Need help with N64 VC Injects

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How you get the Wii U VC's font in the boot screen? Nice work, I want to try it by myself.
Post automatically merged:

Hey, 64DD games are working for you? When I inject F-Zero X: Expansion Kit (.z64 converted ROM), it boots in black screen.
Post automatically merged:

Just a update, Puyo Puyo Sun 64 can handle the N64's four players slots. Magical Tetris Challenge only two players.
The font is Rodin NTLG Pro (Bold), you can find the templates to do it for yourself here: https://github.com/cucholix/wiivc-bis. You will need Adobe Photoshop to open those files tho. Coincidentally, I'm currently taking a Multimedia class and I have access to Photoshop. If you don't have access to it, let me know what banners do you want me to make. I didn't know that Puyo Sun supported 4 players and I also thought that Magical Tetris Challenge supported 4 players... Thanks for noticing that!
As for the 64DD, I saw a post online by LuigiBlood on how to get 64DD games working on the VC and it said the following:
1. Put the 64DD JPN Bios in /content/DDROM/iplrom.n64 (Not sure if the Bios has to be in Little Endian, but try anyway with Big Endian)
2. Use Mario Kart 64 as the VC Base ROM
3. Make sure the ROM you are using is in 64DD extension, not cartridge (.ndd, .d64, .bin(?))
I tried this with SimCity 64 but the game kept crashing after the banner. Someone did posted a configuration for SimCity 64 but it didn't worked for me:
Code:
[RomOption]
RomType = 1
UseTimer = 1
RamSize = 0x800000
TrueBoot = 0
They said that once the game booted, change the settings to activate "TrueBoot" to get past the 64 Logo but no input.
 
The font is Rodin NTLG Pro (Bold), you can find the templates to do it for yourself here: https://github.com/cucholix/wiivc-bis. You will need Adobe Photoshop to open those files tho. Coincidentally, I'm currently taking a Multimedia class and I have access to Photoshop. If you don't have access to it, let me know what banners do you want me to make. I didn't know that Puyo Sun supported 4 players and I also thought that Magical Tetris Challenge supported 4 players... Thanks for noticing that!
As for the 64DD, I saw a post online by LuigiBlood on how to get 64DD games working on the VC and it said the following:
1. Put the 64DD JPN Bios in /content/DDROM/iplrom.n64 (Not sure if the Bios has to be in Little Endian, but try anyway with Big Endian)
2. Use Mario Kart 64 as the VC Base ROM
3. Make sure the ROM you are using is in 64DD extension, not cartridge (.ndd, .d64, .bin(?))
I tried this with SimCity 64 but the game kept crashing after the banner. Someone did posted a configuration for SimCity 64 but it didn't worked for me:
Code:
[RomOption]
RomType = 1
UseTimer = 1
RamSize = 0x800000
TrueBoot = 0
They said that once the game booted, change the settings to activate "TrueBoot" to get past the 64 Logo but no input.
Which program I use to inject 64DD Disks?
I inject N64 games using UWUVCI.
 
Which program I use to inject 64DD Disks?
I inject N64 games using UWUVCI.
Not sure if any program directly accepts 64DD disks, so my solution is this for UWUVCI:
1. Create an injection containing:
a. A random N64 cartridge
b. The .ini file for the N64DD game
c. The base VC game being Mario Kart 64
2. Click "Inject" BUT DON'T CLICK "WUP Installable" OR "Loadiine" YET!
3. Go to the folder directory you have UWUVCI installed and navigate to the temporary folder of the game you are injecting (Something/UWUVCI AIO/bin/temp/baserom).
4. Create a folder called "DDROM" inside "content" and make sure the Bios is named "iplrom.n64" (Or .z64, I guess?).
5. Replace the ROM inside "content/rom" with the N64DD game (Floppy Disk format, not Cartridge port).
a. Make sure the name of the ROM matches the name of the configuration file you created (In this case, "Unkte0.024").
6. Go back to UWUVCI and then click "WUP Installable" or "Loadiine".
I also use this procedure similarly when I want to use custom DS Screen layouts but that's another story.
 
Not sure if any program directly accepts 64DD disks, so my solution is this for UWUVCI:
1. Create an injection containing:
a. A random N64 cartridge
b. The .ini file for the N64DD game
c. The base VC game being Mario Kart 64
2. Click "Inject" BUT DON'T CLICK "WUP Installable" OR "Loadiine" YET!
3. Go to the folder directory you have UWUVCI installed and navigate to the temporary folder of the game you are injecting (Something/UWUVCI AIO/bin/temp/baserom).
4. Create a folder called "DDROM" inside "content" and make sure the Bios is named "iplrom.n64" (Or .z64, I guess?).
5. Replace the ROM inside "content/rom" with the N64DD game (Floppy Disk format, not Cartridge port).
a. Make sure the name of the ROM matches the name of the configuration file you created (In this case, "Unkte0.024").
6. Go back to UWUVCI and then click "WUP Installable" or "Loadiine".
I also use this procedure similarly when I want to use custom DS Screen layouts but that's another story.
Nice. Trying with the Golf game. It crashes like 1 second after boot (I only tested on CEMU).
ini:
[RomOption]
RomType = 1
TrueBoot = 0 or 1, doesn't matter
UseTimer = 0 (1 crashes CEMU and doesn't boot.)
RamSize = 0x800000
 
wiiu need a N64 core for retroarch
you can imagine that the N64vc on the Wiiu works with all the games, but you'd have to find the ini for each game to do that.
It would be better to have an emulator than the N64VC. Lots of cool games that I miss playing like:
Winback, perfect dark, vigilante 8, world driver championship, Diddy kong racing. megaman 64 among others that the injects would even run but it would take a long time the same would not occur with an emulator in production.

I've tried too and I even said a few years ago that the official inis of certain games that were never released for the N64VC seem incomplete and this hypothesis has been confirmed when we see some games being corrected by adding extra things to the ini as was the Japanese Resident evil 2 killer instinct gold could have the sky corrected too but even so there are many games that we try and try but don't get out of the black screen like conker bad furday resident evil 2 USA, mortal kombat 4/ trilogy among others.
i love nintendo 64 but it's a shame i can't emulate it on the wiiu when it's capable of working better than on the wii now it's time to keep trying and hoping for something better one day one core maybe.
 
wiiu need a N64 core for retroarch
you can imagine that the N64vc on the Wiiu works with all the games, but you'd have to find the ini for each game to do that.
It would be better to have an emulator than the N64VC. Lots of cool games that I miss playing like:
Winback, perfect dark, vigilante 8, world driver championship, Diddy kong racing. megaman 64 among others that the injects would even run but it would take a long time the same would not occur with an emulator in production.

I've tried too and I even said a few years ago that the official inis of certain games that were never released for the N64VC seem incomplete and this hypothesis has been confirmed when we see some games being corrected by adding extra things to the ini as was the Japanese Resident evil 2 killer instinct gold could have the sky corrected too but even so there are many games that we try and try but don't get out of the black screen like conker bad furday resident evil 2 USA, mortal kombat 4/ trilogy among others.
i love nintendo 64 but it's a shame i can't emulate it on the wiiu when it's capable of working better than on the wii now it's time to keep trying and hoping for something better one day one core maybe.
Zeox, share your ini file for Biohazard 2, please.
 
