Closed vilegorico closed 5 years ago
We do not design it for usage with that emulator or the Wii/WiiU. We do not have a solution.
Actually there is a solution, if it's possible you could provide a lite version of Remix for testing purposes? The actual (and past) releases of SR produce an output file that's 40MB, however, It can't tested it on the Wii because literally that 40MB ROM Hack is too heavy, see, the WAD injector is unable of patching a WAD with that ROM file size, however a 32MB ROM works, so you could remove some features like the custom-textured stages since anyways they won't show up properly on the Not64 emulator so the output file can fit into a 32MB size, just like OP stated, everything else such as the Music/SFX, Custom Characters, Extra Menu Options and the original Beta Stages works properly.
We're just not interested in putting forth our resources towards the Wii.
Reopening this issue for updating purposes.
After testing Smash Remix 0.9.2 within Not64 version 2019-04-10 (N64 Emulator for Wii), just found out that the New Stages perfectly loads their custom textures, but not only that, also some already existing stages that on previous SR 0.9.1 couldn't load any textures at all just like OP stated, now load succesfully. After checking the changelist, I thing I found the reason for this. Most, if not all of the stages that were revised for tournament legal conditions, improved framerate, textures, graphics, etc are the ones that actually loads properly, while the others that weren't optimized still load full black textures.
So the devs unintentionally FULLY fixed the black texture glitch for these stages:
Kitchen Island (already fully functional in current SR 0.9.2)
Glacial River (already fully functional in current SR 0.9.2)
Ganon's Tower (revised)
Dr. Mario (revised)
Deku Tree (revised)
Mad Monster Mansion (revised)
Kalos Pokémon League (revised)
Pokémon Stadium (revised)
Smashville (revised)
Great Bay (revised)
Fountain of Dreams (revised)
Tower of Heaven (revised)
Big Blue (revised)
Onett (revised)
Corneria (98% of the textures load, except these two)
These other lists of stages PARTIALLY loads textures. With partially being 50% or much less in most cases upper platforms load and the main stage is entirely all black, like Spiral Mountain:
Zebes Landing (Alternate music added: Norfair)
Corneria City (Alternate music added: Star Wolf)
Peach castle II (Alternate music added: Wing Cap, Metal Cap)
Spiral Mountain (??)
Cool Cool Mountain (Top platforms are now slippery)
Mementos
Skyloft (Alternate music added: Gerudo Valley)
Finally, these set of stages, even they share the same textures of the original stages already existing in the game, like Mushroom Kingdom, BF MR and Omega MR don't load at all for whatever reason:
Mushroom Kingdom BF
Mushroom Kingdom Omega
First Destination
Showdown
It may have something to do with the "Character Lighting improvements to most stages", even thought I don't know what that means, but if the stages were fixed unintentionally, then the solution should be there somewhere. I hope this update gives you a clue of how to fix the other black textured stages, if you're ever interested in fixing it since you guys already did that unintentionally.
Just use wii64 1.2 rice pluggin turn nand page to on and let it play perfectly on the wii full speed , texted with 93(lucas added) and works great stages are all correctly textured.
Which version exactly? I have been recently searching to alternatives to Not64, so far I have found two forks of Wii64 1.2, one by FIX94 and one by emukidid, I'll test both and edit response later
Which version exactly? I have been recently searching to alternatives to Not64, so far I have found two forks of Wii64 1.2, one by FIX94 and one by emukidid, I'll test both and edit response later
https://github.com/FIX94/Wii64/releases/tag/20171121
this is just a compiled version of the regular wii64 just use the rice dol https://github.com/FIX94/Wii64/releases/tag/20171121
there is 2 diferent dols, regular wii64 is glide pluggin wii64 rice is rice pluggin, you cant change them on app, each one has its own dol.
Just use wii64 1.2 rice pluggin turn nand page to on and let it play perfectly on the wii full speed , texted with 93(lucas added) and works great stages are all correctly textured.
