Homebrew Not64 Update

pedro702

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why is everyone asking for specific game fixes? damn...
well @Extrems, are you going to fix those issues with Bomberman 64 on a next release of Not64 SE?

thanks for your great work, in the latest update v20210817 you fixed the problem of "unrecognized controllers" so we can use our favorite controllers now. :)

extrems usually fixes general stuff if it happens to fix your game then lucky for you, but dont request a single game fix

People like you need to shut up. Some of us like Bomberman 64 and want it fix. I don't use my Android to play emulators, thats what I use my wii for. So unless you're gonna help him fix it I suggest you shut up right now.

Yeah, well some of us got that game on the Wii U virtual console because Wii Emulators are really a lost cause at this point they're not really worth it because of how outdated the hardware is.

that is not the way to go around and do this, this does not motivate the devs to go further, extrems usually releases one or 2 updates a year so you cant expect him to just release many updates to fix every individual game...

Also wii emulators specialy n64 and ps1 have way better compat than anything on wiiu at this point so how is that a lost cause? and with vwii overclock you can get full speed on any n64/ps1 game that works, so its the oposite, the more games they make fixed on wii, the more games you get on wiiu too.

And yes all bomberman games do work perfect when injected on wiiu n64 vc.

hey @Extrems can fix this bug?

In Dr. Mario 64 (USA) game there's still a bug.
I'm using latest release of Not64 v20210817, i'm using a ROM in .z64 of DR. MARIO 64 (U) [!] but there's those bugs:

In this part of gameplay, it has too graphical errors unles i turn on the FB Textures:
View attachment 273608

When i turn on the FB Textures, the game shows fine, but still there's the bug of the invisible pill so we can't know in what direction is and/or where is going to fall the pill, so this mean it's still unplayable because we can't see that pill that is falling.
View attachment 273609

Also there's some graphical issues in the title screen and menu, which in Rice GFX doesn't happen.

Can fix that please?
afaik dr mario is a hard one since you can see the pill if you enable cpu framebuffer but you cant see anything else then and so on, i think nintendo did a very weird code with this game.

you can play dr mario 64 on nintendont on the japanese only game Nintendo puzzle collection incase you are despearate...
 
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SaulFabre

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Hey guys, one hour ago @Extrems put a new update of Not64, its latest version is v20210820, get it from here:
https://github.com/extremscorner/not64/releases

Greetings

EDIT: @Extrems @pedro702 Tested Dr. Mario 64 again with that new release but still these bugs i mentioned.

Here's a comparison of GFX glitches shown in Not64 (glide GFX) which doesn't happen in Rice GFX (Wii64).

Title screen:

Not64
upload_2021-8-20_19-34-43.png

Wii64 Rice
upload_2021-8-20_19-34-51.png


Menu:

Not64
upload_2021-8-20_19-35-46.png

Wii64 Rice
upload_2021-8-20_19-35-59.png


However, in Wii64 Rice, the gameplay is just worse, as shown:

Wii64 Rice
upload_2021-8-20_19-36-23.png

Not64 (with FB textures enabled, but still the problem of invisible pill)
upload_2021-8-20_19-36-49.png


Now let's see if @Extrems can fix in a next release these bugs with DR. MARIO 64 and also some issues with these games:

  • DR. MARIO 64
  • BOMBERMAN 64
  • INTERNATIONAL SUPERSTAR SOCCER 64
  • PILOTWINGS 64

Greetings to all
 
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Extrems

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And i can't access to devkitRice for it since it's a closed project from Extrems' Corner...
Good news: You can fix them in Wii64, then they can make their way into Not64.

sorry but i don't know about PowerPC assembling
Good news: No PowerPC assembly knowledge is required unless you want to touch the dynamic recompiler or make very specific optimizations. And even then, it's just a question of reading the CPU's user manual, thinking of the operations you need to make, then put the instructions together.

nor coding on emulators for GC/Wii.
Good news: It's not really any special than working on an emulator for PC.
 
