perfect dark in 16:9 is amazing with the high res must change in game options
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.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
How to enable high res mode?perfect dark in 16:9 is amazing with the high res must change in game options
A guide to get the new mupen working from scratch would be really appreciated
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"
The AKI engine wrestling games (No Mercy, Revenge, VPW2, etc) now boot and work perfectly via dynarec.
Many thanks!
Yes, but you will need a little workaround.is dk 64 playable?
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
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.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?
Knownusing the "Restart" function, makes the core crash, dont know if its only for N64, will do more testing.
adjusted does some widescreen hackery, but that might cause issue in some games.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.
Interesting, I've been using plain old 16:9 but I'll give adjusted a try.Known
adjusted does some widescreen hackery, but that might cause issue in some games.
Because fuck stretching
Wouldn't 960x720 make more sense for the Switch's 720p screen?mupen64plus-43screensize = "1280x960"
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?perfect dark in 16:9 is amazing with the high res must change in game options