Homebrew Not64 Update

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You could've mentioned you're using 240p. I was very confused.

Oh god, you just made me stumble on a wacky hardware quirk.
thanks extrems your latest version fixed the menu in wiiu

Also guys Extrems fixed the best n64 game ever made Super man 64 Now works with corrected color fog xD
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Hey extremz there is a regression i want to ask S.C.A.R.S used to work and the issue was the track was all red toned and i wanted to see if you fixed the color there too but now it has a dsi exception before you start the race
 
Last edited by pedro702,
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You could've mentioned you're using 240p. I was very confused.
Yep, I set it up years ago and totally forgot about it, as my LED screen is 240p compatible and doesn't even flick when changing resolutions from 480p to 240p, sorry I didn't mention the manual config edit.

Oh god, you just made me stumble on a wacky hardware quirk.
Interesting.


Nothing new, but some "new retail" games like 40 Winks and Xeno Crisis 64 crash the emulator. Homebrew like 64DOOM 2.0 doesn't work yet. Latest Diddy Kong Racing 60 fps mod has missing graphics and textures. (480p tests)

Newest final build of Viewpoint works perfect in Not64, same as newest Portal 64 and Perfect Dark HP, for those interested.
 
Last edited by niuus,
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@Extrems Release 20251123 has problems with fonts on Wii.

Here is an example from Super Mario 64, PAL:

2025-11-26-17-52-26-700.cleaned.jpg
 
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Hello @Extrems , I hope you are doing well.

Lately I've been updating my Wii setup with a new 4TB HDD (WD Elements SE). It's formated following the instructions of this thread: https://gbatemp.net/threads/how-to-...-on-a-wii-as-a-single-fat32-partition.602038/
MBR partition, FAT32 with 32k clusters (Allocation Unit Size: 32768), and set as ACTIVE & PRIMARY. I'm using a PAL Wii.

I also updated the cios with d2x-v11-beta3,
Slot 248 base 38
Slot 249 base 56
Slot 250 base 57
Slot 251 base 58

All my main apps are working fine with this new HDD. These include USB Loader GX, WiiFlow, Wiimc, Wiistation and Wii64 1.3.
But sadly, Not64crashes after loading a rom and proceeding to the next screen. I can see the "Super Mario 64" logo, but it crashes when it transitions to the big Mario head screen. Or I can see the spinning Nintendo logo in Mario Kart 64, but it crashes when transitioning to the title screen. All of this works perfectly in my old 2 TB HDD.

Here's an image with the 'Exception (dsi)'
It's the latest 2025-11-23 release with a Super Mario 64 (U) rom.

Interestly, I've found that very old Not64 builds don't have this problem. The latest I have tried with no issues is 2013-04-08. For some reason, builds 2014-12-26, 2015-01-21 and 2015-02-05 don't boot at all. Build 2016-12-09 crashes after a few minutes (I can play a couple of courses in Super Mario 64 and then it crashes in the middle of a third level). Build 2017-10-09 crashes earlier. Builds 2019-04-10 and 2020-06-09 crashes even earlier: when I try to enter the Castle. I haven't tested more builds.

I was hoping you would take a look at this. It's not a big deal because I can play from the SD card. But I would rather load the roms from the HDD because navigating the directories is faster and also because my SD card is getting crowded.
If you are interested in this issue, tell me if you need more info or that I test something else.

---

On a separate note. In the description of the 2025-11-20 build you added:
  • Fixed clear color for 32-bit framebuffer.
I remember talking with you about the banding in some fog effects like Ocarina of Time and GoldenEye. Is this some effort to try to improve on that or it's a completely different thing?


Thanks for your hard work all these years.
 
Hello @Extrems , I hope you are doing well.

Lately I've been updating my Wii setup with a new 4TB HDD (WD Elements SE). It's formated following the instructions of this thread: https://gbatemp.net/threads/how-to-...-on-a-wii-as-a-single-fat32-partition.602038/
MBR partition, FAT32 with 32k clusters (Allocation Unit Size: 32768), and set as ACTIVE & PRIMARY. I'm using a PAL Wii.

I also updated the cios with d2x-v11-beta3,
Slot 248 base 38
Slot 249 base 56
Slot 250 base 57
Slot 251 base 58

All my main apps are working fine with this new HDD. These include USB Loader GX, WiiFlow, Wiimc, Wiistation and Wii64 1.3.
But sadly, Not64crashes after loading a rom and proceeding to the next screen. I can see the "Super Mario 64" logo, but it crashes when it transitions to the big Mario head screen. Or I can see the spinning Nintendo logo in Mario Kart 64, but it crashes when transitioning to the title screen. All of this works perfectly in my old 2 TB HDD.

Here's an image with the 'Exception (dsi)'
It's the latest 2025-11-23 release with a Super Mario 64 (U) rom.

Interestly, I've found that very old Not64 builds don't have this problem. The latest I have tried with no issues is 2013-04-08. For some reason, builds 2014-12-26, 2015-01-21 and 2015-02-05 don't boot at all. Build 2016-12-09 crashes after a few minutes (I can play a couple of courses in Super Mario 64 and then it crashes in the middle of a third level). Build 2017-10-09 crashes earlier. Builds 2019-04-10 and 2020-06-09 crashes even earlier: when I try to enter the Castle. I haven't tested more builds.