Zeox, share your ini file for Biohazard 2, please.
I always try to get Jet force gemini and perfect dark to work when I have time, but my greatest faith is that a ported emulator would be better.
yes I'll send you my biohazard 2 ini
there are so many games i wanted to play winback vigilante 8 etc but using inject from N64vc + wii64/rice is bad the injects look better but there is this headache of finding the right ini for each game it becomes very time consuming.

here is the ini for Biohazard 2 N64 vc wiiu use Donkey kong 64 jap for work using this ini:

;BioHazard2 JP
[RomOption]
;BackupType 0 Auto 1 SRAM 2 Flash 3 EEPROM
BackupType = 1
;BackupSize 2048 16K 4K 512
;BackupSize = 32768
AIIntPerFrame = 1
UseTimer = 1
AIUseTimer = 1

[Idle]
Count = 6
Address0 = 0x8009BEFC
Inst0 = 0x8C629B24
Type0 = 1
Address1 = 0x801787CC
Inst1 = 0x8C829AF4
Type1 = 1
Address2 = 0x801786B8
Inst2 = 0x8C829AF4
Type2 = 1
Address3 = 0x800a2014
Inst3 = 0x9462a8a2
Type3 = 1
Address4 = 0x8017879C
Inst4 = 0x8C829AF4
Type4 = 1
Address5 = 0x8004B608
Inst5 = 0x1440FFFF
Type5 = 0



[Cheat]
Cheat0 = 1
Cheat0_Addr = 0x800e5449
Cheat0_Value = 0xff
Cheat0_Bytes = 1

[Render]
FlushMemEachTask = 0
CanvasWidth = 854
CanvasHeight = 480
;ForceRectFilterPoint = 1
;NeedTileSizeCheck = 1
;TileSizeCheckSpecial = 1
;UseViewportZScale = 1

[Sound]
;Resample = 24000
 
These from my blog not easiest to find lol.

But you can maybe pickup from here and make improvements.

https://gbatemp.net/blogs/wiiu-n64-virtual-console-research.14384/edit

There has been various Builds of the Emulator most recent and last being FZeroX which appears to have the most Functionality regarding ini Settings not every ini Setting will work in all Builds especially older Builds although some Newer Builds have Functions automatically Coded in by Default such as Rumble Feature as far as I am aware so you would have to disable it by Rumble = 0.

Some Roms Boot better or not at all with different Builds although they are mostly the same as far as I can tell there are differences and here are the Builds in order from Oldest to Newest and which Rom was released with it.

Builds. *Vessel.rpx*

SVN: 1680 TIME: 2015/01/20 14:12:06 - Donkey Kong 64 / Super Mario 64

SVN: 1690 TIME: 2015/01/27 16:08:00 - Donkey Kong 64 (JAPAN)

SVN: 1696 TIME: 2015/01/30 10:49:22 - The Legend of Zelda: Ocarina of Time *DOOM 64 Seems to play from this SVN onwards but no Display*

SVN: 1743 TIME: 2015/03/05 15:06:57 - Paper Mario

SVN: 1778 TIME: 2015/03/19 16:15:32 - Kirby 64: The Crystal Shards (JAPAN)

SVN: 1790 TIME: 2015/03/24 13:46:36 - Kirby 64: The Crystal Shards

SVN: 1897 TIME: 2015/05/12 17:32:21 - 1080 Snow Boarding / Mario Tennis (JAPAN)

SVN: 1918 TIME: 2015/05/20 14:34:00 - 1080 Snow Boarding / Mario Tennis *Blast Dozer Boots with this SVN*

SVN: 1946 TIME: 2015/06/09 11:00:28 - Mario Golf (JAPAN)

SVN: 1955 TIME: 2015/06/16 16:09:03 - Mario Golf *Blast Dozer Boots with this SVN*

SVN: 1970 TIME: 2015/06/30 14:07:35 - StarFox 64 *Blast Dozer Boots with this SVN*

SVN: 1991 TIME: 2015/07/16 09:20:39 - Sin & Punishment *Blast Dozer Boots with this SVN*

SVN: 2043 TIME: 2015/08/18 10:07:52 - Mario Kart64 *Blast Dozer Boots with this SVN*

SVN: 2079 TIME: 2015/09/15 16:19:11 - Yoshis Story

SVN: 2109 TIME: 2015/10/22 10:15:03 - Wave Race 64 (JAPAN)

SVN: 2136 TIME: 2015/11/18 12:41:26 - Wave Race 64

SVN: 2170 TIME: 2015/12/16 16:01:23 - The Legend of Zelda: Majoras Mask (JAPAN)

SVN: 2190 TIME: 2016/01/05 16:50:14 - The Legend of Zelda: Majoras Mask

SVN: 2194 TIME: 2016/01/07 09:34:56 - Pokemon Snap (JAPAN)

SVN: 2195 TIME: 2016/01/08 09:42:51 - Pokemon Snap

SVN: 2234 TIME: 2016/02/02 10:56:10 - Mario Party 2 *Diddy Kong Racing Boots from this SVN Onwards*

SVN: 2244 TIME: 2016/02/26 09:03:55 - CustomRoboV2 (JAPAN)

SVN: 2395 TIME: 2016/08/30 13:57:02 - Ogre Battle 64: Person of Lordly Caliber = *Banjo Tooie Boots from this SVN onwards*

SVN: 2404 TIME: 2016/09/14 13:42:00 - ExciteBike 64 = *Doom64 Boots from this SVN onwards*

SVN: 2427 TIME: 2016/11/17 10:28:06 - Bomber Man 64 / Harvest Moon 64

SVN: 2428 TIME: 2016/11/18 11:44:39 - F-ZeroX

Using Latest Build SVN: 2428 Unless Stated Otherwise. [Render] CanvasWidth = 854 x CanvasHeight = 480 is Optional and is what GamePad Resolution Outputs.


;A BUGS LIFE USA

[RomOption]
BootPCChange = 0
TrueBoot = 1
UseTimer = 1
RetraceByVsync = 1
MemPak = 1


[Render]
CanvasWidth = 854
CanvasHeight = 480



;AEROGAUGE USA

[RomOption]
MemPak = 1

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80



;ARMY MEN SARGE'S HEROES USA

[RomOption]
MemPak = 1
RamSize = 0X400000


[Render]
CanvasWidth = 854
CanvasHeight = 480



;ARMY MEN SARGES HEROES 2 USA

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480



;Asteroids Hyper 64 USA

[RomOption]
MemPak = 1

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480



;Banjo Kazooie USA

[RomOption]
BackupType = 3
BackupSize = 512

[Render]
CanvasWidth = 854
CanvasHeight = 480

;Known Issues Frame Buffer Effects Transparency when Paused not Present instead White.



;Banjo Tooie USA

[RomOption]
BackupType = 3
BackupSize = 2048
TrueBoot = 1
UseTimer = 1
RetraceByVsync = 1
RSPMulticore = 1

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480

;YOU NEED TO USE ONE OF THE FOLLOWING BUILDS.
;SVN: 2395, SVN: 2404, SVN: 2427, SVN: 2428
;Known Issues Frame Buffer Effects Transparency when Paused not Present instead White.
;RetraceByVsync = 1 may or may not gain extra FPS or make things slower?
;RSPMulticore = 1 may or may not gain extra FPS or make things slower?
;Video Output needs adjusting via FrameLayout.arc FrameLayout1080.bflyt You need Wexo ToolBox and adjust the Scale as Follows.
;From Root Pane adjust, Transformation Scale 1;0.9, Transformation Translation 32;64;0.
;PAL ROM May gain additional FPS due to running 5FPS Slower than NTSC although further modification might be required to fix Video Output?
;PAL ROMs TicksPerFrame = 945600 may be necessary under [RomOption] and FirstFrameAt = 1000 under [Render].



