N64 NSO - SM3DAS | Fixing FBE problems for Nintendo 64 Switch Emulator

Imancol

Otak Productions
OP
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UPDATE NSO 2.9.0

This thread will be upgradeable and will share vital data to solve serious graphics problems in many games.

With these Cheatcode you will be able to search for Idle, search for Texture IDs, change NSO and Hovercraft settings.
Notice: Render settings are for advanced users only. Using them can cause crashes in different games.

Activate [Text .rpt info V2] to get texture information. To view the information import what they say (Bookmark) to Edizon SE (Oh use Zing)

Activate [Offset +(-1 +1 +50 -50)] and you can scroll through the Memory, this will update (BookMark).
Use ZR + PADLeft and ZR + PADRight to offsset.

[SIZE +(-10 +10) ON-OFF] allows you to change the size of textures at the current scroll, which helps you check which texture you are modifying.
Use RStickRight + DPAD Left and RStickRight + DPAD Right to modify the texture Horizontally.

Code:
[Text .rpt info V2]
580E0000 00575128
580E1000 00000000 
780E0000 00000360 
9895E000
54051000 00000000 
94255100 000000B8 
94935000
780E0000 00000010
580F0000 00574E50
580F1000 00000000  
580F1000 00001840
780F0000 0000000C 
980FF030
989AF000
980CF100 00000000 00000004 
9808F100 00000000 00000028 
9809F100 00000000 00000024 
9807F100 00000000 00000034 
9806F100 00000000 00000038 
540A1000 00000000 
540C1000 00000000 
54091000 00000000 
54081000 00000000 
54071000 00000000 
54061000 00000000 
9494A000
A84E0000 
780E0000 00000010 
94948000
A44E0000 
780E0000 00000004 
94949000
A44E0000 
780E0000 0000000C 
94947000
A84E0000 
780E0000 00000010 
94946000
A84E0000 
780E0000 00000010 
A8FE0000 
780E0000 00000010 
580F0000 00574E30
580F1000 00000000
9494C000
980FF040
A8FE0000 
780E0000 00000010 
A4CE0000 
780E0000 00000010 
A4CE0000 

[Offset +(-1 +1 +50 -50)]
580F0000 00575128 
580F1000 00000000
780F0000 00000360 
9892F000
54021000 00000000 
80004200 
74020000 00000001 
20000000 
80002200 
74020000 00000032 
20000000 
C0460520 
80001200 
74021000 00000001 
20000000 
80008200 
C0422420 00000032 
74021000 00000032 
20000000 
20000000 
20000000 
98912000
A41F0000 

[SIZE +(-10 +10) ON-OFF]
580F0000 00575128 
580F1000 00000000
580F1000 000003B0 
780F0000 00000000 
9892F000
52021000 00000000 
80004020 
72020000 0000000A 
20000000 
80002020 
72020000 0000000A 
20000000 
C0260520 
80001020 
C0222420 0000000A 
72021000 0000000A 
20000000 
20000000 
80008020 
C0222420 0000000A 
72021000 0000000A 
20000000 
20000000 
20000000 
98912000
A21F0000 
780F0000 00000050 
9892F000
52021000 00000000 
80000010 
C0252420 00000001 
640F0010 00000000 00000000 
20000000 
C0252420 00000000 
640F0010 00000000 00000001 
20000000 
20000000 
40020000 00000000 00000000 
40010000 00000000 00000000 

[Get Size Horizontal (Bookmark)]
580F0000 00575128 
580F1000 00000000 
780F0000 00000370 
620F0000 00000000 00000050 

[Get Size Vertical (Bookmark)]
580F0000 00575128 
580F1000 00000000 
780F0000 00000372 
620F0000 00000000 00000020 

[Get Group ID (Bookmark)]
580F0000 00575128 
580F1000 00000000 
780F0000 00000380 
680F0000 06400000 000A0000 

[Get ID 1(Bookmark)]
580F0000 00575128 
580F1000 00000000 
780F0000 00000390 
680F0000 00000000 CF044A80 

[Get ID 2 (Bookmark)]
580F0000 00575128 
580F1000 00000000 
780F0000 000003A0 
680F0000 00000000 2FA16260 