While it is true that this Rice Video Plugin displays correctly every custom stage and custom texture in the game, this Wii64 1.2 version is miles away behind Not64 in terms of performance, stability and development.
The "Perfectly and full speed" you are mentioning is the lack of the emulator of a proper speed limitator, without it, gameplay is severely hindered, making inputs harder to do and often messing with plus the horrendous frameskip makes it even worse. Regardless of the video plugin chosen in Wii64 1.2, performance is at much mediocre.
Going back to a +3yr older revision of mupen64gc sacrificing with it a lot of stability just to be able to play with some of the custom textured stages isn't really worth it imo...
I'll just way until Extrems updates Not64 to give it proper support with Rice video plugin... That is one of two ways of fixing this issue.
The other way is that the current development team of Smash Remix gets the time to optimize their custom stages for proper tournament play with the hope they unwittingly fix this issue during this process (which has already happened, twice, in 0.9.2 and 0.9.3 stages where optimized and therefore displaying properly on Not64)
Just use wii64 1.2 rice pluggin turn nand page to on and let it play perfectly on the wii full speed , texted with 93(lucas added) and works great stages are all correctly textured.
While it is true that this Rice Video Plugin displays correctly every custom stage and custom texture in the game, this Wii64 1.2 version is miles away behind Not64 in terms of performance, stability and development.
The "Perfectly and full speed" you are mentioning is the lack of the emulator of a proper speed limitator, without it, gameplay is severely hindered, making inputs harder to do and often messing with plus the horrendous frameskip makes it even worse. Regardless of the video plugin chosen in Wii64 1.2, performance is at much mediocre.
Going back to a +3yr older revision of mupen64gc sacrificing with it a lot of stability just to be able to play with some of the custom textured stages isn't really worth it imo...
I'll just way until Extrems updates Not64 to give it proper support with Rice video plugin... That is one of two ways of fixing this issue.
The other way is that the current development team of Smash Remix gets the time to optimize their custom stages for proper tournament play with the hope they unwittingly fix this issue during this process (which has already happened, twice, in 0.9.2 and 0.9.3 stages where optimized and therefore displaying properly on Not64)
wii64 has all not64 fixes up to 2017 or so, it isnt that far behind, there is no frameskipping on any n64 emulator afaik, sure it might not have the speed limit like not64 does but that is the only change, also extrems already said he has no interest on rice pluggin so dont expect any work on that front from him, smash only runs well on glide with fbtextures set to on for the glass fix and whatnot, so unless you are on wiiu you cant overclock not64 to get full speed at all times with glide and fb textures on, atleast from what i tested there is some framedrops depeing on intesity like 4 player mayen on not64 with fb textures to on, sure i use wiiu and i can overclock and fix that but not everyone can.
Just use wii64 1.2 rice pluggin turn nand page to on and let it play perfectly on the wii full speed , texted with 93(lucas added) and works great stages are all correctly textured.
While it is true that this Rice Video Plugin displays correctly every custom stage and custom texture in the game, this Wii64 1.2 version is miles away behind Not64 in terms of performance, stability and development. The "Perfectly and full speed" you are mentioning is the lack of the emulator of a proper speed limitator, without it, gameplay is severely hindered, making inputs harder to do and often messing with plus the horrendous frameskip makes it even worse. Regardless of the video plugin chosen in Wii64 1.2, performance is at much mediocre. Going back to a +3yr older revision of mupen64gc sacrificing with it a lot of stability just to be able to play with some of the custom textured stages isn't really worth it imo... I'll just way until Extrems updates Not64 to give it proper support with Rice video plugin... That is one of two ways of fixing this issue. The other way is that the current development team of Smash Remix gets the time to optimize their custom stages for proper tournament play with the hope they unwittingly fix this issue during this process (which has already happened, twice, in 0.9.2 and 0.9.3 stages where optimized and therefore displaying properly on Not64)
wii64 has all not64 fixes up to 2017 or so, it isnt that far behind, there is no frameskipping on any n64 emulator afaik, sure it might not have the speed limit like not64 does but that is the only change, also extrems already said he has no interest on rice pluggin so dont expect any work on that front from him, smash only runs well on glide with fbtextures set to on for the glass fix and whatnot, so unless you are on wiiu you cant overclock not64 to get full speed at all times with glide and fb textures on, atleast from what i tested there is some framedrops depeing on intesity like 4 player mayen on not64 with fb textures to on, sure i use wiiu and i can overclock and fix that but not everyone can. There has been a lot of updates Not64 had within this 3 year timeframe and Speed Limiter isn't the only feature Wii64 1.2 is lacking but this isn't the place to discuss this.
