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Re: Not64 - an experimental modification

Posted: Tue May 07, 2013 6:09 am
by Nintendo Maniac 64
I meant originally. It's possible that you WERE running Not64 but didn't realize it because you didn't turn on FB textures (assuming this fixes the BK issues).

FYI, the easiest way to tell if it's Not64 or Wii64 is to select the "credits" button.

Re: Not64 - an experimental modification

Posted: Tue May 07, 2013 6:11 am
by brawww
Ok let me see

Re: Not64 - an experimental modification

Posted: Tue May 07, 2013 6:16 am
by brawww
Well the credits say wii 64 beta 1.1 nothing about not64 and extrems and when trying to load rom it says "error opening directory USB/wii64/Roms"

Re: Not64 - an experimental modification

Posted: Tue May 07, 2013 6:19 am
by brawww
Alright what Im going to do is start from scratch erase everything

Re: Not64 - an experimental modification

Posted: Tue May 07, 2013 6:25 am
by Nintendo Maniac 64
FYI, rather than posting again, edit your last post. It's good forum etiquette to not post twice in a row.

Also, try THIS and extract it to the root of your SD or USB.
http://www.mediafire.com/?3pjoxckpifzfsy3

I renamed the app folder for Not64 to "not64" rather than "wii64".

Re: Not64 - an experimental modification

Posted: Tue May 07, 2013 6:34 am
by brawww
You know what man :D I see the mistake that I made i didnt put the not64 into app folder thats why it didnt work.
Im thinking not64 is the same as WII64.

Thanks man :D is this latest patch too by any chance

Re: Not64 - an experimental modification

Posted: Tue May 07, 2013 6:36 am
by Nintendo Maniac 64
It does not matter.

Re: Not64 - an experimental modification

Posted: Fri May 24, 2013 5:58 pm
by nakata
So, any news? I daily play Not64 religiously, hope to see it improved further :)

Some new tips for Perfect Dark 64 to get it to run a little bit smoother, especially in co op mode. Go to the video settings and set it to normal rez. It always plays at 480i/480p on Not64 anyways so you do not lose clarity. Also, you can set the display to 16:9 from the game's display options, it is a bit smoother with IR controls this way.

Re: Not64 - an experimental modification

Posted: Sat May 25, 2013 10:59 pm
by Nintendo Maniac 64
Here's a question I kept forgetting to ask - how the heck does one use save states?

Re: Not64 - an experimental modification

Posted: Sun May 26, 2013 8:52 am
by nakata
Current Rom--> Save State, Load State (slots 0-9). Same as WiiSX.
Bear in mind, SOME games freeze Not64 when loading savestates (Perfect Dark, GoldenEye etc). Also, in games like DK64, savestates are the only way to keep progress as they don't save to sram (idk why).
Most games do work fine. I can personally vouch for Banjo 1 & 2, Mario 64, Mario 74 (hack), Zelda OoT, Zelda MM, Turok, Earthworm Jim, DK64 (as already stated) and many many others.

Re: Not64 - an experimental modification

Posted: Sun May 26, 2013 6:53 pm
by Nintendo Maniac 64
Hmm... so there's no "auto save state on game exit" and "auto load state on game launch"?

The main thing is that I wanted to try to use such a function to get around the idiocy of Rush 2 and California Speed not saving custom controls (well, Rush 2 saves it but doesn't apply it).

Re: Not64 - an experimental modification

Posted: Sun May 26, 2013 7:18 pm
by nakata
I understand what you are saying (other Wii emus like VBA GX, SNES9X GX, FCEUMM GX, GnuBoy GX etc. have this), but IDK about a function like this on Not64.

However, you can do sth to overcome this issue, by doing the following consecutive steps:
1. Load your game and it's savegame.
2. customize your controls to your liking
3. Now when in the title screen of said game, exit to Not4 menu, go to current ROM, Save State @ slot 0-9.
4. ???
5. Profit.

From now on, when loading said game on Not64, as soon as it boots, exit to Not64 menu and load the savestate. No more editing needs to be done.
Btw if you unlock any courses or have set a new record, simply make a savestate over the old one and load that.

Re: Not64 - an experimental modification

Posted: Sun May 26, 2013 7:25 pm
by Nintendo Maniac 64
I realize I can do that, but that's not the issue - my father is the issue.

Currently I've got it set up that Rush 2 and California Speed can launch directly from the Homebrew channel and as long as he's using a gamecube controller he doesn't have to do anything more. Using a wiimote in Rush 2 is moderately simple as well - you just have to pause and merely VIEW the controls screen then unpause. This is much less complicated than the method you describe.

This doesn't fix California Speed however, but TBH I don't think he ever plays that game in only single player anyway, so it's not a big deal.

Re: Not64 - an experimental modification

Posted: Sun May 26, 2013 10:00 pm
by nakata
Nice, then the solution is obvious. What we know:
1.You auto load SF Rush upon Not64 startup
2.Slot 1 in controller config is also auto loaded by Not64 as you said a while back.