[Get rpt offset (Bookmark)]
580F0000 00575128 
580F1000 00000000 
780F0000 00000360 
640F0000 00000000 000000D7 

[Point MOD SIZE (Bookmark)]
580F0000 00575128 
580F1000 00000000 
580F1000 000003B0 
780F0000 00000000 
680F0000 00315750 00200050 

[Enable?]
580F0000 00575128 
580F1000 00000000 
580F1000 000003B0 
780F0000 00000050 
640F0000 00000000 00000000

The data you will get is:
Horizontal, Vertical, Group ID, ID 1, ID 2.
They are inserted into the header of an .rpt file, which is the format used by NSO to load custom textures.

In memory it looks like this (In parenthesis finds the offset where it is placed in the headers of the .rpt):
Blue = Size Original Texture (16 bit for vertical and horizontal, so the values are inverted)
Yellow = Texture ID GROUP
Green = Texture ID 1 (0x10)
Orange = Texture ID 2 (0x3C)
unknown.png

Blue = It is the size of the old texture (W:0x30;H:0x34)
RED-Purple = is the size of the new texture
Yellow = Texture ID GROUP (0x14)
Green = Texture ID 1 (0x10)
Orange = Texture ID 2 (0x3C)
Red line: Type of textures, the same value for different types, but in general it always loads textures modified in rgba32.
1657893343415.png

From offset 0x40 it will contain all the texture information.
1657894029714.png
These cheatcodes allow you to get Idle, necessary for new games to start.

Activate [Get RDRAM] to make the rest work. [IA...] will insert the Idles as valid, toggle them on and off until the game stops stuttering. The [Bookmark] are just information, import them to Edizon SE (Or use Zing) to later use the obtained data in a .cfg
Code:
[Get RDRAM]
580F0000 00574FE8
580F1000 00000000
04000000 00AE44E0 0000002D

[1-IA Idle GPR-RA by ImanCol]
540C0000 005E32E0
A4C00400 00AE4634
9808F0C0
11050000 00AE4637 00000070
78081000 70000000
21000000
11050000 00AE4637 00000080
78081000 80000000
20000000
30000000 00000004
98958000
51051000 00000000
A1500500 00AE4637
78080000 00000001
31000000
04000000 00AE463C 00000001

[2-IA Idle STATIC by ImanCol]
540C0000 005E31D8 
A4C00400 00AE4640 
9808F0C0
11050000 00AE4643 00000070 
78081000 70000000 
21000000 
11050000 00AE4643 00000080 
78081000 80000000 
20000000 
30000000 00000004 
98958000
51051000 00000000 
A1500500 00AE4643 
78080000 00000001 
31000000 
04000000 00AE4648 00000001 

[3-IA Idle LOOP by ImanCol]
540C0000 005E32E8
A4C00400 00AE464C
9808F0C0
11050000 00AE464F 00000070 
78081000 70000000 
21000000 
11050000 00AE464F 00000080 
78081000 80000000 
20000000 
30000000 00000004 
98958000
51051000 00000000 
A1500500 00AE464F 
78080000 00000001 
31000000 
04000000 00AE4654 00000001 

[4-IA Idle BREAK by ImanCol]
540C0000 005E3348 
A4C00400 00AE4658 
9808F0C0
11050000 00AE465B 00000070 
78081000 70000000 
21000000 
11050000 00AE465B 00000080 
78081000 80000000 
20000000 
30000000 00000004 
98958000
51051000 00000000 
A1500500 00AE465B 
78080000 00000001 
31000000 
04000000 00AE4660 00000001 

[First-Idle (BookMark)]
08000000 00AE44E4 80000810 981191E0 

[1-Idle (BookMark)]
08000000 00AE4634 80000810 981191E0 

[2-Idle (BookMark)]
08000000 00AE4640 80000810 981191E0 

[3-Idle (BookMark)]
08000000 00AE464C 80000810 981191E0 

[4-Idle (BookMark)]
08000000 00AE4658 80000810 981191E0 

[First-IsIdle-1]
04000000 00AE44EC 00000001 

[First-IsIdle-0]
04000000 00AE44EC 00000000

This will not prevent it from freezing due to lack of Idle. You will actually be able to see the Idles after it happens.
You can change game settings with these Cheatcode. It has all the types of configurations up to now, omitting the Integer and Float Point types, since Atmosphere has limitations in the arithmetic to modify them, so they remain as info.