Activating FB textures for Smash Remix isn't worth anything. It cuts the framerate in half even thought the speed indicator say it's still going at 60VI/s it really doesn't, as the number of frames per second you see on screen actually drops to a value of approximately 30VI/s.
Frameskip exists in almost ANY emulator to date, while Not64 has managed to improve this a lot better so it experiences less frame drops, than, well, Wii64 1.2
If you say it doesn't exists is because you aren't capable of noticing it, but it is obvious it has frameskip since without the speed limitator the game goes above 60VI/s, at a speed of +70VI/s the game should run smooth as silk but it doesn't. While Not64 goes at those same 60VI/s you should be able to notice with the speed limitator it runs the game smoother than without it and above +70VI/s. That's when stability comes in and Wii64 1.2 isn't only lacking a speed limiter, it lacks the stability it needs to keep the game running at 60VI/s or more without slowing down.
Just use wii64 1.2 rice pluggin turn nand page to on and let it play perfectly on the wii full speed , texted with 93(lucas added) and works great stages are all correctly textured.
While it is true that this Rice Video Plugin displays correctly every custom stage and custom texture in the game, this Wii64 1.2 version is miles away behind Not64 in terms of performance, stability and development. The "Perfectly and full speed" you are mentioning is the lack of the emulator of a proper speed limitator, without it, gameplay is severely hindered, making inputs harder to do and often messing with plus the horrendous frameskip makes it even worse. Regardless of the video plugin chosen in Wii64 1.2, performance is at much mediocre. Going back to a +3yr older revision of mupen64gc sacrificing with it a lot of stability just to be able to play with some of the custom textured stages isn't really worth it imo... I'll just way until Extrems updates Not64 to give it proper support with Rice video plugin... That is one of two ways of fixing this issue. The other way is that the current development team of Smash Remix gets the time to optimize their custom stages for proper tournament play with the hope they unwittingly fix this issue during this process (which has already happened, twice, in 0.9.2 and 0.9.3 stages where optimized and therefore displaying properly on Not64)
wii64 has all not64 fixes up to 2017 or so, it isnt that far behind, there is no frameskipping on any n64 emulator afaik, sure it might not have the speed limit like not64 does but that is the only change, also extrems already said he has no interest on rice pluggin so dont expect any work on that front from him, smash only runs well on glide with fbtextures set to on for the glass fix and whatnot, so unless you are on wiiu you cant overclock not64 to get full speed at all times with glide and fb textures on, atleast from what i tested there is some framedrops depeing on intesity like 4 player mayen on not64 with fb textures to on, sure i use wiiu and i can overclock and fix that but not everyone can. There has been a lot of updates Not64 had within this 3 year timeframe and Speed Limiter isn't the only feature Wii64 1.2 is lacking but this isn't the place to discuss this.
Activating FB textures for Smash Remix isn't worth anything. It cuts the framerate in half even thought the speed indicator say it's still going at 60VI/s it really doesn't, as the number of frames per second you see on screen actually drops to a value of approximately 30VI/s.
