Not64 - an experimental modification

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Extrems
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Re: Not64 - an experimental modification

Post by Extrems » Tue Sep 04, 2012 10:07 pm

julius wrote:you have dedicated all this time for this emulator
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I don't think so.
wiilanadapter
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Re: Not64 - an experimental modification

Post by wiilanadapter » Sun Sep 16, 2012 2:23 pm

Possible regression: gex 3 (E) (M3) [!] exits with a code dump when entering the area with the western station TV set is. Does not do this in wii64 1.1 or the unofficial recompile dubbed "1.1.1"
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felixcondez
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Re: Not64 - an experimental modification

Post by felixcondez » Wed Sep 19, 2012 5:25 am

thanks again Extrems!
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felixcondez
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Re: Not64 - an experimental modification

Post by felixcondez » Wed Sep 19, 2012 8:15 pm

Mischief Makers (E): the control is dead can not start the game, verified with controls gamecube and wiimote
PetterP
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Re: Not64 - an experimental modification

Post by PetterP » Thu Sep 20, 2012 3:02 pm

Can this use savegames from the regular Wii64? I'm playing OoT, and would like to see how much better it performs with this emulator.
wiilanadapter
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Re: Not64 - an experimental modification

Post by wiilanadapter » Thu Sep 27, 2012 2:23 am

PetterP wrote:Can this use savegames from the regular Wii64? I'm playing OoT, and would like to see how much better it performs with this emulator.
Never had a problem related to using wii64 saves so it should be fine.
PetterP
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Re: Not64 - an experimental modification

Post by PetterP » Sat Sep 29, 2012 12:26 pm

Thanks. Have just had the chance to try it out now. Overall the game runs a lot more smoothly, but unfortunately, the music emulation is a little wonky, and this annoys me more than a little bit of lag now and them, so I think I'll go with the regular wii64 after all.
Gearx
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Re: Not64 - an experimental modification

Post by Gearx » Wed Oct 03, 2012 6:31 pm

I keep getting a Error (This is not a valid Wii application) what do I do to fix this?
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Disorarara
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Re: Not64 - an experimental modification

Post by Disorarara » Thu Oct 18, 2012 8:45 pm

Any plans to do something similar for WiiSX? A lot of games could seriously benefit from the improved audio features as many of them suffer from 'fuzzy audio'
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the_randomizer
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Re: Not64 - an experimental modification

Post by the_randomizer » Sat Oct 20, 2012 6:58 am

Well, any kind of improvement would be a welcome change, seeing as, you know, things haven't been going so smoothly.
"Old people don't need companionship. They need to be isolated and studied so it can be determined what nutrients they have that might be extracted for our personal use."

Homer Simpson
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felixcondez
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Re: Not64 - an experimental modification

Post by felixcondez » Sun Nov 11, 2012 4:20 am

speed in games greatly improved, now you can see vehicles on the map selector to blast corps, Chameleon Twist 2 is played almost like the original, mischief makers now control works but only see half the screen, conker bad fur day running ... but Pure interpreter (I check more games)

generally small changes, but make the difference ... thanks Extrems!

sorry for the mistakes I use a translator.
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turnerl
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Re: Not64 - an experimental modification

Post by turnerl » Mon Nov 12, 2012 3:43 am

thank you very much Extrems!
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alzen
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Re: Not64 - an experimental modification

Post by alzen » Thu Nov 29, 2012 2:44 am

Great someone is improving the emulator, I also home someone will work on PSX emulator as well someday.
Take a look at my YouTube channel - totally dedicated to retro shooters
Warwiio
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Re: Not64 - an experimental modification

Post by Warwiio » Wed Dec 05, 2012 2:24 am

I hope you can get Mario Party 1 and 3 working perfectly. Mario Party 1 almost works perfectly except for a few slowdowns in some mini-games and a huge graphical glitch in the Face Lift minigame (screen flashes a lot even with or without FB textures on). Mario Party 3 has a slowdown in the main boards and in some mini-games but I haven't really noticed any major graphical glitch.
turntablez123
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Re: Not64 - an experimental modification

Post by turntablez123 » Mon Dec 17, 2012 11:07 am

I was wondering if someone could help me with the install. There are some files in it I am unfamiliar with their location. Where do you place the files...

cube64.dol

source.patch

I am not sure?? Also.... do we keep the files in the wii64/roms folder from the last release Wii64 Beta 1.1 Honey???

fcube.v64

wii64.z64

Thank you. Any input is appreciated.

