emukidid / wii64 Goto Github PK
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License: GNU General Public License v2.0
Is it possible to have zip / 7z rom support; as has been implemented in Not64 (zip)? Thank you for your work,
Glide repeats the same texture over and over,Rice textures it better but still makes some textures flash all over the screen and sometimes puts wrong texture on stuff like skie and such.
this errors are the same on mupen64 0.5.1 with gln64 0.4.1 and rice 6.1.4.
Top gear rally works perfectly on wii64 1.3 rice but has no sound while wii64 regulat gl pluggin has has gfx errors but has sound.
So i was just messing with fix94 1.2 latest rice compilation and noticed a huge diference
on beetle adventure racing for instance fix94 1.2 recompile of rice has correct sky texture and all the trees and bushes and their correct format while on the latest wii64 rice compile by wii64 even with the fixes from upfront the sky is broken and the trees are all messed up, any chance you can maybe look at his code and see if he fixed some more codding on rice that actualy made huge diferences?
Up until ingame you cant see anything on main menu or even choosing a save file, ingame once you press Start you cant even see your health or any game text its all missing on rice and glide.
The game works perfectly without any graphical glitches on mupen 64 0.5.1 with gln64 v 0.4.1 or rice 6.1.4.
The official virtual console on the Wii has the function to automatically save state when quitting and then automatically loading state the next time you load a game.
...except this does not exist for N64 games (at least on the Wii, no idea about Wii U).
So how realistic would it be if Wii64 had this function? I mean, it already automatically saves the battery save data when quitting and/or when powering down the console, so I'm kind of wondering if maybe it wouldn't be to unrealistic for a setting to instead straight up create a save-state when quitting or powering off the console, and then perhaps a second setting to then allow automatic loading of the aforementioned save state?
This would all be optional of course, perhaps even on a per-game basis via a meta.xml argument in-conjunction with autoboot? (that way one could enable it only for specific games since it may be pointless or undesirable for certain other games)
Some rancing games have mirror modes where the track is mirrored and you can usually access it after unlocking it i noticed both gl64 and rice both have this issue
when playing mirror modes in games like diddy king racing adventure 2 or destruction derby 64 professional(tracks are mirrored) the graphics just become inside out and the controls become reversed, i haven't tested all racing games with mirror modes but this seem it will affect more games, is it something wii64 is ignoring on reversing the gfx coordinates and inverting the controls? seems it should be an easy fix where one just has to find the inverse mechanism to trigger somewhere.
both plugins crash when you enter the levels on dynarec, you can enter them fine on intrepreter.
on mupen64 0.5.1 you can eneter levels fine with dynarec on both plugins.
deleted
I started using the Wii64 (Rice) Homebrew app, and found the RiceVideo.cfg file. I found an option there called "LoadHiResTextures", because when I tried loading textures for Paper Mario, they wouldn't load. So I enabled that, went to the app again, but as soon as Paper Mario loaded, the emulator crashed with a bunch of visual code on the screen. Can someone explain to me how texture packs on Wii64 work? Because it's not very clear on what to do
So i noticed this today
Sometimes settings dont apply to the games becuase they arent detected as being the same game
what is rice naming convention what is this?
{f18b591b459ba2ec-45}
Name=AERO FIGHTERS ASSAUL
i supose the last 2 digits are region but the first big number is what a rom crc?md5?hash? becuase this makes many of thesettings not being applied becuase games dont match and there for get no settings.sure rice makes an entry on the ini latter but you need to go look and copy the setting to your version which is very troublesome so you can maybe code it to use gameid to apply settings?
second there are setting in the ini that dont exist or have diferent names maybe? on the ini? does changing those settings do anything?or only the ones that are on both rice cfg and rice ini are actualy coded in?or they are all coded in but some are hidden and dont appear on the ricecfg file?
BONUS
i found out why fix94 rice recompile does that to yoshi story and probably more games yoshi story has a ini saying
RenderToTexture=3
and for some reasin your rice doesnt consider the 3 being good? if you change it to 2 it will do what fix94 recompile version does which is fix background, why does fix94 recompile of rice recognizes the 3 and yours doesnt? afaik the rice settings go from
0=use default cfg value
1=off
2=on
3=?