Frameskip exists in almost ANY emulator to date, while Not64 has managed to improve this a lot better so it experiences less frame drops, than, well, Wii64 1.2
If you say it doesn't exists is because you aren't capable of noticing it, but it is obvious it has frameskip since without the speed limitator the game goes above 60VI/s, at a speed of +70VI/s the game should run smooth as silk but it doesn't. While Not64 goes at those same 60VI/s you should be able to notice with the speed limitator it runs the game smoother than without it and above +70VI/s. That's when stability comes in and Wii64 1.2 isn't only lacking a speed limiter, it lacks the stability it needs to keep the game running at 60VI/s or more without slowing down.
without fb textures set to on you dont see the correct texture on the magnifiying glass when player are sent offscreen, they appear with a black square around them, not sure if any items or effects get this issue aswhell but that is preety damn annoying to me, but like i said i use wiiu and i can overclock so i get fullspeed not64 smash with fbtextures with no problem, but people on the wii if they dont want gfx issues cant do that unfortunely.if wii64 added a limiter like not64 it would run smoothly for sure, maybe someday if emukid feels like, becuase he has been porting not64 fixes to wii64 incae you didnt know.
Aqlso btw extrems himself said not64 does not have a frameskip and i beleive wii64 never had either thats why they lag if they had framskip they wouldnt lag on small speeds like 0.9 speed and such on some games since skipping a frame would be easier.
https://gbatemp.net/threads/how-is-n64-emulation-on-wii-u-better-than-the-original-wii.493452/#post-8305096 incase you keep saying n64 emulators have frameskip on wii.
btw VI/s arent the frames... that is the refresh rate the DL rate is the actual game framerate incase you didnt know, many games have stanbdard 60vi and 20 dl which means whilke the screen refreshes 60 times the game only actualy does 20 frames, many n64 games did this specialy heavier games like zelda,rare games and so on.
Just use wii64 1.2 rice pluggin turn nand page to on and let it play perfectly on the wii full speed , texted with 93(lucas added) and works great stages are all correctly textured.
While it is true that this Rice Video Plugin displays correctly every custom stage and custom texture in the game, this Wii64 1.2 version is miles away behind Not64 in terms of performance, stability and development. The "Perfectly and full speed" you are mentioning is the lack of the emulator of a proper speed limitator, without it, gameplay is severely hindered, making inputs harder to do and often messing with plus the horrendous frameskip makes it even worse. Regardless of the video plugin chosen in Wii64 1.2, performance is at much mediocre. Going back to a +3yr older revision of mupen64gc sacrificing with it a lot of stability just to be able to play with some of the custom textured stages isn't really worth it imo... I'll just way until Extrems updates Not64 to give it proper support with Rice video plugin... That is one of two ways of fixing this issue. The other way is that the current development team of Smash Remix gets the time to optimize their custom stages for proper tournament play with the hope they unwittingly fix this issue during this process (which has already happened, twice, in 0.9.2 and 0.9.3 stages where optimized and therefore displaying properly on Not64)
wii64 has all not64 fixes up to 2017 or so, it isnt that far behind, there is no frameskipping on any n64 emulator afaik, sure it might not have the speed limit like not64 does but that is the only change, also extrems already said he has no interest on rice pluggin so dont expect any work on that front from him, smash only runs well on glide with fbtextures set to on for the glass fix and whatnot, so unless you are on wiiu you cant overclock not64 to get full speed at all times with glide and fb textures on, atleast from what i tested there is some framedrops depeing on intesity like 4 player mayen on not64 with fb textures to on, sure i use wiiu and i can overclock and fix that but not everyone can. There has been a lot of updates Not64 had within this 3 year timeframe and Speed Limiter isn't the only feature Wii64 1.2 is lacking but this isn't the place to discuss this.
