Homebrew RELEASE N64 dynarec is out as beta release

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You can use a cart game if you really don't want to download anything for some reason.

I tried with a gamecard and does not work... maybe i am doing it wrong. In the other side how can I download a demo without updating sysnand to 7.0.1?
 
i finally got mupen64_next working and been playing conker's bfd like a fiend. it runs great, like a dream even. the only bug i've found is when i select 'beach' multiplayer mode, choose the tediz, and select the bazooka, when i go to aim, the screen is black. i've tested the other positions (turret and sniper) and the aim is fine. i conclude that it is because of the texture (i think) that makes the aim for the bazooka green iirc. not a huge deal, just reporting a bug.
 
i finally got mupen64_next working and been playing conker's bfd like a fiend. it runs great, like a dream even. the only bug i've found is when i select 'beach' multiplayer mode, choose the tediz, and select the bazooka, when i go to aim, the screen is black. i've tested the other positions (turret and sniper) and the aim is fine. i conclude that it is because of the texture (i think) that makes the aim for the bazooka green iirc. not a huge deal, just reporting a bug.
quote me your core options
 
quote me your core options
cpu core:dynamic recompiler
rsp mode: HLE
Aspect Ratio: 16:9 adjusted
bilinear filtering mode: 3point
MSAA level: 0
Framebufer Emulation: False
Color buffer to RDRAM: Async
Depth buffer to RDRAM: FromMem
Hardware per-pixel lighting: false
continous texrect coords: off
native res. 2d texrects: True
Less accurate blending mode: True
GPU shader depth write: False
Cache GPU Shaders: True
Crop Mode: Auto
Texture filter: None
Texture Enhancement: None
Filter background textures: false
Use High-Res textures: False
USe HighRes Full Alpha Channel: False
Analog Deadzone: 15
Analog Sensitivity: 100
Player 1 Pak: memory
Count Per Op: 0
 
cpu core:dynamic recompiler
rsp mode: HLE
Aspect Ratio: 16:9 adjusted
bilinear filtering mode: 3point
MSAA level: 0
Framebufer Emulation: False
Color buffer to RDRAM: Async
Depth buffer to RDRAM: FromMem
Hardware per-pixel lighting: false
continous texrect coords: off
native res. 2d texrects: True
Less accurate blending mode: True
GPU shader depth write: False
Cache GPU Shaders: True
Crop Mode: Auto
Texture filter: None
Texture Enhancement: None
Filter background textures: false
Use High-Res textures: False
USe HighRes Full Alpha Channel: False
Analog Deadzone: 15
Analog Sensitivity: 100
Player 1 Pak: memory
Count Per Op: 0
Uhm. Did u really type all that?
fbemu on, depth buffer software -> try that
 
yes i typed it. i didn't know how else to extract the information and i type fast so it'd be faster for me than screenshot screenshot move sd card yadayada

omg it works! beach mode as tediz! thank you so much!
 
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Heh you could have just highlighted the text in the cfg and right clicked and choose copy then pasted it here, for future reference. Glad you got it sorted anyway.
 
Is mupen64 still being worked on, or has m4xw moved on to other projects?

If so, is the “new” build with svc patches being updated on the RA nightlies, or is the one linked to on m4xw’s Feb 12 public release tweet still the most up to date version with svc patches?
 
It’s not on the nighties yet because libnx needs to be updated first. The previous build is still the best.

The core is still being worked on, Glide64 is being updated but this is taking time.
 
Is mupen64 still being worked on, or has m4xw moved on to other projects?

If so, is the “new” build with svc patches being updated on the RA nightlies, or is the one linked to on m4xw’s Feb 12 public release tweet still the most up to date version with svc patches?
Just taking a break over here. Also have been doing 9h shifts for the past 3 weeks.
 

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