;BEETLE ADVENTURE RACING USA

[RomOption]
MemPak = 1
BootPCChange = 0
UseTimer = 1
AIUseTimer = 1
RetraceByVsync = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80



;BioHazard2 JP

[RomOption]
BackupType = 1
BackupSize = 32768
AIIntPerFrame = 1
UseTimer = 1
AIUseTimer = 1

[Idle]
Count = 6
Address0 = 0x8009BEFC
Inst0 = 0x8C629B24
Type0 = 1
Address1 = 0x801787CC
Inst1 = 0x8C829AF4
Type1 = 1
Address2 = 0x801786B8
Inst2 = 0x8C829AF4
Type2 = 1
Address3 = 0x800a2014
Inst3 = 0x9462a8a2
Type3 = 1
Address4 = 0x8017879C
Inst4 = 0x8C829AF4
Type4 = 1
Address5 = 0x8004B608
Inst5 = 0x1440FFFF
Type5 = 0

[Cheat]
Cheat0 = 1
Cheat0_Addr = 0x800e5449
Cheat0_Value = 0xff
Cheat0_Bytes = 1

[Render]
FlushMemEachTask = 0
CanvasWidth = 854
CanvasHeight = 480
;ForceRectFilterPoint = 1 MAY IMPROVE GFX GLITCHES?
;NeedTileSizeCheck = 1 MAY IMPROVE GFX GLITCHES?
;TileSizeCheckSpecial = 1 MAY IMPROVE GFX GLITCHES?
;UseViewportZScale = 1 MAY IMPROVE GFX GLITCHES?

[Sound]
;Resample = 24000 AUDIO EXPERIMENTAL?

;YOU NEED TO USE THE FOLLOWING BUILD
;SVN: 1690
;KNOWN ISSUES INCLUDE; BACKGROUNDS GLITCHES.
;OTHER BUILDS NEED TESTING BUT VIDEOS WONT DISPLAY CORRECTLY BUT VCMENU APPEARS TO WORK.
;MINOR SOUND ISSUES.
;YOU MAY EXPERIENCE AN ISSUE IN BACK ALLEY WHEN ZOMBIES BREAK THROUGH GATE BEHIND GUNSHOP WITH CLAIRE DID NOT HAPPEN WITH LEON DURING MY PLAYTHROUGH ;BUT ANYWAY SIMPLY GO HOME AND LOAD GAME AGAIN SUSPENSION RESUME SHOULD CLEAR IT.



;BlastDozer JAPAN

[RomOption]
MemPak = 1
BackupType = 3
BackupSize = 512
UseTimer = 1

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480
CopyAlphaForceOne = 1

[BreakBlockInst]
Count = 0
Address0 = 0x80298DC8
Inst0 = 0x00000000
JmpPC0= 0x80298A34
Type0 = 1

[Idle]
Count = 1
Address0 = 0x80245E70
Inst0 = 0x3C0C8031
Type0 = 1

[RSPG]
GTaskDelay = 681250

;YOU NEED TO USE ONE OF THE FOLLOWING BUILDS.
;SVN: 1918, SVN: 1955, SVN: 1970, SVN: 1991, SVN: 2043.



;CASTLEVANIA USA

[RomOption]
MemPak = 1
RetraceByVsync = 1
BootPCChange = 0
AIUseTimer = 1
AIIntPerFrame = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480
UseColorDither = 1

[RSPG]
RIntAfterGTask = 1

;You need to Copy File Header from CASTLEVANIA LEGACY OF DARKNESS and Paste/Overwrite into CASTLEVANIA ROM File Header this fixes Graphical Distortion.
;Known Issues Opening Intro Audio Timing is Off Skips Dialogue because Text Scrolls Faster Than Narrator.
;"Deep in his Castle He Stirs From A Century of Enforced Sleep Count Dracula Awakes"
;Instead Skips to Reinhardt or Carrie.
;Possible Fixes dont seem to work the same on WiiU but do via CEMU Odd?
;BootPCChange = 0 or modifying TicksPerFrame Has worked but dont think works quite the same for WiiU, CEMU Emulates WiiU better than WiiU?
;AIUseTimer = 1 or AIIntPerFrame = 1 may yield better results or slow Game down so be wary of these settings under [RomOption]
;UseColorDither = 1 Possibly Corrects some Color Issues?
;RIntAfterGTask = 1 may or may not Fix Intro Audio or potentially Crash?



;CASTLEVANIA LEGACY OF DARKNESS USA

[RomOption]
MemPak = 1
RetraceByVsync = 1


[Render]
CanvasWidth = 854
CanvasHeight = 480
UseColorDither = 1
NeedPreParse = 1


[Idle]
Count = 2
boot no_idle
Address0 = 0x80090c38
Inst0 = 0x5616ffff
Type0 = 0
boot no_idle
Address1 = 0x80090db8
Inst1 = 0x5616FFFF
Type1 = 0

;Known Issues Opening Intro may seem blurry at Burning Village?
;UseColorDither = 1 Possibly Corrects some Color Issues?



;CHARLIE BLAST TERRITORY USA

[Render]
CanvasWidth = 854
CanvasHeight = 480



;CHOPPER ATTACK USA

[RomOption]
BackupType = 3
BackupSize = 512

[Render]
CanvasWidth = 854
CanvasHeight = 480

;Known Issues Glass Transparencies Graphical Glitch visible at Boot SEKA Logo and on Helicopters Windscreens.



;DOOM64 USA

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80

;YOU NEED TO USE ONE OF THE FOLLOWING BUILDS.
;SVN: 2404, SVN: 2427, SVN: 2428
;Known Issues, Vector Map Display does not show Black Screen.
;If feels too fast or too slow either modify or delete [Input] Settings.



;Dragon Storm Prototype

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480



;DukeNukem 64 USA

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80

;If feels too fast or too slow either modify or delete [Input] Settings.



;Extreme-G USA

[RomOption]
MemPak = 1
BootPCChange = 0
UseTimer = 1
RetraceByVsync = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480
NeedPreParse = 1


[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80



;Extreme-G XG2 USA

[RomOption]
MemPak = 1
RetraceByVsync = 1
UseTimer = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80



;Hybrid Heaven USA

[RomOption]
RetraceByVsync = 1
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480



;John Romero's Daikatanna USA

[RomOption]
MemPak = 1
TrueBoot = 1


[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80

;If feels too fast or too slow either modify or delete [Input] Settings.



;Mega Man 64 USA

[RomOption]
BackupType = 2
BackupSize = 131072

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480
TexEdgeAlpha = 1



;Mischief Makers USA

[RomOption]
BackupType = 3
BackupSize = 512

[Render]
CanvasWidth = 854
CanvasHeight = 480
ForceFilterPoint = 1
FogVertexAlpha = 0



;Mystical Ninja Goemon USA

[RomOption]
RetraceByVsync = 1
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480
ForceRectFilterPoint = 1

;I Have Used Japan File Header and Copy/Pasted over USA ROM File Header.



;Mystical Ninja 2 Goemon USA
[RomOption]
MemPak = 1
RetraceByVsync = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480
ForceRectFilterPoint = 1

;I Have Used Japan File Header and Copy/Pasted over USA ROM File Header.



;NUCLEAR STRIKE 64

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480



;O.D.T. PROTOTYPE

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480
NeedTileSizeCheck = 1
TileSizeCheckSpecial = 1
ForceRectFilterPoint = 1
ForceFilterPoint = 1



;RIDGE RACER 64 USA

[RomOption]
BackupType = 3
BackupSize = 2048

[Render]
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80



;Road Rash 64 USA

[RomOption]
MemPak = 1
RetraceByVsync = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480
CopyDepthBuffer = 1

[Input]
StickModify=3
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80

;Known Issues Game Can Run Bit Fast.