4=?
some go to 3 and 4 so maybe you didnt implement those?
When you start grab the cow thing, then go left and stay on the middle of the memory elevator, drop down talk to the big cow and then go through the door and you will see marbles infront of the boxes, they are suposed to be inside them andany marbel even goes infront of your character model
on mupen64 0.5.1 and gln64 0.4.1 this issue does not happne it does happen on rice but on glide its fixed on muppen 64 0.51 so something is badly implemented?
It would seem that, when using a nunchuck or when using a wii remote by itself, you can't set the "Home" button as the method for returning to the emulator menu when a game is running.
Yet for a classic controller, the "Home" button is an option for going back to the emulator menu, so perhaps this was simply an oversight?
For reference, Not64 allows one to use the "Home" button to return to the emulator menu when using a nunchuck or a wii remote by itself.
huge bug with the config. rice.cfg files has to manually deleted everytime for each start to load.
game freezes on glide or rice on black screen never loads anything dynarec or intrepreter, on mupen 0.5.1 either gld64 or rice work and the game boots just fine.
game only works with rice and the overworld is fine with dynarec but once you enter a level you get a dsi exception, on intrepreter you can enter the levels and play them fine altough slow after afew seconds of blackscreen.
same happen on muppen64 with rice plugin so im guessing its an error on mupen64 dynarec.
in games like duke nukem 64 with rice and earthworm jim 3d the early rice commits showed the 2d objects even if they were infront of 3d ones, but the latest commit just makes all 2d objects from duke nukem 64 and earthworm jim 3 d collectibles invisible.
also earlier rice revs ingame both vigilante 8 games were almost perfect but now they just show no car models ingame.
on rice everything seems fine but it stil freezes after you serve, but music keeps playing with dynarec set to on, no freeze if you use intrepreter.
lots of games even with vwii overclock dont get full speed becuase the emulator is not using the new clock speed on their math, on not64 it works like night and day, putting cpu clock devider set to 1 and vwii overclock you basicaly get full speed is almost all games even hard games like conker and banjo.
So please port this option to make a great wii64 get manny games in full speed with no sloowdowns on rice and glide.
I much prefer the behavior in Not64 where, if you exit a game to go back to the emulator menu, it's the same screen as Wii64's "advanced" menu. The main benefit is that, if you were already running a game, then it will default to highlighting "Resume Game" which makes it very easy to, well, resume the game (you just press the A button).
On Wii64 by comparison, it's all too easy to accidentally reset or load a different game because, even when a game was running, it defaults to highlighting "New Game".
(as for why I don't just use Not64, it's because Bust-A-Move 2 has game-breaking graphical errors that requires using the Rice GFX version of Wii64. The game might work on WiiSX RX, but that emulator lacks CDDA and therefore the game has no music)
Speaking of WiiSX RX, if this function does get implemented, then it may be prudent to make sure it also doesn't replicate a specific discrepancy in behavior exhibited by WiiSX RX v2.5 whereby, if you use autoboot and then return to the emulator menu, WiiSX RX will be highlighting "Load ISO" by default; this is a discrepancy because, if you load a game in WiiSX RX when not using autoboot, run the game, and then return to the emulator menu, WiiSX RX be highlighting "Resume Game" by default instead (which is the behavior I would think makes more sense).
I got one for you. I load up the wii, play a rom, and it let's me play for around 15 mins and a dsl crash happens, screen goes black with a bunch of code.. Does it everything now. It didn't at first. I load the sd up to see what happened and somehow the ricevideolinux.ini and ricevideo.cfg end up in my sd root wii64 folder. The only way I can play again is to delete them both. Then it let's me play again for another 15 mins and it's rinse and repeat now. I'm not sure what's going on with that and was hoping you could help. I'm thinkin I either have something in the wrong place or an action is supposed to occur that isn't or I'm missing something lol. All I did was download the rice version, make the swaps, the only thing I dId that might have been wrong was make a copy of the new meta.xml and swapped that out as well.
I've downloaded Wii64 Rice version from Fix94 unto my USB. When I load a ROM (007 Goldeneye for example) and hit Play, the screen freezes but the audio continues. I've unzipped the ROM files as suggested on the wiibrew discussion board but no luck. Not sure what to do. Not64 and the gln version work perfectly fine. I'm new to softmodding so any help is appreciated.
