROM you loaded, a home channel if you will, that gave you everything new Modretro, homebrew scene and stuff. Everything in low res textures and polygons.
We need mouse support for the DD
I tried to do drawing in the creative suite but N64 mouse is nowhere near as good as the SNES one
It's translating analog stick to the mouse and it's janky and slow
You own a N64 mouse?
I emulated the one on the MiSTer
Ah. Yeah that's not the optimal way.
With the hacked up converted rom
Mario Paint with USB mouse is absolutely more smooth and responsive compared to that
Didn't the SNES use absolute positioning?
Like the mouse reports its X and Y insteaf of its movement
Fzero is such a skill issue for me. I can't enjoy it. Is there a way to share tracks with eachother? Building stuff is fun.
Is the issue the mouse or the implementation? Maybe something is off in the core
Are the actual 64 Mouse protocols implemented or is the core just mapping cursor to the stick, or something that isn't a faithful emulation so will seem off when playing something that was built for the actual 64 mouse?
Could potentially be an issue with the 64DD to ROM conversion as well, although that seems less likely
I’m pretty sure the mouse uses the analog axis for input as you can use it to play any N64 game.
I think even left and right mouse buttons were mapped to A and B
Hmm, I wonder if it is entirely faithful to how the actual mouse worked
Command 0x01 responds with the state of the buttons and movement difference of the ball in a 32 bit pattern identical to the Controller. Time between command and response is 2.2 to 2.6 uS.
it's faithful to how the mouse works on actual N64
you can use that exact mouse peripheral into normal N64 games
it's painfully unusable because of its sensitivity (GE, PD) or its lack of buttons that you can't use on other port (StarCraft)
it fares better with Paint Studio but its clunky and slow to use
Yes there was an N64 Mouse! It's extremely rare and we got our hands on one! We tested on over 30 games including Goldeneye, Mario 64, Mario Kart 64, and Doom 64!
Written, Shot and Edited by Derek Alexander
We got shirts! Stop Skeletons From Fighting T-Shirts Now At Fangamer
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@bright lotus -> #1096015979055697940 message
I dont recall if it was you or someone else who reported this speedy knife egde gunner running to fast
me
I have one ❤️
IIRC the only reason that game works on the MiSTer core is because it's one of the handful that get patched on boot. That game is infamous for running fast in literally every N64 emulator IIRC without patches
I'm curious if the Analogue3D legitimately runs it correctly or it's also patching it
(And how the M64 will handle it)
I think the patch i pasted above actually fixes it... at least it runs at a stable 30 FPS now
I thought you didn't need to do anything to get it working on mister or analogue?
The Knife Edge patch should already get auto applied for the mister cores yes.
hmm I though it ran very fast without it but could be that I initially had the wrong ROM
Possible, if it couldn't identify the ROM then it was probably not applying the patch
indeed
@dim kiln is it you the same of Corn N64 from 25 years ago?! I remember having a slow 3d graphics (s3 virge) card and the Corn emulator doing wonders with Mario 64!!!!
https://www.zophar.net/n64/corn.html
Dropped you a DM
Imagine the video comments and emails
Anyone playing anything cool on the n64 core?
Sounds like a YOU problem!
I’m not Corn but that was my favourite emulator on my K6-2 450MHz with Voodoo 3
I am not him but I did work on another N64 emulator some 15 year ago for PSP 😄
I was testing out how well Mario in the Multiverse runs on teh 94+ core.... still has random crashes and slowdown,but miles better than the stock core
well it could give up to 50% better FPS but it does not really patch for any crashes that also exists in stock core
I intended to replay Majora's Mask but I need a good controller because mapping C buttons to face buttons + a trigger on conventional controllers falls apart the moment you want to play the ocarina
I figured the crashes might have somehow been performance related, so far every crash I had was when it was running slower than it should
I see
I kind of want to mess with the core and give the N64's library a good second chance because I used to kind of be a N64 hater
Map them to the second analog stick?
Then that sucks for actually using the items, C buttons were meant to be buttons and a lot of games were designed around that
Use a sega saturn controller?
Analog sticks
the 3D controller had analog
he castelvania games seems to run much smoother now
Though now that I think about it, it would lack the equivalent of a z button
hoooooow
Simple solution: Get a SNAC adapter and N64 controller IMO
No.
SNAC wasn't made to be used with controllers primarily anyway, it was meant for accessories first
And there's no shortage of USB adapters
The De-10 Nano wasn't also made to be used to play games either
I'm not, I just don't have a decent one rn
I'm eyeing the 8bitdo one though
Eh, not a fan of that style of controller. It destroys the left configuration of the controller
Okay, so you have the option of using a controller with a modern USB adapter that will have subframe latency anyway (options are pretty good these days) and will let you access the MiSTer menu... or doing something that takes away that convenience for the idea that you're talking directly to the core, which is fine if you are using an accessory that does warrant talking directly to the core such as anything that uses the controller expansion port or the VRU, Densha De Go controller, etc..
Iirc Kitrinx has said she regrets creating SNAC for this reason and I kind of get it
SNAC adapters are also generally much cheaper than USB adapters because there is basically nothing to them, especially if you want a good usb adapterthat is low latency
SNAC isn't meant to replace USB adapters though, I also like being able to rebind buttons, use the home key, etc
Not sure why one would want to rebind buttons on an original controller, as for key keys and such I use a usb controller, mister remote, or a keyboard for that
It must be annoying having to reach for another thing constantly
They are right next to me, usually my keyboard or my phone
I need to change controllers for differnt systems anyway
Generally, I use a standard dual-analog controller for most systems, just the ones that used 6 face buttons or had other weirdness, like n64 controllers, I prefer snac
SNAC has a place, I just wouldn't use it for my primary controller
I would love a one-size-fits-all controller, but nobody makes one
I have plenty of adapters and modern controllers anyway
IT'S NOT HARD! JUST MAKE A STANDARD DUAL-ANALOG WITH SIX FACE BUTTONS INSTEAD OF FOUR! Why does NOBODY make that? 😡
All of them have SOMETHING missing
Dualshock 4 works great for a lot of cores imo just not 6 button games and N64
Only one analog stick, only one set of triggers, the triggers aren't analog, etc
Eh, I prefer Xbox-style assymetric sticks than the Playstation style symmetrical sticks
Currently I am using a Gulikit ES Pro, I was using an 8BitDo Ultra 2C, but it's d-pad was poor
I have a USB Saturn pad and Genesis controller I use with a Triple Controller adapter for Sega stuff
Sometimes a SFC pad for NES/SNES, even though dualshock would suffice but I get annoyed by button prompts not matching even though I'm playing by feel at that point
(And I know the correct thing is Y for B and A for A because the angle and all that but meh)
A SNES SNAC adapter can be used for NES too anyway, tehre is even homebrew that can use the extra buttons
Why should I do that when I have a suitable adapter anyway
Well, currently that's the only way I am aware of to get that functionality in the NES core, IIRC it dosen't allow you to map a snes controller in software to it
For edge cases like that I suppose it makes sense, but for regular everyday NES'ing... meh
(Lets you use the SNES mouse on NES too, but that feature was actually just recently added to the NES unstable core)
My particular pedantic hang up is still not being able to map a controller as a Genesis controller in the SMS core but that's getting off topic by this point
But yeah, I havn't found a good single way to bind 6 face button controllers to a modern 4 face button one, every game uses buttons 5/6 differently, so I prefer to just use the original controller for those
Though that game in handy in Xenocrisis on Genesis
6-button mode, map the face buttons that make you fire in eachof the 4 directions to the second analog stick
Now it's a 2-stick shooter 🙂
Works for Smash TV on SNES too
Honestly at this point I'm also kind of just moving away from wanting to feel like I need "original hardware" for anything more than strictly necessary, anything else feels like it's defeating the point for me now, I don't like bullying perfectly good hardware that's becoming increasingly unobtainable and rapidly decaying
Yeah, the final product significantly shrunk the analog sticks and IIRC the shoulder buttons are not analog
I don't recall but I think it also only has 1 set of shoulder buttons?
... great
Though that reminds me, that's also currently the only way to get analog triggers to work in the saturn core
It's not supported in software, can only do it over SNAC
Isn't the curerent saturn version like, some kind of super-early alpha?
NiGHTS is also very broken when trying to use software to mimic a 3d controller with a modern usb controller
I like that MiSTer replaces the old consoles with something I can still buy new, and everything that isn't the DE-10 Nano is open source too so I know will always sort of be available
So far NiGHTS is the only 3d-controller compatible title I have played that is broken like that
It's literally my favorite game of all time so that really really sucks
It will be glorious when analog triggers are supported on USB pads
I hve a feeling nights will still be broken though
It's not just the tirggers that act funny in it
(I really like the N64 controller via SNAC, and I know that it is platform-specific, but I would like to play to all cores with the N64 SNAC, despite being an "heretic thing", could be done?)