Activating FB textures for Smash Remix isn't worth anything. It cuts the framerate in half even thought the speed indicator say it's still going at 60VI/s it really doesn't, as the number of frames per second you see on screen actually drops to a value of approximately 30VI/s. Frameskip exists in almost ANY emulator to date, while Not64 has managed to improve this a lot better so it experiences less frame drops, than, well, Wii64 1.2 If you say it doesn't exists is because you aren't capable of noticing it, but it is obvious it has frameskip since without the speed limitator the game goes above 60VI/s, at a speed of +70VI/s the game should run smooth as silk but it doesn't. While Not64 goes at those same 60VI/s you should be able to notice with the speed limitator it runs the game smoother than without it and above +70VI/s. That's when stability comes in and Wii64 1.2 isn't only lacking a speed limiter, it lacks the stability it needs to keep the game running at 60VI/s or more without slowing down.
without fb textures set to on you dont see the correct texture on the magnifiying glass when player are sent offscreen, they appear with a black square around them, not sure if any items or effects get this issue aswhell but that is preety damn annoying to me, but like i said i use wiiu and i can overclock so i get fullspeed not64 smash with fbtextures with no problem, but people on the wii if they dont want gfx issues cant do that unfortunely.if wii64 added a limiter like not64 it would run smoothly for sure, maybe someday if emukid feels like, becuase he has been porting not64 fixes to wii64 incae you didnt know.
Aqlso btw extrems himself said not64 does not have a frameskip and i beleive wii64 never had either thats why they lag if they had framskip they wouldnt lag on small speeds like 0.9 speed and such on some games since skipping a frame would be easier.
https://gbatemp.net/threads/how-is-n64-emulation-on-wii-u-better-than-the-original-wii.493452/#post-8305096 incase you keep saying n64 emulators have frameskip on wii.
btw VI/s arent the frames... that is the refresh rate the DL rate is the actual game framerate incase you didnt know, many games have stanbdard 60vi and 20 dl which means whilke the screen refreshes 60 times the game only actualy does 20 frames, many n64 games did this specialy heavier games like zelda,rare games and so on.
The magnifying glasses not displaying properly aren't much of an issue, as the Wii doesn't have enough processing power to keep FB Textures on without losing framerate, I'd prefer this option off.
The Wii64/Not64 emulators are open source and anybody can work on a new release that: 1) Includes latest Not64 commits until this very date 18/05/2020 2) Includes support for rice video plugin, which is something Not64 lacks. It's just a matter of time that Extrems, emukidid or someone else merges both projects so the merged release get the improvements all the way Extrems did with Not64 and also get support for using the Rice Video Plugin. By the way this plugin has slight graphical issues like not properly showing Whispy in Dream Land that the default glN64 doesn't suffer.
Extrems is lying. I could give you a fairly simple example of frameskip: Mario Kart 64. 4-player race Luigi Raceway In the original hardware, the console will always try to run the game at the framerate it was programmed to, even if that means that the overall performance will be slower to achieve this. In the Wii-VC wad, the emulator will run that race faster, at a smoother framerate, let's say 30. On simple tracks like Luigi Raceway, the Wii-VC WAD will try to keep that framerate whenever it can, that's faster than the original hardware but without recurring to the use of frameskip. But on larger tracks with more objects, it can't handle 30FPS and starts frameskipping.
In Not64 and Wii64, it is even worse as the emulator will just frameskip the entire race at a horrendous framerate, even in Luigi's Raceway. You can test it by yourself.
BUT, if you try abitalive's mod, and force the scaling to 30FPS, the emulator is indeed capable of running that race at 30FPS just like the VC-WAD does. This means that Not64/Wii64 CAN run a game at a fixed framerate if you were to dictate that option in the game itself, but on default settings it won't, so is more of an emulator issue that to this date hasn't implemented this workaround yet.
The speed limiter is just a method to tell the emulator so it goes at a desired fixed speed, it isn't the best solution but it's what Extrems could come up with. Regardless of this, it won't prevent the emulator from frameskipping as it will do it anyways whenever it can't keep the framerate. The Wii isn't exactly well known for its processing power, so its more of a hardware issue and it will be never truly eliminated, but as I said earlier, some implementation can be done to mitigate this issue.
https://www.youtube.com/watch?v=Lb8zj5uKifk While the Wii U has enough processing power to completely eliminate the framerate issue, it has another, lag is even worse because unlike the framerate, lag can't be fixed. It's hardcoded within the console and has no workaround to fix it.