If you talk with anyone on overworls the professor or louie after they finish the converstaion you are stuck on an infinite loopwhere the animations keeps repeating, on intrepreter the conversation ends and you can move away just fine this happnes on glide and rice.
Mupen 64 0.5.1 also has this error on dynarec so im guessing its a dynarec error on their source code.
when you start bomberman 64 there will be alot of stuff missing and you hit A and start until you reach ingame after that just restart the rom after it made an autosave wait until the intro shows a picture and you can now see the world map and go ingame while you see the actual game, also when passing under some objects the vertexes will stretch and fill the screen, this happens on glide and rice.
So i finally got a jtag xbox360 and found mupen64-360 and the credits do say its a port of wii64 with rice so im guessing due to similar architeture and being the same program it should be easy to port the diferences?
while wii64 compatibility is vastly superior i noticed some games that work on mupen64-360 that dont work on wii64 not sure if their rice pluggin is diferent or if they did some dynarec changes but if these changes to be ported to regular wii64 it would be preety great imo
1-rat attack boots and plays seemingly perfect on mupen64-360 while on wii64 it just crashes on both cores and video pluggins
2-disney tarzan on mupen64-360it boots and plays just fine but has no sound maybe they missed something, like the abode game on wii64 we get nothing.
5-hydro thunder starts fine but has no sound and crashes in the mid of the races but hey still better than the black screen of wii64
4-Gex 64 enter the gecko runs and starts just fine, on wii64 you need to start it onintrepreter and then do a save state or switch to dynarec to get it going at regular speed it wont start in dynarec.
5-paperboy 64 same as abode starts and runs fine, on wii64 we have to use intrepreter and then do save states and change to dynarec
while i only noticed this it would be 5 good fixes for compatibility sake which should be easy to be ported back since its a port of wii64 to begin with right?
This emulator (and by extension, Not64), has issues when loading certain custom textures in ROM hacks like Smash Remix, I thought of leaving this issue in the Not64 github or main gc-forever thread but since the former doesn't have section to report issues and the latter is closed, I thought of leaving this here if you or someone interested in supporting the project get the chance to fix them.
JSsixtyfour/smashremix#3
JSsixtyfour/smashremix#16
add support for zip and configurations such as cpu division also the most important thing that has support for tricks( cheats )with that they would make things easier I hope that wii64team programmers read it
The game will only start on intrepreter and dynarec it will not start with rice or glide.
on mupen64 0.5.1 it starts in dynarec just fine with both plugins.
ever since wii64 1.0 and even on not64 there is a dynarec error on atleast 3 games probably more.
Castlevania,castlevania legacy of darkness and Paperboy 64 will only start in intrepreter and play perfectly altough slow, if you start them in dynarec they wont start at all or start and dsi exception crash, the other day i got this dsi exception on castlevania on not64 if it helps anything
i have save settings.cfg on my usb drive. its impossible to use save state and boxart bin not working..
I get a few errors while trying to compile the code. I'm curious if you could point me in the right direction to fix them.
