Homebrew Not64 Update

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I can't reproduce this. What controllers do you have hooked up?
Input latency was minimized in the Christmas build (1 ms with wired GameCube controllers).
Extrems, that issue occurs with GC and CCP/CC.
The game just doesn't respond to control inputs for those (I can confirm it with PK Snap)
 
I can't reproduce this. What controllers do you have hooked up?
Input latency was minimized in the Christmas build (1 ms with wired GameCube controllers).


I use wiimote & nunchuck exclusively. I'll try them again with GC pad or CC and report back :)
 
I would love to finally figure out what causes DKR to have this flashing red water in those areas or DK 64 zooming camera in this emu.

Also what are the games that have improved in stability and playability?
 
Just updated from Abz's Masterpiece. Camera's still whacked out on Donkey Kong. Is this the same version that's being talked about?
 
OK i just ran Shadowman again. It seems that once the game loads past the opening and the demo reel (that shows various locations you later visit) begins, controls start registering again (wiimote & nunchuck). So Extrems you were right, one more great N64 game is working great and smoothly!


I would love to finally figure out what causes DKR to have this flashing red water in those areas or DK 64 zooming camera in this emu.

Also what are the games that have improved in stability and playability?

http://gbatemp.net/threads/not64-update.333569/page-30#post-5301365
 
Disable the option in Audio that pitches the output.
Audio Pitch or something like that.


So much better thank you.

Again specifically for GoldenEye, would it be possible to map (using a gamecube controller) the analog stick to the c-stick and vice versa? There's a control option in GoldenEye that lets you move with the c-stick and aim with the analog stick, which I think is the closest thing to modern fps controls but would be better if the sticks were swapped.
 
Am I crazy or is the audio pitch option more detrimental than beneficial? From my observations, it doesn't really seem to help all that much.
Those are two very separate questions. As far as the audio goes, I think it could do with some explanation. Before there was a FPS option that untied the music from the frame rate so it didn't slow down as much. And now, I dunno.
 
Those are two very separate questions. As far as the audio goes, I think it could do with some explanation. Before there was a FPS option that untied the music from the frame rate so it didn't slow down as much. And now, I dunno.


Hopefully, it'll get to the point where it's not needed at all. I noticed that even when games run full speed, I still hear some audio crackling.
 
I know when the action gets heavy in Smash Bros, (yoshi team) that the announcer get's all bogged down. On a different note, what the fuck is up with Donkey Kong's camera? I swear I read somewhere there was a trick to getting it to work right, but it's still doing the same crap on this version.
 
I know when the action gets heavy in Smash Bros, (yoshi team) that the announcer get's all bogged down. On a different note, what the fuck is up with Donkey Kong's camera? I swear I read somewhere there was a trick to getting it to work right, but it's still doing the same crap on this version.


There are still various timing issues with the emulator core, whether or not the Wii can handle more optimizations remains to be seen. How much more power can be squeezed out is anyone's guess. So much for DK64 being "playable" lol.
 
I know when the action gets heavy in Smash Bros, (yoshi team) that the announcer get's all bogged down. On a different note, what the fuck is up with Donkey Kong's camera? I swear I read somewhere there was a trick to getting it to work right, but it's still doing the same crap on this version.
If you can find the link to the fix, that could help to a potential workaround in Not64. :P
 

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