Homebrew RELEASE N64 dynarec is out as beta release

DaniPoo

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A PR from yesterday is causing Issues, people are on it (I wrote that literally 6 posts up..)
Every GL core is affected.

The stuttering is normal, again, it recompiles code. Do i really have to write that every page?
Ofc it will run fluent if u OC with interpreter, but thats not the point of the dynarec.

You missuderstand me sir, I know that you are tired of everyone who is not doing what they are supposed to do.

I have been running the recompiler for a while now.

I am not talking about temporary stutters (But im still patiently hoping that those will be fixed eventually).
I am talking about constant stuttering in some areas. For instance after getting adult Link when you get out into the ruins of hyrule castle town I hear constant choppy sound.
It worked fine a few builds ago. I also get choppy sounds and stuttering in Kokiri forest. I tried overclocking without success and I also tried turning off the FXAA filter which used to work fine at full speed.
It got a bit better but did not fix it.

EDIT: Ok so I removed all the config files and reinstalled eveything and now the speed is back to normal. with 720P and FXAA
 
Last edited by DaniPoo, , Reason: Tested

Dazzcooney

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The vanish cap is one of those N64 effects that are really hard to emulate for some reason. Most emulators will just show it as Mario being see-through, but it's actually supposed to look grainy where it's transparent in some spots, I guess the effect just isn't emulated at all in that version.

Having tried framebuffer emulation which didn’t work I googled it and came across the same problem on project 64 from many years ago, they suggested turning on “Force normal blending”. Excuse my ignorance but do we have a similar setting to this on Retroarch many thanks for your continued help,
 

m4xw

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As of right now the new core works slower than the last one in the Zelda games for me.
Yeah when I first tried the frame duper core it seemed worse so I went back to what I had previous
Then you guys happened to grab the build in which I forgot to remove the memory OC.
I quickly changed that back once noticed.
Easy to validate by just docking it.
 
Last edited by m4xw,

atypicalchaos

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Very happy to report that I updated to nightly 20/01 (replaced retroarch and core .nros) loaded Tetrispere and closed content and returned back to the Retroarch gui successfully. The issue seems to be resolved. I just want to say thank you as well to the author for releasing this dynarec. I now have many more of my favourite games on hand to play on one of my favourite consoles. Well done sir :)
 
Last edited by atypicalchaos,

EmulateLife

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Someone on reddit made a mini compatibility list back in December that I figured I'd post here. Keep in mind games could work better now (or hopefully not worse)

Zelda:Majora mask/Excellent/Overclock-1224

Zelda Ocarina of time/Excellent/Overclock-1581

Wrestlemania 2000/Excellent/Overclock-1785

WWF No mercy/Good,frame rate drops when more then two characters is onscreen /Overclock-1785 (no longer a problem with four wrestlers on screen check out the update for the bump up in frame rate provided by Mr. Homebrew)

Turok Dino Hunter/Excellent/Overclock-1224

Mario Tennis/Ok,little slowdown Overclock-1785

Conker bad fur day/A little near 100%,graphical errors/Overclock-1785

1080 snowboarding/Good/Overclock-1785

Cruis’n world/Good/Overclock-1785

Cruis’n USA/Ok,little slowdown/Overclock-1785

Batman Beyond/Excellent/Overclock-1581

Goldeneye 007/Slowdown/Overclock-1785

Kirby 64/Excellent/Overclock-1020

Chameleon twist/Excellent,go to options put player 1 pack to none/Overclocked -1020

Diddy Kong racing/Excellent/Overclock 1581,1785

Doom 64/Excellent/Overclock-1785

Mario kart/Excellent/Overclock-1785

Pokémon snap/Excellent/Overclock-1224

F-Zero X/Excellent/Overclock-1785

Harvest moon 64/Choppy/Overclock- doesn’t matter much

Paper mario 64/good,some graphic problems in certain parts/Overclock-1581

Starfox 64/excellent speed but graphics too choppy and messed up to play/Doesn’t matter the Overclock level (outdated info, now plays near perfect)

Pilot wings 64/Slow,choppy sound/Doesnt matter the Overclock level.

Pokémon stadium/graphical issues,excellent speed/Overclock-1785

Pokémon stadium 2/Excellent,little sound issues/Overclock-1785

Yoshi Story/Almost 100% playable/Overclock -1785

Banjo Koozie/Almost Excellent, some slowdown in certain areas/Overclock-1785

Mario 64/Excellent/Overclock-1785,1581,1224

Quest 64/Excellent/Overclock 714-1020mhz

Wwf warzone/Excellent/Overclock-1020mhz

Road rash 64/Excellent/Overclock 1581,1785mhz

https://www.reddit.com/r/SwitchHack...en64plusretroarch_compatibility_list_for_the/

A few more I'll add. Feel free to add more if you please.

Jet Force Gemini/screen constant blinking/Overclock-1785

Turok 2/Almost Excellent, some screen tearing/Overclock-1785

Turok 3/Almost Excellent, some screen tearing/Overclock-1785

NBA Showtime NBA on NBC/Excellent/Overclock-1785

Duke Nukem Zero Hour/Excellent/Overclock-1785

Spider-Man/Excellent (only played briefly)/Overclock-1785

Shadowman/Almost Excellent (some screen tearing)/Overclock-1785

California Speed/Excellent/Overclock-1785
 
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The Real Jdbye

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Having tried framebuffer emulation which didn’t work I googled it and came across the same problem on project 64 from many years ago, they suggested turning on “Force normal blending”. Excuse my ignorance but do we have a similar setting to this on Retroarch many thanks for your continued help,
No idea.
 

