Not64 - an experimental modification

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Extrems
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Re: Not64 - an experimental modification

Post by Extrems » Sat Feb 09, 2013 9:41 pm

I think he meant Mario Party 3.
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the_randomizer
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Re: Not64 - an experimental modification

Post by the_randomizer » Sun Feb 10, 2013 1:18 am

Extrems wrote:I think he meant Mario Party 3.
Does the NAND need to be initialized every time it boots up or can a pagefile be created so you don't have to wait for the NAND process? At least I think Disorarara said that.
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Re: Not64 - an experimental modification

Post by manicblood » Sun Feb 10, 2013 4:07 pm

Thank You! For saving these classics form a dusty forgotten grave for a new generation to love on the big screen TV's. The PPC core and glN64 gx are so efficient in size, CPU usage and the Audio Limiter in Not64 fixes practically every game its brilliant :D you should be proud
Over the past yr, I've wondered how WiiMotion controls could be added. Only now have I planned an efficient solution. Is anyone interested in adding YAxis for Jumps,X for Stabs and Z for Sword Swings??
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Nintendo Maniac 64
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Re: Not64 - an experimental modification

Post by Nintendo Maniac 64 » Sun Feb 10, 2013 4:51 pm

Err, the accuracy isn't THAT impressive. :P In particular, I always crash loading a track in San Francisco Rush: Extreme Racing, and can't even load BattleTanx: Global Assult.

But at least the speed is to playable levels. Speaking of which, does Sai2x effect the framerate like it can on a weaker PC?

Also, any plans on implementing libsicksaxis?
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Re: Not64 - an experimental modification

Post by nakata » Sun Feb 10, 2013 6:08 pm

BattleTanx - Global Assault (E) (M3) [!] works for me.
SF Rush 1 does indeed crash.


Anyway, in order to be more helpful i would like to repost here some of my findings with this great emu:
List of working Not64 games (from playable to perfect):
(==EDIT== UPDATED the list @ 12/03/2013)
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Some completed Wii64/Not64 savegames by me:
http://depositfiles.com/files/klrzn5tok
Perfect Dark
GoldenEye
GoldenEye X (Hack)
Banjo Kazooie
Banjo Tooie
Diddy Kong Racing
Super Mario 64
Mario Kart 64
Legend of Zelda Majora's Mask
Legend of Zelda Ocarina of Time
1080 Snowboarding
Waverace
Starfox 64
Blast Corps
Ridge Racer 64
Jet Force Gemini
Mickey's Speedway USA


Finally, how to run GoldenEye and Perfect Dark with IR controls on Not64:
1. use 1.2 control setting from the in game options in both PD and GoldenEye.
Now from Not64 settings --> Input --> Configure buttons...
2. Assign the 4 directions of the nunchuck analog to the 4 C-buttons of N64.
3. Assign IR to N64 analog stick.
4. Depending on your Wii FPS preferences, assign the other buttons. For me they are like i have them in CoDs, GoldenEye Wii and Conduits. So Wii B=Z N64=shoot, Wii A=R N64= aim, Wii - =B N64=reload, Wii Dpad right=A N64=change weapon
5.?
6.Profit!
Last edited by nakata on Tue Mar 12, 2013 12:02 pm, edited 2 times in total.
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Re: Not64 - an experimental modification

Post by Nintendo Maniac 64 » Sun Feb 10, 2013 6:25 pm

nakata wrote:BattleTanx - Global Assault (E)
Yeah... I'm using (U) because I wanted to be able to use my memory card save dump from my actual N64...unless memory card saves work across regions. BRB, gotta try that.

Also, about game compatibility, no single N64 emulator to date correctly runs World Driver Championship - one of my favorite N64 games (think Forza for the N64, but without any low-level car customization like suspension and stuff - heck the handling is similar enough that I got third without any driving aids on my first try on a Forza 3 demo unit, and I've never played a sim racer other than WDC).
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Re: Not64 - an experimental modification

Post by nakata » Sun Feb 10, 2013 6:37 pm

I know man i LOVED that game I had the cart for my N64. The graphics and the physics were impecable for the time, they even had a letterboxed 480i mode without an expansion pak!

This game alongside Battle for Naboo and Indiana Jones are not emulated properly due to custom N64 microcode IIRC.
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Re: Not64 - an experimental modification

Post by Nintendo Maniac 64 » Sun Feb 10, 2013 6:41 pm

nakata wrote:This game alongside Battle for Naboo and Indiana Jones are not emulated properly due to custom N64 microcode IIRC.
This is indeed the case. That's why I'm interested in this emulator in the first place. :P
nakata wrote:I know man i LOVED that game I had the cart for my N64. The graphics and the physics were impecable for the time, they even had a letterboxed 480i mode without an expansion pak!
I didn't get the game until after I had a GameCube, but the 480i mode can look surprisingly good nowadays - the 240p just looks like a jaggy-fest to me, even on my Trinitron SDTV.


