Homebrew Not64 Update

Felipe_9595

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That's pretty bad if Nintendo didn't optimize it when porting over to VC :( still great game I remember those days I actually don't like the controls of the SSBB seems awkward you know?

Well, the Wii isnt a power house, and nintendo is lazy so they just included frame skipping, if the game drops frames it will just skip them.
 

ngelDiezFernndez

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Goldeneye X 5.0 (the famous Perfect Dark mod) running on last Not64.



It works pretty well on widescreen+bots but irregular on splitscreen multiplayer.

Daikatana.



GUI errors overlayed on screen, no fix. And no font avalible ingame.

Mario Party.



Works almost perfect in speed (with slight slowdowns) but graphics are not ... very good, models have less detail and less polygons than real hardware (LOD models maybe?). Anyway, totally playable.
 
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nakata6790

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Nice captures!

Goldeneye X 5.0 (the famous Perfect Dark mod) running on last Not64.



It works pretty well on widescreen+bots but irregular on splitscreen multiplayer.

It also runs smoother than the vanilla Perfect Dark rom btw, and is perfectly completable.

Daikatana.



GUI errors overlayed on screen, no fix. And no font avalible ingame.

Actually, there IS a fix. Go to the options and turn down HUD opacity to barely above zero. The lines wil be gone and you should just makeout the ammo and health hud.



Mario Party.



Works almost perfect in speed (with slight slowdowns) but graphics are not ... very good, models have less detail and less polygons than real hardware (LOD models maybe?). Anyway, totally playable.


Wii emulates the game in 480i/480p as opposed to the N64 which ran it at 240i. As a result, any imperfections like blurry textures and polygon seams in character models that weren't visible in the original, are exposed now.
 

ngelDiezFernndez

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Wii emulates the game in 480i/480p as opposed to the N64 which ran it at 240i. As a result, any imperfections like blurry textures and polygon seams in character models that weren't visible in the original, are exposed now.
But original models looks more complex, Donkey Kong is a good example, it looks like so flat in Not64, maybe i'm wrong but i remember much better model ingame.
 

Maxternal

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But original models looks more complex, Donkey Kong is a good example, it looks like so flat in Not64, maybe i'm wrong but i remember much better model ingame.
I think your eyes are just spoiled now being used to seeing Wii and GameCube game model complexity.
 

Ralph C.

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Nice captures!
Wii emulates the game in 480i/480p as opposed to the N64 which ran it at 240i. As a result, any imperfections like blurry textures and polygon seams in character models that weren't visible in the original, are exposed now.

concerning this
I wonder if it's possible to "unlock" 240p for a good crt experience
 

nakata6790

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Why for? It's not 2D sprite graphics we're talking here, so the higher the resolution, the better for the game it looks crisper and less blurry.
Personally, i actually like the wii64 look (and controls...) to the look of the games on my N64 for Mario Kart, Mario 64. I hope the performance improves to perfection for more games like the two aforementioned, though.
 

the_randomizer

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The N64 could only render 150,000 polygons/second, which is why they look so low-poly today. The PSX could only render a slightly higher number, but not by much; suffice to say, most games were only 240p, but some went up to 640 x 480 using the Expansion Pack. The emulator only accentuates the lower quality polygons and isn't Not64's fault.
 

nakata6790

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Well there are games that well exceeded the N64 theoretical max polycount (Jet Force Gemini, Majora's Mask, Rush 2049, World Driver, Battle for Naboo etc.). Same with GC (Rogue Squadron II & III). On the other hand, games like the original Turok (300k polygons/sec says on the games manual) were too much for the PSX.
 

the_randomizer

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Well there are games that well exceeded the N64 theoretical max polycount (Jet Force Gemini, Majora's Mask, Rush 2049, World Driver, Battle for Naboo etc.). Same with GC (Rogue Squadron II & III). On the other hand, games like the original Turok (300k polygons/sec says on the games manual) were too much for the PSX.

Well, there were exceptions, as companies like Rare and Factor 5 wrote their own microcode that pushed the N64 to the absolute limit in polygon counts (Indiana Jones and the Infernal Machine on the N64 exceeded the PC version visually). Battle for Naboo had very good draw distance and even had a high quality version of Duel of the Fates at the title screen.

The N64 also had advanced lighting and shadow effects for the time, and games such as Conker's Bad Fur Day demonstrated these effects in the Rock Solid Club. What killed the textures was the pathetic 4 KB of texture cache. The machine was more advanced than the Playstation in terms of graphics and hardware, had z-buffering, trilinear filtering, etc and even 480i support.
 
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chop

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The passing of time means old graphics, which at the time were fantastic are now rather poor looking, on the PSX emulator the graphics look shocking to how I remember them, I find Starfox for the SNES unplayable even on the original hardware but at the time they must have been Wow.
 

Ralph C.

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Why for? It's not 2D sprite graphics we're talking here, so the higher the resolution, the better for the game it looks crisper and less blurry.
Personally, i actually like the wii64 look (and controls...) to the look of the games on my N64 for Mario Kart, Mario 64. I hope the performance improves to perfection for more games like the two aforementioned, though.

it's not only a metter of graphic nature
is also a matter of (internal) resolutions, tv type and connections type
As the_randomizer said, 99% of the N64 games output on a not so nice upscaled 240p
(I assure you that my RGB modded N64 shines on my Sony PVM)

I think a selectable video render like other emulator offer shouldn't be too invasive for anyone
and maybe not too tricky to add
 

ngelDiezFernndez

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Well, there were exceptions, as companies like Rare and Factor 5 wrote their own microcode that pushed the N64 to the absolute limit in polygon counts (Indiana Jones and the Infernal Machine on the N64 exceeded the PC version visually). Battle for Naboo had very good draw distance and even had a high quality version of Duel of the Fates at the title screen.

The N64 also had advanced lighting and shadow effects for the time, and games such as Conker's Bad Fur Day demonstrated these effects in the Rock Solid Club. What killed the textures was the pathetic 4 KB of texture cache. The machine was more advanced than the Playstation in terms of graphics and hardware, had z-buffering, trilinear filtering, etc and even 480i support.
Indiana Jones looks better in PC, the N64 version just have some nice effects not present in PC version like dynamic shadows and better water. But the graphics overall, polycount and textures, looks much better in PC (obviously, i think). Anyway, incredible work from Factor 5 (as allways).

Talking about Mario Party i'm not saying that it looks outdated, it looks ok for me, i just remember better models, not better graphics, just better models. I have to try my Neo Myth again to compare.
 

the_randomizer

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Indiana Jones looks better in PC, the N64 version just have some nice effects not present in PC version like dynamic shadows and better water. But the graphics overall, polycount and textures, looks much better in PC (obviously, i think). Anyway, incredible work from Factor 5 (as allways).

Talking about Mario Party i'm not saying that it looks outdated, it looks ok for me, i just remember better models, not better graphics, just better models. I have to try my Neo Myth again to compare.

The N64 looked blurry on a CRT using composite cables, emulators upscale the resolution beyond its original specification. The models in Mario Party are low-poly so that's why they look weird.
 

TeeR

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Can someone please finally give us a good N64 emulator? We can emulate NES, SNES, Gb, Gbc, Gba, Triforce arcade games, Genesis, Sega CD, ect. but not N64?
 

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