DiscostewSM

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So I think I was correct with regard to textures with the emulator. They get converted to direct-color textures usable by the system (and then stored into a cache for later use), but this also includes color-indexed textures, taking from upper TMEM for the color palette to form said direct-color textures. Unfortunately, because CI textures can have their palette altered to do palette animation, the textures (under this condition that the palette does change) continually get converted and stored into cache each frame, which I'm sure causes games like Mischief Makers to stutter and drop performance. While I haven't dug much further into the source code, I imagine that this continual conversion might cause a problem with RAM usage, mainly because of the potential for a single CI texture to be utilized with multiple palettes within the same frame, so previously converted textures may not get cleared (or at least not right away if it does garbage collecting of unused textures).

Now I haven't dug into Switch homebrew myself, but I did see shader usage in the emulator source, so I was wondering. How hard would it be to add the ability to read from a CLUT stored as an additional texture (or other means) with the current fragment shader implementation? My thought was to have 4/8-bit CI textures converted into RGBA8888 with at least one component holding the index value (0-15 if 4-bit, 0-255 if 8-bit), then have the CLUT stored as RGBA5551 textures that is 256x1 in dimensions. Then a uniform variable that would hold the palette offset for 4-bit (allowing 0 to be used also for 8-bit), but making it so that if >=16 means the texture is direct-color. Then go about handling the texture, reading from the main texture, checking the palette offset variable to then either just leave the read color as-is, or read from the CLUT texture with both the palette variable and the index derived from the texture for the resulting color.

Maybe I'm just spouting nonsense, but perhaps this could be something to look into. At the very least, it would help in these sort of games that utilize palette animation, and may help with preserving RAM.
 

mikifantastik98

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Someone on reddit made a mini compatibility list back in December that I figured I'd post here. Keep in mind games could work better now (or hopefully not worse)

- Puzzle Bobble / Bust a Move 2 & 3 ... works very well ... without 16:9 adjusted ( regular 16:9 " fix " invisible wall glitch " )

- NO OC : stock 1020mhz
 
Last edited by mikifantastik98,
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Clapmaster

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oookaaay... there is no need for nintendo64 emulator unless you dont have an n64 xD
I still have my original N64 but sd consoles look rough on modern tvs so I highly prefer emulation. I don't know if you mixed up what I was saying. I said there's no need to emulate that particular game unless you just want it on portable because an hd version of it just came out two years ago.
 

Ty_

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I still have my original N64 but sd consoles look rough on modern tvs so I highly prefer emulation. I don't know if you mixed up what I was saying. I said there's no need to emulate that particular game unless you just want it on portable because an hd version of it just came out two years ago.

He's pointing out that you can apply the exact same logic for saying "why would you need to emulate this game", to "why would you need to emulate this system at all". Not everyone has an Xbox One.
 
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DaniPoo

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I've been testing this new build extensively now. I Downloaded the latest build from today.

No im not using .NSP or album to run it. Game redirection with Breath of the Wild as host game is the way I rock.

The performance I get in Ocarina of Time (the ruins of hyrule town) is quite interesting.

On Mupen64 plus I get pretty smooth gameplay with barely any audio crackles after swinging the sword a few times.
the settings I changed from default is
Resolution: 1280x720
Aspect ratio: 16:9 adjusted
Bilinear filtering mode: 3point
Framebuffer emulation: false
For PP shader I use fxaa.glsl
And clockrate is default: 1.02ghz

On Mupen64plus-Next
I used just about the same setting loaded the same save and left frameduping on.
I get horrible audio crackling in the ruins of hyrule castle town.

I tried turning off frameduping and restarted retroarch. It got a bit better.
Then I played around with the OC settings and I found that 1.5Ghz seems to give me about the same performance as 1.02Ghz gave me in Mupen64Plus.
I also tried setting the aspect ratio to 4:3, it didn't help much.

Also I only tested in handheld mode for now.
 
Last edited by DaniPoo, , Reason: adding information

EmulateLife

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I've been testing this new build extensively now. I Downloaded the latest build from today.

No im not using .NSP or album to run it. Game redirection with Breath of the Wild as host game is the way I rock.

The performance I get in Ocarina of Time (the ruins of hyrule town) is quite interesting.

On Mupen64 plus I get pretty smooth gameplay with barely any audio crackles after swinging the sword a few times.
the settings I changed from default is
Resolution: 1280x720
Aspect ratio: 16:9 adjusted
Bilinear filtering mode: 3point
Framebuffer emulation: false
For PP shader I use fxaa.glsl
And clockrate is default: 1.02ghz

On Mupen64plus-Next
I used just about the same setting loaded the same save and left frameduping on.
I get horrible audio crackling in the ruins of hyrule castle town.

I tried turning off frameduping and restarted retroarch. It got a bit better.
Then I played around with the OC settings and I found that 1.5Ghz seems to give me about the same performance as 1.02Ghz gave me in Mupen64Plus.
I also tried setting the aspect ratio to 4:3, it didn't help much.

Also I only tested in handheld mode for now.

Would you mind telling me where to change PP shader to fxaa.glsl?
 

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