;ROBOTRON 64 USA

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480



;ROCKET ROBOT ON WHEELS USA

[RomOption]
BackupType = 3
BackupSize = 512

[Render]
NeedTileSizeCheck = 1
ClipLeft = 40
ClipBottom = 28
ClipTop = 28
ClipRight = 40
CanvasWidth = 854
CanvasHeight = 480
ZClip = 1



;Space Invaders USA

[RomOption]
MemPak = 1
RetraceByVsync = 1

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480



;Star Soldier Vanishing Earth USA

[RomOption]
BackupType = 3
BackupSize = 512

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480



;SmashBrothers USA

[RomOption]
RetraceByVsync = 0
RSPMultiCore = 1
UseTimer = 1

[FrameTickHack]
Hack0 = 1281250
Hack1 = 0

[RSPG]
RIntAfterGTask = 1

[Sound]
BufFull = 0x3800
BufHalf = 0x1000
BufHave = 0x1000



;The Legend of Zelda Ocarina of Time Master Quest USA GC

[Cheat]
;pause menu
Cheat0 = 2
Cheat0_Addr = 0x801DAE8B
Cheat0_Value = 0x02
Cheat0_Bytes = 1
;Health
Cheat1 = 1
Cheat1_Addr = 0x8011ACAE
Cheat1_Value = 0x01400140
Cheat1_Bytes = 4

[RomOption]
UseTimer = 1
BackupType = 1
BackupSize = 32,768
TLBMissEnable = 0


[RomHack]
;Fix NOA BTS No.115
Count=2
Address0 = 0x175c39b
Type0 = 1
Value0 = 0x3e
Address1 = 0x9443d8
Type1 = 1
Value1 = 0xAE

[Render]
NeedTileSizeCheck = 1
ZClip = 0
CanvasWidth = 854
CanvasHeight = 480

[FilterHack]
Count = 3

TextureAddress0 = 0x37A630
SumPixel0 = 0xBD076095
Data2_0 = 0x801247
Data3_0 = 0x200000
AlphaTest0 = 250

TextureAddress1 = 0x374830
SumPixel1 = 0x294329A9
Data2_1 = 0x801135
Data3_1 = 0x80000
AlphaTest1 = 250

TextureAddress2 = 0x376530
SumPixel2 = 0x18DDD160
Data2_2 = 0x800055
Data3_2 = 0x80000
AlphaTest2 = 250

[VertexHack]
Count = 6

;Fix NOA BTS No.58
VertexCount0 = 10
VertexAddress0 = 0x22fdd8
TextureAddress0 = 0x37af28
FirstVertex0 = a6: 0b 96 fe fc 27 cd
Value0 = a18:00 02
00 06 15 95 00 58 22 03
00 07 15 95 00 58 22 03

;Fix NOA BTS No.107
VertexCount1 = 24
VertexAddress1 = 0x241d20
TextureAddress1 = 0x380030
FirstVertex1 = a6: ff 59 03 e3 15 11
Value1 = a18:00 02
00 00 ff 59 03 e3 15 21
00 02 fe 76 03 ea 15 27

;Fix NOA BTS No.61 - a
VertexCount2 = 32
VertexAddress2 = 0x241b20
TextureAddress2 = 0x380030
FirstVertex2 = a6: 04 4e 04 54 0c 1b
Value2 = a34:00 04
00 00 04 4e 04 54 0c 20
00 03 04 4e 04 54 0c 20
00 04 04 4e 04 54 0a 9c
00 09 04 4e 04 54 0a 9c

;Fix NOA BTS No.61 - b
VertexCount3 = 13
VertexAddress3 = 0x243fe8
TextureAddress3 = 0x37c830
FirstVertex3 = a6: fd dd 05 b2 0c 84
Value3 = a10:00 01
00 07 fe 6d 05 aa 05 72

;Fix NOA BTS No.61 - c
VertexCount4 = 32
VertexAddress4 = 0x245808
TextureAddress4 = 0x383830
FirstVertex4 = a6: 04 4e 04 54 0a ef
Value4 = a10:00 01
00 07 05 16 04 54 0a a0

;Fix NOA BTS No.61 - d
VertexCount5 = 29
VertexAddress5 = 0x2436a8
TextureAddress5 = 0x37c830
FirstVertex5 = a6: 04 17 07 0a 12 30
Value5 = a18:00 02
00 05 05 0a 05 95 0d 22
00 1b 05 13 05 97 0c e8

[Input]
StickLimit = 90

;KNOWN ISSUES START MENU MISSING GFX LINK ON EQUIPMENT SCREEN AND SLIGHT DELAY BEFORE OPPENING START MENU SUB SCREEN.
;OCARINA OF TIME SPECIAL PATCHES DONT APPEAR TO WORK , REGARDLESS GAME APPEARS TO RUN OK BUT MAYBE BETTER OFF WITH GAMECUBE VERSION.



;VIEWPOINT 2064 PROTO

[RomOption]
BackupType = 3
BackupSize = 512

[Render]
NeedPreParse = 1

;YOU WILL NEED TO CREATE A CUSTOM HEADER AND TITLE ID.
Post automatically merged:

BioHazard 2 minor GFX Glitches and certain sections show early via background MR X Wall Breaks already broken through.

Dont forget you can use Loadiine without having to build and install WUPs. (Tiramisu Homebrew Launcher)
This with CEMU on PC is good testing , then you can build a WUP when you perfect the Game.
 
Last edited by CORE,
I always try to get Jet force gemini and perfect dark to work when I have time, but my greatest faith is that a ported emulator would be better.
yes I'll send you my biohazard 2 ini
there are so many games i wanted to play winback vigilante 8 etc but using inject from N64vc + wii64/rice is bad the injects look better but there is this headache of finding the right ini for each game it becomes very time consuming.

here is the ini for Biohazard 2 N64 vc wiiu use Donkey kong 64 jap for work using this ini:

;BioHazard2 JP
[RomOption]
;BackupType 0 Auto 1 SRAM 2 Flash 3 EEPROM
BackupType = 1
;BackupSize 2048 16K 4K 512
;BackupSize = 32768
AIIntPerFrame = 1
UseTimer = 1
AIUseTimer = 1

[Idle]
Count = 6
Address0 = 0x8009BEFC
Inst0 = 0x8C629B24
Type0 = 1
Address1 = 0x801787CC
Inst1 = 0x8C829AF4
Type1 = 1
Address2 = 0x801786B8
Inst2 = 0x8C829AF4
Type2 = 1
Address3 = 0x800a2014
Inst3 = 0x9462a8a2
Type3 = 1
Address4 = 0x8017879C
Inst4 = 0x8C829AF4
Type4 = 1
Address5 = 0x8004B608
Inst5 = 0x1440FFFF
Type5 = 0



[Cheat]
Cheat0 = 1
Cheat0_Addr = 0x800e5449
Cheat0_Value = 0xff
Cheat0_Bytes = 1

[Render]
FlushMemEachTask = 0
CanvasWidth = 854
CanvasHeight = 480
;ForceRectFilterPoint = 1
;NeedTileSizeCheck = 1
;TileSizeCheckSpecial = 1
;UseViewportZScale = 1

[Sound]
;Resample = 24000
Thanks! Biohazard 2 seems to be fully playable now!
Also, WinBack are working a lot. Check here: https://wiki.gbatemp.net/wiki/WiiU_VC_N64_inject_compatibility_list.
 
These from my blog not easiest to find lol.

But you can maybe pickup from here and make improvements.

https://gbatemp.net/blogs/wiiu-n64-virtual-console-research.14384/edit

There has been various Builds of the Emulator most recent and last being FZeroX which appears to have the most Functionality regarding ini Settings not every ini Setting will work in all Builds especially older Builds although some Newer Builds have Functions automatically Coded in by Default such as Rumble Feature as far as I am aware so you would have to disable it by Rumble = 0.

