Not64 Second Edition - an Hybrid Heaven emulator

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vicmarto
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by vicmarto » Thu Feb 19, 2015 8:50 am

emu_kidid wrote:Can I ask why you're trying to compile your own? You'll need a custom version of libOGC and DevkitPPC to do it - even if you get it to compile as-is it will fail due to R2/R13 usage.
Hello emu_kidid.

Well, I only wanted to do a little code modification to change the folder where the roms and saves are saved in the SD. Nothing more. Of course, I always keep this modified binaries in private.

I already have successfully compiled Wii64 and WiiSX and apparently they are working ok. Do you know if them will eventually fail due to R2/R13 usage? Are needed too custom libOGC and DevkitPPC versions?

Finally, are the custom versions of libOGC and DevkitPPC available online? Would be possible that you share them please?

P/S: Excuse my poor english, I expect you understand what I try to mean... :D
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emu_kidid
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by emu_kidid » Thu Feb 19, 2015 8:59 am

Not64 is the only thing that relies on custom devkitPPC/libOGC that I know of so far. You might just have to get used to the paths or hex edit some equivalent length paths instead.
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JCT400THz
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by JCT400THz » Fri Feb 20, 2015 5:31 pm

i noticed one or two of the games i had in my Not64 old collection work better, like Magical Tetris Challenge works considerably better besides the major (Practically Unplayable) in-game glitch that occured. i've tried my options, they don't work.... but i still am very impressed at the advancements Not64 went over Wii64, like CC Pro support and removing and calibrating the D-Pad glitch on CC Pro and G 007 running at 1.0x, and more roms being playable, more romhacks being playable/more compatible and i LOVE it! you guys and extrems are great! just a curious question... did Wii64 start out as Mupen64GC? or Wii64? or both? and which project did you start first? WiiSX or Wii64? you guys make my homebrew life complete, as carefree as i am at the moment! ;)
can someone implement a Netplay element early?
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vicmarto
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by vicmarto » Sat Feb 21, 2015 5:04 pm

emu_kidid wrote:Not64 is the only thing that relies on custom devkitPPC/libOGC that I know of so far. You might just have to get used to the paths or hex edit some equivalent length paths instead.
:arrow:
Thank you very much emu_kidid, I have played a little with the hex edit... :D
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JCT400THz
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by JCT400THz » Mon Feb 23, 2015 3:47 am

just asking :) several questions: what would you do to add netplay features? would we use our GCF accounts? what, technologically, would you need to do? how improved will "dynarec2" be over regular Dynarec? how's both rice and GLN64 going to benefit the emulator? can the wii and GC handle these things? basically, can you tell me ALL that's changing? can you give us a refresher like you did on Emulatemii?
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by JCT400THz » Sat Mar 07, 2015 7:53 pm

can someone tell me how nintendo can perfect their VC emus, but we have trouble?
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DerGali
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by DerGali » Sat Mar 07, 2015 9:57 pm

Nintendo had an easier job they can access data like source code of the game and they optimize the emulator sometimes for just this special game.
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by JCT400THz » Sun Mar 08, 2015 8:20 pm

that makes sense now. they made it. the super NES can be emulated without trouble but the N64 is a little piece of work. kind makes you wonder how consoles of such a high caliber can be emulated so well. i mean, but the Wii and GameCube have their limitations, but how hard is it exactly to port anything that came from Linux compared to windows? i think you guys should change your basis app to M64++ instead. how hard would that be? then you would have all the advantages of the M64++ code, unless of course the Wii is incompatible with the features. couldn't you port some kind of plugin library similar to Linux so you can port the features just as easily? i'm kind of confused with this overall, but i know that yall're taking time porting this to the Wii. i never figured how everything that could be ported to Linux could also be ported to the Wii, like Snes9X or VBA or M64+, or even FCEU. all emulators that are wii-capable are also linux-capable. but, off of that subject, what do you mean, "source code"?
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by Naxil » Sat Mar 14, 2015 8:49 pm

DerGali wrote:Nintendo had an easier job they can access data like source code of the game and they optimize the emulator sometimes for just this special game.
Why emulator can't use that way? Focus Game per game without leave the General emulation?
Link_of_Hyrule
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by Link_of_Hyrule » Sat Mar 14, 2015 8:53 pm

Because even decompiling a game isn't a perfect and it would take more work than it's worth.
eNt91
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by eNt91 » Mon Mar 16, 2015 3:36 am

I appreciate your great work very much as I've had quite an amount of fun hours using this emulator.