running make -f Makefile.glN64_wii
results in
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: main/main_gc-menu2.o: in function `main':
/home/th/Wii64/main/main_gc-menu2.cpp:312: undefined reference to `SYS_GetCoreMultiplier'
collect2: error: ld returned 1 exit status
make: *** [Makefile.base:156: wii64-glN64.elf] Error 1
running make -f Makefile.Rice_wii
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: main/main_gc-menu2.o: in function `main':
/home/th/Wii64/main/main_gc-menu2.cpp:312: undefined reference to `SYS_GetCoreMultiplier'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: /home/th/Wii64/main/main_gc-menu2.cpp:332: undefined reference to `glN64_useFrameBufferTextures'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: /home/th/Wii64/main/main_gc-menu2.cpp:333: undefined reference to `glN64_use2xSaiTextures'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: /home/th/Wii64/main/main_gc-menu2.cpp:334: undefined reference to `renderCpuFramebuffer'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: /home/th/Wii64/main/main_gc-menu2.cpp:332: undefined reference to `glN64_useFrameBufferTextures'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: /home/th/Wii64/main/main_gc-menu2.cpp:333: undefined reference to `glN64_use2xSaiTextures'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: /home/th/Wii64/main/main_gc-menu2.cpp:334: undefined reference to `renderCpuFramebuffer'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: main/main_gc-menu2.o:(.rodata+0x28): undefined reference to `glN64_useFrameBufferTextures'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: main/main_gc-menu2.o:(.rodata+0x34): undefined reference to `glN64_use2xSaiTextures'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: menu/SettingsFrame.o: in function `_Z21Func_CpuFramebufferOnv':
/home/th/Wii64/menu/SettingsFrame.cpp:782: undefined reference to `renderCpuFramebuffer'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: /home/th/Wii64/menu/SettingsFrame.cpp:782: undefined reference to `renderCpuFramebuffer'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: menu/SettingsFrame.o: in function `_Z22Func_CpuFramebufferOffv':
/home/th/Wii64/menu/SettingsFrame.cpp:790: undefined reference to `renderCpuFramebuffer'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: /home/th/Wii64/menu/SettingsFrame.cpp:790: undefined reference to `renderCpuFramebuffer'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: menu/SettingsFrame.o: in function `_Z20Func_2xSaiTexturesOnv':
/home/th/Wii64/menu/SettingsFrame.cpp:798: undefined reference to `glN64_use2xSaiTextures'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: /home/th/Wii64/menu/SettingsFrame.cpp:798: undefined reference to `glN64_use2xSaiTextures'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: menu/SettingsFrame.o: in function `_Z21Func_2xSaiTexturesOffv':
/home/th/Wii64/menu/SettingsFrame.cpp:806: undefined reference to `glN64_use2xSaiTextures'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: /home/th/Wii64/menu/SettingsFrame.cpp:806: undefined reference to `glN64_use2xSaiTextures'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: menu/SettingsFrame.o: in function `_Z17Func_FbTexturesOnv':
/home/th/Wii64/menu/SettingsFrame.cpp:814: undefined reference to `glN64_useFrameBufferTextures'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: /home/th/Wii64/menu/SettingsFrame.cpp:814: undefined reference to `glN64_useFrameBufferTextures'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: menu/SettingsFrame.o: in function `_Z18Func_FbTexturesOffv':
/home/th/Wii64/menu/SettingsFrame.cpp:822: undefined reference to `glN64_useFrameBufferTextures'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: /home/th/Wii64/menu/SettingsFrame.cpp:822: undefined reference to `glN64_useFrameBufferTextures'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: menu/SettingsFrame.o: in function `_ZN13SettingsFrame15activateSubmenuEi':
/home/th/Wii64/menu/SettingsFrame.cpp:351: undefined reference to `renderCpuFramebuffer'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: /home/th/Wii64/menu/SettingsFrame.cpp:351: undefined reference to `renderCpuFramebuffer'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: /home/th/Wii64/menu/SettingsFrame.cpp:353: undefined reference to `glN64_use2xSaiTextures'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: /home/th/Wii64/menu/SettingsFrame.cpp:353: undefined reference to `glN64_use2xSaiTextures'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: /home/th/Wii64/menu/SettingsFrame.cpp:355: undefined reference to `glN64_useFrameBufferTextures'
/opt/devkitpro/devkitPPC/bin/../lib/gcc/powerpc-eabi/10.2.0/../../../../powerpc-eabi/bin/ld: /home/th/Wii64/menu/SettingsFrame.cpp:355: undefined reference to `glN64_useFrameBufferTextures'
collect2: error: ld returned 1 exit status
make: *** [Makefile.base:156: wii64-Rice.elf] Error 1
Seeing the linker errors reminds me of your previous post. Could my issues be related? Do I need to disable link time optimizations?
Try these, compiled with:
devkitPPC release 36 8.4.0
libOGC 1.8.24-1Link time optimisation doesn't seem to work in this dkPPC release with wii64 so it might be slower than expecte
Additionally I am using,
devkitPPC r38-1
libogc 2.1.0-1
I hear that new releases can have regressions. If that is the case I can go to the dkp team to ask for help. Any recomendations are welcome.