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pedro702

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Hey guys, one hour ago @Extrems put a new update of Not64, its latest version is v20210820, get it from here:
https://github.com/extremscorner/not64/releases

Greetings

EDIT: @Extrems @pedro702 Tested Dr. Mario 64 again with that new release but still these bugs i mentioned.

Here's a comparison of GFX glitches shown in Not64 (glide GFX) which doesn't happen in Rice GFX (Wii64).

Title screen:

Not64
View attachment 273623
Wii64 Rice
View attachment 273624

Menu:

Not64
View attachment 273626
Wii64 Rice
View attachment 273627

However, in Wii64 Rice, the gameplay is just worse, as shown:

Wii64 Rice
View attachment 273628
Not64 (with FB textures enabled, but still the problem of invisible pill)
View attachment 273629

Now let's see if @Extrems can fix in a next release these bugs with DR. MARIO 64 and also some issues with these games:

  • DR. MARIO 64
  • BOMBERMAN 64
  • INTERNATIONAL SUPERSTAR SOCCER 64
  • PILOTWINGS 64

Greetings to all
pilotwings works nicely on rice so play it there if you want too

like i said that is not the way to go around asking for stuff you will not motivated devs but the oposite.

Good news: You can fix them in Wii64, then they can make their way into Not64.


Good news: No PowerPC assembly knowledge is required unless you want to touch the dynamic recompiler or make very specific optimizations. And even then, it's just a question of reading the CPU's user manual, thinking of the operations you need to make, then put the instructions together.


Good news: It's not really any special than working on an emulator for PC.
well nevermind them extrems, i see you fixed conker floor textures, now it looks preety damn fine thanks exterms i will try and do a big test this weekend and update the compatibility list.
 

Exidous

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Yeah, well some of us got that game on the Wii U virtual console because Wii Emulators are really a lost cause at this point they're not really worth it because of how outdated the hardware is.
This is a really wrongheaded point. The Wii U substantially shares the Wii's architecture. Much if not most emulator development applies to both platforms.

And the power boost on the Wii U is basically meaningless compared to the Wii when it comes to non-elegant emulator performance improvements like interpreter mode.

Finally, the Wii was hugely successful hardware. There are a ton of them floating out there, so they're cheap and available. Most of them have native Gamecube controller ports. If you were looking to grab something off the market as a retro emulation box, the Wii is a much, much more practical and cost efficient option than the Wii U.
 

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well nevermind them extrems, i see you fixed conker floor textures, now it looks preety damn fine thanks exterms i will try and do a big test this weekend and update the compatibility list.
What config do you use? Cause I've been testing Conker with the new update and I have the exact same textures issues than before.
 
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pedro702

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What config do you use? Cause I've been testing Conker with the new update and I have the exact same textures issues than before.
config? just using latest not64 20210820 and fb textures, the floors look correct now like they did on rice and you got fb textures from gl so its a win win.
 
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Exidous

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Did some testing today in Donkey Kong 64. I think it's got slightly less slowdown than it did before. Otherwise, the same old issues crop up: the janky camera and freeze frame. Unlike in Jet Force Gemini though, when the screen gets blocked out by a still frame, you can just enter the pause menu to clear it up in DK64.

Have you reached the area after the gargoyle?
So, my experience in Conker with the new version was the texture issues are fixed for a time. But after being in an area a while they crop up again. It's almost like some resource is being expended, and after it runs out you get the flickering/discolored floors. Memory? Some kind of texture buffer running out? Idk.
 
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SaulFabre

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What config do you use? Cause I've been testing Conker with the new update and I have the exact same textures issues than before.

@Al4ris i think of enabling the FB textures and setting up audio speed limit to DL. @pedro702 explained it here, he just used the newest build of Not64 v20210820:
config? just using latest not64 20210820 and fb textures, the floors look correct now like they did on rice and you got fb textures from gl so its a win win.

-------------------------------------------------------------------------

pilotwings works nicely on rice so play it there if you want too

like i said that is not the way to go around asking for stuff you will not motivated devs but the oposite.


well nevermind them extrems, i see you fixed conker floor textures, now it looks preety damn fine thanks exterms i will try and do a big test this weekend and update the compatibility list.
Did some testing today in Donkey Kong 64. I think it's got slightly less slowdown than it did before. Otherwise, the same old issues crop up: the janky camera and freeze frame. Unlike in Jet Force Gemini though, when the screen gets blocked out by a still frame, you can just enter the pause menu to clear it up in DK64.