Pool:
Code:
[Press +(OFF ON)]
580F0000 00574E50 
580F1000 00000000
780F0000 00000000 

[CopyInMiddle]
989EF000
80001200 
780E0000 0000A9F0 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000A9F0 
610E0000 00000000 00000001 
20000000 

[CopyAtEnd]
989EF000
80001200 
780E0000 0000A9F1 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000A9F1 
610E0000 00000000 00000001 
20000000 

[CopyDepthAtFullSync]
989EF000
80001200 
780E0000 0000A9F2 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000A9F2 
610E0000 00000000 00000001 
20000000 

[CopyDepthAlways]
989EF000
80001200 
780E0000 0000A9F3 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000A9F3 
610E0000 00000000 00000001 
20000000 

[CopyDepthSkip]
989EF000
80001200 
780E0000 0000A9F4 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000A9F4 
610E0000 00000000 00000001 
20000000 

[CopyAtFullSync]
989EF000
80001200 
780E0000 0000A9F5 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000A9F5 
610E0000 00000000 00000001 
20000000 

[CopyTextureBackup]
989EF000
80001200 
780E0000 0000A9F6 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000A9F6 
610E0000 00000000 00000001 
20000000 

[CopyFrameAtSetTIMG]
989EF000
80001200 
780E0000 0000A9F7 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000A9F7 
610E0000 00000000 00000001 
20000000 

[CopyColorAsync]
989EF000
80001200 
780E0000 0000A9F8 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000A9F8 
610E0000 00000000 00000001 
20000000 

[CopyDepthAsync]
989EF000
80001200 
780E0000 0000A9F9 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000A9F9 
610E0000 00000000 00000001 
20000000 

[DealWithCull]
989EF000
80001200 
780E0000 0000A9FA 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000A9FA 
610E0000 00000000 00000001 
20000000 

[CheckHLEState]
989EF000
80001200 
780E0000 0000A9FB 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000A9FB 
610E0000 00000000 00000001 
20000000 

[TileSizeCheckSpecial]
989EF000
80001200 
780E0000 0000A9FC 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000A9FC 
610E0000 00000000 00000001 
20000000 

[NeedTileSizeCheck]
989EF000
80001200 
780E0000 0000A9FD 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000A9FD 
610E0000 00000000 00000001 
20000000 

[ForceFilterPoint]
989EF000
80001200 
780E0000 0000A9FE 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000A9FE 
610E0000 00000000 00000001 
20000000 

[ForceRectFilterPoint]
989EF000
80001200 
780E0000 0000A9FF 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000A9FF 
610E0000 00000000 00000001 
20000000 

[NeedSumCheck]
989EF000
80001200 
780E0000 0000AA00 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA00 
610E0000 00000000 00000001 
20000000 

[NeedSumCheck2]
989EF000
80001200 
780E0000 0000AA01 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA01 
610E0000 00000000 00000001 
20000000 

[TLUTCheck]
989EF000
80001200 
780E0000 0000AA02 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA02 
610E0000 00000000 00000001 
20000000 

[#0xE73 UNUSED]
989EF000
80001200 
780E0000 0000AA03 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA03 
610E0000 00000000 00000001 
20000000 

[CheckTileMask]
989EF000
80001200 
780E0000 0000AA04 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA04 
610E0000 00000000 00000001 
20000000 

[TextureInvalidateWait]
989EF000
80001200 
780E0000 0000AA05 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA05 
610E0000 00000000 00000001 
20000000 

[TMEMOverflowCheck]
989EF000
80001200 
780E0000 0000AA06 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA06 
610E0000 00000000 00000001 
20000000 

[TIMGAutoAdd]
989EF000
80001200 
780E0000 0000AA07 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA07 
610E0000 00000000 00000001 
20000000 