Just use wii64 1.2 rice pluggin turn nand page to on and let it play perfectly on the wii full speed , texted with 93(lucas added) and works great stages are all correctly textured.
While it is true that this Rice Video Plugin displays correctly every custom stage and custom texture in the game, this Wii64 1.2 version is miles away behind Not64 in terms of performance, stability and development. The "Perfectly and full speed" you are mentioning is the lack of the emulator of a proper speed limitator, without it, gameplay is severely hindered, making inputs harder to do and often messing with plus the horrendous frameskip makes it even worse. Regardless of the video plugin chosen in Wii64 1.2, performance is at much mediocre. Going back to a +3yr older revision of mupen64gc sacrificing with it a lot of stability just to be able to play with some of the custom textured stages isn't really worth it imo... I'll just way until Extrems updates Not64 to give it proper support with Rice video plugin... That is one of two ways of fixing this issue. The other way is that the current development team of Smash Remix gets the time to optimize their custom stages for proper tournament play with the hope they unwittingly fix this issue during this process (which has already happened, twice, in 0.9.2 and 0.9.3 stages where optimized and therefore displaying properly on Not64)
wii64 has all not64 fixes up to 2017 or so, it isnt that far behind, there is no frameskipping on any n64 emulator afaik, sure it might not have the speed limit like not64 does but that is the only change, also extrems already said he has no interest on rice pluggin so dont expect any work on that front from him, smash only runs well on glide with fbtextures set to on for the glass fix and whatnot, so unless you are on wiiu you cant overclock not64 to get full speed at all times with glide and fb textures on, atleast from what i tested there is some framedrops depeing on intesity like 4 player mayen on not64 with fb textures to on, sure i use wiiu and i can overclock and fix that but not everyone can. There has been a lot of updates Not64 had within this 3 year timeframe and Speed Limiter isn't the only feature Wii64 1.2 is lacking but this isn't the place to discuss this.
Activating FB textures for Smash Remix isn't worth anything. It cuts the framerate in half even thought the speed indicator say it's still going at 60VI/s it really doesn't, as the number of frames per second you see on screen actually drops to a value of approximately 30VI/s. Frameskip exists in almost ANY emulator to date, while Not64 has managed to improve this a lot better so it experiences less frame drops, than, well, Wii64 1.2 If you say it doesn't exists is because you aren't capable of noticing it, but it is obvious it has frameskip since without the speed limitator the game goes above 60VI/s, at a speed of +70VI/s the game should run smooth as silk but it doesn't. While Not64 goes at those same 60VI/s you should be able to notice with the speed limitator it runs the game smoother than without it and above +70VI/s. That's when stability comes in and Wii64 1.2 isn't only lacking a speed limiter, it lacks the stability it needs to keep the game running at 60VI/s or more without slowing down.
without fb textures set to on you dont see the correct texture on the magnifiying glass when player are sent offscreen, they appear with a black square around them, not sure if any items or effects get this issue aswhell but that is preety damn annoying to me, but like i said i use wiiu and i can overclock so i get fullspeed not64 smash with fbtextures with no problem, but people on the wii if they dont want gfx issues cant do that unfortunely.if wii64 added a limiter like not64 it would run smoothly for sure, maybe someday if emukid feels like, becuase he has been porting not64 fixes to wii64 incae you didnt know. Aqlso btw extrems himself said not64 does not have a frameskip and i beleive wii64 never had either thats why they lag if they had framskip they wouldnt lag on small speeds like 0.9 speed and such on some games since skipping a frame would be easier. https://gbatemp.net/threads/how-is-n64-emulation-on-wii-u-better-than-the-original-wii.493452/#post-8305096 incase you keep saying n64 emulators have frameskip on wii. btw VI/s arent the frames... that is the refresh rate the DL rate is the actual game framerate incase you didnt know, many games have stanbdard 60vi and 20 dl which means whilke the screen refreshes 60 times the game only actualy does 20 frames, many n64 games did this specialy heavier games like zelda,rare games and so on.
