Homebrew Not64 Update

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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.

Which means it will wear out faster, leading the console to not boot properly right? Once the NAND dies out?
 
Yeah, that's why I keep around a latest copy AND a copy of about 2 releases ago where it didn't do that. I can use the newest one JUST on games it fixes like Conquer and use that previous version for most everything else (there's actually a few titles I still use Wii64 for because they just go TOO FAST on Not64 because of how efficient it's emulation is.)

A little bit of NAND use isn't THAT bad IMO. I'd just like to avoid over doing it when I can.
 
I don't know the details for sure but I would assume it's in the temp folder which would mean it's just deleted the next time the Wii's restarted.
It seems that way, because I load DK64 yesterday and the message "growing NAND page" appeared, today I loaded DK64 and the message appeared again, if it was permanent it souldn't be necessary make the whole process again (at least Not64 coders a really REALLY noobs at coding, it doesn't seem the case)
 

Sorry, but I'd rather wait for emukidid's version. Why extrems decided to do this method (virtual memory and all), is beyond me. I almost would rather use the N64 VC if using Not64 only accelerates the rate at which the internal flash RAM wears out. No gracias. No me gusta.
 
It seems that way, because I load DK64 yesterday and the message "growing NAND page" appeared, today I loaded DK64 and the message appeared again, if it was permanent it souldn't be necessary make the whole process again (at least Not64 coders a really REALLY noobs at coding, it doesn't seem the case)
Just with my vague understanding of how a pagefile works, I think that even if they did keep the file on NAND and just reuse it, they would have to go through it and format it every time they start it up. It's something like it's divided into chunks called "pages" and it would have to go through and tell the processor where each and every one of those pages is every time the emulator starts up.

I might be wrong, of course, and there might be a way to leave it pre-formatted but if there's not, creating and removing a file each time is just a case of adding and removing a small amount of bookkeeping data in NAND so not doing so wouldn't AVOID the extra wear and tear on the NAND which would mostly be done while it's being used. Tueidj (who made the NAND pagefile code) is known to have a very good technical idea of what he's doing so I think he'd have thought of it if there was a better way.

NAND is a whole lot faster than USB or SD access which I'm sure is why when you run a VC game off of the SD card it ALSO get's copied completely over onto the NAND before running (which also would have a reasonable amount of wear and tear to the NAND if you look at it that way.)
 
Just found out about this very recently, HUGE improvement over Wii64 thanks a lot mate, looking forward more updates in the near future hopefully!
 
BTW, after reading about Turok 3 i tried it myself. Yes it does boot in interpreter mode, but it is half screen and slow.It needs to be set @ hi-rez to be full screen.

Interestingly, I went ahead and also tried the mighty Turok 2 and sure enough, it boots now (!), in interpreter mode. It is really slow however and Adon sounds like a slowpoke t******. After seeing this, i set limit fps to off and scale pitch to off, now it is somewhat faster but still needs more speed to be playable, it remains quite slow. The good news is that the fire effects, explosions, blood, ripple portals and lens flare all appear exactly as they should. The water surface is somewhat garbled but no big deal.

Man, this emulator really is progressing nicely, from the bottom of my heart THANK YOU DEV TEAM & EXTREMS, YOU GUYS ARE AWESOME.


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.

Virtual nand is used only for games that are 32MB or larger. NAND pagefile is only created once per session.


==EDIT==
@ Maxternal, you mentioned Conker? I'm gonna have to try that too, nice.
==EDIT #2==
Starts in gameplay now (doesn't code dump after the intro like before) in interpreter mode.
Runs slower than Turok 2 however.
 
This whole NAND thing makes me really anxious. Does anyone knows how safe is to run not64's newest version in Wii U?
 
Friend it IS safe to run the latest version.
Just remember that NAND memory, as every other type of flash memory has a finite amount of write cycles per specific ''block'' (in the thousands IIRC).

It's not that big a deal, the same write-up on NAND happens every single time you run and update the forecast channel or the news channel. The same goes for every time you save your game. Also when moving stuff (saves, channels or wiiware/vc) from the SD to the Wii memory. So relax :)

Personally, after seeing that the services will be discontinued in 2 months i deleted those 2 channels above and set up an emunand for Wiiware and savegames for USB loader GX (unlimited NAND size finally!). I use the version of Not64 for testing on the not yet working games.

If you want i can provide the latest version that had the speed improvements but not the NAND usage for virtual memory. It plays the games listed on the pics i attach to this post.
 

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Does it work in emunand mode? Also here's a wacky thought. What if it could be optimized specifically for one or a few problem games, potentially breaking many working games. I could see using this in combination with other not64 versions and wii64 via wiiflow to ultimately get better compatibility.
 
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If you want i can provide the latest version that had the speed improvements but not the NAND usage for virtual memory. It plays the games listed on the pics i attach to this post.

That would absolutely ease my worries!
Can you attach this version please?
 
If you want i can provide the latest version that had the speed improvements but not the NAND usage for virtual memory. It plays the games listed on the pics i attach to this post.

Please, please please post this version. I don't want my Wii rendered unusable due to NAND deprecation! I don't see the point of extrems doing that in the first place. Speed boosts are fine, but faster and more frequent NAND read/write has no advantages.
 
Ok i attach it to this post. This is the version right before NAND VM usage was implemented.

The games that are playable with this version are the ones on the list pics on my previous post above. It does NOT run other games besides those listed satisfyingly yet, so you know what games to look out for.

Also, keep in mind that some games from the list, like Banjo Tooie, Jet Force Gemini, 1080 work with FB textures ON.

Finally, in case anyone missed it, use zipped N64 roms when they are <16MB (32MB and 64MB ones are best left intact, to avoid any possible codedumps), you can save quite a a lot of space that way with Not64 :)

Enjoy
 

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Ok i attach it to this post. This is the version right before NAND VM usage was implemented.

The games that are playable with this version are the ones on the list pics on my previous post above. It does NOT run other games besides those listed satisfyingly yet, so you know what games to look out for.

Also, keep in mind that some games from the list, like Banjo Tooie, Jet Force Gemini, 1080 work with FB textures ON.

Finally, in case anyone missed it, use zipped N64 roms when they are <16MB (32MB and 64MB ones are best left intact, to avoid any possible codedumps), you can save quite a a lot of space that way with Not64 :)

Enjoy

Thank you!
 
Thank you Nakata for your attached files!

THANK YOU Extrems for your efforts,dedication and passion to this project!!!

P.S Please reconsider this whole NAND thing...:wink:
 

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