EDIT: I keep forgetting to try (since I use an SDTV), but is Not64 able to render games in non-stretched widescreen without progressive scan? At least on Project64 the Rush games work PERFECTLY with the widescreen hack.
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Re: Not64 - an experimental modification

Post by the_randomizer » Mon Feb 11, 2013 2:34 am

Nintendo Maniac 64 wrote:
nakata wrote:BattleTanx - Global Assault (E)
Yeah... I'm using (U) because I wanted to be able to use my memory card save dump from my actual N64...unless memory card saves work across regions. BRB, gotta try that.

Also, about game compatibility, no single N64 emulator to date correctly runs World Driver Championship - one of my favorite N64 games (think Forza for the N64, but without any low-level car customization like suspension and stuff - heck the handling is similar enough that I got third without any driving aids on my first try on a Forza 3 demo unit, and I've never played a sim racer other than WDC).
World Driver Championship now runs in an alpha build of Project 64, but it's not public yet, but the game should run on it now. That game had more in-game polygons than a lot of Playstation games, which was unusual for N64.
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Re: Not64 - an experimental modification

Post by Nintendo Maniac 64 » Mon Feb 11, 2013 2:38 am

You can get WDC (U) fully playable on PJ64 1.5 with a special configuration, but there are some unimportant texture errors still, so it's not perfect.
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Re: Not64 - an experimental modification

Post by emu_kidid » Mon Feb 11, 2013 5:01 am

I don't know why you guys would expect these games with more complex ucodes to be emulated first in Not64/Wii64. The low level emulation plugins are too memory heavy for the GC/Wii and there aren't any open source High Level plugins to port.
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Re: Not64 - an experimental modification

Post by Nintendo Maniac 64 » Mon Feb 11, 2013 5:08 am

I don't expect WDC to run, I was just giving an example that proves that pretty much all current N64 emulators aren't really that accurate.
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Re: Not64 - an experimental modification

Post by emu_kidid » Mon Feb 11, 2013 5:20 am

fair enough, but that's just a lack of implementation and reversing.

An actual inaccuracy example is the movement in the DK64 intro. All HLE emulators are just as inaccurate as their counterparts. DK isn't supposed to fall into the water on the intro sequence as you'd know, he's meant to go over the vines. This inaccuracy is due to emulators using hardcoded cycle counters/etc which are basically just "good guesses" for things like when to trigger an interrupt/etc. Cycle accurate N64 emulation is nearly impossible with the CPU/RSP etc being two separate entities, but something like MESS might be able to pull it off... one day.
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Re: Not64 - an experimental modification

Post by Nintendo Maniac 64 » Mon Feb 11, 2013 5:40 am

emu_kidid wrote: Cycle accurate N64 emulation is nearly impossible with the CPU/RSP etc being two separate entities
Funny you should mention that...
http://www.emutalk.net/threads/54131-An ... t-underway
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Re: Not64 - an experimental modification

Post by the_randomizer » Mon Feb 11, 2013 6:06 am

Nintendo Maniac 64 wrote:
emu_kidid wrote: Cycle accurate N64 emulation is nearly impossible with the CPU/RSP etc being two separate entities
Funny you should mention that...
http://www.emutalk.net/threads/54131-An ... t-underway
But the cost of performance would be disastrous; you'd end up with another emulator like Bsnes in terms of requirements. Frankly, no one gives a damn about cycle-accurate N64 emulation aside from the truly fanatically dedicated. Let emukidid do what he wants, and the accuracy vs performance nuts do what they want. A goal for a cycle-accurate N64 emulator is all well and good, but what about the requirements to run such an ambitious program? No one wants an N64 emulator with >3.0 GHz system requirements, do they? Besides, I've been behind the scenes with PJ64 alpha testing, its complete rewrite of the code (so far 90% has been rewritten), and how games like that will run soon with the new RSP code.

Cycle-accuracy and LLE go hand-in-hand do they not? If so, you're gonna have a bad time trying to get people to use said emulator. Emukidid knows what he's talking about.
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Re: Not64 - an experimental modification

Post by XICO2KX » Mon Feb 11, 2013 2:57 pm

Nice work! :D
By the way, since Wii64 is based on Mupen64, does it also already includes the improvements of the latest official version: :roll:
Mupen64Plus v1.99.5 - March 10, 2012 ;)
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Re: Not64 - an experimental modification

Post by Nintendo Maniac 64 » Mon Feb 11, 2013 3:55 pm

Um.. I use Bsnes (compatibility) as my only SNES emulator and I only have an Athlon 64 x2 (G2 Brisbane) @ 2.5GHz...