However, my favourite title "Diddy Kong Racing" suffers from strobe water - other than that it runs very smooth and nicely. The strobe water just appears as flashing water surfaces, from blue (as it should be) to ~pink or something. Playing on hovercraft tracks is pretty much impossible without growing a headache :(
Long story short, do you think there's a possibility this will be fixed in future updates? I think it's a little sad that a game that runs near perfect suffers from this little (yet important) issue. If by any chance there's a possibility to get this fixed, I'd really be thankful for that!

Another question I have is about Wii U Pro Controller. I know there are many options to choose from already when it comes to controllers, such as GameCube which is my preferred one so far, but all of the wireless controllers (Wii Remote, + Nunchuk, Classic Controller [Pro]) just have a really weird button layout and the analog sticks are terribly placed (imo). Any chances on Wii U Pro Controller support?

Thanks a lot again!
tommy
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by tommy » Tue Mar 17, 2015 10:51 pm

Hi Extrems!

Do have any plans for adding WiiU Pro Controller support?
eNt91
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by eNt91 » Wed Mar 18, 2015 8:27 pm

Well, I should add the following.
After playing through the Adventure mode of DKR, I now tried Adventure 2. It is unplayable, as soon as you start a race the screen turns completely black, only the HUD is visible. This is very, very unfortunate. :(
aterraformer
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by aterraformer » Fri Mar 20, 2015 4:56 am

I'm trying to use my Nintendo 64 controller with this adapter but it doesn't seem to be registering inputs. Does anyone have any advice? I could have swore I saw someone getting it to work before purchasing.
Link_of_Hyrule
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by Link_of_Hyrule » Fri Mar 20, 2015 5:03 am

Everytime I get an email for a new post I hope it's for a new update that'll fix DK64 completely as well as a few of my other favorites.
aterraformer
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by aterraformer » Fri Mar 20, 2015 5:28 pm

Link_of_Hyrule wrote:Everytime I get an email for a new post I hope it's for a new update that'll fix DK64 completely as well as a few of my other favorites.
Sorry to disappoint
grez14
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by grez14 » Sat Mar 21, 2015 8:53 pm

I love you guys,I really do, that you put a 240p option for me is the best thing ever, right now the 240p option looks in black and white, it does look legit 240p/60 which is awesome , hope you can fix that in the future :)
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by alforddm » Sat Mar 21, 2015 11:23 pm

I would love the see the libwupc library implemented for wii u pro controller support.

Thanks!
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by JCT400THz » Tue Mar 24, 2015 10:24 pm

how do i get the extra not64 options?
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by 47iscool » Mon Apr 20, 2015 3:38 pm

Paper Mario is now to the best of my knowledge fully playable with no freezes.

Thanks Extrems
Last edited by 47iscool on Sat Apr 25, 2015 2:39 am, edited 1 time in total.
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JCT400THz
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by JCT400THz » Mon Apr 20, 2015 7:42 pm

Really? well then I can play it on Not64 emulator instead of VC now!
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Link_of_Hyrule
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by Link_of_Hyrule » Mon Apr 20, 2015 11:03 pm

Why would you play it on Not64 over Virtual Console when Virtual Console is going to work better every time?
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by JCT400THz » Tue Apr 21, 2015 4:59 am

hell, if i can reserve space on my Wii's NAND, then i'm all for it!
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by Link_of_Hyrule » Tue Apr 21, 2015 12:27 pm

I guess I just don't have a space problem on my Wii.
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Re: Not64 Second Edition - an Hybrid Heaven emulator

Post by JCT400THz » Tue Apr 21, 2015 11:00 pm

Well, the Wii only has 512 MB of NAND but i got a tons worth of WiiWare.
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