Homebrew Not64 Update

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wierdly enough it didnt completely fix star wars episode 1 racer , most racers are fixed but anakin ship keeps disapearing on parts and the view before total first person also has issues maybe they use a diferent viewscale or whatever
This is because Anakin is between the near plane and the viewpoint, and as such, is being near clipped. The game used a special microcode variant that clamped the Z value for such objects. The handling for this was taken out early in Not64's development as software clipping was perceived as broken in glN64.
 
Last edited by Extrems,
This is because Anakin is between the near plane and the viewpoint, and as such, is being near clipped. The game used a special microcode variant that clamped the Z value for such objects. The handling for this was taken out early in Not64's development as software clipping was perceived as broken in glN64.
factor 5 loved doing microcodes i see lol
 
Extreme-G is now very enjoyable on these 2020 releases, most of the random graphic glitches are gone. Extreme-G2 is almost the same, though it can't be played due to the track disappearing. Diddy Kong Racing is almost flawless. Great work as always, Extrems!
 
Extreme-G is now very enjoyable on these 2020 releases, most of the random graphic glitches are gone. Extreme-G2 is almost the same, though it can't be played due to the track disappearing. Diddy Kong Racing is almost flawless. Great work as always, Extrems!
you can play both extreme G games on wii64 1.2 rice pluggin they seem to work great there.

Mildly unrelated but does anyone have a build of Wii64 Rice that doesn't crash when loading another rom?
all you have to do is dont pick a rom right away, go to the corner i think its called advance options and then it will revert back to wii64 old menu and you can load roms back to back with no issue.

It wasn't made by Factor 5 and this is an option offered in the SDK (F3DEX.NoN).
oh really? my bad i tough all lucasart games on n64 were made by factor 5, checking wikipedia says it was made by lucasarts only same with shadows of the empire hmm ok, i guess i had the wrong idea. but im guessing shadows of the empire might use some sort of microcode to?

maybe someday we get microcode implementation for rogue squadron, battle for naboo/indiana jones, altough im not sure how much speed it will cost not64 depending if its more demanding or not on cpu i guess.
 
Last edited by pedro702,
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you can play both extreme G games on wii64 1.2 rice pluggin they seem to work great there.
Heck nah, Extreme-G is already running really well, and Extreme-G2 i'd rather just play it on Not64 whenever that happens. Wii64 does not play XG2 too well and is missing a lot of graphics (hardly what i would call "great"), does not support zipped files, and other minor stuff, so i'd rather just play it all on one emulator, or just go with the real cartridge, which i do not tend to do because of the clear emulator graphics compared to the N64 video output.

So far the only wish i have for Not64 is to hope it extends the controller profile slots which i quickly filled with just 4 types of games. Everything else is a bonus. :grog:
 
Heck nah, Extreme-G is already running really well, and Extreme-G2 i'd rather just play it on Not64 whenever that happens. Wii64 does not play XG2 too well and is missing a lot of graphics (hardly what i would call "great"), does not support zipped files, and other minor stuff, so i'd rather just play it all on one emulator, or just go with the real cartridge, which i do not tend to do because of the clear emulator graphics compared to the N64 video output.

So far the only wish i have for Not64 is to hope it extends the controller profile slots which i quickly filled with just 4 types of games. Everything else is a bonus. :grog:
i did a race with rice pluggin eg2 and didnt noticed any missing graphics, altough tbh i never played those games on real hardware before so i dont know if some minor things are missing, seemed preety great for me tbh.
 
Unless you're Namco Museum 64, you're using RSP microcode. Period.
just for the fun of it i got the 64DD game simcity64 english translated turned into cartridge format for everdrives and such, and i was amazed it actualy started and kinda runned, besides that ingame we can only see 3d models and not the textures, it would have been amazing getting a 64dd game playable in not64, so close xD.
 
i did a race with rice pluggin eg2 and didnt noticed any missing graphics, altough tbh i never played those games on real hardware before so i dont know if some minor things are missing, seemed preety great for me tbh.
Take a quick look at the game running in Not64 vs. Wii64's Rice version.

BTW, you seem to mention glide A LOT in the compatibility list, which does not make any sense: none of the Wii's N64 emulators use Glide as the graphics plugin.
 
Last edited by niuus,
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Factor 5's microcode has been proven to be extremely hard to emulate, even to this day it seems. I don't blame them though, the default microcode Nintendo provided in their SDK wasn't that great.
 
Take a quick look at the game running in Not64 vs. Wii64's Rice version.

BTW, you seem to mention glide A LOT in the compatibility list, which does not make any sense: none of the Wii's N64 emulators use Glide as the graphics plugin.
isnt default wii64/not64 gfx pluggin called glN64? which evolved into gliden64? and lots of improvements were codded into from glide64 already, hopefully all fixes off gliden64 com foward someday for the wii.
 
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isnt default wii64/not64 gfx pluggin called glN64? which evolved into gliden64? and lots of improvements were codded into from glide64 already, hopefully all fixes off gliden64 com foward someday for the wii.
No. Each fork has a name for a reason, whether or not they borrow code from each other. So, Glide is not an umbrella term for glN64, nor Glide64, nor GlideN64. Not64/Wii64 use glN64.
 
No. Each fork has a name for a reason, whether or not they borrow code from each other. So, Glide is not an umbrella term for glN64, nor Glide64, nor GlideN64. Not64/Wii64 use glN64.


So glN64 is not Glide64 nor GlideN64?

Well that explains a lot why things cant just be added in from The latest GlideN64 not only translation to PPC or GX which is similar to OpenGL supposedly but it is an entirely individual Plugin.

In otherwards a simple copy and paste job with fixes wont work.

I thought glN64 was GlideN64 from a very early state since we throw Rice into the mix being the same but Rice was basically dead so no real improvements vs PC etc.
 
Last edited by CORE,
So glN64 is not Glide64 nor GlideN64?
Never.

Well that explains a lot why things cant just be added in from The latest GlideN64 not only translation to PPC or GX which is similar to OpenGL supposedly but it is an entirely individual Plugin.

In otherwards a simple copy and paste job with fixes wont work.
That's the deal, you can't just copy-paste improvements from those, they have to be ported over.

I think this fact alone has created a lot of false expectations over the years (we are talking more than a decade of this) from people that did not investigate a bit of the plugin origin, wanting it to be magically updated everytime a new fork is born out of the "Glide" evolved code. They have gone their crazy way even demanding Project64 or other plugins to be ported over instead of what was used, which has specific real reasons to be what it is. :glare:

Anyway, regarding glN64, according to the official code/readme, you can even see that it is now specifically called glN64_GX.
 
Last edited by niuus,
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Just chiming in to say I'm happy that there are 3 ways to play N64 games on the Wii U, so if 1 way should not work for a game, the others usually will! Very versatile.

1. Not64
2. Wii64 Rice
3. via VC Injects

Thanks so very much Extrems!
 
Last edited by GeeBeeYaY,

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