Homebrew RELEASE N64 dynarec is out as beta release

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For games I know once ready the dynarec will be awesome. Id love to get rumble back in titles like starfox and banjo kazooie. Fingers crossed!
Its planned, not only for N64.
I also want to get it working with bliss-box so I can enjoy a authentic rumble
 
Its planned, not only for N64.
I also want to get it working with bliss-box so I can enjoy a authentic rumble

Superb. Thank you to you and them unsung ninjas for all you do. Truly clever stuff. Paypal donation incoming
 
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"3 more and I will publish my GPU OC's for 6x"

dude this is so cryptic 3 more what donations? and oc for 6x? huh? I was already planning on donating more but lol what the heck does that even mean?

i see what you mean about nsp today i noticed it garbles history sometimes and it doesnt seem to stay 1080p in the first screen which is weird i have no clue why that happens doesn't matter if its sxos or atmosphere so i guess it's pokemon quest or bust
 
i see what you mean about nsp today i noticed it garbles history sometimes and it doesnt seem to stay 1080p in the first screen which is weird i have no clue why that happens doesn't matter if its sxos or atmosphere so i guess it's pokemon quest or bust
You mix nightlies and stables. update *everything*

The "3 more" is a reference to

Currently at 17.
 
Paypal is having issues and can't join the Patreon. But will try again somewhere this week! Thanks again for all your hard work!
 
@m4xw Regarding the shader cache stutter, I've seen this in a lot of newer emulators (Cemu & Yuzu) and some of them dealt with this by storing the shaders in a cache file on the disk and then reading that file to memory as soon as you launch the rom. I guess it would be ideal if you could work around it without having to rely of this approach (Some other N64 emulato manage this just fine).
But if you can't.. is stored shader cache something that is being considered?
 
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@m4xw Regarding the shader cache stutter, I've seen this in a lot of newer emulators (Cemu & Yuzu) and some of them dealt with this by storing the shaders in a cache file on the disk and then reading that file to memory as soon as you launch the rom. I guess it would be ideal if you could work around it without having to rely of this approach (Some other N64 emulato manage this just fine).
But if you can't.. is stored shader cache something that is being considered?
The stuttering has nothing to do with shaders. It’s from the recompiler recompiling stuff, and is fixable with either a kernel patch or a custom kernel
 
The stuttering has nothing to do with shaders. It’s from the recompiler recompiling stuff, and is fixable with either a kernel patch or a custom kernel

Ok, it behaves the same way as the stutter that happens in some other emulators while compiling shaders into cache. Especially since it only happens once and then it runs well.
Thats why I thought the shaders are being compiled into ram and from that point accessible so that the emulator don't have to recompile it again.

But Im probably wrong, I don't have any experience developing Dynamic recompilers :D
 
M4xw hey i got the notification and password for the gpu oc but no link to file?
double check?
e3ca46db-6ecc-4b34-810e-775c41f42e01.png
 
@m4xw can you look into this issue: Blast Corps: level 5 Skyfall or any level with the small Micro machines looking car (linked an old youtube video with mentioned car)
- Controlls are Glitched
- press gas = backward
- press backward = move forward...
- can not turn left or right, no steering, only moving forward


tried rom in project 64, Can confirm its working as intended
is it a problem with controller emulation for mupen64 core or something else?

also how feasible is a Dreamcast with full speed on switch if there was a bounty for it?
 

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