Given 1 & 2, configure Not64's GC to N64 button layout so that it is mapped like it would be after you fix the ingame controls in SF Rush (for example triggers to A/B instead of the default
L/R) . Save the config at slot1 so that it'll be autoloaded upon boot.
To your dad, the end result will be the same (ie preferred controls) automatically, and with no need to mess with the ingame button assignment every time. As for you, being mode versed with tinkering with Not64 menu, you can assign the default GC to N64 mapping in slot2 and load it manually whenever you wanna play another game.

Re: Not64 - an experimental modification

Posted: Sun May 26, 2013 10:05 pm
by Nintendo Maniac 64
I should have clarified, I'm referring to the "steering wheel mode" that can be set in both California Speed and Rush 2. Without that enabled the wiimote tilt/steering is quite unresponsive.

Specifically, in either game, you go into custom controls, highlight steering, then move right - the icon of an analog stick should now show a steering wheel.

Re: Not64 - an experimental modification

Posted: Sun May 26, 2013 10:23 pm
by nakata
I see. Well only the savestate method or the ingame config for every playthrough can apply then. Both methods are not inintuitive and automatic, but they're a solution none the less... Pick the one that is the least fuss for your dad.

Re: Not64 - an experimental modification

Posted: Tue May 28, 2013 9:16 am
by Buleste
I have a GC with XenoGC and an SDGecko and I'm trying to run Not64 but I can't load ROMS. All I get is "error opening directory SDCard/wii64/Roms" can anyone help please?

Re: Not64 - an experimental modification

Posted: Fri May 31, 2013 7:47 pm
by wishmasterf
@Buleste: try http://www.wii-homebrew.com/download/ni ... ren/not64/

Latest Version is broken with sd-medialauncher :-(. Hope it will be fixed.

Re: Not64 - an experimental modification

Posted: Wed Jun 05, 2013 2:19 am
by nakata
Does anyone remember N64 game Rally Challenge? Pretty good arcade rally game. Btw it has a visual effect that set it apart for the time. It was one of the few games of the 32/64 bit generation (actually, the only one i remember, besides Beetle Adventure Racing) that had actual, real reflections on the 4 windows of the cars and not just sheen.
Why am i saying this? Cause i just found out that Not64 correctly shows that effect with FB textures ON. After this and Banjo Tooie's correct jigsaw video puzzles i am once again impressed with this emu. Hopefully Perfect Dark corona lights will someday be enabled too.

Re: Not64 - an experimental modification

Posted: Wed Jun 05, 2013 2:32 am
by emu_kidid
never played it but it sure looks awesome and way better than MRC :P

Re: Not64 - an experimental modification

Posted: Wed Jun 05, 2013 2:34 am
by Nintendo Maniac 64
nakata wrote:Does anyone remember N64 game Rally Challenge? Pretty good arcade rally game. Btw it has a visual effect that set it apart for the time. It was one of the few games of the 32/64 bit generation (actually, the only one i remember, besides Beetle Adventure Racing) that had actual, real reflections on the 4 windows of the cars and not just sheen.
emu_kidid wrote:never played it but it sure looks awesome and way better than MRC :P
World Driver Championship says hi. ;)

It may not have reflections on the windows, but it has actual real-time projection shadows. It also has the classic "HUD mirror" in cockpit view, which is similar to reflections technologically-wise. The game uses so much graphical voodoo that to date can only be emulated with LLE, and even then it can still have graphical issues.

Example video of a track with lots of projection shadows and even some lights:
https://www.youtube.com/watch?v=wt-FzN2yxqM

Re: Not64 - an experimental modification

Posted: Wed Jun 05, 2013 3:31 am
by emu_kidid
I've got World Driver Championship original :)

Re: Not64 - an experimental modification

Posted: Wed Jun 05, 2013 4:03 am
by nakata
I had that too, how could i not, after all... Its not like N64 had many other quality ''realistic'' racers. This one is the only realistic racing game that one can say stands above the immense PSX racing library n the graphics department.
Amazing looking game and the New Zealand, Lisbon and Sydney tracks blew my mind.
However, did it have actual reflections? I only remember sheen on the cars [btw, even the tires and wheels had sheen (lol) and they were actually 2d if you really looked closely at the replays and toyed with the camera angles].

Re: Not64 - an experimental modification

Posted: Wed Jun 05, 2013 6:31 am
by MockyLock
World Driver Champioship msut be the only race game i've ever finished, all consoles included ^^
This one was really awsome, not too much reallistic for driving, not too much arcade style.

Re: Not64 - an experimental modification

Posted: Sun Jun 16, 2013 4:11 pm
by magic_sam
Hi :)

BUG REPORT: Mario Kart 64.

There's no music in-game, only engine sounds...

The game is smooth during the game @ 30 FPS, but struggles after the finish line, when the scores are displayed.

Bye and thanks,

Magic Sam