Homebrew Not64 Update

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That's good, but my point still stands. I uploaded the hotfix version unlike what wiimpathy said.
I can confirm you uploaded the November 9, 2012 build.

The normal saves don't work yet, right?
Only save states for DK64?
Native saves have been working since the February 4, 2013 build.

Of course though, the developers are aware of the issue, they just won't fix that among other remaining bugs.
I got closer to the root of the problem. I still don't know what the fuck is happening.

so far they've focused on speed but I don't think the Wii can put much more speed into games.
Too bad, I'm all about speed, and you're wrong.

Nintendo's own effort blows us out of the water, especially on GameCube.

However, eventually game-breaking emulation issues need to be addressed sooner or later xD
We don't even have a debugger. The best tool I've got is IDA Pro.
 
I can confirm you uploaded the November 9, 2012 build.


Native saves have been working since the February 4, 2013 build.


I got closer to the root of the problem. I still don't know what the fuck is happening.

That is indeed...baffling and makes for hard neutralizing. Clearly that game is doing some seriously weird things with the N64 hardware.

Too bad, I'm all about speed, and you're wrong.
Nintendo's own effort blows us out of the water, especially on GameCube.

I'm wrong about a shitload of things, on that we agree, nor do I deny it :P However, my point still stands that are still yet many games still don't boot up at all, do boot but code dump past the title screen, or have garbled messes in-game, that sounds like a pretty f*cking big issue to me, does it not? Many of these you are aware of, but, will anything be done about it, or will Not64 forever remain with many broken games? Sure, Nintendo does blow Not64 out of the water in terms of speed, yes, but there were only 21 or so games in the entire N64 VC library, that amount is pretty pathetic when all is said and done. As far as homebrew emulators go, there can only be so much speed that can be squeezed from the hardware. Good luck running Conker's Bad Fur Day, Rogue Squadron or any other game that uses LLE Turbo3D microcode, I highly doubt the Wii would ever be able to emulate LLE microcode, it would run way to slowly.

We don't even have a debugger. The best tool I've got is IDA Pro.
Holy hell....Well, yeah that...certainly makes things a bit harder to test and debug, I wasn't aware it was quite that cumbersome. Had I know that was the case earlier....damn... Well then....:wacko: Well, uh carry on.
 
Extrems i'm a bit curious about the solution to that DK64 camera issue you had mentioned. does the sun only shine through walls on dk island or is it also in levels? i'm interested in seeing that in action at some point. also you had mentioned that you fixed the analog issue for CCPro pads, is there any chance you'd be able to upload a hotfixed build with that correction incorporated?
 
Native saves have been working since the February 4, 2013 build.
I meant Native saves for DK64.
For some reason, that game doesn't save.
The only way to do so was by save states, and that was hoping that the app didn't crash upon loading the save state, which caused corruption and had to start over 3 times.
 
I meant Native saves for DK64.
For some reason, that game doesn't save.
The only way to do so was by save states, and that was hoping that the app didn't crash upon loading the save state, which caused corruption and had to start over 3 times.


DK64 is a hard-as-hell-to-emulate game, very few emulators run it correctly.
 
I meant Native saves for DK64.
For some reason, that game doesn't save.
The only way to do so was by save states, and that was hoping that the app didn't crash upon loading the save state, which caused corruption and had to start over 3 times.
Yes, it saves since the February 4, 2013 build.
 
Wow, didn't know about the update until a few days ago. Goldeneye runs so much better now it's actually playable most of the time. Awesome work.

A tad off topic but I got a Wii U recently too which I'll softmod soonish, if I understand correctly you can't play Wii mode stuff on the gamepad screen and control it at the same time? So no homebrew will be playable solely on the gamepad itself? Until Wii U itself is totally exploited.
 
Guys how about focusing on what already works for a change (more than 150 games, about half of the N64 library)?
Also, anyone tried my 100% savestate for DK64? I loaded it and beat King K Rool and the DK arcade game game yesterday, great fun.

Anyhow, a question for Extrems: could most issues with games be due to the video plugin? What if a test version of Not64 compiled with GLide64 plugin instead of the current one? Games like Bomberman 64, Bomberman 64 Second attack, Bangai-O, F1 Racing Championship would also be playable. Other games like GoldenEye (skyboxes) or Perfect Dark (corona lights, goggles, night vision, etc), Ocarina of Time (sun), Majora's Mask (sky of 2nd day) would be more accurate as well.