I mean, with a usb adapter for n64 controllers, yeah
but not over snac, that would only work for n64
In that case you should likely get a USB adapter
A lot of the daemonbyte based solutions are pretty good still
Timville makes the 4dapter that's pretty popular iirc (I have the older triple controller that's older and missing the N64 port but I can vouch for that at least)
you're thinking Korn
back when we were all freaks on a leash
It still awes me a bit that a late N64 title when they had the chance to really push the system runs on the MiSTer on what was once an impossible core
Majora's Mask still really impresses me on a technical level, some of the interiors of Clock Town are so detailed that at times it feels like an early 6th gen title
yes, but I was thinking about zero latency
It's imperceivable
These adapters are faster than your screen will refresh
Powerslave as well. Well, maybe not broken broken, but not being able to strafe will make things more challenging
Yep, that’s exactly what it does
And why it doesn’t work on the core without SNAC lol
It’s already been discussed ad-nauseam in the Saturn thread
Controllers are accessories!
TBH my main use-case for SNAC is that way I can have 5 wired controllers on the Turbo Grafx
for all one games that support 5 players
Sure
Wait can Mister not assign 5 USB controllers as if they were plugged into a multitap?
In order to that I would need:
- A hub
- A 5th USB controller (or at least an adapter that can make one into one)
You don't have the sandwich? /j
I have 7 USB ports that can transfer data and one power only one
MiSTer (as a framework) supports up to 6 players on separate controllers via USB or Bluetooth.
The total number however can be further constrained by the core. For instance, as of January 2026, you can use up to 2 of these controllers with the Saturn core.
If available in the core, you might be able to combine these with more via SNAC.
Honestly I feel like it should be up to projects like MiSTer to recreate accessories in the FPGA that have reasonable analogues rather than force people to feel like they need to keep original hardware around, that's real preservation, and it may be a hot take but I wouldn't want to undermine that work. It's great that SNAC exists but as I see it, it has a clear defined purpose, it's for the gaps
And sometimes I guess you might have old save paks that you wanna transfer too I guess if you don't have other means to dump them
Like I said, some controllers were just plain not really well suited to be remapped to modern controllers. Six face buttons is an obvious one, but good luck mapping an Atari Jaguar or Atari 5200 controller to modern controllers
Sometimes you do need a controller with a certain layout; I have a couple 6 button controllers, one is USB, the other one I plug into an adapter
But yeah I guess if you want to play Saturn Bomberman you have no choice for now, just as you have no choice for games that need analog triggers (though the 3D pad having 6 buttons + an analog stick + triggers does make it a bit of an oddball I guess
I kind of wouldn't blame someone for chasing after having one
I mean there's nothing stopping people from fabricating their own
Like this Party Tap controller
What games use this?
that font is frightening
It's used for a Quiz game to "buzz in"
Gimmie a break!
Hm the NES core supports up to 4 players, but there's a lot of odd accessories that have yet to be replicated across various cores, obviously using SNAC is perfect for filling those gaps, but it'd be nice to have those preserved anyway
Though idk how many people are dying to play the few odd games supported by this
Then again people are still clamouring for MPEG card support in the Saturn core (me too)
The genius of it is that it's actually just one controller from the Famicom's perspective
The most obvious gap in that core is 3D pad support still
Oh like one button per player?
Yup. So really it's just a standard controller whose function is kinda inherently it's own form factor
I guess the standard controller has enough buttons to be split like that, but that's interesting
Kind of like a precursor to Kahoot
Neat though
The N64 patents have long since expired. You can basically make direct clones of the designs and sell them, so long as you don't include any of Nintendo's logo trademarks.
General rule of thumb is 20 years. After that, you can do just about anything you want with old designs like that, so long as you don't feature any trademarked elements (like company logos).
Honestly I kind of like it
The prongs look a little longer
Wait TFW I ended up necro'ing because someone else did (sorry for the ping Robby)
I kind of forgot that modretro was going for a full on N64 controller
Yeah, I assume that it's just treating each input of a standard controller as a different player. The NES controller has 8 inputs after all (and technically, an NES can have more anyway if the software is made to accept it, such as being able to use all of a SNES controller). Though I assume just simply making an accessory that presses the equivalent of up, down, left, a, b, etc for each player is much simpler to design and manufacture. (I assume you still use a normal control for selecting options before starting a game)
A normal controller goes in slot 1 (it's for the Famicom so it wasn't even designed assuming you could unplug the player 1 controller)
Keep forgetting the famicom had hard-wired controllers and an acessory slot for other controllers
Do find it a bit bizarre they had microchanges like the microphone
Yeah, and P2 having no start/select because of said microphone
How was all this wired compared to the NES considering that Famicom games after using an adapter work fine on an NES, except for a small handful due to a small PPU difference
Has anyone shared the 128MGh core on here? I don't see it
YC
There's only one video in YouTube with the 94MHz+ core (125MHz CPU)
There's also something from @fallen sparrow in YouTube today: https://youtube.com/watch?v=6-SLKoyViPU
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If I get a chance I wanna try and stream this core later
Will be live in a few minutes
wtf when did we get a 125 mhz core?
the old turbo core was 80/120MHz for RCP/CPU while the last one I posted there is 93.75/125MHz
Stock core is 62.5/93.75MHz
I have it on my list
"it makes N64 games playable"
can perfect dark run 4 player without being dogshit?
the core is pinned here --> #1096015979055697940 message
ah yeah, same one, it's just the cpu vs rcp. fair
I wonder what framerate oot could go up to unlocked
Thank you ! Great work btw !
This has been out since the 12th? We gotta start making announcements in the general chat
@cerulean elk have you ever seen this mod? https://github.com/Rainchus/Mp3-Combination
it combines mario party 1 2 and 3 together into one game with all the minigames and boards
it also does a patch that's just mp 2+3 and I believe that's smaller than the max n64 cartridge size
would be really cool to see if it could run on mister
I have. Been meaning to cover it
does it work on mister?
I think it works by like.. booting into the other game entirely when the minigame is selected which seems like overkill
yeah is been out for a few weeks but its also experimental so its good if it get tested
Testing the crap out of it tonight!
DK64 will get stuck in the blank game start intro but after a reset and loading the save it seems to work fine..
Some games are really sensitive to the exact 1.5 ratio between the CPU/RCP clocks but for the most part it seems ok
pcn was just testing it on stream and sf rush 2049 crashes
rush?
yes
single
I have two masters so I will try both lol
I have a mister and a misterpi
any other games with dog framerates that have been tried?
I know there's the OOT 30fps mod, I wonder if 60 woud work
turok stuff and castelvania in high res is way more playable but basically you would get 50% boost in FPS if they are chugging in stock
ok so actually it was the rush Extreme i tested which works while the rush 2049 does crash
so it not silicon lottery but more likely the 1.5 ratio being 1.333 and the game is sensitive to it...
Gonna try some debug options to see if I can get rush to not crash
Power rangers light speed rescue working perfectly
@dim kiln , great update. The stream was a lot of fun.
@empty cliff thanks for participating in the stream.
❤️
I can’t condone this N64 clock cycle perversion. Games were made to be 15fps, it was Miyamoto’s vision.
The frames persist long enough to completely register in your perception, by design. What a waste to cycle them by quickly like mindlessly flipping through TV channels. You must learn to enjoy the moment and examine what each frame has to tell you. You will be a better member of society for it. -Meowmoto
"My son is a complete moron for trying to walk up the slope that has the red coin in Bob-omb Battlefield. He must have spent 45 minutes trying, what an idiot." -Miyamoto
you can get to the top of that slope if you speedkick up it
miyamoto would shit himself if he knew that
"I think it's important to realize, that speed kills. At at the moment of maximum dynamic pressure or Max-Q, rockets throttle down to avoid destruction. If I had intended for the mission to Board Bowser's Sub to run at 30 fps, I would have set the compiler flags that way." --Giles Goddard, grandson of Robert H. Goddard, and Mario 64 face programmer.
He doesn’t need to know that to do that, he just needs a few more years under his belt and he’ll be able to do that with ease.
Have you heard of the game "Need for speed"? 😉
There is always someone who wants a bigger engine...
I mostly wanted to see how much the FPGA can be pushed for other reasons and getting a fast core is a nice bonus.
Call it a feasibility study if you like.
Added a first test of soft reset. Currently it's a mappable joypad button for easy access, probably to be replaced by OSD option later on.
Some games behave different on softreset, so it might be worth having it.
It's not 100% working yet, sometimes the core seems to hang when used. No need to report that unless you find a 100% reproducible situation.
How it works: soft reset tells the game there will be a reset in about 500 milliseconds.
The game then (hopefully) tries to shut down all activies and prepares all components.
Then the CPU is reset only, nothing else. Memory content and other chips just stay as is.
Game can read it's a soft reset from RAM and start up different.
Some games, e.g. Mario 64, show some animation when softreset is started.
Would that be equivalent to pressing the physical reset button? (On an N64)
Yes
What is not implemented right now is "holding down the reset button". Usually it would only reset once it's released.
Probably that is not needed.
So what happens now, just power cycling?
Reminds me of how the NES core does similar behavior on reset
Where certain games might skip the title screen or etc
What do you mean with now?
Reset in OSD until today is like switching on the console.
Yes, softreset(reset button) does skip some screen sometimes, e.g. 1080 does that.
That's what I meant
NES core's reset though is like pressing the reset button on an NES rather than a separate button
Is the intent to have separate buttons in the OSD? That seems inconsistent from a UX perspective
Like one that power cycles, and one that is the soft reset
(Would there even be any real advantage of having two separate resets?)
