Homebrew Not64 Update

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The right person to thank to is probably Xtrems, the author of Not64, at the official thread in the GC Forever forum! :rolleyes: :grog:
Be that as it may, this version is the version before the much "needed" NAND/virtual memory "feature" was added, meaning that version cannot be downloaded from GC Forever anymore. I wanted to use that new version, but I don't want my Wii to stop booting up once the NAND no longer can read or write.
 
A little bit of NAND use isn't THAT bad IMO. I'd just like to avoid over doing it when I can.

It seems this isn't a real problem... ;)

You can use NAND... much quicker and doesn't need special tricks to sidestep the use of malloc()/free() when fetching/flushing pages, which is pretty important if you're out of memory. And before anyone mentions anything about wearing out the flash, I suggest they look at what SSBB does with temporary files...
 
Banjo-tooie still isn't playable, at least not for a 100% run. It freezes in the Treasure Chamber in the Mayahem Temple when exiting the locked gate there and I think in some areas. Its runs OK with slight slowdowns, but still not playable.

DK64 runs great too, but still have that annoying camera and resetting the level issues so its still unplayable, too. I only posted this because someone had these games on the playable list. They can be crossed off.
 
Sometimes BT freezes in specific places, not always though. Other places you can verify this, is the fps portion in same first level. Also, near the end, right before fighting Klungo for the 3rd and final time, i had a freeze when i went to unlock the door with separated Banjo and Kazooie switches. After reloading i got past those parts. Btw, Not64 properly displays the animated jigsaw puzzles that are usually glitched in emulators, nice.

DK 64 biggest problem is that it doesn't save in game. Thankfully, savestates are possible. The camera issue is alleviated by selecting the hold option for it from the game's menu (and making a savestate after the selection of course, so that it will be kept that way.) Vines sometimes cause level resetting, but this also happens rarely and can be sidestepped with savestates.
I got about 14 golden bananas so far.

Speaking of which, i 'll upload some Not64 saves and savestates for these 2 games:

Banjo Tooie
http://dfiles.eu/files/yedqfhmyb
Donkey Kong 64
http://dfiles.eu/files/nmhwe2oez
 
I feel you on that. It's great that you went through great lengths to get that far in those titles, but its just not worth it for me. Even Diddy Kong Racing still have that annoying flashing color in water areas. I don't think any Rareware games will EVER work properly on emu, PC or Wii. I'm probably better of buying an old n64 and collecting those titles than trying to play them through emu. I wouldn't mind a emulator specifically made to play Rare games......
 
If that could be done, then there wouldn't be a cause for concern. You can't exactly replace a Wii with new NAND once Not64 wears it out at a rapid rate. And yet, every time this has been asked, the developers (extrems) has blatantly refused to answer it.
Given that you have the social manners of a three year old and your schizophrenic diatribes have managed to piss off the developers of every project you've ever shown an interest in, I think you're mistaken - he's not dodging the question, he just doesn't want to deal with you (and nobody can fault him for that).
You've been told several times that there is no risk of damage due to the VM system but refuse to believe it. Since there's a slim possibility that any noobs stumbling upon your posts may not recognize them as the ravings of an individual who refuses to accept reality, here's some cold hard facts (based partly on information from the datasheet for the wii's NAND):

- The reason for implementing virtual memory is simple - due to the limited amount of contiguous physical RAM in the wii, it's impossible to fully load large ROMs such as Conker's Bad Fur Day or Resident Evil 2. Virtual memory allows a small window of physical RAM to act as a larger window of virtual RAM. It's a lot simpler (and faster) than doing on-demand loading since much of the access bookkeeping is handled by the CPU.
- Reading from the NAND does not harm or reduce its lifespan in any way. It's actually helpful, since over a long period of time (10 years according to the specifications) the data held within a page will degrade if it isn't accessed. Only writing (which implies erasing) affects durability.
- Not64's VM implementation actually behaves closer to a memory mapped file rather than true virtual memory - each page is only written to once (when the ROM is loaded) so there is no repeated erasing/writing while playing.
- Each NAND page is guaranteed by the manufacturer to support at least 100,000 program/erase cycles. That doesn't mean the NAND will stop working after 100,000 writes - that's for each individual page. Meaning if you used Not64 every day to play 10 games (assuming the pagefile always used the same area of the NAND, which it wouldn't) it would last over 27 years before wearing out a single page of NAND. Given that all Nintendo's date/calender related code will only work up until the year 2038 before overflowing, I don't think 27 years is much of an issue.
- In addition to the number of guaranteed erase cycles there is also wear-levelling and error correction codes in use. So even if a bit decides to fail it can be corrected without any issues.
- Several Wii games use temporary files on the NAND as secondary storage, most notably SSBB - but unlike Not64 which only writes once, it constantly updates the temp file with new information causing repeated erase/write cycles and hence wear. Where are all the reports of SSBB causing NAND failures?
- There are also games that use DLC from SD cards such as Guitar Hero or Rock Band: every time a DLC song is played it gets copied to the NAND and deleted when the song is finished. Most of the songs are between 20MB and 30MB and last around 3 minutes so during just one hour of gameplay using only DLC songs, roughly 500MB would be copied to/erased from the NAND which is substantially more than the 64MB written by Not64.
- Loading WiiWare/VC from an SD card behaves almost identically as other people have already pointed out - again, this is a method implemented by the people who made the system. If that itself wasn't enough to placate your concerns, consider there haven't been any mass reports of NANDs failing due to WW/VC overuse either.
- Even if you did somehow manage to expend all the usable erase cycles of an individual NAND page, it would not stop your wii booting or cause any loss of data. Pages are erased during writing; IOS would notice the erase cycle failed, mark the page as bad then store the data to a different free page. In the worst case scenario the new data wouldn't get stored but all existing data would still be perfectly readable.
- There are other parts of the wii with shorter expected lifespans. One small section of the SEEPROM for example gets reprogrammed every time any IOS is loaded... The WiiU's virtual wii doesn't feature the same behaviour, draw your own conclusions from that if you really want an excuse to run around claiming that the sky is falling.
 
I think this technique needs to be used in Gxgeo maybe we could finally get all our neo geo games to work on the wii .
 
:p1ng3::whip:





facepalm.gif
 
Personal attacks aside, nice informative post about NAND durability, edwardbirkholz05 . Thanks.

Other than that, what the hell happened in this last page? :unsure:
 
Doesn't the write to NAND thing only happen for larger games (32MB-64MB) anyway?
I kinda think it happens for all games. I'd think it only really NEEDS to happen for those games and it would be faster booting if it kept the old method for smaller games ... but it's harder to program to have two memory management methods to work on so I'm sure that's why.
 
Yeah I guess.

I've been using the latest version and never gotten the "growing pagefile to NAND" come up, just the "loading ROM fully into MEM2" or whatever, unless that's the same thing, but the only games I've tested have been 16MB or less.
 
Yeah I guess.

I've been using the latest version and never gotten the "growing pagefile to NAND" come up, just the "loading ROM fully into MEM2" or whatever, unless that's the same thing, but the only games I've tested have been 16MB or less.
the latest version they always post at the bottom of the opening post of this thread right above the screenshots.
http://www.gc-forever.com/forums/viewtopic.php?f=9&t=842&sid=dc59424f5e1f0c131085a39c3f3d2571
So go download that and swap it out with the one you're using and see if it does the same thing.
(It very well MIGHT have been made now like you say, just using the pagefile on big games. I haven't actually tried this very latest version yet.)
 

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