[PreparseTMEMBlock]
989EF000
80001200 
780E0000 0000AA08 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA08 
610E0000 00000000 00000001 
20000000 

[NeedTexCountCheck]
989EF000
80001200 
780E0000 0000AA09 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA09 
610E0000 00000000 00000001 
20000000 

[TexMirrorDoubleSize]
989EF000
80001200 
780E0000 0000AA0A 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA0A 
610E0000 00000000 00000001 
20000000 

[DoubleFillCheck]
989EF000
80001200 
780E0000 0000AA0B 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA0B 
610E0000 00000000 00000001 
20000000 

[TexrectCheckBottom]
989EF000
80001200 
780E0000 0000AA0C 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA0C 
610E0000 00000000 00000001 
20000000 

[RectPosFloat]
989EF000
80001200 
780E0000 0000AA0D 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA0D 
610E0000 00000000 00000001 
20000000 

[OverrideTexEdgeAlpha]
989EF000
80001200 
780E0000 0000AA0E 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA0E 
610E0000 00000000 00000001 
20000000 

[OverrideTexEdgeAlpha2]
989EF000
80001200 
780E0000 0000AA0F 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA0F 
610E0000 00000000 00000001 
20000000 

[UseViewportZScale]
989EF000
80001200 
780E0000 0000AA10 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA10 
610E0000 00000000 00000001 
20000000 

[NeedStencil]
989EF000
80001200 
780E0000 0000AA11 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA11 
610E0000 00000000 00000001 
20000000 

[ZClip]
989EF000
80001200 
780E0000 0000AA12 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA12 
610E0000 00000000 00000001 
20000000 

[DepthCompareLess]
989EF000
80001200 
780E0000 0000AA13 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA13 
610E0000 00000000 00000001 
20000000 

[CalculateLOD]
989EF000
80001200 
780E0000 0000AA14 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA14 
610E0000 00000000 00000001 
20000000 

[InitPerspectiveMode]
989EF000
80001200 
780E0000 0000AA15 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA15 
610E0000 00000000 00000001 
20000000 

[CheckForceBL]
989EF000
80001200 
780E0000 0000AA16 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA16 
610E0000 00000000 00000001 
20000000 

[CheckUndefinedBlend]
989EF000
80001200 
780E0000 0000AA17 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA17 
610E0000 00000000 00000001 
20000000 

[ForceFog]
989EF000
80001200 
780E0000 0000AA18 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA18 
610E0000 00000000 00000001 
20000000 

[SoftResetNeedUpdate]
989EF000
80001200 
780E0000 0000AA19 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA19 
610E0000 00000000 00000001 
20000000 

[SoftResetNeedForce]
989EF000
80001200 
780E0000 0000AA1A 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA1A 
610E0000 00000000 00000001 
20000000 

[SyncAtVI]
989EF000
80001200 
780E0000 0000AA1B 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA1B 
610E0000 00000000 00000001 
20000000 

[SyncAtGTask]
989EF000
80001200 
780E0000 0000AA1C 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA1C 
610E0000 00000000 00000001 
20000000 

[NeedClearEachFrame]
989EF000
80001200 
780E0000 0000AA1D 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA1D 
610E0000 00000000 00000001 
20000000 

[#0xE8E UNUSED]
989EF000
80001200 
780E0000 0000AA1E 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA1E 
610E0000 00000000 00000001 
20000000 

[NeedVIOffset]
989EF000
80001200 
780E0000 0000AA1F 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA1F 
610E0000 00000000 00000001 
20000000 

[IgnoreBlack]
989EF000
80001200 
780E0000 0000AA20 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA20 
610E0000 00000000 00000001 
20000000 

[CalFogVertexAlpha]
989EF000
80001200 
780E0000 0000AA21 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA21 
610E0000 00000000 00000001 
20000000 

[S2DDrawBgNew]
989EF000
80001200 
780E0000 0000AA22 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA22 
610E0000 00000000 00000001 
20000000 

[CheckBufferSizeMatch]
989EF000
80001200 
780E0000 0000AA23 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA23 
610E0000 00000000 00000001 
20000000 