(I hope I'm not coming off as nitpicky, I'm just genuinely curious)
this is exactly what this is for: having the real reset behavior.
However, i wouldn't use this as standard, because usually the user wants to have consistent behavior.
The reset button on n64 is not. It will not work all the time (that is on original console), e.g. when a game already hangs or is poorly programmed.
That seems sensible
Also yeah I understood the intent behind the feature, I was mostly asking a UX question I guess
What are the tangible benefits of reseting this way over reloading the ROM, or is it just to speed this up? Are there games that take advantage of it in some way? I can't think of any off hand but I know Eternal Darkness on the GC probably did something weird requiring you to press reset, and maybe one of the Metal Gear games did?
Always nice to get niche accuracy improvements though, I am thinking maybe this is required for the M64 reset button to work as it does on OG hardware and we are getting it as a nice wee bonus. 🙂
do flashcarts use it to reset to their menu or something?
summercart does, yes
Ah, that makes sense
Oh sorry I was joking
Could PSX core benefit from the equivalent reset functionality being added?
reset might be different on psx
me 2 👍
iirc the reset switch is linked right into the psu on that
Out of curiosity has anyone gotten any of the games that support Dolby ProLogic to work with modern (or even old) AVRs? That seems like a fun thing to try still that nobody ever talks about
Zelda 64 had actual surround sound support, quad channel (as that's what prologic is limited to) but still
Yeah
Yeah
most modern receivers have some similar mode
it might not be strictly dolby prologic but its still pretty good
i think mine just calls it dolby surround
Yeah
there were a few games that supported dolby pro logic
rogue squadrdon for one and also perfect dark I think
there was a lot of trouble getting it to work back in the day because you needed a certain reciever
I think Castlevania 64 supported Dolby
Yeah is this a worry? Does this core actually risk damaging it?
not really since the cpu inside use quite a bit more than the core ever could
#1096015979055697940 message
you got a fan on your de10 right?
unless you run it overclocked 24 hours a day you got nothing to worry about
these things were built to run without any form of cooling, nonstop, in poorly ventilated factories
But not in cases 
this is not traditional overclocking, you cant overclock an fpga
But yeah, you’re unlikely to do it any damage even running the most turbo of turbo cores 24/7 without a fan
it doesnt run at set mhz
most of the mister cases have holes in them
robby's right, these things are made for an industrial environment, I worked in one, its hot, nasty and everything vibrates
there is zero concern or issue running any core
Holes won’t significantly impact airflow if you don’t really have a fan
But as I said, it’s likely fine
but like a fan costs 10 cents so who cares, add one
if it makes you feel better than its worth it
lets put it this way, my early geforce cards had passive coolers and I ran them all day and they were doing graphics processing
If it makes you happy, it can’t be that bad
My fan was £15 
And my copper heatsink was £10 
i think spending a few bucks on a placebo is fine
your money has the queens face on it, whats that in something thats not monopoly money
£25 to lord it over the peasants
Well USA “real money” is in the toilet. So probably about $15,000
my state is bigger!!!!
wave your wad to the geezers in the gutter
Here do I find the new fast core? In the pinned it's 2 years old, unless that's still a relevant link?
Thanks, is there a github or another way to get the latest or is it so experimental at the moment that it's just individual file shares?
Experimental at the moment.
Side note to give you bad dreams: the scaler runs at higher clock speed than any part of the core. In any core, not only this one.
You can also crawl up the slope IIRC
overclocking your mister may lead to loss of hair, loss of sanity, and loss of sleep
There was an X-Men game on Sega Genesis that REQUIRED you to reset the console to progress, confused a lot of people... also made the game uncompletable on the Nomad since IIRC it had no reset button.
hi, is SM64 60fps patch broken on recent N64 cores? it doesn't start at all for me
(yes, I checked MD5SUM)
There is no two year old core pinned?
Does it work on real hardware? Did it work on previous cores?
Yeah but I wonder if that actually decodes prologic
Which is encoded in the sound itself doing a bunch of fancy audio math and phase stuff that goes over my head
prologic is encoded in the stereo signal so its up to the external unit/amplifier to separate out the 5 channels from that.
Essentially it uses phase and frequency to split things up...
yeah it seems to, i tested with the demo thing in the options menu of rogue leader
its also a seperate mode that only applies to stereo inputs, all the other kinds of dolby are more explciitly labelled
Prologic seems to work with the Dolby Surround setting on your receiver?
yeah
its (probably) not absolutely identical to how prologic/prologic2 worked, but it recreates the same end effect
the demo in rogue leader has a tie fighter flying around from speaker to speaker so its pretty easy to tell
Sorry I meant the pin is 2 years old
Yeah he just updates the pins by editing the links instead of replacing them
Cos he’s a big brained mod
Robby strong
Have you _seen_those biceps?
Robby’s been modelling himself on Julian from Trailer Park Boys
💪 
@dim kiln , I dropped you a DM
Yes. Here is an example I recorded stereo over HDMI and decoded with Surcode into discrete 5.1 and reencoded for this video. Not exactly doing it live but if you have any device that supports the decode it'll work... https://www.youtube.com/watch?v=AqTl3uK3uws
I know it's been a bit since your question, but the answer @bright lotus spoke about how the normal core works but not how awesome the turbo core on the MiSTer is.
The Turbo core runs faster framerates in a lot of games, usually without adding instabilities, at least ones you don't ever notice.
The main thing the MiSTer offers over emulation is response time. No matter how fast your computer screen response time or controller input latency is, computer emulators add latency. You really can feel it with the MiSTer, but it's hard to notice until you try.
The second thing the MiSTer offers: audio. Computers cannot actually generate the audio frequency for retro consoles natively because modern PC's can only run 44.1kHz or 48kHz sample rates, which severely limits the math emulators can use to digitize the analog audio signals.
This means almost all emulators, by design, will have audio distortion or loss of frequencies. You can really hear a difference with a MiSTer too.
Also the screenshot that Wesley gave really did not look how mine does.
oh no
I made that for BS question in a trivia
I disabled VI and texture filtering to make it look like a PS1 game
you can do that on MiSTer and I don't know what software emu would offer all of that on top of my head
I forgot how early builds looked when looking through my screenshots lmao
3 years ago haha
I don't have anything recent sadly
Some fun glitches with SM64 -> https://www.youtube.com/watch?v=qXx6-wY8zXo
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https://youtu.be/d9-e6FUfggI
I'd say this is the best way to get a recent glimpse but it's very technical
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Analogue 3D may be delayed to Q4 2025...but its finally Q4 2025 and I have the Analogue 3D! So it's time for an in-depth Analogue 3D review! Was Analogue 3D worth it? and was it a good competitor against MiSTer FPGA? Let's find out! Because the MiSTer FPGA N64 core was updated yest...
And a turbo overview which I'd recommend for @primal cobalt's question:
https://www.youtube.com/watch?v=O0OeqQWHmsU
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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. Let's talk about what happened, when N64 will his MiSTer FPGA Update_All, the videos I have planned for the future and generally ju...
whats the sample rate on the N64?
32ksps? 44.1ksps
Depends on the game and the sound in that game. Typically rates between 22050Hz and 44100Hz are chosen.
When it doesn't match what your PC is set to, it has to be resampled which leads to audio distortion
Some emulators do an okay job, others sound absolutely awful, ruining some of the gain levels.
when I hear mario go whoo hoo it needs to be a crisp 44.1khz sample
I won't accept anything else
Personally I think all the voices in Smash need that more
so I can hear SHOW YA MOVES
in Dolby Surround sound
or show ya 
High quality resampling still isn't cheap too
I wonder if some emulators aren't just using SoX though
should i be using 80mhz or 94mhz+
yes
Neither use the vanilla core 😎
i do use vanilla core 99% of the time but nfl blitz is unplayable on vanilla about 2 games in and it gets crazy slowdown 80mhz fixes it
i just tried 94mhz and only get black screen not sure if there is an extra step i am missing with that core or not
80mhz is the safe choice. If still to slow, use higher ones.
no 80hz works great
i just saw there was a new 94mhz so was just asking I will stick with 80mhz for now Thanks for the hellp
That 95mhz one is even “less official”
the higher ones seem to work fine in most cases, but some issues have been found.
I only use the 80hz since I basically only play perfect dark plus romhack which doesn't seem benefit from the 90(+) like it does from the 80mhz. I also play rocket robot on wheels and Majora's mask with it. 👍
When can you use the extra heating to build another official 80MHz core with the updated framework? 🔥
here is a easter egg i just found if you try to play 94mhz core with the game new tetris you get this screen
They put that there as a crash screen. To get past the quality testing. Travelers Tales did that too.
nice
when i was growing up with genesis we found out if you giggled the cartridge of sonic 3d blast a level select would pop up probably was not good for the cartridge but we did that almost every day for years
Also another weird thing is when I used the 90/94mhz cores they erased my mempack and had phantom left and up button presses randomly every now and then until switching to 80 or regular. This was with 2 different SD cards, one being a fresh new install of all of the MiSTer stuff. 🤷♂️
the 94MHz+ should be faster than 80MHz however some games don't like that the ratio between CPU/RCP is something else than 1.5
So far some cuts scenes in DK64 and a full crash in Rush 2049 is know I'll check NFL blitz if it falls under the same umbrella.
