Search found 166 matches
- Fri Oct 27, 2023 11:40 pm
- Forum: Wii64
- Topic: [Not64] Bug? — only renders at 480p internally even when using different video modes
- Replies: 5
- Views: 15262
Re: [Not64] Bug? — only renders at 480p internally even when using different video modes
Apologies for the double-post, but I didn't want to edit this into my previous post since doing that may not activate forum post notifications (which I figure Extrems has enabled since they seem to reply quite promptly). 1) That's a bug with the video interface. The framebuffer is really 320x240. Ma...
- Thu Oct 26, 2023 6:37 pm
- Forum: Wii64
- Topic: [Not64] Bug? — only renders at 480p internally even when using different video modes
- Replies: 5
- Views: 15262
Re: [Not64] Bug? — only renders at 480p internally even when using different video modes
2) UI textures with point sampling look nasty that way. We also can only do up to 640x528 in a single pass. Personally I think it'd be an interesting option for additional video output modes and then just padding the rest of the 528 with black bars under the assumption of overscan, but it's your em...
- Thu Oct 26, 2023 6:15 pm
- Forum: Wii64
- Topic: [Not64] Bug? — only renders at 480p internally even when using different video modes
- Replies: 5
- Views: 15262
Re: [Not64] Bug? — only renders at 480p internally even when using different video modes
For 576p, this is intentional as many games also stretched vertically from a 320x240 framebuffer on PAL This confuses me though because NTSC games would use a 240px vertical framebuffer (actually, according to Cen64, it's a teeny bit less: 237px vertically if I recall correctly) and yet Not64 still...
- Thu Oct 26, 2023 4:37 am
- Forum: Wii64
- Topic: [Not64] Bug? — only renders at 480p internally even when using different video modes
- Replies: 5
- Views: 15262
[Not64] Bug? — only renders at 480p internally even when using different video modes
While doing some tests using the Dolphin emulator with dumping screenshots at native 1x internal render resolution, I noticed that Not64 seems to always internally render the game at 480p and then will instead up/down-scale to the corresponding video output mode, whether 240p, 576p, etc. In other wo...
- Sun Oct 22, 2023 2:44 am
- Forum: Wii64
- Topic: [Not64] Custom channel forwarder that reads meta.xml to autoboot a game?
- Replies: 13
- Views: 32430
Re: [Not64] Custom channel forwarder that reads meta.xml to autoboot a game?
EDIT: Just a heads-up regarding my per-game hex-edit trick: Because you're editing the data directly in-place, inserting extra characters will derp things up. Now while some of the paths have empty space after them (particularly the "saves" paths which have a lot of empty space), that sti...
- Sun Oct 22, 2023 2:09 am
- Forum: Wii64
- Topic: [Not64] Custom channel forwarder that reads meta.xml to autoboot a game?
- Replies: 13
- Views: 32430
Re: [Not64] Custom channel forwarder that reads meta.xml to autoboot a game?
Apologies for grave-digging this thread, but I just discovered that Not64 is the odd one out between Wii64 and WiiSX RX whereby, as of build 2016-04-20, the folder paths in the boot.dol seem to be encrypted or something: https://github.com/extremscorner/not64/releases/tag/20160420 This means that, s...
- Thu Mar 03, 2022 1:09 am
- Forum: Wii64
- Topic: [Not64] Existing standard 32KB .mpk save files get overwritten by empty 128KB .mpk save files
- Replies: 2
- Views: 13915
Re: [Not64] Existing standard 32KB .mpk save files get overwritten by empty 128KB .mpk save files
Oh, uh... I did not expect that.
Outside of making it use individual 32KB .mpk files per controller, would it be a rude suggestion to at least change the file extension to something like .4mpk or .4mk so as to differentiate it?
Outside of making it use individual 32KB .mpk files per controller, would it be a rude suggestion to at least change the file extension to something like .4mpk or .4mk so as to differentiate it?
- Wed Mar 02, 2022 11:53 pm
- Forum: Wii64
- Topic: [Not64] Existing standard 32KB .mpk save files get overwritten by empty 128KB .mpk save files
- Replies: 2
- Views: 13915
[Not64] Existing standard 32KB .mpk save files get overwritten by empty 128KB .mpk save files
Not64 seems to be creating non-standard 128KB .mpk save files, possibly similar to how the old Project64 v1.6's Jabo input plugin created non-standard 256KB .mpk files. But the big problem is that, if you try to use an existing standard 32KB .mpk save file with Not64, it'll straight-up overwrite it ...