Some Roms Boot better or not at all with different Builds although they are mostly the same as far as I can tell there are differences and here are the Builds in order from Oldest to Newest and which Rom was released with it.

Builds. *Vessel.rpx*

SVN: 1680 TIME: 2015/01/20 14:12:06 - Donkey Kong 64 / Super Mario 64

SVN: 1690 TIME: 2015/01/27 16:08:00 - Donkey Kong 64 (JAPAN)

SVN: 1696 TIME: 2015/01/30 10:49:22 - The Legend of Zelda: Ocarina of Time *DOOM 64 Seems to play from this SVN onwards but no Display*

SVN: 1743 TIME: 2015/03/05 15:06:57 - Paper Mario

SVN: 1778 TIME: 2015/03/19 16:15:32 - Kirby 64: The Crystal Shards (JAPAN)

SVN: 1790 TIME: 2015/03/24 13:46:36 - Kirby 64: The Crystal Shards

SVN: 1897 TIME: 2015/05/12 17:32:21 - 1080 Snow Boarding / Mario Tennis (JAPAN)

SVN: 1918 TIME: 2015/05/20 14:34:00 - 1080 Snow Boarding / Mario Tennis *Blast Dozer Boots with this SVN*

SVN: 1946 TIME: 2015/06/09 11:00:28 - Mario Golf (JAPAN)

SVN: 1955 TIME: 2015/06/16 16:09:03 - Mario Golf *Blast Dozer Boots with this SVN*

SVN: 1970 TIME: 2015/06/30 14:07:35 - StarFox 64 *Blast Dozer Boots with this SVN*

SVN: 1991 TIME: 2015/07/16 09:20:39 - Sin & Punishment *Blast Dozer Boots with this SVN*

SVN: 2043 TIME: 2015/08/18 10:07:52 - Mario Kart64 *Blast Dozer Boots with this SVN*

SVN: 2079 TIME: 2015/09/15 16:19:11 - Yoshis Story

SVN: 2109 TIME: 2015/10/22 10:15:03 - Wave Race 64 (JAPAN)

SVN: 2136 TIME: 2015/11/18 12:41:26 - Wave Race 64

SVN: 2170 TIME: 2015/12/16 16:01:23 - The Legend of Zelda: Majoras Mask (JAPAN)

SVN: 2190 TIME: 2016/01/05 16:50:14 - The Legend of Zelda: Majoras Mask

SVN: 2194 TIME: 2016/01/07 09:34:56 - Pokemon Snap (JAPAN)

SVN: 2195 TIME: 2016/01/08 09:42:51 - Pokemon Snap

SVN: 2234 TIME: 2016/02/02 10:56:10 - Mario Party 2 *Diddy Kong Racing Boots from this SVN Onwards*

SVN: 2244 TIME: 2016/02/26 09:03:55 - CustomRoboV2 (JAPAN)

SVN: 2395 TIME: 2016/08/30 13:57:02 - Ogre Battle 64: Person of Lordly Caliber = *Banjo Tooie Boots from this SVN onwards*

SVN: 2404 TIME: 2016/09/14 13:42:00 - ExciteBike 64 = *Doom64 Boots from this SVN onwards*

SVN: 2427 TIME: 2016/11/17 10:28:06 - Bomber Man 64 / Harvest Moon 64

SVN: 2428 TIME: 2016/11/18 11:44:39 - F-ZeroX

Using Latest Build SVN: 2428 Unless Stated Otherwise. [Render] CanvasWidth = 854 x CanvasHeight = 480 is Optional and is what GamePad Resolution Outputs.


;A BUGS LIFE USA

[RomOption]
BootPCChange = 0
TrueBoot = 1
UseTimer = 1
RetraceByVsync = 1
MemPak = 1


[Render]
CanvasWidth = 854
CanvasHeight = 480



;AEROGAUGE USA

[RomOption]
MemPak = 1

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80



;ARMY MEN SARGE'S HEROES USA

[RomOption]
MemPak = 1
RamSize = 0X400000


[Render]
CanvasWidth = 854
CanvasHeight = 480



;ARMY MEN SARGES HEROES 2 USA

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480



;Asteroids Hyper 64 USA

[RomOption]
MemPak = 1

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480



;Banjo Kazooie USA

[RomOption]
BackupType = 3
BackupSize = 512

[Render]
CanvasWidth = 854
CanvasHeight = 480

;Known Issues Frame Buffer Effects Transparency when Paused not Present instead White.



;Banjo Tooie USA

[RomOption]
BackupType = 3
BackupSize = 2048
TrueBoot = 1
UseTimer = 1
RetraceByVsync = 1
RSPMulticore = 1

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480

;YOU NEED TO USE ONE OF THE FOLLOWING BUILDS.
;SVN: 2395, SVN: 2404, SVN: 2427, SVN: 2428
;Known Issues Frame Buffer Effects Transparency when Paused not Present instead White.
;RetraceByVsync = 1 may or may not gain extra FPS or make things slower?
;RSPMulticore = 1 may or may not gain extra FPS or make things slower?
;Video Output needs adjusting via FrameLayout.arc FrameLayout1080.bflyt You need Wexo ToolBox and adjust the Scale as Follows.
;From Root Pane adjust, Transformation Scale 1;0.9, Transformation Translation 32;64;0.
;PAL ROM May gain additional FPS due to running 5FPS Slower than NTSC although further modification might be required to fix Video Output?
;PAL ROMs TicksPerFrame = 945600 may be necessary under [RomOption] and FirstFrameAt = 1000 under [Render].



;BEETLE ADVENTURE RACING USA

[RomOption]
MemPak = 1
BootPCChange = 0
UseTimer = 1
AIUseTimer = 1
RetraceByVsync = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80



;BioHazard2 JP

[RomOption]
BackupType = 1
BackupSize = 32768
AIIntPerFrame = 1
UseTimer = 1
AIUseTimer = 1

[Idle]
Count = 6
Address0 = 0x8009BEFC
Inst0 = 0x8C629B24
Type0 = 1
Address1 = 0x801787CC
Inst1 = 0x8C829AF4
Type1 = 1
Address2 = 0x801786B8
Inst2 = 0x8C829AF4
Type2 = 1
Address3 = 0x800a2014
Inst3 = 0x9462a8a2
Type3 = 1
Address4 = 0x8017879C
Inst4 = 0x8C829AF4
Type4 = 1
Address5 = 0x8004B608
Inst5 = 0x1440FFFF
Type5 = 0

[Cheat]
Cheat0 = 1
Cheat0_Addr = 0x800e5449
Cheat0_Value = 0xff
Cheat0_Bytes = 1

[Render]
FlushMemEachTask = 0
CanvasWidth = 854
CanvasHeight = 480
;ForceRectFilterPoint = 1 MAY IMPROVE GFX GLITCHES?
;NeedTileSizeCheck = 1 MAY IMPROVE GFX GLITCHES?
;TileSizeCheckSpecial = 1 MAY IMPROVE GFX GLITCHES?
;UseViewportZScale = 1 MAY IMPROVE GFX GLITCHES?

[Sound]
;Resample = 24000 AUDIO EXPERIMENTAL?

;YOU NEED TO USE THE FOLLOWING BUILD
;SVN: 1690
;KNOWN ISSUES INCLUDE; BACKGROUNDS GLITCHES.
;OTHER BUILDS NEED TESTING BUT VIDEOS WONT DISPLAY CORRECTLY BUT VCMENU APPEARS TO WORK.
;MINOR SOUND ISSUES.
;YOU MAY EXPERIENCE AN ISSUE IN BACK ALLEY WHEN ZOMBIES BREAK THROUGH GATE BEHIND GUNSHOP WITH CLAIRE DID NOT HAPPEN WITH LEON DURING MY PLAYTHROUGH ;BUT ANYWAY SIMPLY GO HOME AND LOAD GAME AGAIN SUSPENSION RESUME SHOULD CLEAR IT.