So choose your core accordingly...
Are you adjusting the other N64 hardware clocks when having these custom MHz? The controller serial port divider should also change to match real time.
the "old" 80 MHz core keeps all clock rations except for audio and video out.
Internal timings are faked to count as slow as before. (e.g. CPu counts up only 93.75 million times per second, despite the CPU executing 120 million clock cycles)
For the 94 Mhz cores the clock ratios between components are different to be able to push them higher.
Probably what Haggarman was talking about. Travelers Tales made that game, and the dev made a video about how that was intentionally done as a crash handler to get past SEGA's quality testing.
https://www.youtube.com/watch?v=i9bkKw32dGw
I explain why hitting your Sonic 3D cartridge brings up a secret level select screen in this episode of Coding Secrets.
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I couldn't reproduce it... started a game and played for 5min and it seems to run normally with the 94MHz+ core you could try the older regular 94MHz core (#1096015979055697940 message) and see if that works better for you if you are so inclined
dunno if it's been discussed here, but i saw this list ofupcoming features in retro dodo's M64 video. pretty exciting
still would like to know more about the analog video dongles though
why would they make wider bluetooth controllers?
for those of us with gorilla hands
doubt it. i assume it's just so you don't have to power cycle the unit to change game carts
oh
sounds like a bad practice
cause if you do it enough you'll eventually try it on the real thing and not think about it
at that point it's on you 🤷♂️
we kinda talked about it in the fpga-platforms chat, but this sucked the hype outta the console, essentially have to re-invent everything that the MiSTer has
that's true, though hopefully the mister core can be used as a base for a lot of it. i'm excited for the overclocking and summercart support, at least!
So I’m not getting an M64 because I already have the MiSTer and I’m over wanting to use my original carts. But that list of upcoming features was pretty exciting to read. They are upfront about what it currently doesn’t support and understand that those features are important and are attempting to commit to include them.
All good news to me imo
I'm on the fence if I will get one or not. I'd more interested if it did more than just play N64 games
if I didn’t own a MiSTer I would’ve probably bought one
It just impossible to beat the value proposition of a MiSTer and its unbeatable in the FPGA space for accuracy
mister is by far and away the more versatile option, but the M64 will definitely appeal to diehard N64 fans. there's still some bugs with the mister core that can't be fixed on the DE-10, and playing with original cartridges will be a welcome feature for many. personally, i'm hoping for better game compatibility, more tailored overclocking options, and summercart 64 support (mostly for native 64DD playback)
and they're sitting on the title screen. typical performative gamer
I mean I post that but if that’s what people need to enjoy N64 games then damnit I support them
i'm a big advocate for playing games how they were originally intended, but there's serious room for debate on that topic for PS1 and N64 games. as much as i love the aesthetic of early 3D gaming, the performance has aged like milk
It don’t bother me, I love it!!!
But I grew up with it so I’m fortunately/unfortunately used to it
I am genuinely annoyed at how easily I acclimate to poor framerates. I am a massive advocate for 60fps.
i find that it can be surprisingly easy to adjust to lower frame rates. some people probably don't give their mind enough time to adjust to it
Thankfully there's ports and upcoming ports of some N64 games, especially ones that need it
Those Zelda 64 ports running in 60fps was a nice way to go through Ocarina of Time
Honestly though for Zelda I don't mind the 20fps but I imagine it'd be more annoying in Perfect Dark
Everyone has their choice. For me, only replicating the original behavior was never enough.It's the added value from Turbo, Savestates or other options that has made it interesting for me in the long run.
But I completly understand if someone just wants to play the original game as it was. I'm doing the same for all the titles I have nostalgia for.
Played 90% of the games on the core with stock clock.
Honestly most N64 games don't perform that bad, especially if they're capped at a certain framerate they're running as good as they're ever going to run outside of the aforementioned ports
It's only a select few
Most original titles perform well enough for me. But i have grown up in the early 3D era. Playing with 20 fps and often less was not uncommon and I can stand it.
Really big help in todays GPU crisis to be able to accept low frame rates and low resolution 🤣
But yeah, basically making a N64 Pro I guess?
honestly i feel like PS1 games suffer more overall than N64
mintpilo is right that it's only a dozen or so N64 titles that really chug
The pure speedup is rarely the most interesting thing for me. I like the other things way more from development perspective.
E.g. GBA high res mode 7 or PSX texture filtering. You can dig really deep into the system and try what could have been possible without changing the code of the game.
Performance is more like a requirement if a game is unplayable otherwise. E.g. Revolt felt unplayable on the psx core, so I had motivation for higher speed.
Has a new list of M64 features dropped?
Honestly the biggest value add (to me) for most cores is the context of the ecosystem itself rather than features the cores add. (even if a lot of them are great, save states have been nice in some cases) Like HDMI out and scaling, using modern accessories, not needing a flashcart, etc... Even being able to run some games in odd formats that might not be supported by the hardware itself except for specific variants (different regions, dev units, disc drive, etc)
@worn delta
Ah, nice
Oh I will say, 24 bit output is really nice in the fifth gen cores
Is Chromatic Transfer Pak a way of connecting the Gameboy clone to the M64? That is neat if it is the case
But also beyond all the modern conveniences and extra features, it's just preserving the environment these games expect to run in
To be an alternative to aging hardware
Which is no small feat
They plagiarized the Mazda knob 🤣
Is the knob also a push button?
I've only seen people show off "oh you can turn the knob"
it looks like it. it's labeled "menu"
I got an A3D (and I like it), but I’ll get an M64 too when it’s released
Given that the M64 is going to be open source, it likely won’t be long before various Mister cores get adapted to it
@wanton sun could/can you tell us if the M64 4K support requires RGB444 displays like the 3D? my 422 living room TV is very sad about that...
a3d cant do 422?
Retire that TV. Probably has 3 frames of lag and desynced audio too.
I saw it being used in a video, like @tepid shuttle said, it's to navigate menus:
https://www.youtube.com/watch?v=iJxpXUnzCpM
ModRetro M64 1st Look.
https://modretro.com/pages/m64
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Become a channe...
The “N64 FPGA console market” as if it’s not literally just A3D
mister too XD
I feel like mister doesn’t count for that bc it’s not reading carts
The multisystem 2 had someone manage to make it read gameboy carts didnt it?
its 98" and was released in 2020, so not really up for retirement yet 😄
everbody does 422 with no issue, just the 3D doesnt
can’t do 444? how do you sleep?
well my dream was playing N64 on that screen in 4K with Analogues CRT filters - so my sleep is bad
but i bought a 4K capture card, and when connected to a mac mini (my x86 cpus all lag sadly) i can play it fine now with no lag (almost) on that screen so its fine
if M64 can do it without and has good CRT filters as well it would be even better
Analogue and half-assed software implementations. Name a more iconic duo
i dont know how it works, i guess they bought a fpga hdmi module from somewhere? without compression it was cheaper i guess
LRG and half-assed game production
robby and rpi's
the nintendo 64 clone market will be cornered
Dangit RobPi
Nah, they all have round edges
Round corners are still corners, just cut slightly
Of course all those systems are cutting corners...
Sorry, I don't know the current state.
The output core itself should support it, but I'm not aware if this is autoconfigured yet or needs some user option.
cool, thanks!
technically, to my understanding, someone said cart reading is technically a possibility with the MiSTer if someone develops the adapter for it. But that would require some core changes. But devs have said it's theoretically possible. If there's room in the N64 core, I don't know....
I mean, the SuperStation did it with discs, and it utilizes the MiSTer platform.
well wouldnt you just simply copy the ROM to RAM anyways?
I assume cart reading would require the GPIO pins used for analog/dual-ram?
No need to do that. I don't think there is a way to run a cart directly for software emulations so that's wht those devices such as a retron or polystation do, but a fpga would be able to run the game off the cart directly like original hardware did, that's what the analogue 3d and m64 do
This can have advantages, such as for NES and SNES for example you would only need to replicate the base system hardware in the fpga then, any expansion chips in the cart would actually run off said cart and you would not need to implement them in the fpga
yes I guess it would work if the speed good enough but for N64 the speed is not negligible but I am not sure what rate that bus has
at least for NES and SNES the bus is not very fast but its 5V so it would need some translation buffers to 3.3V
Yeah, you would need level shifter like for snac
IIRC the N64 and GBA would be the only cart-based systems on the mister that operate at 3.3v
(Unless you run a GBC or GB game on the GBA)
@wanton sun Would it actually be possible to use the turbo core in combination with a frame limiter? It would be nice to have the ability to play games running at their original frame rate, with the intention of having the performance be more consistent around the original frame rate. Or having the ability to set a global core or per game frame limit of 20, 25, 30, 45 and 60 fps.
Finally set up a real test for this and, unfortunately, it doesn't fix this issue. i built 100 megacd cores, used the 77 that passed timing, and on the 21st core, i had real bad distortion in the menu. Only happened with a stock 9.2 board, doesn't happen on one of misteraddons' boards, or the 6.1 board. Bummer :/
does DSE keep all the timing reports for builds?
i remember we tried to do this on PSX without any success, maybe n64 is different though
the question is how to limit the FPS. only thing that comes to my mind is stalling some GPU command.