I was hoping you would take a look at this. It's not a big deal because I can play from the SD card. But I would rather load the roms from the HDD because navigating the directories is faster and also because my SD card is getting crowded.
If you are interested in this issue, tell me if you need more info or that I test something else.
It's likely the disk cache ballooning to an unmanageable size with 4Kn disks. It should be fine with 512e + GPT + exFAT.

On a separate note. In the description of the 2025-11-20 build you added:
  • Fixed clear color for 32-bit framebuffer.
I remember talking with you about the banding in some fog effects like Ocarina of Time and GoldenEye. Is this some effort to try to improve on that or it's a completely different thing?


Thanks for your hard work all these years.
It's unrelated. It fixes the pink sky in Superman 64.
 
It's likely the disk cache ballooning to an unmanageable size with 4Kn disks. It should be fine with 512e + GPT + exFAT.
I have no idea about HDD specific details, but I investigated and after making 'fsutil fsinfo sectorinfo [HDD]' in the CMD I got this:

LogicalBytesPerSector : 4096
PhysicalBytesPerSectorForAtomicity : 4096
PhysicalBytesPerSectorForPerformance : 4096
FileSystemEffectivePhysicalBytesPerSectorForAtomicity : 4096
Device Alignment : Aligned (0x000)
Partition alignment on device : Aligned (0x000)
No Seek Penalty
Trim Supported
Not DAX capable
Thin Provisioning Not Supported

So my HDD is out of the comfort zone.


I have another 4TB HDD, same brand, with:

LogicalBytesPerSector: 512
PhysicalBytesPerSectorForAtomicity: 4096
PhysicalBytesPerSectorForPerformance: 4096
FileSystemEffectivePhysicalBytesPerSectorForAtomicity: 4096
Device Alignment: Aligned (0x000)
Partition Alignment on Device: Aligned (0x000)
No Seek Penalty
Trim Supported
Not DAX capable
Thin Provisioning Not Supported

This one should work better? Should I format it as GPT and exFAT? Would that be fine with other homebrew appps? (specially NAND emulation in USB Loader GX). Can you tell me what is your setup or what would you recommend?

Sorry to derail the topic. I can ask elsewhere if you prefer it.
 
I remember talking with you about the banding in some fog effects like Ocarina of Time and GoldenEye. Is this some effort to try to improve on that or it's a completely different thing?
I believe this is actually a completely unsolvable issue as the wii has like a fixed 18 bit color depth? this is also an issue with wii and gamecube games that have a lot of dark scenes or fog, the color banding is incredibly noticeable. You can also notice it in programs like Mplayer CE or WiiMC-SS when you're playing a movie that has a lot of darkly lit scenes, the Wii just isn't designed for full color depth and certain scenarios make it super obvious it can't do a full color range.
 
How does the latest Not64 perform with Smash Remix and an overclocked vwii? Full speed? I'm also reading about missing textures in custom stages but could be old news. Anyone know?
 
I believe this is actually a completely unsolvable issue as the wii has like a fixed 18 bit color depth? this is also an issue with wii and gamecube games that have a lot of dark scenes or fog, the color banding is incredibly noticeable. You can also notice it in programs like Mplayer CE or WiiMC-SS when you're playing a movie that has a lot of darkly lit scenes, the Wii just isn't designed for full color depth and certain scenarios make it super obvious it can't do a full color range.
Neat video about addressing some of the relevant limitations on original N64 hardware at the game programming level.



I have no idea if it's even possible to do something similar with an emulator for existing games though. Transforming on the fly calls to one graphical processing element to another seems ambitious.
 
How does the latest Not64 perform with Smash Remix and an overclocked vwii? Full speed? I'm also reading about missing textures in custom stages but could be old news. Anyone know?
Runs flawlessly even on a regular Wii with the Counter Factor set to 1, the only issue is a freeze that always happens when in yoshi's stage in classic mode.
 
Runs flawlessly even on a regular Wii with the Counter Factor set to 1, the only issue is a freeze that always happens when in yoshi's stage in classic mode.

I tested it out. It does run great. No graphical issues I'm aware of and no audio/visual hitching.

However, it doesn't run at 60fps. It appears to be more of a frame timing issue cause I would expect audio cracking if it was emulator slow-down. I turned on the emulator AND fps counter in-game and it reports 59.6 (or 59.4?). I don't know if that has something to do with it but it's definitely not 60fps for me at least.

I set fb textures to ON and cpu clock divider to 1.
 
I tested it out. It does run great. No graphical issues I'm aware of and no audio/visual hitching.

However, it doesn't run at 60fps. It appears to be more of a frame timing issue cause I would expect audio cracking if it was emulator slow-down. I turned on the emulator AND fps counter in-game and it reports 59.6 (or 59.4?). I don't know if that has something to do with it but it's definitely not 60fps for me at least.

I set fb textures to ON and cpu clock divider to 1.

Don't use FB textures, that messes with the frame timing.
 
Oh. Isn't FB textures necessary though for graphical glitches to not occur? Haven't tested it myself but this is what I've read.

Rarely it does. It's better to keep it off unless you run into a game that needs it to display properly. In Smash Remix the only thing it fixes are the magnifying glass textures when you fly off stage and not much else.
 
May I ask, what excatly does the clock divider setting do, and what is it useful for?
basically acts like an emulated overclock for N64 games, if the Wii has enough CPU power then you can set the counter factor to 1 and get improved framerates, although there are very few games where it works at full speed. Smash Remix and Rush 2 are 2 games where it makes a notable improvement in performance.
 
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