Homebrew Not64 Update

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@Bladexdsl
Fair enough, it's anyones choice to make. I just wanted to state why some people would be against it.
Personally I don't think it's a major 'strain' on the nand (don't quote/hold me to that) but it is none the less using up a 'limited' lifespan. At the same time keep in mind every channel/official ninty software that you add and remove to/from the nand (which was designed to do so) does the same thing... but like every man-made hardware out there, there is a breaking point.
 
Actually, I think the idea of using emuNAND would be something that a user would have to do. It would be either running it from inside neek2o or injecting it into a channel on emuNAND and running it with a backup loader.

Anyway, What I think I'll do with this is just for the few games that I find I can't use with the old version (like conquer from the video) I'll keep this one around AND the old version. One way or another, I still run some games from the SD card through the system menu and have never worried about the wear and tare from that occasional use. I don't think I'll have to worry about this one when I limit it to just those few games and it's just as infrequent.

Maybe he should put this new feature as something that could be turned on and off in the settings.
 
Some more games to add or deduct to the list from page 5:

OUT:
MRC (Multi Racing Championship) shows only half the screen when in game. In the menus, it goes back to full screen. It used be full screen on previous versions.

Paper Mario runs great with FB textures on, but freezes after a while.

Indy Racing 2000 textures are all white

IN!:
Star Wars Episode 1 Racer is the opposite of MRC. It USED to have the above issue but now is full screen in the races! It can be playable (ie no glitches) if you get ahead of the pack quickly.

Pokemon Snap runs really well but it doesn't register the C,R and Z buttons when in the cart?!

Knockout Kings 2000 has some glitches but in the ring it is quite playable.

In Fisherman Bass Hunter 2, Blues Brothers 2000 also work. The latter has some slowdowns every now and then.

Knife Edge runs really fast, TOO fast to be precise

Some others working now include Road Rash 64, Scooby Doo & Wild Chopper.
 
129 games playable so far on Not64, add those to the list:

Fifa 99
Dragon Sword 64 (unreleased, demo)
Wayne Gretzky Hockey 98
Wayne Gretzky Hockey 64
Dezaemon 3D (J)
Custom Robo (J)
Fire Electric Pen (J)
Jeopardy!
Virtual Pool 64
Waialae Country Club - True Golf Classics
 
thats the same update we were talking about before i think. it installs stuff to the nand to make it go faster but it's not that much of an improvement plus it's using the nand every time.
 
i tried not64 today and i am really impressed.
Last time when i tried Wii64, it was horrible and didnt run anything very good or not at all.
Today i tried a few roms and they worked and the speed was also quite good.

I tried:
Blastcorps NTSC >> runs great and seems to have almost no gfx glitches. I cant compare however since i never played that game on the N64 back then.
Killer Instinct Gold 1.2 NTSC >> wow great speed but it has huge problems with the Menu GFX and it shows no skys in the level. I guess this requires just a few minor fixes.
Goldeneye NTSC >> It is playable but it has problems with the sky and some speed issues. Needs some fixing but i am happy to see it on my Wii.
Perfect Dark NTSC >> it starts but has speed issues and crashed hard. But i think thats fixable. I am also happy to see it finally on my Wii.
Goemon 64 NTSC >> it starts but wont go ingame. Has speed issues. (Probably more or less the same as on the PC) Needs some fixing.
Turok NTSC >> some GFX errors. Good Speed.
Turok 2 NTSC >> Does not start
Turok 3 NTSC >> Starts in interpreter but has problems with LOW RES Mode Speed Issues, needs fixing.
Sin and Punishment NTSC >> plays quite well but has some GFX errors. Speed seems 100% GFX Needs some Minor fixing.
Star Wars Shadows of the Empire NTSC >> starts but crashes on Titlescreen
Star Wars Rogue Squadron >> Does not start at all.

I think a good way to improve the emulator would be to optimize per Game. That is how Nintendo did it with their N64 Virtual Console Games. This is also the reason that there are not many.
Mybe it would make sense to work out a games priority list.
For many people games like Goldeneye or the RARE Games in general are very important so mybe start with them.
Anyway would it be possible to include a Game "Autodetection" so when i know gamecode is loaded it changes the seetings of the EMU to what the game needs in order play it in an optimal way?
 
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I think a good way to improve the emulator would be to optimize per Game. That is how Nintendo did it with their N64 Virtual Console Games. This is also the reason that there are not many.
Mybe it would make sense to work out a games priority list.
For many people games like Goldeneye or the RARE Games in general are very important so mybe start with them.
Anyway would it be possible to include a Game "Autodetection" so when i know gamecode is loaded it changes the seetings of the EMU to what the game needs in order play it in an optimal way?

You know, that's exactly what i thought of Project64 should be doing too. Have every game's optimal setup preconfigured and bundled with the best plugins/renderers for this particular game (e.g. WX for Perfect Dark, Rice for others etc). Then the user should just provide the rom and the program would create an executable file for that game alone. After that, have PJ64 show a menu/gui with an icon for each made game (a la Wiiflow or Wii menu) and that's it.

That's just a pipedream though since it's purely theoretical on my part.

I guess the Wii equivalent would be Wiiflow's Not64 plugin or something akin to 0rangechicken's GBA inject wads like the Mother 3 one.
 
@rydian the problem is, that N64 emulation is very complex and accurat emulation need a lot of resource.
If you want to run N64 Games on weaker systems like the Wii, you need to optimize per game, i dont see any way around.
Even Nintendo was not able to produce one emulator for all games. Otherwise injecting would be an easy task.
Right now one guy is coding a cycle accurate N64 emu, this one most likely wont need per game improvements when don but this one wont run on any weak system and even the average PC will get into trouble.
 
i think it does it every time for every game than leaves the data on there. when i tested it with 2 different games it did this each time i stopped using it after that. so imagine all that extra crap going to your nand.
 

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