;BlastDozer JAPAN

[RomOption]
MemPak = 1
BackupType = 3
BackupSize = 512
UseTimer = 1

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480
CopyAlphaForceOne = 1

[BreakBlockInst]
Count = 0
Address0 = 0x80298DC8
Inst0 = 0x00000000
JmpPC0= 0x80298A34
Type0 = 1

[Idle]
Count = 1
Address0 = 0x80245E70
Inst0 = 0x3C0C8031
Type0 = 1

[RSPG]
GTaskDelay = 681250

;YOU NEED TO USE ONE OF THE FOLLOWING BUILDS.
;SVN: 1918, SVN: 1955, SVN: 1970, SVN: 1991, SVN: 2043.



;CASTLEVANIA USA

[RomOption]
MemPak = 1
RetraceByVsync = 1
BootPCChange = 0
AIUseTimer = 1
AIIntPerFrame = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480
UseColorDither = 1

[RSPG]
RIntAfterGTask = 1

;You need to Copy File Header from CASTLEVANIA LEGACY OF DARKNESS and Paste/Overwrite into CASTLEVANIA ROM File Header this fixes Graphical Distortion.
;Known Issues Opening Intro Audio Timing is Off Skips Dialogue because Text Scrolls Faster Than Narrator.
;"Deep in his Castle He Stirs From A Century of Enforced Sleep Count Dracula Awakes"
;Instead Skips to Reinhardt or Carrie.
;Possible Fixes dont seem to work the same on WiiU but do via CEMU Odd?
;BootPCChange = 0 or modifying TicksPerFrame Has worked but dont think works quite the same for WiiU, CEMU Emulates WiiU better than WiiU?
;AIUseTimer = 1 or AIIntPerFrame = 1 may yield better results or slow Game down so be wary of these settings under [RomOption]
;UseColorDither = 1 Possibly Corrects some Color Issues?
;RIntAfterGTask = 1 may or may not Fix Intro Audio or potentially Crash?



;CASTLEVANIA LEGACY OF DARKNESS USA

[RomOption]
MemPak = 1
RetraceByVsync = 1


[Render]
CanvasWidth = 854
CanvasHeight = 480
UseColorDither = 1
NeedPreParse = 1


[Idle]
Count = 2
boot no_idle
Address0 = 0x80090c38
Inst0 = 0x5616ffff
Type0 = 0
boot no_idle
Address1 = 0x80090db8
Inst1 = 0x5616FFFF
Type1 = 0

;Known Issues Opening Intro may seem blurry at Burning Village?
;UseColorDither = 1 Possibly Corrects some Color Issues?



;CHARLIE BLAST TERRITORY USA

[Render]
CanvasWidth = 854
CanvasHeight = 480



;CHOPPER ATTACK USA

[RomOption]
BackupType = 3
BackupSize = 512

[Render]
CanvasWidth = 854
CanvasHeight = 480

;Known Issues Glass Transparencies Graphical Glitch visible at Boot SEKA Logo and on Helicopters Windscreens.



;DOOM64 USA

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80

;YOU NEED TO USE ONE OF THE FOLLOWING BUILDS.
;SVN: 2404, SVN: 2427, SVN: 2428
;Known Issues, Vector Map Display does not show Black Screen.
;If feels too fast or too slow either modify or delete [Input] Settings.



;Dragon Storm Prototype

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480



;DukeNukem 64 USA

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80

;If feels too fast or too slow either modify or delete [Input] Settings.



;Extreme-G USA

[RomOption]
MemPak = 1
BootPCChange = 0
UseTimer = 1
RetraceByVsync = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480
NeedPreParse = 1


[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80



;Extreme-G XG2 USA

[RomOption]
MemPak = 1
RetraceByVsync = 1
UseTimer = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80



;Hybrid Heaven USA

[RomOption]
RetraceByVsync = 1
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480



;John Romero's Daikatanna USA

[RomOption]
MemPak = 1
TrueBoot = 1


[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80

;If feels too fast or too slow either modify or delete [Input] Settings.



;Mega Man 64 USA

[RomOption]
BackupType = 2
BackupSize = 131072

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480
TexEdgeAlpha = 1



;Mischief Makers USA

[RomOption]
BackupType = 3
BackupSize = 512

[Render]
CanvasWidth = 854
CanvasHeight = 480
ForceFilterPoint = 1
FogVertexAlpha = 0



;Mystical Ninja Goemon USA

[RomOption]
RetraceByVsync = 1
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480
ForceRectFilterPoint = 1

;I Have Used Japan File Header and Copy/Pasted over USA ROM File Header.



;Mystical Ninja 2 Goemon USA
[RomOption]
MemPak = 1
RetraceByVsync = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480
ForceRectFilterPoint = 1

;I Have Used Japan File Header and Copy/Pasted over USA ROM File Header.



;NUCLEAR STRIKE 64

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480



;O.D.T. PROTOTYPE

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480
NeedTileSizeCheck = 1
TileSizeCheckSpecial = 1
ForceRectFilterPoint = 1
ForceFilterPoint = 1



;RIDGE RACER 64 USA

[RomOption]
BackupType = 3
BackupSize = 2048

[Render]
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80



;Road Rash 64 USA

[RomOption]
MemPak = 1
RetraceByVsync = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480
CopyDepthBuffer = 1

[Input]
StickModify=3
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80

;Known Issues Game Can Run Bit Fast.



;ROBOTRON 64 USA

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480



;ROCKET ROBOT ON WHEELS USA

[RomOption]
BackupType = 3
BackupSize = 512

[Render]
NeedTileSizeCheck = 1
ClipLeft = 40
ClipBottom = 28
ClipTop = 28
ClipRight = 40
CanvasWidth = 854
CanvasHeight = 480
ZClip = 1



;Space Invaders USA

[RomOption]
MemPak = 1
RetraceByVsync = 1

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480



;Star Soldier Vanishing Earth USA

[RomOption]
BackupType = 3
BackupSize = 512

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480



;SmashBrothers USA

[RomOption]
RetraceByVsync = 0
RSPMultiCore = 1
UseTimer = 1

[FrameTickHack]
Hack0 = 1281250
Hack1 = 0

[RSPG]
RIntAfterGTask = 1

[Sound]
BufFull = 0x3800
BufHalf = 0x1000
BufHave = 0x1000



;The Legend of Zelda Ocarina of Time Master Quest USA GC

[Cheat]
;pause menu
Cheat0 = 2
Cheat0_Addr = 0x801DAE8B
Cheat0_Value = 0x02
Cheat0_Bytes = 1
;Health
Cheat1 = 1
Cheat1_Addr = 0x8011ACAE
Cheat1_Value = 0x01400140
Cheat1_Bytes = 4

[RomOption]
UseTimer = 1
BackupType = 1
BackupSize = 32,768
TLBMissEnable = 0


[RomHack]
;Fix NOA BTS No.115
Count=2
Address0 = 0x175c39b
Type0 = 1
Value0 = 0x3e
Address1 = 0x9443d8
Type1 = 1
Value1 = 0xAE

[Render]
NeedTileSizeCheck = 1
ZClip = 0
CanvasWidth = 854
CanvasHeight = 480

[FilterHack]
Count = 3

TextureAddress0 = 0x37A630
SumPixel0 = 0xBD076095
Data2_0 = 0x801247
Data3_0 = 0x200000
AlphaTest0 = 250