This works even worse on n64, because it will in most cases also stall RSP, which is also used for audio.
Unless you have a better idea how to limit fps
perhaps stalling COP0 counter until it time show next frame
but yes it seems not an easy task and will not work for all cases
or more directly grab end of displaylist and stall until frame blank?
Yeah, I have the report for everything
but there is no guarantee that the frame is complete at that point
displaylist is often split up, e.g. for clearing screen, 3D, 2D overlay, ...
Some games use a new list for every triangle
Also you still have the issue that RSP is stalled if you stall RDP
I had issues running Conkers Bad Fur Day and Golden Eye on the default core, the FPS dips down to 13 during cutscenes an gameplay. Should I use the tubro core instead ?
you sure can
I agree, this is really too high, it should dip below 10 instead.
But it will certainly help to bring two bros, because in multiplayer you have better chances of seeing that.
Yeah that’s just Conker and Goldeneye
How do those game run on original hardware?
I never had a Nintendo 64, I know Golden Eye can be slow in some eras and games like Perfect Dark got a proper performance patch not too long ago
and Conkers is one of the hardest game to emulate on the system
you can't do it by messing with vsync can you?
Oh ok so it's probably not issues running those games and accurate to original hardware.
I'd use the Turbo core, you might get a few more frames out of those games.
can confirm, real goldeneye will drop to below 10fps pretty routinely
like, any kind of alpha onscreen
Reminds me of how a speedrun strat is looking towards the ground
did anyone get 40 winks to work on the core?
I tried a while back but it wouldn't work. I also couldn't get it to work on of hardware either so it may have been just me
Pretty sure it worked for me. Which core did you want me to test?
well even the stock I get just a black screen
is there some settings that needs be added in the rom settings?
let me go test
as far as I know there is only the EU version of it as "proto"
There was a Kickstarter for it a few years ago to finish it up and release it. The current version on Steam contains both the PlayStation and N64 versions if I recall
I see
I can verify that the one from Piko Interactive works just fine on the core
ok thanks I probably have the wrong one then
So I’ve got a user database going
Where every unofficial game I add the md5 and the right parameters for it to work
Maybe it’s that
Ok the version you specified did actually work so yeah I had some early stuff laying around probably
Thanks a bunch for taking the time to find the right one
you should see how the egyptian level plays with four people in multiplayer
holy crap
that level with all explosives reduces the framerate to single digits
Didn't explosives reduce the framerate to singel digits in genereal in goldeneye?
in theory you could maybe skip a vsync if there was a framebuffer switch in both frames before to get consistent 30 fps.
However, this assumes that the game can handle this, as the vsync interrupt also does things like controller input and audio.
Yes. The game on stock hardware will barely ever hit over 15fps in an open area with no enemies or props left in level.
https://youtu.be/73WegqHbySA when are we getting cartridge tilting so we can replicate this accurately
You'll never get the song out of your head, so stop trying.
Originally from NND.
Submit a PR for Cosmic Rays 😎
This is really nice! Playing Jungle a bit with the 94Mhz+ core seems to be most of the time above 20fps
Instead of doing it directly in the core, could it maybe be easier possible by trying to implement a frame rate limiter in the framework?
Woulden't that just limit the framerate being output to the TV, not the in-game framerate?
You are right, I didn't think this through properly.
They should form a union
What’s the latest cores for this? The pins seem to link back to a 2023 post.
The date of the link is irrelevant; the cores in this location are updated.
I have a Last Updated comment in the download core pins that says when that post was last updated
Every Download Core pin includes a last updated comment
Thank you my loves.
The ones that can run the overclocked cores
Xablau64 
if it is fun to play
Has anyone played this https://youtu.be/z9nHrm1H1yM
Shiren the Wanderer 2: Oni Invasion! Shiren Castle! is a role-playing video game developed by Chunsoft and published by Nintendo for the Nintendo 64.
It is the second main entry in the Shiren the Wanderer series, which is part of the larger Mystery Dungeon series, and was originally released in Japan on September 27, 2000.
The game follows S...
looks sweet and really nice looking
Yah, it was one of the last few games to get fully working on the core because of its unique save type
90s bowling animation aesthetic. Can't believe they made bowling into a real game
Really? It just says 4kbit EEPROM. Maybe it needs the PROM initialized with some magic bytes, dunno. 😅
How many N64 games are left to translate?
The most important one is neon genesis. 
it's SRAM, not EEPROM. And it seems to be the only game that uses non-dma writes to SRAM, because that path was broken.
Is it really the most important one?
It is to me. 
Shiren 2 seems so cool
animal forest, custom robo V2, doshin the giant and sim city 64 english patches were never finished. neon genesis evangelion still has no translation either
i think there's a patch for super robot wars 64 currently in the works
Doesn't the N64 core lack RTC support for Animal Forest anyway?
i don't think it has support for any type of RTC
It doesn’t support that cart with the Ethernet port either, probably some shogi game
lot's of misinformation on the interwebs. 🙂
yeah that game doesnt even work on the old everdrive
you have to buy the one with the battery
Well, that's what I meant since it was the only N64 game with an RTC
Yes but IIRC that's optional for that game to work, also I think Animal Crossing is a bit more likely for people to play than a random 30 year old shogi game
Isn't there an RTC setting on the N64 core?
It does not function
No the core doesn't support any of the 3 different potential RTCs:
Animal Forest cart
Pokémon GB cart via virtual transfer Pak
64DD system RTC
All are niche features
64DD is an add-on though, arguably Pokemon too, thats an rtc on the Pokemon cart
All 3 are add ons
Animal Forest is a cart with an RTC in it, pretty different from a 64DD
Nuh uh
Damn, you pulled the cat gif. I can’t argue that! 
🤣
We are cat people now
Was going to post a GIF from the movie Cats, but even I couldn't take looking at that abomination! 
Accurate ^
That’s at least 30% of my comedy shtick
What are you talking about shogi is hotter than ever
It's an Olympic sport now
Only 30%?
The 30% stat was also a lie.
And now we have robots doing the work for us! We don't even have to lie!
Hey now, that still sound political LOL🤪
internal res bump or am I reading it wrong?
I'm not sure what it is but maybe or a real mode not implemented
double the vaseline; 2x blur lol
It's a shame there's no description for this PR.
there's a fairly large readme
ai… 
When I read this, I get the impression that it was generated by a machine.
most likely, yes
It has instructions that outline to an llm what changes should be made, i think it’s a safe assumption
🤷♂️
Brace yourselves. The AI slop is coming for MiSTer
Sorry to all the core devs that you have to put up with this shit
I think the worst part about it is the unsquashed 30+ commits
I checked these changes and I don't see any differences, but that's just me. I don't know anything about the N64.
👀
side note:
If anyone has photos of N64 motherboards with the large aluminum heatsink removed so you can see the PCB (chip heatsinks can be on), please please please DM me! Same if you know where I can find some. I have dozens of examples already from searching the web but I know some people here probably have a hoard lol. I'm collecting motherboard photos for a research project. Thank you!
If you can connect me with anyone or point me to the best Discord to get good pictures of the N64 mainboard in as many revisions as possible, it would be most appreciated.
in particular if anyone here has a PAL-M or MPAL console, please contact me lol
Do people even look before they try to commit this stuff or this is complete AI garbage?
"- This workspace is the fork at alex-hall/N64_MiSTer."
sure, i will merge this line in!
And of course we need 50 new ports that do nothing, because no one ever assigns something to them!
I guess the AI just commits it itself. That’s why there are instructions telling it not to push up a PR or whatever
But it probably didn’t pay attention to that bit
and no, they don't really look. if they did it wouldn't be 30+ commits with weird AI generated readmes and tests
the problem with stuff like this is maybe there's a good idea in the core of it, but it requires the maintainer (you) to wade through so much crap that you're probably just going to give up and miss it
Here’s my 5000 line untested PR made by ai that has no description and might not even do the thing I asked it to do! Hope this helps!
Gonna start trying that at work
Time to unleash my clawdbot on the mister repos.
There’s a solution for that! Get AI to review it too 
"Awaken the Sentinels" zaps with them lightning Has this super advanced megarobot ever heard of bluetooth?
Also wow, I guess I don't remember the 80s X-Men being that cheesy, and I thought that clip from the 1950s Fantastic Four with teh wooden gun was pathetic
.... actually, it still was pretty pathetic
His powers in that clip were still not as insane as in the live action movies.
Magneto Escapes From Plastic Prison - Too Much Iron Scene | X2: X-Men United (2003) 4K HDR Movie Clip
Cast: Hugh Jackman, Patrick Stewart, Ian McKellen, Halle Berry, Famke Janssen, James Marsden, Rebecca Romijn, Brian Cox, Alan Cumming, Kelly Hu, Aaron Stanford, Shawn Ashmore, Anna Paquin, Bruce Davison, Daniel Cudmore
Film description: Willia...
there's like 0% chance of compiling the n64 core with a whole extra VI anyway
Why would someone do that and why would they expect it would be merged?