Also, like i said before, for Shadowman & Killer Instinct Gold, stick to the previous version of Not64. For everything else, use the much faster new one (26122014).
 
We don't even have a debugger. The best tool I've got is IDA Pro.
Maybe you should give CEN64 a try, the new cycle-accurate N64 hardware simulator for PC, to see what unusual things those problematic games are doing, and maybe that can give you some hints to fix the problem inside Not64! ;)
Tyler Stachecki, the developer, is currently working on the debugger part! B-)
 
Guys how about focusing on what already works for a change (more than 150 games, about half of the N64 library)?
Also, anyone tried my 100% savestate for DK64? I loaded it and beat King K Rool and the DK arcade game game yesterday, great fun.

Anyhow, a question for Extrems: could most issues with games be due to the video plugin? What if a test version of Not64 compiled with GLide64 plugin instead of the current one? Games like Bomberman 64, Bomberman 64 Second attack, Bangai-O, F1 Racing Championship would also be playable. Other games like GoldenEye (skyboxes) or Perfect Dark (corona lights, goggles, night vision, etc), Ocarina of Time (sun), Majora's Mask (sky of 2nd day) would be more accurate as well.

Also, like i said before, for Shadowman & Killer Instinct Gold, stick to the previous version of Not64. For everything else, use the much faster new one (26122014).


I'm thinking it's the plugin at fault, Glide64 has less compatibility and stability issues than most other ones, not to mention like you said, many games will work helluva lot better. Whether or not glide64 can be ported over is another matter. I think the current plugin is based off of Rice Video (which is garbage for many games and has glitches galore).
 
Maybe you should give CEN64 a try, the new cycle-accurate N64 hardware simulator for PC, to see what unusual things those problematic games are doing, and maybe that can give you some hints to fix the problem inside Not64! ;)
Tyler Stachecki, the developer, is currently working on the debugger part! B-)

Glide64 Final would be a good option.
Either that or Wonder.
Rice is quite... doubtful.
 
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getting Rogue Squadron & Battle for Naboo to work would be a big step.

they've never been playable on any n64 emulator, correct me if i'm wrong though.

dolphin does rogue leader & rebel strike now :)

I already have Rogue Squadron 3D & BFN on the pc and they work 100%.

but would love to see the n64 versions emulated one day.
 
getting Rogue Squadron & Battle for Naboo to work would be a big step.

they've never been playable on any n64 emulator, correct me if i'm wrong though.

dolphin does rogue leader & rebel strike now :)

I already have Rogue Squadron 3D & BFN on the pc and they work 100%.

but would love to see the n64 versions emulated one day.
IIRC Rogue Squadron is one of the difficult games to emulate, along with RE2 and Conker.
Maybe when we see Glide64 implemented we might see the game boot... Maybe. XD
 
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IIRC Rogue Squadron is one of the difficult games to emulate, along with RE2 and Conker.
Maybe when we see Glide64 implemented we might see the game boot... Maybe. XD


Rogue Squadron is hard because Factor 5 had its own microcode for the game, it did things that most N64 games didn't, such as requiring LLE (low-level emulation). The game, along with Indiana Jones, has higher-than-normal polygon count and insane draw-distance, among other things, the Turbo3D microcode. Most N64 games used the Fast3D microcode (easier to program, much lower poly count). A few plugins emulate the games properly, albeit slowly due to this code being so hard to implement properly. It would be cool, but whether or not it can be done is another story :P One plugin that does is the upcoming successor to Glide64, same author :D

http://gliden64.blogspot.ru/
 
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Rogue Squadron is hard because Factor 5 had its own microcode for the game, it did things that most N64 games didn't, such as requiring LLE (low-level emulation). The game, along with Indiana Jones, has higher-than-normal polygon count and insane draw-distance, among other things, the Turbo3D microcode. Most N64 games used the Fast3D microcode (easier to program, much lower poly count). A few plugins emulate the games properly, albeit slowly due to this code being so hard to implement properly. It would be cool, but whether or not it can be done is another story :P One plugin that does is the upcoming successor to Glide64, same author :D

http://gliden64.blogspot.ru/
Same goes for RE2 :P
Those guys from Factor 5 sure knew what they were doing. XD
 
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