TextureAddress1 = 0x374830
SumPixel1 = 0x294329A9
Data2_1 = 0x801135
Data3_1 = 0x80000
AlphaTest1 = 250

TextureAddress2 = 0x376530
SumPixel2 = 0x18DDD160
Data2_2 = 0x800055
Data3_2 = 0x80000
AlphaTest2 = 250

[VertexHack]
Count = 6

;Fix NOA BTS No.58
VertexCount0 = 10
VertexAddress0 = 0x22fdd8
TextureAddress0 = 0x37af28
FirstVertex0 = a6: 0b 96 fe fc 27 cd
Value0 = a18:00 02
00 06 15 95 00 58 22 03
00 07 15 95 00 58 22 03

;Fix NOA BTS No.107
VertexCount1 = 24
VertexAddress1 = 0x241d20
TextureAddress1 = 0x380030
FirstVertex1 = a6: ff 59 03 e3 15 11
Value1 = a18:00 02
00 00 ff 59 03 e3 15 21
00 02 fe 76 03 ea 15 27

;Fix NOA BTS No.61 - a
VertexCount2 = 32
VertexAddress2 = 0x241b20
TextureAddress2 = 0x380030
FirstVertex2 = a6: 04 4e 04 54 0c 1b
Value2 = a34:00 04
00 00 04 4e 04 54 0c 20
00 03 04 4e 04 54 0c 20
00 04 04 4e 04 54 0a 9c
00 09 04 4e 04 54 0a 9c

;Fix NOA BTS No.61 - b
VertexCount3 = 13
VertexAddress3 = 0x243fe8
TextureAddress3 = 0x37c830
FirstVertex3 = a6: fd dd 05 b2 0c 84
Value3 = a10:00 01
00 07 fe 6d 05 aa 05 72

;Fix NOA BTS No.61 - c
VertexCount4 = 32
VertexAddress4 = 0x245808
TextureAddress4 = 0x383830
FirstVertex4 = a6: 04 4e 04 54 0a ef
Value4 = a10:00 01
00 07 05 16 04 54 0a a0

;Fix NOA BTS No.61 - d
VertexCount5 = 29
VertexAddress5 = 0x2436a8
TextureAddress5 = 0x37c830
FirstVertex5 = a6: 04 17 07 0a 12 30
Value5 = a18:00 02
00 05 05 0a 05 95 0d 22
00 1b 05 13 05 97 0c e8

[Input]
StickLimit = 90

;KNOWN ISSUES START MENU MISSING GFX LINK ON EQUIPMENT SCREEN AND SLIGHT DELAY BEFORE OPPENING START MENU SUB SCREEN.
;OCARINA OF TIME SPECIAL PATCHES DONT APPEAR TO WORK , REGARDLESS GAME APPEARS TO RUN OK BUT MAYBE BETTER OFF WITH GAMECUBE VERSION.



;VIEWPOINT 2064 PROTO

[RomOption]
BackupType = 3
BackupSize = 512

[Render]
NeedPreParse = 1

;YOU WILL NEED TO CREATE A CUSTOM HEADER AND TITLE ID.
Post automatically merged:

BioHazard 2 minor GFX Glitches and certain sections show early via background MR X Wall Breaks already broken through.

Dont forget you can use Loadiine without having to build and install WUPs. (Tiramisu Homebrew Launcher)
This with CEMU on PC is good testing , then you can build a WUP when you perfect the Game.
I mean, you don't necessarily have to treat WUP packaging as the final product. You can use an FTP client to send the .ini files through WiFi instead of having to insert and eject the SD card. The emulator DOES have to be reset (Not in game) everytime you want it to read a new setting but you can use a patch that let's you reset any Wii U game without having to quit to the Wii U menu by holding (The default button) X in the HOME Menu when you have transfered the .ini file over.
As for certain USA counterparts (Like Resident Evil 2), there might be a clue within the new Pokémon Puzzle League USA setting; The USA version refused to work until I applied the Switch settings, so it's probably worth testing what makes Pokémon Puzzle League (USA) boot in the first place.
As for Banjo-Kazooie/Banjo-Tooie's white frame buffer pause glitch, I believe you can fix that with just "CopyMiddleBuffer".
 
I mean, you don't necessarily have to treat WUP packaging as the final product. You can use an FTP client to send the .ini files through WiFi instead of having to insert and eject the SD card. The emulator DOES have to be reset (Not in game) everytime you want it to read a new setting but you can use a patch that let's you reset any Wii U game without having to quit to the Wii U menu by holding (The default button) X in the HOME Menu when you have transfered the .ini file over.
As for certain USA counterparts (Like Resident Evil 2), there might be a clue within the new Pokémon Puzzle League USA setting; The USA version refused to work until I applied the Switch settings, so it's probably worth testing what makes Pokémon Puzzle League (USA) boot in the first place.
As for Banjo-Kazooie/Banjo-Tooie's white frame buffer pause glitch, I believe you can fix that with just "CopyMiddleBuffer".
Have you got the USA Release running? via Wii U
The Donkey Kong 64 Japan fixes FMV others either crash or FMV runs off screen.
 
  • Like
Reactions: TiWill14 and CORE
Yeah Resident Evil. The Compatibility list needed updated I have not looked in awhile @pedro702 done a lot work on them too it be great if we got further and more compatible.

https://clownacy.wordpress.com/2024/01/10/porting-a-nintendo-64-emulator-to-the-wii-u-at-1fps/

I'm hoping for more from that Retroarch Core blog post.

I use Loadiine via SDCard and all custom artwork along with my DS Titles just find more convenient.
I just used to swap things out manually no injector , but @phacox_cll Injectors were good.

But your doing good work I briefly looked at the switch stuff from one of your posts translating that to Wii U is a good start a lot of the content seems similar to other Emulators on PC just a matter ciphering through Memory addresses etc.

Factor 5 Games would be a huge bonus I think Resident Evil 2 and 007 The World is not enough share some Micro Code for Audio so I was hoping DK64Jap may have produced some results but unfortunately no.

I leave this here too just in case anyone looking through.

*Star Road and other Romhacks the checksum causes it not to Boot I had Star Road and Shindou English Translated Running not too sure about others but think TLBMissEnable = 1 on 0 off effects them.*

 
Last edited by CORE,
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Thanks! I still need to see how SpecialInst works, tho I'm starting to think that they might be distributed to other areas of the Wii U configuration file like maybe BreakLoop can be transfered to [BreakBlockInst]. As for Modify_CC, I have some things to update:

Code:
;Switch
"ModifyCC_Count": 3,
        "ModifyCC_0":{
            "DetectFlag": "1111010000",
            "Value4": "0x0c184240",
            "Value6": "0x011f1f1f",
            "Value7": "0x001f1f1f",
            "Value8": "0x01070707",
            "Value9": "0x01070707",
            "ModifyFlag": "1100000000",
            "NewValue8": "0x02070707",
            "NewValue9": "0x00070707"
        },
        "ModifyCC_1":{
            "DetectFlag": "1111000000",
            "Value6": "0x011f1f1f",
            "Value7": "0x00050003",
            "Value8": "0x01070707",
            "Value9": "0x00070707",
            "ModifyFlag": "110000000000",
            "NewValue10": "0x6",
            "NewValue11": "0x1"
        },       
        "ModifyCC_2":{
            "DetectFlag": "1111000000",
            "Value6": "0x041f1f1f",
            "Value7": "0x00050003",
            "Value8": "0x07040701",
            "Value9": "0x00070707",
            "ModifyFlag": "110000000000",
            "NewValue10": "0x7",
            "NewValue11": "0x1"

Code:
;Wii U
[RomHack]
Count = 3
Address0 = 0xF4300
;Address is both DetectFlag and ModifyFlag together (In this case, 11110100001100000000)
Type0 = 4
Value0 = a24:
;Value5 is missing, so I added 4 extra blank bytes
0c 18 42 40 00 00 00 00 01 1f 1f 1f 00 1f 1f 1f
02 07 07 07 00 07 07 07
Address1 = 0x3C0C00
Type1 = 4
Value1 = a24:
;NewValue10 & 11 are written as if it was written as "NewValue10": "0x00000006",
01 1f 1f 1f 00 05 00 03 01 07 07 07 00 07 07 07
00 00 00 06 00 00 00 01
Address2 = 0x3C0C00
Type2 = 4
Value2 = a24:
04 1f 1f 1f 00 05 00 03 07 04 07 01 00 07 07 07
00 00 00 07 00 00 00 01

These are the configuration of Dr. Mario 64, though still no luck. Maybe I can try to apply this to other games but I doubt it will work unless miraculously, Dr. Mario 64's Mega Vitamin issue gets fixed and I have a clear understanding of how it works.
 