[DrawLineByTriangle]
989EF000
80001200 
780E0000 0000AA24 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA24 
610E0000 00000000 00000001 
20000000 

[ForceZConvert]
989EF000
80001200 
780E0000 0000AA25 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA25 
610E0000 00000000 00000001 
20000000 

[ForceCheckUpdateVI]
989EF000
80001200 
780E0000 0000AA26 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA26 
610E0000 00000000 00000001 
20000000 

[GammaEnable]
989EF000
80001200 
780E0000 0000AA27 
610E0000 00000000 00000000 
20000000 
80004200 
780E0000 0000AA27 
610E0000 00000000 00000001 
20000000 

[CFBInitialDisplayEnable (Only info)]
580F0000 00574E50 
580F1000 00000000 
780F0000 0000AA58 
640E0000 00000000 00000000

Int:
Code:
[ClipLeft +(-1 +1)]
580F0000 00574E50 
580F1000 00000000 
989EF000
780E0000 0000AA34
9899E000
54091000 00000000 
80001200 
C04494F0 000000FE 
94099100 00000001 
A49E0000 
20000000 
20000000 
80004200 
C0429400 00000001 
94199100 00000001 
A49E0000 
20000000 
20000000 

[ClipRight +(-1 +1)]
580F0000 00574E50 
580F1000 00000000 
989EF000
780E0000 0000AA38
9899E000
54091000 00000000 
80004200 
C04494F0 000000FE 
94099100 00000001 
A49E0000 
20000000 
20000000 
80001200 
C0429400 00000001 
94199100 00000001 
A49E0000 
20000000 
20000000 

[ClipTop +(-1 +1)]
580F0000 00574E50 
580F1000 00000000 
989EF000
780E0000 0000AA3C
9899E000
54091000 00000000 
80002200 
C04494F0 000000FE 
94099100 00000001 
A49E0000 
20000000 
20000000 
80008200 
C0429400 00000001 
94199100 00000001 
A49E0000 
20000000 
20000000 

[ClipBottom +(-1 +1)]
580F0000 00574E50 
580F1000 00000000 
989EF000
780E0000 0000AA40
9899E000
54091000 00000000 
80008200 
C04494F0 000000FE 
94099100 00000001 
A49E0000 
20000000 
20000000 
80002200 
C0429400 00000001 
94199100 00000001 
A49E0000 
20000000 
20000000 

[VIAddressOffset (Only info)]
580F0000 00574E50 
580F1000 00000000 
780F0000 0000AA54 
640E0000 00000000 00000000 

[CFBInitialDisplayWaitFrame (Only info)]
580F0000 00574E50 
580F1000 00000000 
780F0000 0000AA5C 
640E0000 00000000 00000000 

[CFBInitialDisplay (Only info)]
580F0000 00574E50 
580F1000 00000000 
780F0000 0000AA60 
640E0000 00000000 00000000

Float:
Code:
[TexEdgeAlpha]
580F0000 00574E50 
580F1000 00000000 
780F0000 0000AA44 
640E0000 00000000 00000000 

[DecalFactor]
580F0000 00574E50 
580F1000 00000000 
780F0000 0000AA48
640E0000 00000000 00000000 

[NearPlaneScale]
580F0000 00574E50 
580F1000 00000000 
780F0000 0000AA4C
640E0000 00000000 C0400000 

[DefultLodFrac]
580F0000 00AF1ED0 
780F0000 0000AA50
640E0000 00000000 00000000 

[LineWidthScale]
580F0000 00574E50 
580F1000 00000000 
780F0000 0000AA54
640E0000 00000000 00000000 

[GammaValue]
580F0000 00574E50 
580F1000 00000000 
780F0000 0000AA58
640E0000 00000000 00000000 

[Point]
580F0000 00574E50 
580F1000 00000000 
780F0000 00009B90 
610F0000 00000000 00000000
These are other config