- Thu Jan 20, 2022 6:40 pm
- Forum: Wii64
- Topic: Wii64 Beta 1.2 fork by Fix94
- Replies: 28
- Views: 85964
Re: Wii64 Beta 1.2 fork by Fix94
hello, wii64 is it continuing to be developed? I downloaded the latest version of not64 and inside there are two dol (one in app/not64/boot.dol) and the other in the root of the zip not64.dol) It's my impression that the one in the root of the drive is for the GameCube while the one in "apps/n...
- Sun Dec 26, 2021 5:44 am
- Forum: Wii64
- Topic: Wii64 Beta 1.2 fork by Fix94
- Replies: 28
- Views: 85964
Re: Wii64 Beta 1.2 fork by Fix94
- WiiFlow compatibility (for autoload ROMs on startup) still not implemented It looks like v1.3 uses Not64 style meta.xml arguments, that is basically anything that exists in the settings cfg file can be used as a meta.xml argument (something that is particularly useful for N64 games as it thereby ...
- Mon Dec 06, 2021 7:58 pm
- Forum: Wii64
- Topic: [Not64] Custom channel forwarder that reads meta.xml to autoboot a game?
- Replies: 13
- Views: 32430
Re: [Not64] Custom channel forwarder that reads meta.xml to autoboot a game?
unless those settings could also be arguments in the meta.xml, which you said is possible for Not64, which is awesome Yeah AFAIK that really only works for Not64. To make it work for Not64 is actually really easy - copy the entire line for a given setting in Not64's settings.cfg file (when opened i...
- Wed Nov 24, 2021 7:56 pm
- Forum: Wii64
- Topic: [Not64] Custom channel forwarder that reads meta.xml to autoboot a game?
- Replies: 13
- Views: 32430
Re: [Not64] Custom channel forwarder that reads meta.xml to autoboot a game?
And to be clear, I know that’s what SaulFabreg’s solution is supposed to achieve. But you said it didn’t work because it caused the power button to crash the emulator? Well, I always used my own ModMii-created forwarders - maybe he does something a bit different? I'll have to try it and report back...
- Fri Nov 12, 2021 6:25 am
- Forum: Wii64
- Topic: [Not64] Custom channel forwarder that reads meta.xml to autoboot a game?
- Replies: 13
- Views: 32430
Re: [Not64] Custom channel forwarder that reads meta.xml to autoboot a game?
I made a complete tutorial for use my custom SRLs (specially Not64) and Wii forwarder channels for make it run in Not64 as if it was a Wii VC channel. Here https://gbatemp.net/threads/how-to-use-single-rom-loaders-for-make-your-own-wii-vc-channels-of-your-favorite-retro-games-d-wii.602640/ The main...
- Fri Sep 03, 2021 10:17 pm
- Forum: Wii64
- Topic: [Not64] GameCube controller analog sticks are too sensitive
- Replies: 11
- Views: 25924
Re: [Not64] GameCube controller analog sticks are too sensitive
https://github.com/extremscorner/not64/blob/master/gc_input/controller-GC.c#L125-L126 https://github.com/extremscorner/not64/blob/master/gc_input/controller-Classic.c#L205-L206 Is there a particular reason why this all can't just be another setting.cfg (and therefore a meta.xml) argument like sever...
- Thu Sep 02, 2021 11:24 pm
- Forum: Wii64
- Topic: [Not64] GameCube controller analog sticks are too sensitive
- Replies: 11
- Views: 25924
Re: [Not64] GameCube controller analog sticks are too sensitive
The raw value is passed through for GameCube Controllers (except when using an Extenmote). Classic Controllers are scaled to a -80,80 range. I don't suppose you could point me to where in the source code the according lines of code are that control this functionality? I may be barely a coding amate...
- Sun Aug 29, 2021 7:40 pm
- Forum: Wii64
- Topic: [Not64] GameCube controller analog sticks are too sensitive
- Replies: 11
- Views: 25924
Re: [Not64] GameCube controller analog sticks are too sensitive
Strange that an emulator doesn't max the input value to the max physically reachable on an original controller… It's my understanding from the Project64 N-rage input plugin that a real physical N64 analog stick only reaches something like 67% of the full range that it can actually transmit to the c...