Todd
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emu_kidid
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Re: Not64 - an experimental modification

Post by emu_kidid » Mon Dec 17, 2012 11:24 am

The Not64/Wii64 archives are provided in such a state that you just need to extract them AS THEY ARE to your SD device.
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turntablez123
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Re: Not64 - an experimental modification

Post by turntablez123 » Mon Dec 17, 2012 11:45 am

ok.... I was just curious. I thought so but wanted to be sure. so the files..


cube64.dol

source.patch

i put in the root of my SD card. Do I still keep these in the roms folder though? Or do I delete them?

fcube.v64

wii64.z64

Thanks again!
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sabandellos
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Re: Not64 - an experimental modification

Post by sabandellos » Tue Dec 18, 2012 9:56 am

Nobody notice that a new Not64 r20121216 is out a few days ago?

https://twitter.com/SoloEmuladores/stat ... 9201771520

click the "old" link
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Extrems
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Re: Not64 - an experimental modification

Post by Extrems » Tue Dec 18, 2012 10:34 am

The update is a rebuild, and the last based on Beta 1.1 'Honey'.
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the_randomizer
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Re: Not64 - an experimental modification

Post by the_randomizer » Wed Dec 19, 2012 5:12 pm

Extrems wrote:The update is a rebuild, and the last based on Beta 1.1 'Honey'.
Is there a change list of what's been fixed/updated? Have you looked into the Hybrid Heaven camera issue (climbing ladders)?
"Old people don't need companionship. They need to be isolated and studied so it can be determined what nutrients they have that might be extracted for our personal use."

Homer Simpson
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Extrems
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Re: Not64 - an experimental modification

Post by Extrems » Wed Dec 19, 2012 5:53 pm

Essentially nothing changed outside of devkitRice's libOGC and Newlibc.

The previous update allowed switching between pure interpreter and dynamic recompiler on the fly.
Switch to pure interpreter when mounting ladders if you're desperate to play this game.
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the_randomizer
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Re: Not64 - an experimental modification

Post by the_randomizer » Wed Dec 19, 2012 9:24 pm

Extrems wrote:Essentially nothing changed outside of devkitRice's libOGC and Newlibc.

The previous update allowed switching between pure interpreter and dynamic recompiler on the fly.
Switch to pure interpreter when mounting ladders if you're desperate to play this game.
Do you think that issue will ever be fixed using the dynamic as opposed to relying wholly on the interpreter core? I know it's not the game (as other emulators don't have that issue), no one's fault but Mupen64 itself.
"Old people don't need companionship. They need to be isolated and studied so it can be determined what nutrients they have that might be extracted for our personal use."

Homer Simpson
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Nintendo Maniac 64
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Re: Not64 - an experimental modification

Post by Nintendo Maniac 64 » Mon Dec 24, 2012 4:08 am

Just registered to say that I can't figure out how to get the "rompath" function/setting to work, specifically what text I'm supposed to put for it in the 'settings.CFG' file. It seems like no matter what I put I always get "Error opening directory" whether it's the SD card or USB drive.

For reference everything else about the emulator seems to work perfectly fine, so I haven't screwed up the configuration or file placement.
JPnintendo
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Re: Not64 - an experimental modification

Post by JPnintendo » Thu Dec 27, 2012 2:12 am

Hello! THANK YOU! I played banjo kazooie in "honey" (I have all pieces and all eggs and the key of "stop "n" swop") And now I am playing tooei on not64. It works 100% with no errors (only the shadow than is missing) but, it works smoothy both video and sound.
I only get 1 code dump in 5 hours playing it.
The game freeze only in a specific part of the first level (I´ll try the "U" version I am using the (E) )
Thanks, and cheers!
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Nintendo Maniac 64
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Re: Not64 - an experimental modification

Post by Nintendo Maniac 64 » Thu Dec 27, 2012 10:13 am

Is there any way to map a GameCube controller and a wiimote to the same player, similar to how the virtual console does it?

In particular, my father likes using a GameCube controller while I prefer the classic controller pro. This means that we have to change which controller is set for Player 1 every single time the other person wants to play something in single-player.

Also I still can't get the "rompath" setting to work.
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