Code:
[Lighting +(-- ++)]
580F0000 00574E50 
580F1000 00000000 
780F0000 0000B418
9899F000
54091000 00000000 
80002200 
C04494F0 000000C7 
94099100 00000001 
A49F1000 
A49F1000 
A49F0000 
20000000 
C0429400 FFFFFF38 
94099100 00000001 
A49F1010 
A49F1010 
A49F0010 
20000000 
20000000 
80008200 
C0429400 FFFFFF39 
94199100 00000001 
A49F1000 
A49F1000 
A49F0000 
20000000 
C0449400 000000C8 
C0429400 00000000 
94199100 00000001 
A49F1000 
A49F1000 
A49F0000 
20000000 
20000000 
20000000 

[RumbleOn InGame +(OFF ON)]
580F0000 00575030 
989EF000
80001200 
640F0000 00000000 00000000 
20000000 
80004200 
640F0000 00000000 00000001 
20000000 

[RumbleOn Static +(OFF ON)]
580F0000 00575030 
780F0000 00000004 
989EF000
80001200 
640F0000 00000000 00000000 
20000000 
80004200 
640F0000 00000000 00000001 
20000000

Before
2021120114441500.jpg


AFTER
2021120114423200.jpg



Currently there are 2 versions of emulators: N64 NSO and SM3DAS (SM64). Although most configurations are compatible with each other, they can cause problems.

The NERD (Hovercraft) emulator will solve most problems through hacks. Both settings and hacks don't work without each other.

All about these files in my spreadsheet.
 

Attachments

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Last edited by Imancol,

iiTzSamurai

Well-Known Member
Member
Joined
Oct 26, 2021
Messages
320
Trophies
0
Age
35
XP
1,249
Country
United States
put this as the first line in the .lua file for menu speed up, it also fixes the crash at the door


function FrameBegin()
--menu speed up 1.0
n64MemWrite8(0x801DA5CB, 0x02)
return
end
 

Tumbleweed

Well-Known Member
Member
Joined
Jul 29, 2018
Messages
165
Trophies
0
Age
39
XP
1,448
Country
Italy


Runs better than real hardware

I don't remember N64 having blue borders, a common issue with GE when emulated even on P64 and others, not to mention control problems (sensitivity) but hell if thats good enough for you and you can say this is better than real HW who am I to say otherwise... to each their own.
 

zerofalcon

Well-Known Member
Member
Joined
Mar 14, 2009
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"Better than real hardware" is a false and an ignorant statement. That GLide mupen64plus core has a lot of things disabled and if you play more than 30/60 min the textures starts to glitch (black textures) thanks to a hardcode setting with max texture cache size. With FBE disabled you cant play multiplayer and as usual, the game stutters/lags in some transitions or heavy loaded levels/areas even by max overclocking the console. You cant go past 640x480, glitched select mission screen, gfx glitches on the ocean on FRIGATE level and I can continue but I dont really care. Retroarch on android 10 (switchroot) runs the game miles better, docked or handheld.
 
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M7L7NK7

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I don't remember N64 having blue borders, a common issue with GE when emulated even on P64 and others, not to mention control problems (sensitivity) but hell if thats good enough for you and you can say this is better than real HW who am I to say otherwise... to each their own.
I'll take blue borders over massive slowdown, controls are fine too.. when I mean better than real hardware I mean it lags less than an actual console.. but yeah my point is that it's more than playable on retroarch
 

Tumbleweed

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I'll take blue borders over massive slowdown, controls are fine too.. when I mean better than real hardware I mean it lags less than an actual console.. but yeah my point is that it's more than playable on retroarch

I understood it, its just because people keeping mentioning retroarch when yeah its an amazing app, I have it installed on other systems works damn fine for most emulators, but it also demands sometimes quite a lot of configuration, not as easy friendly and people here still dream with a 'plug-n-play' GE for the NSO that could be injected or whatever... I really find that really hard to happen, its the typical game that would demand A LOT of hacks to work properly on this NERD emulator imo...
 

Imancol

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I expected this to be a thread focused on solutions for NSO, but it became another thing ... I also see that someone took my solution and added it on their own list without giving credits. I had fix Motion Blur's problems in Majora who already work for NSO, but if my time and effort is in vain, I just do not have the need to keep contributing.
 
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Imancol

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Nintendo has "intentionally" broken the N64 emulator in SM3DAS with the latest update [v196608] so that Paper Mario crashes when Kammy Koopa Appears, the same thing that happened in NSO Base and fixed with the update [v65536].