- Fri Aug 27, 2021 8:15 pm
- Forum: Wii64
- Topic: [Not64] GameCube controller analog sticks are too sensitive
- Replies: 11
- Views: 25924
Re: [Not64] GameCube controller analog sticks are too sensitive
If it outputs its max value halfway its race, it is too sensible. This is the closest to what is happening, but what seems to actually be happening is that the GameCube analog is hitting a max value that is substantially greater than what the N64 analog stick is hitting (and no, this was not tested...
- Fri Aug 27, 2021 5:09 am
- Forum: General Discussion
- Topic: Devolution - Gamecube loader for Wii/Wii U updated to r234
- Replies: 197
- Views: 337806
- Fri Aug 27, 2021 1:31 am
- Forum: General Discussion
- Topic: Devolution - Gamecube loader for Wii/Wii U updated to r234
- Replies: 197
- Views: 337806
Re: Devolution - Gamecube loader for Wii/Wii U updated to r234
The Devolution Engine doesn't touch the video encoder configuration, so there's no patch needed there. I had asked tueidj about it. Ah, so GameCube games left as-is don't actually need the fix? Didn't realize that! (also psst, don't suppose you have any insight into whether Devolution uses 8bit cla...
- Thu Aug 26, 2021 9:29 pm
- Forum: General Discussion
- Topic: Devolution - Gamecube loader for Wii/Wii U updated to r234
- Replies: 197
- Views: 337806
Re: Devolution - Gamecube loader for Wii/Wii U updated to r234
Double apologies for the triple post, but I just found out about Extrems' 480p fix: https://www.retrorgb.com/wii-480p-video-bug-discovered.html https://shmups.system11.org/viewtopic.php?p=1361158#p1361158 But unfortunately, it seems that the newest version of Devolution predates the discovery of thi...
- Tue Aug 24, 2021 11:13 pm
- Forum: Wii64
- Topic: [Not64] GameCube controller analog sticks are too sensitive
- Replies: 11
- Views: 25924
[Not64] GameCube controller analog sticks are too sensitive
This is basically just a dedicated thread on the subject that I tangentially brought up in the Wii64 issues tracker: https://github.com/emukidid/Wii64/issues/51#issuecomment-904176075 For whatever reason, Extrems and I are seeing exactly opposite analog stick sensitivity between GameCube controllers...
- Tue Aug 24, 2021 9:03 pm
- Forum: Wii64
- Topic: [Not64] Defect or feature? - GC pads can't hot-swap like wiimote extensions can
- Replies: 1
- Views: 13145
[Not64] Defect or feature? - GC pads can't hot-swap like wiimote extensions can
Yesterday when confirming the analog sensitivity discrepancy between myself and Extrems , I realized that, despite Not64 now supporting the ability to hot-swap wiimote extensions while a game is running, it does not allow one to hot-swap to and from a gamecube controller (e.g. plugging in and/or rem...
- Sat Aug 21, 2021 12:41 am
- Forum: Wii64
- Topic: [Not64] Bug with meta.xml's "LoadButtonSlot = #"
- Replies: 6
- Views: 18367
Re: [Not64] Bug with meta.xml's "LoadButtonSlot = #"
I can address this if you don't mind your controller being unresponsive for several seconds every time you enter and leave the menu. It's not really a big deal for me as it stands, but I'm kind of wondering what prevents Not64 from just deactivating 8bit mode when one quits Not64 since Not64 alread...
- Fri Aug 20, 2021 7:14 am
- Forum: Wii64
- Topic: Only EUR version of BattleTanx: Global Assault works, USA version instant-crashes?
- Replies: 0
- Views: 13931
Only EUR version of BattleTanx: Global Assault works, USA version instant-crashes?
(for reference, this occurs on ALL versions of Wii64 and Not64 - old, new, glN64, Rice, it doesn't matter) One of quite possibly the oddest game compatibility issues is that the EUR version of BattleTanx: Global Assault works 100% perfectly from all of my testing, yet the USA version of the very sam...
- Fri Aug 20, 2021 7:09 am
- Forum: Wii64
- Topic: [Not64] Bug with meta.xml's "LoadButtonSlot = #"
- Replies: 6
- Views: 18367
Re: [Not64] Bug with meta.xml's "LoadButtonSlot = #"
FYI, you misdiagnosed the problem entirely. I believe it; I even admitted that I wasn't able to figure out how to 100% replicate the issue nor reliably pin down the source of the problem. BTW while you're here, on the subject of controller bugs, the classic controller still freaks out the homebrew ...