Running cougar effect or whatever it’s called
the idea might be to try and create true 480p output for 240p games?
or a step on the way to that? you'd have to double up more than the vi
We can't have RAM or SSDs, but at least we have meme-level PRs... 🥰
2 sticks of RAM costs $900 for this
Can we get raspberry pis yet?
Someone said Pi, I’m here
i'm just glad that baddragon is supported
Is this using some new elements of libdragon we don't support?
Runs well with current core
Robert did add some extra libdragon support recently
#1096015979055697940 message
No sorry, I’m doing the meme where MVG said the core didn’t support Libdragon when it already did
Ah, was confused as libdragon keeps developing over time and new things potentially may not work if they are using something new, which is why Robert updated support recently
If they do crack this modem stuff then future libdragon homebrew utilising it won't work
Yah, maybe not a funny joke as it can confuse people
But the homebrew game runs fantastically on the core
tubemen can live their dream of being a CRT on a CRT
it was early to mid 90s cartoon and it was actually really great.
I can get you a picture of one shortly, the board is damaged but you need a picture of the chips on it right?
the chips are helpful but the main things i need now
Visible X1 and X2 markings (NUS-CPU-01, X1, X2 may be e.g.D143A6, D147A6I)
better: revisions I don't have yet
NUS-CPU-06, NUS-CPU-07, NUS-CPU-09 (zero quality images of all 3)
NUS-CPU(P)-03 (no images online whatsoever)
Any MPAL whatsoever - [NUS-CPU(M)-03, 04, 05 are potentially at least 3 totally missing revisions]
NUS-CPU(R)-01 [a.k.a. NUS-USA(FRA)] - i have one decent example of this but they are rare, thus still valuable to capture
if you take extremely good photos, all of the chips have little stamp codes on them that can be cross-referenced
tl;dr broken boards are entirely fine. the key is sample size above everything. more boards = more data = more conclusions
if you do end up opening up an N64 for this, yes pictures of all the little components is very welcome. i don't recommend removing the chip heatsinks, i can get most of what I actually need without that and it's more involved that just removing the large heatspreader which is most of what I need to see the PCB
but if for whatever reason you have junk units, the stamp codes on the CPU. RCP, RDRAM etc. are always extremely faint so my examples of legible codes there are thin.
for boards where coverage is good enough and the photos are legible, I can document all the stamp codes and cross reference manufacturing dates of various components. the more i do this, the more i can trace the 90s N64 production chain itself, heh
but the main impetus is finalizing revision history. there should not be multiple effectively-undocumented N64 revisions (online anyway) in 2026, that's wiiiiild to me.
some later units have the heatspreader + RCP & CPU heatsinks combined so that when you remove the big one only the RDRAM is still covered.
Hey does the current corn-core work with the latest mister stable? or do I need the unstable?
should be fine with the stable
sorry, looks like that board got tossed
it was on my workbench for a while
the cpu pins were torn up so I tossed it
also I could have sworn there was a site with all the N64 board revisions because I used to use it
Board Revision Approx. Year Notes
NUS-CPU-01 1996 Launch board. Large number of components and discrete chips.
NUS-CPU-02 1996 Minor tweaks to traces/components.
NUS-CPU-03 1996 Early reliability fixes.
NUS-CPU-04 1997 Small layout changes.
NUS-CPU-05 1997 Common revision in early retail units.
NUS-CPU-06 1997 Slight hardware optimizations.
NUS-CPU-07 1998 Minor refinement of previous board.
NUS-CPU-08 1998 Start of more integrated component layout.
NUS-CPU-09 1998–1999 Very common revision.
NUS-CPU-A 1999 Switch to letter naming; similar to 09.
NUS-CPU-B 1999 Minor board routing changes.
NUS-CPU-C 2000 Reduced component count.
NUS-CPU-D 2000–2001 Final major revision used in later consoles.
NUS-CPU-E/F (rare) ~2001–2002 Late production variants (not widely documented).
Most common boards you'll find today:
NUS-CPU-05
NUS-CPU-07
NUS-CPU-09
as per an AI near you
uh yeah that is absolute bullshit haha
i will write something on this soon, but in the interim,
https://consolemods.org/wiki/N64:N64_Model_Differences
https://forums.modretro.com/threads/nintendo-64-motherboard-revisions-serials-info-request.1417/
you've got to slap these LLMs around a little bit, they're getting feisty
could probably differ a bit between J U and EU (are there other regions?)
i'll have more to say about this soon. if anyone has board photos, i'm still looking for more
these are the PCB-stamp differentiated revisions currently known
Australian models have (P) markings, but may contain some bespoke differences. more board photos are needed. if you have any board photos, disassembled N64s, or know any N64 modders, etc. help would be greatly appreciated.
i guess i've got to finish my writing so your LLM can cite it the next time you ask instead of spitting out whole cloth hallucinations lol
the guys in the VGPC discord might be able to help you
thats the Video Game Preservation Collective
they record literally everything including PCB variations, they might have ones for the N64 mobos
I'm sending you a DM @topaz otter
the one with the giant pikachu on the lid that stares at you in judgement
I have a French N64. It's probably the same revision
take some pictures if you can!
Does it like wine and cheese and wear one of those berets?
You bet. Croissant all the way baby.
5 seconds?! 
A New York New York launch is the best way to burn through cash. You can go somewhere else, but with NYC you can't pay more elsewhere.
(I’m kidding, but I wonder what the fastest you can load an N64 game on the MiSTer is)
They are probably running update_all on every boot 
it's grown on me. not sure if it's in a good way though
You twist it, it’s fun
wheeeee
Will GameStop sell the M64?
Have you been in a gamestop recently? I am not sure their buyer knows how to say no
Umm... A billion dollars? Sure... OK...
They sell the Chromatic, so I'm sure they will
Smash Remix 2.0.1 has released.
Download Page: https://smashremix.net
Code Registry: https://github.com/JSsixtyfour/smashremix/
Sound Test list and credits: https://docs.google.com/spreadsheets/d/1yeC5JkOGL7s436La4KzVDRBIdaHUcPRnj6FKSJlPgZo/edit?usp=sharing
They keep going
Looks like mostly balance fixes and stage enhancements
Really excited for the m64. Not for the console, but the controller. 😅
Hah, I was thinking that too. So long as they get the analog stick right that could be a real winner. I need Trident for N64 dammit.
Pretty sure that stick is just another off the shell hall effect one
The us govt needs their drone metal back 
The ROM hack Return to Yoshi's Island crashes in a weird way. The video freezes but every other aspect of the game keeps on running. The audio, button input, physics... I find that very strange??
stock or turbo core?
Kaze hacks
well if it crashes with the stock it not because of some clock ratio issue at least... I think also some DK racing hacks also crashes
RTYI demo has some crash issues on real hardware too. FWIW I played the whole demo twice and only had one crash, and it was in line with what a real-hardware user experienced
Here's my NUS-001(FRA).
I was able to 100% that demo initially with the core about a year ago with a single crash, when I tried it again I was having some crashing on the standard core but it worked on the turbo core.
I have 100% it too. Have you played the Delphino Plaza area too or what's it called?
Yes. and I noticed that it ran much better on the turbo cores
Nothing to do there but it was fun to run around. Quite impressive.
Yeah, that was clearly just to show off the engine. It's litearlly a gamecube area running on an n64 after all
True, stripped of all NPCs and other things, it's just the level geometry and textures, but still impressive to see running on an n64
Oh!! I will DM you @weary palm Thank you!
Wut. Someone ported Liero to the N64. https://youtu.be/aemLngAjEi8
The classic 1998 MS-DOS game Liero is now on the Nintendo 64!
This video shows me (left) playing against the CPU opponent (right).
Download the ROM at https://codeberg.org/pekkavaa/Liero64/releases/
The port is still rough and I'll develop it further if feel like it. Four player deathmatch would be pretty cool though!
This video is a hardware ...
Was looking at the 486quake github yesterday and noticed last update was for initial nintendo 64 support but that was 4 months ago so who knows if they're still working on that
Left player is clearly screen watching, cheater
It's hard to play without watching the screen.
Gerry Rafferty - Baker Street played on the Deku Pipes from The Legend of Zelda Majora's Mask for the Nintendo 64 N64
#nintendo64
#n64
@weary palm is a hero for getting me board photos of the French NUS-001(FRA) N64 motherboard.
Do YOU have a rare N64?
in my revision research, I've determined that NUS-CPU-06 and NUS-CPU-07 are impossibly rare. There only appears to exist 1 topside photo of **06 **on the open web, and it is blurry. Similarly, just one of 07, plus a professional electronics firm did a teardown PDF once... Long story short, please DM me if you know you have any MPAL N64 (e.g. NUS-CPU(M)-##), **NUS-CPU-06 **or **07 **(right before funtastic) or any late-period PAL (PAL (P)-03 is 100% undocumented on the internet! PAL (P)-03-1 has blurry photos with no visible markings!). or of course one of the lovely **NUS-001(FRA) **/ NUS-CPU(R)-01 examples @weary palm graciously shared.
get in touch if ya got 'em!
late-period Australian N64s are of particular interest as some of the later PAL models might be AU exclusive? Unclear. need more samples.
Liero64? That's amazing! My hope is that someone ports a pico-8 player to N64.