Thanks for the help
I'm not sure if this is thransparency issues or layer issues but several games suffer from black squares around characters or simply textures on some games
hexen -on Rice weapons have a black square around them on gl64 they dont even appear but that is another issue
Vigilante 8 all explosions textures have black squares around them on gl64 or rice
Vigilante 8 second offense all explosions textures have black squares around them on gl64 or rice
turok 3 all enemies while alive have a black square textures under their feet which disappears when they die gl64 with fb textures enabled(needed)
Jet force gemini black square under your character gl64 with fb textures(needed)
lego racers gl64 with fbtextures(needed) further away racers have black square around them
probably missing more examples than this ones here but for me it seems the black part of this texture issues should be transparent and for whatever reason wii64 is running it as black, or some layering issue.
boxart.bin not detected.
If there really will be a new build incorporating Fix94's various improvements and the like, then ideally there should be a GLN64 version as well as a Rice video version since some games (e.g. BattleTanx: Global Assault) have some graphical issues with text on Rice video while other games (e.g. Bust-A-Move 2: Arcade Edition) have minor albeit game-breaking graphical issues with the "shooter" on GLN64.
There are a few handful of cheats in the form of Lag Fix, no frameskip, Unlock 60FPS and framerate fixes that this emulator could greatly benefit with. The problem is, it can't as there isn't any built-in support for cheats.
For example, in abitalive's modded Mario Kart 64, with 4 multiplayer Vs. splitscreen, the emulator can properly handle fixed 30FPS, so chances are highly likely it can also handle 60FPS hacks on games that normally are 30FPS, such as Mario Kart itself, Diddy Kong Racing, Banjo Kazooie, Banjo Tooie, Star Fox 64, Bomberman Hero, to name a few that have stable 60FPS hacks.
60FPS Cheats code source list 1 and other improvements
http://forum.pj64-emu.com/showthread.php?t=5208
60FPS Cheats code source list 2 and other improvements
http://forum.pj64-emu.com/showthread.php?t=6004
Mario Kart 64 60FPS and Enable Music in 3/4 Multiplayer Splitscreen:
http://forum.pj64-emu.com/showpost.php?p=73074&postcount=4
This cheat for Mario Kart 64 isn't listed anywhere, it lets you disable (remove) or make invisible (hide) mini-bomb karts in multiplayer versus match races. Only in actual races, the ones on Battle Mode are left untouched.
https://www.neogaf.com/threads/those-bomb-things-in-mario-kart-64-are-so-fucking-annoying.1415919/post-254385931
I tested them on Project64 and they work correctly, they also work on Mupen64Plus, since Wii64 is a fork of the latter, they should work too on the Wii.
On all emulators body harvest has an issue where you clip through object from bridges and walls, making the game unplayable on certain levels where you have to go up or cross a bridge recently the reasoning for this was found it has to do with the depth buffer and the culling method
basicaly of the depth buffer it needs to be G_CULL_BACK instead of the default G_Cull_front emulators use, this is one of the rares n64 exclusives that cant be played anywhere else but n64 and putting wii64 to play this n64 exclusive game even some pc emulators cant would be amazing.
On rice jet force gemni both ingame and cutscenes just get random vertice stretching everywhere, on mupen 64 0.5.1 and rice 6.1.4 the game works perfectly.
Battletanx 1 us only release and Battletanx 2: Global Assault us release both freeze wii64 1.2 on boot even on intrepreter, wierd part is Battletanx 2: Global Assault europe release works perfectly, i know this games had some iwerd anti cheat region thing so maybe there is an error somewhere there.
character camera follows you when moving right but not left. not game-breaking but it shouldnt be listed as "fully compatible" on the wiki. I dont know how to edit that.
Just wanted to report some major buffering issues with quake 1 and 2 on both Wii64 rice version and not64 as well. Game play video is very scrambled and unable to play.
I followed the process to pack textures with texpacker, but something weird has been going down with the process. I can't seem to be able to pack Mario's or Luigi's textures when trying to test a texture pack for the Paper Mario rom on Wii64. I know that, to a point, the Rice video build of Wii64 does work, as it loads only a few textures, but it doesn't go any further.