Pursuing this seems like a waste imo your better off trying to develop wii64 by emukid since its an open project than to do this, even if you get the code right if the functions arent coded in the codes wont do anything since the functions arent there like frame buffer stuff and such
 
Ok, so here is my progress so far. Before I begin, the base VC emulator for all the games are using F-Zero X (Region doesn't matter, but preferably NTSC). Most of the settings here are already uploaded in the Wii U VC N64 Inject compatibility list, with the exception of some I couldn't get to boot or others having the same result as reported in the compatibility list. When I mention a game requires Psuedo Idle addresses, that means that someone must get it using Nemu64's debugging features as on my end, the emulator still refuses to run any games or for Snowboard Kids, the debugging features don't work correctly. With that said, these are my notes with a pastebin for the .ini files:

Banjo-Kazooie: Runs pretty much perfect. Configuration file here.

Banjo-Tooie: Still runs slow, but there are two things I noticed: 1. The game doesn't crash randomly that much as it used to before. 2. Maybe "RSPMultiCoreInt = 1" can improve slightly FPS with "RSPMultiCore"? The lag seems to be fixable, but it looks like it's somewhere in the "SpecialInst" section of the Switch configuration, as someone from the Switch Compatibility list posted a .dtz file before the game released on NSO and they had the same issues. Configuration file here.

Blast-Corps: Still refuses to boot. Not sure what it needs. Configuration file here.

CastleVania: The game runs fine. Some textures like scrolls have color rendered incorrectly and character portraits are black. Tried to mess with "TicksPerFrame" to fix intro's overclock but doesn't do anything. Maybe requires adding lag through [SpecialInst] or [RomOption]? Configuration file here.

Conker's Bad Fur Day: The game boots to a blue screen (Meaning the game did boot). However, nothing happens. Maybe something has to be done with the [RSPG] section. Configuration file here.

Doubutsu no Mori: Game runs almost flawless. However, frame buffer effects lack colors. Unfortunately, English translation by Zoinkity doesn't work as it's most likely that the ROM size is bigger than the original. Configuration file here.

Dr. Mario 64: Same issues as before. Mega vitamins don't render when falling. Something interesting to note is that on the demo, the Mega Vitamins DO render, as it most likely points out the emulator does have the ability to render those effects. The issue is most likely because the emulator fails to render the frame buffer as texture. Configuration file here.

Extreme-G: Works fine, though there is minor rendering issues at the intro. Configuration file here.

GoldenEye 007: Game runs choppy and slow. Character textures are loaded correctly, but other textures (Such as buildings) are not rendered/are invisible. Only ground textures are render if the player is near. May randomly crash. Configuration file here.

Iggy's Reckin' Balls: Seems to work fine. Doesn't seem to crash randomly anymore. Configuration file here.

Jet Force Gemini: Game boots but only shows Rareware logo and main menu textures are rendered incorrectly. May needs something in [RSPG] and/or [SpecialInst]? Configuration file here.

Mario Party: Works almost flawlesly. The camera seems to be misplaced a little back further when entering the bank, blocking the view of the stored items. Interestingly enough, the emulator fixes the issue if the ID is left as CLBE, but there is graphical glitches in the board's intro and the characters flicker when moving in between spaces. It seems that the emulator is forcing a setting if the ID gets changed to NMWE. Configuration file here.

Mario Party 3: Works perfect. Only needs to change ID to NMWE for the game to boot. Configuration file here.

Paperboy: Background is missing on copyright info and High Voltage Software (Giving a weird effect). With the Psuedo Idle address from the Switch's comaptibility thread, the game gets past level select (Wait a little) but runs slow like Banjo-Tooie. Configuration file here.

PilotWings 64: Doesn't boot. Tried changing the ID to the JPN version, still doesn't work. Configuration file here.

PilotWings 64 (JPN): Game boots. There is a weird effect in the whole game that makes it look like kind of like the intro of TLoZ: MM. There is major lag in file select screen and vehicle select. Game runs almost slow on most areas when playing. There is a strobe light effect when viewing photos that may cause seizure to some people (Too bad Nintendo's dark filter can't fix that, can it?). Configuration file here.

Pokémon Puzzle League: Game works almost flawlessly. Character's boards are rendered incorrectly and background disappears, leaving garbage effects on screen. Unlike the PAL version, the game doesn't suffer from any audio nor speed issues. Configuration file here.

Pokémon Stadium: Game works mostly. The first caution screen is displayed incorrectly (May require [RomHack] to get fixed), viewing a picture in the gallery crashes the game (May require [SpecialInst]?). If you use a restore point on some areas (Like selecting Pokémon before battling), some effects will be broken (Like background missing). Configuration file here.

Pokémon Stadium 2: Works almost flawlessly. Only issue is that there is a weird graphical issue in character's dialog boxes and HP bars. Configuration file here.

Puyo Puyo Sun 64: Works fine. Use F-Zero X and "ForceFilterPoint" to remove black grid on screen. Configuration file here.

Rayman 2: The Great Escape: Game works with Psuedo Idle address, but there is severe graphical glitches. Specifically, character's polygons are not cropped correctly. Configuration file here.

Resident Evil 2: Still refuses to boot, even with new [Idle] addresses. Configuration file here.

Shadow Man: Still refuses to boot. Configuration file here.

SimCity 64 (64DD) (JPN): Refuses to boot. Requires a Bios in /content/DDROM/iplrom.n64. ROM needs to be a floppy disk format and not cartridge port. Configuration file here (And yes, I wrote those [Idle] addresses manually).

Snowboard Kids: Works almost flawlesly. With [Idle] address, you can sort of quit the shop but when actually purchasing something and quitting, game crashes. Most likely requires a Psuedo Idle address (Damn you, Nemu64). Configuration file here.

Star Twins (JPN): Same issues as USA version. Configuration file here.

Turok: Dinosaur Hunter: Game boots but there are some slight graphical glitches in the intro. Game randomly crashes. Configuration file here.

Turok 2: Seeds of Evil: Still refuses to boot. Configuration file here.

Win Back: Covert Operations: Game works almost flawlessly. Only slight issue is that there is a weird gray box flying around screen. Configuration file here.
 
Last edited by Memes1921,
BlastDozer JPN version BlastCorps works not to sure how playable though?

Banjo Tooie requires TrueBoot = 1 but if you savestate then turn TrueBoot = 0 off via ini then load back up via savestate Speed goes back to playable.

Banjo Kazooie and Doom 64 although perfect they lack FrameBuffer effects.
 
Japanese Blast Corps, "Blast Dozer", boots. Maybe you can fix it. Also, japanese GoldenEye 007 too, but in this case seems to be like the NTSC-U version in emulation problems, I don't remember.
 

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