The magnifying glasses not displaying properly aren't much of an issue, as the Wii doesn't have enough processing power to keep FB Textures on without losing framerate, I'd prefer this option off.
The Wii64/Not64 emulators are open source and anybody can work on a new release that:
1. Includes latest Not64 commits until this very date 18/05/2020 2. Includes support for rice video plugin, which is something Not64 lacks. It's just a matter of time that Extrems, emukidid or someone else merges both projects so the merged release get the improvements all the way Extrems did with Not64 and also get support for using the Rice Video Plugin. By the way this plugin has slight graphical issues like not properly showing Whispy in Dream Land that the default glN64 doesn't suffer.
Extrems is lying. I could give you a fairly simple example of frameskip: Mario Kart 64. 4-player race Luigi Raceway In the original hardware, the console will always try to run the game at the framerate it was programmed to, even if that means that the overall performance will be slower to achieve this. In the Wii-VC wad, the emulator will run that race faster, at a smoother framerate, let's say 30. On simple tracks like Luigi Raceway, the Wii-VC WAD will try to keep that framerate whenever it can, that's faster than the original hardware but without recurring to the use of frameskip. But on larger tracks with more objects, it can't handle 30FPS and starts frameskipping.
In Not64 and Wii64, it is even worse as the emulator will just frameskip the entire race at a horrendous framerate, even in Luigi's Raceway. You can test it by yourself.
BUT, if you try abitalive's mod, and force the scaling to 30FPS, the emulator is indeed capable of running that race at 30FPS just like the VC-WAD does. This means that Not64/Wii64 CAN run a game at a fixed framerate if you were to dictate that option in the game itself, but on default settings it won't, so is more of an emulator issue that to this date hasn't implemented this workaround yet.
The speed limiter is just a method to tell the emulator so it goes at a desired fixed speed, it isn't the best solution but it's what Extrems could come up with. Regardless of this, it won't prevent the emulator from frameskipping as it will do it anyways whenever it can't keep the framerate. The Wii isn't exactly well known for its processing power, so its more of a hardware issue and it will be never truly eliminated, but as I said earlier, some implementation can be done to mitigate this issue.
https://www.youtube.com/watch?v=Lb8zj5uKifk While the Wii U has enough processing power to completely eliminate the framerate issue, it has another, lag is even worse because unlike the framerate, lag can't be fixed. It's hardcoded within the console and has no workaround to fix it.
the video itself says in the description that "It is possible that this test has a flaw." ... when the random video says in its own descprition that it might be flawed its something i wont take seriously at all lol, i remenber extrems saying that the default wii cpu does run a tiny bit faster than vwii wii mode cpu, afew tiny hz so that could be the descrepency on homebrew since they rely on counting that cpu will be those exact mhz, i never noticed any lag on any homebrew in general if they run 2 or 3 mhz slower cpuwise that doesnt make any diferent whatsoever, that is the reason why they think it lags becuase the flashes wont be the same since cpu is a tiny bit diferent.
Just use wii64 1.2 rice pluggin turn nand page to on and let it play perfectly on the wii full speed , texted with 93(lucas added) and works great stages are all correctly textured.