I turn the textures into a .zip file, and put it through texpacker, but sometimes, it works, and other times, it doesn't. I'll press "Start," but the packer doesn't pack anything, as it doesn't process the textures at all. Am I missing a step here, or am I doing everything right, and it's a bug that you're aware of already?
On my classic controller pro, BattleTanx: Global Assault (EUR) reads a slight input from the left analog stick even when the analog stick is in the default position no matter what I do. GameCube controllers don't seem to have this issue, but seem to have their own issue where the analog sensitivity is a bit higher than the classic controller (though I haven't yet checked which one is more accurate compared to a real N64), albeit no where near the sensitivity on Not64 (which has the GameCube analog stick be much too sensitive).
For reference, Not64 and Fix94's Wii64 do not have this issue.
This was tested with the (only?) release build from 2018-02-16.
(it's also my impression that Not64 implements what raphnet calls "high resolution mode" for classic controllers - I don't suppose that makes a difference, like maybe Not64 and Fix94's Wii64 are using the high-res controller mode while your version isn't?)
Wii64 and Not64 lets you map multiple N64 buttons to a single Wii button, but do not allow you to map one N64 button to multiple Wii buttons (something that is common on PC emulators such as Dolphin and Project64's N-rage plugin, also the official Wii VC does this in some situations like having both Wii_L and Wii_R mapped to N64_Z in Smash Bros 64).
I don't suppose there's any way to be able to do this, e.g. allowing one to map the both the X and Y buttons to be the down-C button? I imagine this would be most useful for the shoulder buttons, like for games that don't really use L, it'd let you map Z to both L and ZL and R to both R and ZR.
This could also be useful for mapping the N64 analog stick to the dpad for games that don't let you use the dpad in menus or the like.
Is there anyone who could compile the latest commits into a dol? tryed compilling wii64 but i couldnt.
I like the app. I just built it last night and it booted up fine and looks awesome. I just ran into an issue where the game would not save. When exiting to menu it said unable to save game.
I had the settings all set to sd card and had a folder named wii64 in the root with a saves folder inside it.
Is this a common issue or does it only affect me. If it is just me, is there some sort of configuration i am missing. If it is common I may try looking at snes9x saving code and pulling over some of the saving functionality (that one works on my setup) if I get time on weekends. Any suggestions would be appreciated.
EDIT: As mentioned later in this issue tracker, Not64's autoboot functionality seems to AFAICT be better in every way. So ideally using Not64's method of autoboot would be preferred, though something is better than nothing I guess...
________ Original post ________
Turns out that Fix94's fork of Wii64, much like Not64, includes a game-autoboot function. The problem? Not64 documents how to use theirs while Fix94_Wii64 doesn't.
To use it in Fix94_Wii64, you need to add additional text to meta.xml located between "</long_description>" and "<ahb_access/>" so that it looks something like the following:
</long_description>
<arguments>
<arg>sd:/wii64/roms</arg>
<arg>game.z64</arg>
</arguments>
<ahb_access/>
</app>
...and it'll "just work" and automatically load the file "game.z64" located in sd:/wii64/roms
And you can simply change out the text "game.z64" for whatever game you want to load.
It may be worth mentioning that Not64 also has an undocumented meta.xml autoboot argument for loading a specific button slot:
<arg>LoadButtonSlot = #</arg>
If you replace # with 0 1 2 or 3 it then automatically load one of Not64's four saved button configs, but it can bug out on newer versions unless you only stick with the first button slot or use the old 2012 versions of Not64 (more info).
Losts of games hang around 61,63 vis and same with fps abit over abit lower than maximum, unlike not64 wich has a cap.
NTSC games should have VI/s max value locked at 60 Vi/s
Pal games should have a lock of 50 VI/s
the way it is just makes games abit choppy because they can go abit over a maximum value lock would be perfect for overall good solid experience on any games that run at full speed at all times.
Hi, I noticed there have been several fixes but the latest version of Wii64 is 1.1 which is several years old. A new release would be useful. Thanks for this emulator :)
in super Mario 64 when I use the right stink has problems to move the camera away, and the dpad is mixed with the right stick, in not64 it has no problems with the wii pro classic control.
I'm using the wii64 1.2 check with textures enabled, not the compiled fix64.
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