So, my experience in Conker with the new version was the texture issues are fixed for a time. But after being in an area a while they crop up again. It's almost like some resource is being expended, and after it runs out you get the flickering/discolored floors. Memory? Some kind of texture buffer running out? Idk.

@Extrems @pedro702 @Exidous

seeing a bit the config settings of Glide64mk2.ini (Glide64mk2 video plugin) from official repo of GitHub of Mupen64 PLUS (https://github.com/mupen64plus/mupen64plus-video-glide64mk2/blob/master/data/Glide64mk2.ini) i saw that for render correctly the graphics in game Bomberman 64 used the following settings:

[BAKU-BOMBERMAN]
fb_smart = 1
fb_hires = 1
[BAKUBOMB2]
filtering = 1
[BOMBERMAN64E]
fb_smart = 1
fb_hires = 1
[BOMBERMAN64U]
fb_smart = 1
fb_hires = 1
[BOMBERMAN64U2]
filtering = 1

For render properly the graphics and the actual moving pill in Dr. Mario 64, the settings of Glide64mk2.ini are the following:

[DR.MARIO 64]
read_back_to_screen = 1
fb_smart = 1
fb_hires = 0

In Conker's Bad Fur Day, these settings are applied in Mupen64PLUS 2.5.0 (Windows) Glide64mk2.ini file:

[CONKER BFD]
optimize_texrect = 0
lodmode = 1
filtering = 1
fb_smart = 1
fb_hires = 1

I tested the first two games in the 2.5.0 version of Mupen64PLUS (Windows) and both worked great, unlike Not64 on Wii that has still these issues.

@Extrems, do you see that these settings might help for fix those issues?
I could recommend apply these fixes and settings found in Glide64mk2.ini file for fix these issues found in these (and still more) games in a next release of Not64.

EDIT: If you don't know about what does mean each one of these settings mentioned for each game, in this page you can find the meaning of each one: https://oph.mdrjr.net/meveric/other/XU3/N64/mupen64plus.cfg

Greetings
 
Last edited by SaulFabre, , Reason: missing info added

Exidous

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@SaulFabre keep in mind a lot of the settings available on Windows on N64 emulators are taking advantage of more computing resources than the Wii has. Most forms of filtering, high resolution anything, are going to further tax the Wii, which is just barely getting the framerate where it needs to be on more demanding (and problem) N64 titles. I wouldn't be surprised if when the N64 emulators were ported to Wii they had those features removed outright.

Most of the settings you're listing look like graphical enhancements, rather than fixes, or compatibility patches.
 
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Extrems

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So, my experience in Conker with the new version was the texture issues are fixed for a time. But after being in an area a while they crop up again. It's almost like some resource is being expended, and after it runs out you get the flickering/discolored floors. Memory? Some kind of texture buffer running out? Idk.
It's just the framebuffer emulation being buggy.
@Extrems, do you see that these settings might help for fix those issues?
I could recommend apply these fixes and settings found in Glide64mk2.ini file for fix these issues found in these (and still more) games in a next release of Not64.
We don't use Glide64, we use glN64.
I wouldn't be surprised if when the N64 emulators were ported to Wii they had those features removed outright.
No feature has been removed on purpose. If a feature is missing, we simply haven't gotten around to implementing them yet.
 
Last edited by Extrems,

SaulFabre

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@SaulFabre keep in mind a lot of the settings available on Windows on N64 emulators are taking advantage of more computing resources than the Wii has. Most forms of filtering, high resolution anything, are going to further tax the Wii, which is just barely getting the framerate where it needs to be on more demanding (and problem) N64 titles. I wouldn't be surprised if when the N64 emulators were ported to Wii they had those features removed outright.