If you want to discuss the concept of a cycle-accurate N64 emulator, you should post in that thread since the author is VERY open to communication and will answer most if not all your questions and criticisms.

Besides, isn't discussing such things technically off-topic in this thread?

EDIT: Well this is interesting:
https://twitter.com/marcan42/status/298923153172885504

I wouldn't assume with some AHBPROT voodoo that Not64 could take advantage of this extra memory...?
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Re: Not64 - an experimental modification

Post by emu_kidid » Mon Feb 11, 2013 9:38 pm

If it's via EXI it might be slow and read only, so not really going to gain much if anything.

mupen64plus is unofficial, but since mupen64 is dead, it's become official I guess. Wii64/Not64 have been picking up a few select improvements from mupen64plus, but the majority we're leaving out is where they're reinventing the wheel with plugin interfaces/etc (for no apparent reason).
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XICO2KX
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Re: Not64 - an experimental modification

Post by XICO2KX » Wed Feb 13, 2013 3:18 am

emu_kidid wrote:mupen64plus is unofficial, but since mupen64 is dead, it's become official I guess. Wii64/Not64 have been picking up a few select improvements from mupen64plus, but the majority we're leaving out is where they're reinventing the wheel with plugin interfaces/etc (for no apparent reason).
Ok, I see! No useful improvements then! :P
Anyway, here's something that might be interesting from the latest DeSmuMEWii SVN... 8-)
desmumewii wrote:Two words: Paired. Single.

That's right. I got tired of waiting. I created paired-single versions of ALL of
the matrix functions. On average they run about 40-50% faster. This has been in
the works for a long time. There isn't any noticeable speed up that I could
find, but it's there, and a preview of things to come.
Would this somehow be useful if you updated Wii64's to use these matrix functions? :roll:
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Re: Not64 - an experimental modification

Post by Extrems » Wed Feb 13, 2013 3:57 am

XICO2KX wrote:Ok, I see! No useful improvements then! :P
  • Blast Corps / Donkey Kong 64 fix.
  • Real-time clock in Animal Forest.
  • Ogre Battle 64 / Pocket Monsters Stadium JPEG microcode.
  • ...
Nothing useful there.
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Re: Not64 - an experimental modification

Post by nakata » Thu Feb 14, 2013 2:59 am

Very nice! Good to know.

Of course games like RE2 64, World Driver Championship, Indiana Jones and Battle for Nabοο are too much to ask from Wii64 when even PC emulation struggles with them.

Would it be reasonable to expect some games to now work from the list below: 007 TWINE , Castlevanias, Turok 2 & 3, Conker, Starcraft, Star Wars Episode I - Racer, Top Gear Overdrive, SouthPark rally, Southpark, Shadowgate 64, Bomberman 64, Shadows of the Empire, Ready 2 rumble, Ogre Battle, Mystical Ninja Goemon, Monaco GP, Hercules, Hexen 64, New Tetris, Armorines, Flying Dragon, Fighting Force 64, Bio Freaks & Toy Story 2?
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Re: Not64 - an experimental modification

Post by emu_kidid » Thu Feb 14, 2013 3:17 am

No better way to find out than to test them yourself :)
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Re: Not64 - an experimental modification

Post by Nintendo Maniac 64 » Thu Feb 14, 2013 3:23 am

I can say that TWINE technically works, but has several annoying bugs. In particular, there's no sound, the gun model doesn't appear on-screen, and on the main menu it will constantly scroll downward through the options.
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Re: Not64 - an experimental modification

Post by ShadowOne333 » Thu Feb 14, 2013 3:54 am

nakata wrote:Very nice! Good to know.

Of course games like RE2 64, World Driver Championship, Indiana Jones and Battle for Nabοο are too much to ask from Wii64 when even PC emulation struggles with them.
There goes my hope for the only game I was expecting to be played on the Wii by any means (VC/Injected/Wii64)...
So long, RE 2. You will forever reside in your original cartridge.
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Re: Not64 - an experimental modification

Post by Nintendo Maniac 64 » Thu Feb 14, 2013 4:09 am

Quick correction to something I said earlier - supposedly the alpha 2.0 versions of PJ64 are running World Driver Championship, though apparently the Z64 LLE plugin still has better graphics rendering for this game currently.
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