Homebrew RELEASE N64 dynarec is out as beta release

Ty_

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perfect dark in 16:9 is amazing with the high res must change in game options

Crazy how well it plays, just finished the first mission. m4xw's decision to make the stutters longer but less frequent was a good call, moment to moment gameplay feels much smooth
 

snoofly

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Crazy how well it plays, just finished the first mission. m4xw's decision to make the stutters longer but less frequent was a good call, moment to moment gameplay feels much smooth
agree it’s a good call. it feels like waiting for a loading screen so no biggie. so much better compatibility with this new version.
 
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ganons

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loaded the nro with homebrew app then downloaded mupen core, browesed to game dir but it doesnt see the games?

edit: loaded content then the game and it crashed
 
Last edited by ganons,

Ty_

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A guide to get the new mupen working from scratch would be really appreciated

1) Download the latest nightly, copy to your Switch
2) Download the shiny new Mupen from here, put it into the cores folder in Retroarch to replace the Mupen from part 1
3) Add the following to the core-options file (or replace the existing Mupen specific lines):

mupen64plus-169screensize = "1280x720"
mupen64plus-43screensize = "1280x960"
mupen64plus-aspect = "16:9 adjusted"
mupen64plus-astick-deadzone = "15"
mupen64plus-astick-sensitivity = "100"
mupen64plus-BilinearMode = "standard"
mupen64plus-CorrectTexrectCoords = "Off"
mupen64plus-CountPerOp = "0"
mupen64plus-cpucore = "dynamic_recompiler"
mupen64plus-CropMode = "Auto"
mupen64plus-d-cbutton = "C3"
mupen64plus-EnableCopyColorToRDRAM = "Async"
mupen64plus-EnableCopyDepthToRDRAM = "FromMem"
mupen64plus-EnableFBEmulation = "False"
mupen64plus-EnableFragmentDepthWrite = "False"
mupen64plus-EnableHWLighting = "False"
mupen64plus-EnableLegacyBlending = "True"
mupen64plus-EnableNativeResTexrects = "False"
mupen64plus-EnableShadersStorage = "True"
mupen64plus-l-cbutton = "C2"
mupen64plus-MultiSampling = "0"
mupen64plus-pak1 = "memory"
mupen64plus-pak2 = "none"
mupen64plus-pak3 = "none"
mupen64plus-pak4 = "memory"
mupen64plus-r-cbutton = "C1"
mupen64plus-rspmode = "HLE"
mupen64plus-txEnhancementMode = "None"
mupen64plus-txFilterIgnoreBG = "False"
mupen64plus-txFilterMode = "None"
mupen64plus-txHiresEnable = "False"
mupen64plus-txHiresFullAlphaChannel = "False"
mupen64plus-u-cbutton = "C4"

Should be about it.
 

hippy dave

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I haven't tried any of the dynamic recompiler cores yet. I understand about stutters while code is compiled for the first time, then running smoothly when the same code is called again. Is the compiled code saved/cached for next time the emulator is run?
 

m4xw

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is dk 64 playable?
Yes, but you will need a little workaround.
DK64 Camera Issue workaround:
- Start ROM
- Turn FBEmu On
- Set RDRAM Depth stuff: Software (fromMem does not work)
- Close ROM & start ROM again
- Get ingame
- Do a Savestate
- Turn FBEmuoff, RDRAM stuff back or whatever
- Close ROM & start ROM again
- Load Savestate
- Stays fixed whenever u load that Savestate
 
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stick267

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What's the difference between setting the resolution to 16:9 vs 16:9 adjusted?

I haven't tried any of the dynamic recompiler cores yet. I understand about stutters while code is compiled for the first time, then running smoothly when the same code is called again. Is the compiled code saved/cached for next time the emulator is run?
I don't believe so. But (at least for Majora's Mask and SM64) the majority of the stutters happen shortly after you begin playing, and they aren't that bad anyway.
 
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m4xw

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using the "Restart" function, makes the core crash, dont know if its only for N64, will do more testing.
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What's the difference between setting the resolution to 16:9 vs 16:9 adjusted?

I don't believe so. But (at least for Majora's Mask and SM64) the majority of the stutters happen shortly after you begin playing, and they aren't that bad anyway.
adjusted does some widescreen hackery, but that might cause issue in some games.
Because fuck stretching
 

Trice

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mupen64plus-43screensize = "1280x960"
Wouldn't 960x720 make more sense for the Switch's 720p screen?

Or did you just put it higher because the Switch can easily handle that resolution?
 
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M7L7NK7

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The only thing perfect dark is missing after years of playing the Xbox remaster is having more stimulants and goldeneye weapons in combat simulator, has anyone ever made any mods to add these?

Edit
Yes there is a mod for classic weapons in combat simulator, but the link is dead, I'm sure it's still out there

--------------------- MERGED ---------------------------

 
Last edited by M7L7NK7,

icefox

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perfect dark in 16:9 is amazing with the high res must change in game options
How did you achieve 16:9? I enabled Banjo-Tooie's widescreen in the game menu and tried both 16:9 and 16:9 adjusted aspect ratio in the core setting, but the image still looks thin. N64's output is always technically 4:3; the widescreen option only compresses a 16:9 image into the 4:3 frame. How do you make the core stretch the output image back to be 16:9?
 

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