Most of the settings you're listing look like graphical enhancements, rather than fixes, or compatibility patches.
but i still think that they're also fixes.

for example, in Dr. Mario 64, Not64 has the bug of the "invisible pill" where doesn't happen in Mupen64 PLUS 2.5.0 (Windows) in Glide64mk2 video plugin.

It's just the framebuffer emulation being buggy.

We don't use Glide64, we use glN64.

Yeah i know Not64 uses glN64 plugin, but i have some questions.

Is glN64 plugin the same as "glideN64"?

I saw also that in your latest update that for make some texture fixes you based in GLideN64.
So i'm still in doubt: is still the same glN64 or are you making a new "glN64" but with fixes from newer plugins?
 

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Have you reached the area after the gargoyle?
im on the area of the bee, the ground was totaly badly textures and now it looks like rice to me, seems like extrems said the texture fix goes away after sometime due to fb issues tough.
GLideN64 is based upon gles2N64 which is based upon glN64. We backported fixes from gles2N64 and now GLideN64 as time passed, with our own spin on them.

Glide64 is not GLideN64.
so conker texture fix goes away after a time because frame buffer craps up? lol that is weird same thing about those black squares around stuff with fb textures like turok3,jet force gemini,? or vigilant8 crashing if you start it with fb textures?out of memory stuff?

pretty weird imo

well today i went with # and A games for not64 20210820 only issues i found were
007 twine there is still a very minor error on the ground floor of the first missing near the door that flashes black besides that seems perfect

40 winks the cut-scenes are not rendered correctly everything besides the characters themselves is pure black, also in-game is way too dark, rice isnt that dark.

All-star Baseball '99 has still stretched vertices on the players, i think this is the only game with stretch vertices, the rest were fixed?well missed this one, works fine on rice atleast so nothing lost :P

All-star Baseball '00 and All-star Baseball '01 still dont boot not sure what is the cause here.

Army Men Sarges Heroes cut-scenes are messed up, everything else seems fine,

Battletanks doesnt start black screen vi/s keep changing but dl is locked same with battletanks global assault usa

Battlezone: Rise of the Black Dogs menus are missing stuff and ingame the background blocks your entire view so you cant see anything.

Beetle Adventure Racing sky and trees have brooken textures on rice pluggin there is an exclsuvie hack for this game textures so i guess its a weird one.

Body Harvest hit detection doesnt work correctly you get stuck on bridges and hills

bomberman 64 well you already know, second attack menus are a mess and in game you cant see the text boxes besides that seems fine.

Brunswick Circuit Pro Bowling
lots of transparency issues the wrong textures are transparent on top of each others.

Bust-A-Move 2: Arcade edition missing the pointer so you cant see where you are aiming

added B games
 
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SaulFabre

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@Extrems i think i did it with the "invisible pill" issue of Dr. Mario 64 with Not64.

When I turn on the "CPU Framebuffer" (set it to "On") the actual falling pill actually can be seen but the rest of the game can't be seen unless i turn off the CPU framebuffer.

However, even when the pill can actually be seen with the CPU framebuffer set to on, there's still some issues: the main game cannot be seen (black screen), but the pill can be seen, and there's the bug of the pill "drawing" the trace of the location where is falling, as shown:

upload_2021-8-22_16-51-19.png


Can you see if you can fix those annoying issues with the CPU framebuffer emulation?

Thanks!

@SaulFabre
 

SaulFabre

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New release of Not64 v20210822: https://github.com/extremscorner/not64/releases/tag/20210822

Now i'm waiting for @Extrems for fix the CPU framebuffer emulation issues, like this as shown in this post:
@Extrems i think i did it with the "invisible pill" issue of Dr. Mario 64 with Not64.

When I turn on the "CPU Framebuffer" (set it to "On") the actual falling pill actually can be seen but the rest of the game can't be seen unless i turn off the CPU framebuffer.

However, even when the pill can actually be seen with the CPU framebuffer set to on, there's still some issues: the main game cannot be seen (black screen), but the pill can be seen, and there's the bug of the pill "drawing" the trace of the location where is falling, as shown:

View attachment 273769

Can you see if you can fix those annoying issues with the CPU framebuffer emulation?

Thanks!

@SaulFabre
 

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