Search found 121 matches
- Tue Sep 17, 2013 12:43 am
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
Patience is a virtue. Therefore, BE PATIENT!! I hope these little impatient brats don't ruin the chances of a wii64 update. Keep doing what you are doing emukidid. +1 Its great to see that there is still work being done by the team. To all the naysayers, well yeah i'd like it at a faster pace too, ...
- Tue Jun 18, 2013 9:28 am
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
Does that mean that turning sound off in Not64 menu would give a speed boost in gameplay? I gotta try that later.
BTW, speaking of sound, i've noticed that turning ScalePitch ON makes the game in general to run (much) smoother but sound is really distorted
BTW, speaking of sound, i've noticed that turning ScalePitch ON makes the game in general to run (much) smoother but sound is really distorted
- Wed Jun 05, 2013 4:03 am
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
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 t...
- Wed Jun 05, 2013 2:19 am
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
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 t...
- Sun May 26, 2013 10:23 pm
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
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.
- Sun May 26, 2013 10:00 pm
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
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 ...
- Sun May 26, 2013 7:18 pm
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
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...
- Sun May 26, 2013 8:52 am
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
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 p...
- Fri May 24, 2013 5:58 pm
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
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 cla...
- Sat May 04, 2013 4:01 pm
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
IDK about the SD browsing, i can only half-hazard a guess it could be a filesystem related issue? Sorry for not being more helpful at this. As for the settings in the /wii64/settings.cfg and what they do, check the first post on this thread, about which option does what: New options: ScalePitch Chan...
- Fri May 03, 2013 11:29 pm
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
Although i haven't used my GC for homebrew, if this emu is the same as on Wii, it sounds like you must configure your settings.cfg file specifically the video mode setting. I am on PAL territory and have a CRT, so my settings are like this: Audio = 1 ScalePitch = 0 FPS = 0 FBTex = 0 2xSaI = 0 Screen...
- Thu May 02, 2013 9:09 pm
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
Τhat's cause in game, in Not64 's case it emulates the N64 analog stick which as i said above, is not ideal after extensive usage. In the menus, Not64 IR behaves perfectly, for example, so it is not IR's fault (apart from the screen border limit, obviously) Indeed Quake GX emulates the mouse [and ev...
- Thu May 02, 2013 8:27 pm
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
Yep, i checked and indeed it has load button slot = 0 for Not64. However, seeing as it loads automatically button config #1 (unlike WiiSX...) i don't have an issue. Only time i change config is for PD & GE, i use config 2 (for IR). I can see how it would be an issue for others though. Thanks for...
- Thu May 02, 2013 4:30 pm
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
I have a similar issue but with freaking WiiSX that refuses to save button configs as well as the dithering:NONE option on my behalf, and i have to remap after reboot. Small issue now that i've amassed a sizeable library of perfectly working games for it, but i could really do without it. Oh well. O...
- Mon Apr 29, 2013 1:32 am
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
i have try latest release 20130408.. i try to load majora's mask. I see the bar of "growing nand" and after the bar finish the loading.. i get DSI ERROR.. what's happen? Do you have zipped your MM rom or do you load it from USB? Other than that, maybe you have a bad dump/rom or you should...
- Tue Apr 16, 2013 6:35 pm
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
Well of course it' d be nice but first things first, we should be really thankful for what we already have in the first place (which we get for free btw): Great stability, a great picture quality (Not64 on my CRT looks really nice vs an emulator on my PC monitor), various control options, a nice gui...
- Tue Apr 16, 2013 1:10 pm
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
An update on Conker: Starts and gets in gameplay now (doesn't code dump after the intro like before) in interpreter mode. Runs slower than Turok 2 however, so unplayable at the moment.
- Mon Apr 15, 2013 7:54 pm
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
Man we really convolute things :P Excite truck style tilt controls work. This means you hold the wiimote horizontally (buttons facing up), you tilt right, it registers right, you tilt left it registers left. Now, Y axis normal means, that while you hold the wiimote horizontally (buttons facing up) y...
- Mon Apr 15, 2013 7:35 pm
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
Now we're on the same page.
Yep, we get wiimote horizontal orientation so it's good. Y axis refers to the changes it registers in order to decide left or right, not the axis you need to hold the wiimote (not vertically, it is held horizontally).
Yep, we get wiimote horizontal orientation so it's good. Y axis refers to the changes it registers in order to decide left or right, not the axis you need to hold the wiimote (not vertically, it is held horizontally).
- Mon Apr 15, 2013 6:50 pm
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
Right now, the tilt controls are exactly like the wiimote ones in Excite Truck, you keep the wiimote with the buttons facing UP and tilt it left & right. If i understand correctly, you want the controls to be more like Mario Kart Wii or Wii Wheel so the wiimote buttons need to be facing towards ...
- Mon Apr 15, 2013 6:32 pm
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
I think tilt is already (partially) supported, works well for for California Speed or Automobili Lamborghini at least. :shock: What?! How do I enable this?! California Speed is the other racing game I play in Not64 along with Rush2 (I had their saves backed up via a DexDrive from my N64 before my m...
- Mon Apr 15, 2013 10:19 am
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
New version? I'll definitely have to test out GoldenEye X again since it runs like Perfect Dark does in hi-res mode on a real non-overclocked N64. :P On a random note, how realistic would it be to have mapping the X and/or Y axis of the analog stick to the Wiimote's accelerometor and/or gyroscrope ...
- Mon Apr 15, 2013 10:12 am
- Forum: WiiSX
- Topic: Very sluggish Gameplay
- Replies: 4
- Views: 7033
Re: Very sluggish Gameplay
Make sure you have dithering--->NONE. It helps quite a bit.
Also, Limit fps:auto or off
Frameskip also needs to be toggled on or off depending the game.
Also, Limit fps:auto or off
Frameskip also needs to be toggled on or off depending the game.
- Sat Apr 13, 2013 6:43 pm
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
I just noticed that the latest update points to a date of 8th of April 2013 . I downloaded it and tested it with some of the games not yet working, Castlevania 64 runs a bit faster now (in interpreter mode) but slows down a lot during the presence of multiple enemies. Also the first giant skeleton b...
- Sun Apr 07, 2013 4:00 pm
- Forum: Wii64
- Topic: Not64 - an experimental modification
- Replies: 347
- Views: 552169
Re: Not64 - an experimental modification
Hey Nintendo Maniac 64, i have that issue on WiiSX, configs are not saved no matter what. Thankfully Wii64 config works like a charm. Could it be an issue with your .cfg files in your SD card? Here's what I'm willing to do: Merge recent RSP HLE changes from Mupen64Plus. Rewrite RSP HLE using paired ...