As well as other fantasy consoles
I don't have a rare n64, but I have rare ON the n64
here are a few high res hacks... they works ok if you use a turbo core
https://github.com/jombo23/N64-Tools/tree/master/Game Patches
It looks like the Super Mario 64 one is the one that has a misaligned UI, fyi.
yes and some other issues too like the fade outs and the down slides
but looks pretty otherwise
not sure why none did this hack properly with a decomp since it works quite well with turbo cores
I did not test the PD one but GE is already very slow in some places so while it looks great it not a good idea unless the source is tweaked like the high performance patch for PD
is there a version that works for SM64?
a version with fixed UI? not that i know of.
there are these too: https://github.com/jombo23/N64-Tools/tree/master/Analog Controls Mod
nice to be able to play Yoshi's Story with d-pad...
perhaps not that much use on MiSTer though, as you can bind keys to analog cardinal directions.
Can’t stop getting Aces
@weary palm how long time did you play RTYI?
I played for a good hour and wihtout crash... or is it a specific area?
and which version? the latest 1.06 has a couple crash fixes
yep I was running the 1.06 and as I swapped to the stock core it actually crashed once in the rabbit world but not yet with turbo core...
Not sure what caused it or if its random but for me it happened when I made a long jump
If it was released the last month or two I'm running an old version.
I am not sure 100% since I had the volume pretty low but I seamed to notice some sound glitching occasionally perhaps that could be a clue. I'll check more later but either way its an impressive mod, fun to play and runs really well on turbo cores with 60FPS all the time 😄
I've noticed those too. Short burst of static noice. I know he streams the music (the audio takes up over 80% of the cartridge space) so the data flow is pretty high and perhaps sensitive to latency.
Yeah it runs at 60 fps, 90% of the time all of the time.
Not sure if this is the right place to ask, but is anyone able to get rumble to work for the 8bitdo 64 controller in d-input mode for this core?
I can make it work when it’s plugged in, but I dunno if I have gotten it working wirelessly
I hope it's something that eventually gets sorted. Rumble works great in Switch mode, but there is clearly added lag for me.
What os d-input? Convertsion from dpads and sticks to analog?
direct input. Windows format
Ah, I knew that, but I forgor.
After getting further in the RTYI it started crash a lot more... especially at the goomba king so I fiddled a bit with various cache setting and for a while it seemed that the TLB cache might had some influence but I am not sure in the end since even that crashed eventually. The sound issues where clearly more frequent correlating with the crashing but not really conclusive.
Does anyone have an idea how to make the Jet Force Gemini "no invert" patch work with the core's auto-patching functionality? I had tried to combine Ruleset's patch and the no-invert patch in the past and was never successful.
Auto patching won't help if they're not compatible with each other.
So far I also couldn't get it working. I only use it wired.
Were you able to configure all controls fully in S-mode? If I recall correctly I wasn't able to get the C-buttons configured as the Mister wouldn't register them.
No issues using Switch mode. Make sure you're updated to the latest firmware though. Maybe beta firmware? I don't remember and can't check right now.
It's just higher latency.
I have the 8bitdo n64 mod kit and I need to re-pair it everytime in switch mode. Other than that annoyance it has been great
The controller or Mister? I just recently updated the controller firmware.
I've updated both recently
Not sure if the 8bitdo 64 beta firmware is the latest now too.
Are you sure this update is for the 8bitdo n64 modkit or is it for the 8bitdo 64 controller? If this update is for the modkit, how do I download it it?
Yeah, we've been talking about the 8bitdo 64 BT controller.
Ahh nice, I'll try updating both to see how it goes. I absolutely love this controller and the layout works perfectly for me.
It seems like the 8BitDo team doesn’t care much about their N64 Mode Kit controller.
I was testing RE2 on the Analogue 3D and noticed that the game running on the A3D does not display the vertical bands on the right side of the screen that appear when running the game on the N64 core on MiSTer. In both cases I enabled the 8MB Expansion Pak. This suggests there may be a difference in how the video output or framebuffer boundaries are being handled between the two implementations.
PS: both screenshots were taken from MiSTer.
MiSTer wins again! 
Tired of winning yet?
fwiw those lines appear on real hardware too
although they might be a different color there
Now I am curious why they didn’t show on A3D
they might just be cropping it off
its straight up a scam now from them, I think they just want people to buy the their new controller, must have better margins of profit for them
intec is gone so there isnt any alternative
are you sure this is game related and not how your screen crops the image
I think you are probably right. Today, the only three good options to play N64 are: the original N64 controller, the NSO controller, and the original controller with an 8BitDo mod kit.
I ran the tests using the same TV, the same HDMI cable, and the default image settings on both the A3D and the MiSTer N64 core.
The Saffun clone I’d consider better than the NSO
Too bad everyone started buying them and they jacked those prices way up
There is also an intec modkit for the original controller that isn't too bad imo.
The N64 core also automatically clamps analog values to the original controller’s analog ranges so any analog stick is fine
what if i clamped your analog stick instead
is that a euphemism?
I had one of those, and I agree it’s a good option too. It’s better than the regular 8BitDo N64 controller (not the mod kit).
Impossible to get anymore
i have one, and it works flawleslly, im glad with that buy
The real tower of power
A true phallic symbol.
Now you're playing with power ™ Stackable Power!
More like “Tower of Bragging Rights”
It happens when I use it on MiSTer as well. I tested the N64 controller with the 8BitDo mod kit on the Analogue 3D in “D” mode and it works perfectly, with rumble enabled, and it never loses sync.
On MiSTer, rumble only works for me when the controller is set to “S” mode. Also, every time I power the MiSTer on again, the controller loses sync and I have to reconnect it.
I’m curious why this issue happens on MiSTer but not on the A3D.
I thought it is normal that you have to pair the controller each time you turn the Mister on. I can confirm that currently rumble only seems to work in S mode.
lol I should take a picture of my n64 with mario64 on top of three gamesharks all stacked on top of one another
I've seen people stack several of those on N64s
Apparnetly this was to reflash bricked ones? I recall actually doing that to one of mine before,
Man, the N64 gameshark was a mess
Ha, I loved that thing. You could actually ping...Interact? to get a software update if you wanted the newer software. They just sent me a whole new Gameshark. Hence why I have 3 of the things! I used to hook them up to my computer and use it to assist making codes. It was pretty quick to get into some weird parts of games. Weird debug levels, summon items that were clearly odd placeholder items, etc. Was good times and the community online for a lot of those codes was fun. People found some good stuff and would share.
I had a couple different ones full to where you couldn't add any more codes and I swapped them like they were memory cards. I don't remember flashing them that way though. Pretty sure I never had a bricked one.
I only ever had a gameshark that stopped reliably reading cartridges, no idea where it went
Never bricked a gameshark, but sometimes it would only boot on a certain CIC. So it was a matter of remembering what game touched it last, or else just going through the pile.
Anytime you save a code you have a chance of “bricking” one. They should have used a seperate save chip than the chips holding the software . Also using 2 eeproms interleaved like the way they do has some…issues
They are really hard to fully brick at least
Wait, the chip that holds the firmware is the same chip that all your codes are saved to? That's insane
No wonder these things bricked often, what an absurd cost cutting move
kind of curious about something - is the 94MHz N64 core source code available anywhere?
dang, my search engine was really failing me on that one! The only place it suggested to download the core was from Discord. lol.
thanks!
There is a small "but" there and that is that the keyboard stuff was added to the commit but the core released is actually based on the 8 of January code base without the keyboard functionality added
yeah thats what I did, I sent my 2.2 in I think because it stopped working and they sent it back and a new 3.3
and the 3.3 had and still has a parallel port on the back of it, I can pull roms with it
its how I did most of the games I dumped for redump
pretty sure the sram or whatever they used on those things was literally bargain basement tier
at one point in the N64's lifecycle the gameshark could be used as a legit debugging tool, and Interact marketed it as such
it could dump roms, dump gamesaves, take screenshots, bypass the CIC check
with a PC you could change a value then flash it back to the gameshark as a code and then test it to see what it did rather than recompile the entire rom with the change
the PS1 gameshark has even more features and can do all that shit in realtime through the PS1's parallel port, not to mention load homebrew code
I know there are disks you cna burn if you have a modded PS1 that lets you reflash a gameshark to function as amodchip
Its 2 eeproms acting as one big chip 29le010 one is odd bytes one even
Also asking here. How is the 8bitdo N64 wireless controller? (The one that released alongside the analogue)
yeah you can put unirom on it or caetla
its how I load burned discs on the PS1, but it has to be the gray gameshark not the black xplorer one
at this point its a waste of time, you can just get a secondhand ps2 and mod the bios and load burned PS1 games through that
i believe its the mechacon exploit
So they RAID0ed EEPROM chips? No wonder it corrupts a lot
If I I'm playing on the hardware I would rather the original Hardware then backwards compatibility with the successor that tends to have issues
yeah but your problem is finding a ps1 with a laser thats still working
I had four, their all dead
and you can turn up that laser pot all you want but your just gonna kill the laser eventually
I have three, their lasers all work fine
In fact, I don't think a single console of mine can't read disks other than an early model PS2 that was known to have this issue even during it's life
I have a stack of PS2 with bad lasers. But they were all freebies
Like 20 of em in storage
I have lots of systems that have had their lasers die or are dying. 360, XBOX, PS1, PS2, PS3, Wii, etc.