I don't know if it's intentional, but every time I find an update for this emulator, other problems will appear.
 

deathblade200

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I don't remember N64 having blue borders, a common issue with GE when emulated even on P64 and others, not to mention control problems (sensitivity) but hell if thats good enough for you and you can say this is better than real HW who am I to say otherwise... to each their own.
just an fyi the blue borders are caused by the game not having FBE turned on so don't let him fool you
 

Imancol

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Nintendo has "intentionally" broken the N64 emulator in SM3DAS with the latest update [v196608] so that Paper Mario crashes when Kammy Koopa Appears, the same thing that happened in NSO Base and fixed with the update [v65536].

I don't know if it's intentional, but every time I find an update for this emulator, other problems will appear.

The updates have also affected other games. Ahem: Mario Tennis. The effects of the ball will cause a drop in frames, broken in 1.1.0 and 1.1.1 (I don't have a 1.0.1 update to check)

(1.1.0 - 1.1.1)


(1.0.0)


I have added the recommended version if you want to use the game config in SM3DAS in my spreadsheet
 

Imancol

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I'm not sure but I found a region of memory that shows me what graphics GFX each ROM is currently using on NSO-N64

007 = fast3d 2.0G
Majora = f3dzex 2.08 - S2DEX 2.08 (3D Scene)
Ocarina = f3dzex 2.06
FZero X = F3DFLX 2.03 - F3DLX 2.03 (3D Scene)
Mario Party = F3DEX 2.06 - F3DLX 2.06 (3D Scene)
Mario Party 2 - Mario Golf = F3DEX 2.08 - F3DLX 2.08 (3D Scene)
Pilotwing - Wave Race = fast3d 2.0D
Pokemon Puzzle League = F3DEX 1.23 - S2DEX 1.07 (Gameplay)
Kirby = S2DEX 2.04 - F3DEX 2.04
Banjoo = F3DEX 1.21
Paper Mario - DRxMArio64 - Mario Tennis - Sin&Punishment= F3DEX 2.08
StarFox64 = F3DEX 1.22
Operation WinBAck = L3DEX 2.08
Mario Kart 64 = F3DEX 0.95
Super Mario 64 = Fast3D 2.0D
Pokemon Snap = F3DEX 2.08
Yoshi Story = F3DEX 1.23
Post automatically merged:

Update cheatcode to 2.9.0
 

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Luisgabriel

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I'm not sure but I found a region of memory that shows me what graphics GFX each ROM is currently using on NSO-N64

007 = fast3d 2.0G
Majora = f3dzex 2.08 - S2DEX 2.08 (3D Scene)
Ocarina = f3dzex 2.06
FZero X = F3DFLX 2.03 - F3DLX 2.03 (3D Scene)
Mario Party = F3DEX 2.06 - F3DLX 2.06 (3D Scene)
Mario Party 2 - Mario Golf = F3DEX 2.08 - F3DLX 2.08 (3D Scene)
Pilotwing - Wave Race = fast3d 2.0D
Pokemon Puzzle League = F3DEX 1.23 - S2DEX 1.07 (Gameplay)
Kirby = S2DEX 2.04 - F3DEX 2.04
Banjoo = F3DEX 1.21
Paper Mario - DRxMArio64 - Mario Tennis - Sin&Punishment= F3DEX 2.08
StarFox64 = F3DEX 1.22
Operation WinBAck = L3DEX 2.08
Mario Kart 64 = F3DEX 0.95
Super Mario 64 = Fast3D 2.0D
Pokemon Snap = F3DEX 2.08
Yoshi Story = F3DEX 1.23
Post automatically merged:

Update cheatcode to 2.9.0
Hi Imancol... Is there any chance to get the idle for South Park...

I followed your method.. but I have not been able to achieve it or maybe something is doing wrong

I also don't know if it's in your possibilities to support.. I was testing animal forest with the configurations that you shared with us.. but it only works with the game in English.. if I use the game with translation into Spanish.. it doesn't work and apparently it's the same idle

I don't know if you could help us by reviewing it?... Regards
 

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