Just comes with the territory.
Even without using them, the parts fail.
@amber fjord That's a good set of stuff to scavenge parts from, or turn them into HDD-loading systems.
It's very comfortable and I now strongly prefer their controller layout. It's overall a very good controller. I have only used it in wired mode yet, latency feels good to me.
believe
360? PS3? Wii? I can imagine 6th gen or older having dying lasers by now but...
Personally, I feel like all those modern N64 controllers that try to make it look like a modern controller are just making things worse. Yes, it lets you access L/R/Z and the d-pad, analog stick, and face buttons at the same time... but the thing is no N64 game was ever designed for that, you never needed to access L, R, and Z at the same time because the whole point of Z was to fill in for L or R depending how you was holding the controller. As for Analog and D-Pad, if a game had you use those at the same time you were meant to have a different thumb on each, with the modern design you basically can't use the d-pad and thumbstick like a dual-analog setup that some games supported because your left thumb alone is on both.
The N64 controller was devided into three sections, all games only used two sections at once, you never needed all three at once.
Trying to mash them all into one controller breaks some game control methods
I made several wideboy inspired borders for the new gba core, if that helps.
I’m not sure if anyone else was crazy enough to do this, but I can confirm Shadow Man can be beaten on the core:
Mister wins again! 
I always wanted to play it again on the core. Did you use the normal or Turbo?
I feel I might cannot stand the fps on the normal one...
i ended up taking the nightdive version for nintendo switch then downscaling it
you can get it to look just like the original but at a much better fps
I was planning on playing the switch version but then I tried it out on the core and didn’t get very far
It’s alright. Had bigger impact at the time since it was “adult Zelda”
Turbo core.
I’ll never understand the 9.1 out of 10 that IGN gave it at the time. I have to assume the simple prospect of "omg a mature game on Nintendo!!!" was enough for them to wet their pants. For me it’s a 6.5/10 at best. It does many things right, but oh so many things wrong as well.
Honestly, game reviewers were really shitty at the time. Basically all minimum wage college kids with zero experience or journalism training.
So yeah what you said was probably the main reason. Fanboyisn was rampant back then too.
Tbf people were a lot easier to please back then ...
Tbf games weren't horribly broken on release back then with roadmaps on how to fix it in the future and expensive micro transactions in the meantime...
Yeah there wasn't all the animosity like today
also true, people were just happy to play games
Not like today where everyone wants to be angry at video games
Yeah you’re right man, it was different
Thinking about it
People were just happy and excited
now the moment there’s a single bug in a game that’s thousands of times more complex than anything released in the past, people lose their shit
Games weren't coming out so often. What you got as a kid is what you got.
I’m sorry your $40 toy didn’t work 1 out of 200 times you were enjoying it
Maybe go eat a sandwich
GOTTEM!!!
Honestly I came across bugs when I played and I was simply excited. It's like I found a hidden secret
bugs are hidden fun features
@lament escarp Why can’t you enjoy these fun hidden features
Like in sly 2 somehow I caused the physics to get my character shot above the skybox lol
I can’t actually talk about this because I’m obviously very biased here
But I fixed a ton of bugs yesterday!!!
Because I'm old and society expects perfection of me so I give the pressure along to video games. 
that’s fair 
We were also kids/teens, making us easier to please. And we didn't have all-year-long access to gaming trends and background info like today
Because they're much better today?
https://www.youtube.com/watch?v=zbE6fqBuGkA
Ign and their utterly savage review of Superman 64 is still one of the funniest things I've ever read
It was the origin of the term "kryptonite fog"
Wait, really? I thought that was from the game manual or something
I remember the funniest reviews I ever read from IGN were decades ago for Fighting Force 2 and some Japanese only Ultraman game on the Nintendo 64
The Fighting Force review mocked how generic the game was and how absolutely everything seems to explode when hit, the Ultraman one complain how you basically do nothing but watch him Walk and Walk and Walk
I recall even in the part where they give it scores for graphics, gameplay, etc they just wrote "and walks and walks"
This just got released. Will the 2.4ghz controller even be usable with the Mister or on PC without a dedicated 2.4ghz USB dongle?
I don’t think there’s a single 2.4ghz controller that doesn’t need a usb dongle
That’s just how they work
it's wired only for anything that isn't the 3D or n64
Any specific reason why it would make sense to exclude offering a regular USB dongle with it?
Oh are you saying that it doesn’t include one?
Yes, but I couldn't just use any 8bitdo 2.4ghz dongle and expect it to work with the new 64 2.4ghz controller?
Yes, it only includs a dongle for the N64 controller port.
Dunno if 8bitdo uses some sort of universal receiver
Sounds like 8bitdo being 8bitdo
For whatever reason they only wanted to support original hardware
Maybe they are hoping to help A3D sales this way.
I mean technically this would work on mister if you used SNAC or reflex adapt I guess but yeah, a very weird decision
Oh I wonder if this is a factor
But still not sure why they’d not just include separate dongles with the ability to switch between them
Yes, I it's actually pretty cool for original consoles. I just sent them an email asking about a USB 2.4ghz dongle, maybe if enough people ask 8bitdo will respond by offering it later on.
If MiSTer developers can get the 8bitdo 64 BT controller working with rumble when using D-input, I don't think we'd even miss a 2.4ghz dongle option. Rumble works in the Switch 2 mode, but input latency is higher for some reason. D-input works great if you don't care about rumble.
Can you clarify this? "I don't think we'd even miss a 2.4ghz dongle option" I'm not sure I can follow. Wouldn't the 2.4ghz version likely have overall lower latency and better signal stability?
For sure, but the BT latency feels quite good in D-input mode is my point.
2.4ghz lovers will still want one.
The guys from IGN generally seemed to be a step above, but I have no idea what happened with this game. It feels like they were bribed. I remember renting it back in the day and being wholly unimpressed even then. Perhaps we didn’t yet have enough 3D contemporaries to judge it against, but I can’t fathom why anyone would rank this game anywhere nest the vincinity of the greats like Zelda OoT, Banjo-Kazooie, and such. 😅
Where to start: The controls are beyond clunky and the kind of platforming the game expects you to do with them leads to countless unwarranted deaths and frustration. The combat is dull and repetitive. Enemies are absolute bullet sponges and take forever to die. The sound of your gun is annoying the 10th time, have fun hearing it 1000 times more.
The sound design in general is abrasive and unpleasant, in an unintentional way. Enemies play their agonizing grunt sounds incessantly and it’s beyond annoying. Sometimes the music cuts out for no reason? Level design is all over the place, confusing, and so much of it has you navigating through tight similar-looking S-shaped hallways that just seem like level designers making up for engine limitations. The game was in dire need of an in-game map, but that would require effort I guess. Graphics are a mixed bag. Most levels consist of repeating brownish textures that will have you going in circles wondering if you walked back on yourself. Sometimes you’ll play through an entire hour-long massive level only to realize you don’t have an item needed to proceed… so you’ll have to replay this entire level once you do. Because fuck you I guess? I could go on and on but this is already too long. 😅
Video games are highly subjective experiences, and peoples tastes, biases, and ability to put up with utter bullshit taint their opinions that we call reviews.
One persons worst game ever, might be someones best. One persons weaknesses with a game, might be someones strengths. One person might be willing to wander aimlessly, and grind, and replay, and restart something 100 times without issues and in fact be happy with it, while others won't waste their time.
You truly never knew who was going to review your game (even if they have a reputation and you've agreed with their reviews in the past) and what is truly influencing their opinions, whether it's just plain bad taste, the ability to put up with things most others wont, or even money, and the only person you can really trust about a game in the end, is yourself.
I just played through Quantum Theory on the PS3, and it's straight up one of the worst games I've ever played. It was an unfun, ugly, BUGGY, broken mess with the worst shooting I've ever experienced in a game, an absolute garbage story and almost no enemy variety that I will actively try and sway people away from ever playing. It was horrible, and one of the worst games I've ever played that I strictly only finished because it wasn't that long, and it wasn't very hard. Yet some people on metacritic are giving it a 10/10 and calling it a hidden gem.... there's absolutely no accounting for psychopaths.
I thought you were gonna go with "or they're pissed off because this is the last review they have before lunch"
deep thoughts here in the depths of the N64 forum
i remember playing shadow man on ps1 around when it came out.. granted i wasn’t a journalist and i was just some dumb kid but i didn’t have any issues at the time with the controls or gameplay necessarily.. the audio and graphics and overall atmosphere mixed with this big explorable 3D world was just plain awesome at the time lol
I played it as teenager with a printed guide containing maps with the location of all Souls and Major Items, because i would have never found all myself.
Did 100% and had a very good time.
However, it was a time where i got one game every 3 months or so, so I wasn't bothered with it taking long. Not sure I could still do it today.
Played it again on Dreamcast emulation some years ago, but didn't go until the final boss, maybe 80%.
It was a lot less scary this time, because I still remembered the worst(best!) parts after 20 years.
I think I played halfway on N64
i read the article about it in club nintendo magazine
I think it was the devs excuse for the green distance fog
They told reviewers it was 'kryptonite fog'