While it is true that this Rice Video Plugin displays correctly every custom stage and custom texture in the game, this Wii64 1.2 version is miles away behind Not64 in terms of performance, stability and development. The "Perfectly and full speed" you are mentioning is the lack of the emulator of a proper speed limitator, without it, gameplay is severely hindered, making inputs harder to do and often messing with plus the horrendous frameskip makes it even worse. Regardless of the video plugin chosen in Wii64 1.2, performance is at much mediocre. Going back to a +3yr older revision of mupen64gc sacrificing with it a lot of stability just to be able to play with some of the custom textured stages isn't really worth it imo... I'll just way until Extrems updates Not64 to give it proper support with Rice video plugin... That is one of two ways of fixing this issue. The other way is that the current development team of Smash Remix gets the time to optimize their custom stages for proper tournament play with the hope they unwittingly fix this issue during this process (which has already happened, twice, in 0.9.2 and 0.9.3 stages where optimized and therefore displaying properly on Not64)
wii64 has all not64 fixes up to 2017 or so, it isnt that far behind, there is no frameskipping on any n64 emulator afaik, sure it might not have the speed limit like not64 does but that is the only change, also extrems already said he has no interest on rice pluggin so dont expect any work on that front from him, smash only runs well on glide with fbtextures set to on for the glass fix and whatnot, so unless you are on wiiu you cant overclock not64 to get full speed at all times with glide and fb textures on, atleast from what i tested there is some framedrops depeing on intesity like 4 player mayen on not64 with fb textures to on, sure i use wiiu and i can overclock and fix that but not everyone can. There has been a lot of updates Not64 had within this 3 year timeframe and Speed Limiter isn't the only feature Wii64 1.2 is lacking but this isn't the place to discuss this.
Activating FB textures for Smash Remix isn't worth anything. It cuts the framerate in half even thought the speed indicator say it's still going at 60VI/s it really doesn't, as the number of frames per second you see on screen actually drops to a value of approximately 30VI/s. Frameskip exists in almost ANY emulator to date, while Not64 has managed to improve this a lot better so it experiences less frame drops, than, well, Wii64 1.2 If you say it doesn't exists is because you aren't capable of noticing it, but it is obvious it has frameskip since without the speed limitator the game goes above 60VI/s, at a speed of +70VI/s the game should run smooth as silk but it doesn't. While Not64 goes at those same 60VI/s you should be able to notice with the speed limitator it runs the game smoother than without it and above +70VI/s. That's when stability comes in and Wii64 1.2 isn't only lacking a speed limiter, it lacks the stability it needs to keep the game running at 60VI/s or more without slowing down.
without fb textures set to on you dont see the correct texture on the magnifiying glass when player are sent offscreen, they appear with a black square around them, not sure if any items or effects get this issue aswhell but that is preety damn annoying to me, but like i said i use wiiu and i can overclock so i get fullspeed not64 smash with fbtextures with no problem, but people on the wii if they dont want gfx issues cant do that unfortunely.if wii64 added a limiter like not64 it would run smoothly for sure, maybe someday if emukid feels like, becuase he has been porting not64 fixes to wii64 incae you didnt know. Aqlso btw extrems himself said not64 does not have a frameskip and i beleive wii64 never had either thats why they lag if they had framskip they wouldnt lag on small speeds like 0.9 speed and such on some games since skipping a frame would be easier. https://gbatemp.net/threads/how-is-n64-emulation-on-wii-u-better-than-the-original-wii.493452/#post-8305096 incase you keep saying n64 emulators have frameskip on wii. btw VI/s arent the frames... that is the refresh rate the DL rate is the actual game framerate incase you didnt know, many games have stanbdard 60vi and 20 dl which means whilke the screen refreshes 60 times the game only actualy does 20 frames, many n64 games did this specialy heavier games like zelda,rare games and so on.
The magnifying glasses not displaying properly aren't much of an issue, as the Wii doesn't have enough processing power to keep FB Textures on without losing framerate, I'd prefer this option off. The Wii64/Not64 emulators are open source and anybody can work on a new release that:
1. Includes latest Not64 commits until this very date 18/05/2020 2. Includes support for rice video plugin, which is something Not64 lacks. It's just a matter of time that Extrems, emukidid or someone else merges both projects so the merged release get the improvements all the way Extrems did with Not64 and also get support for using the Rice Video Plugin. By the way this plugin has slight graphical issues like not properly showing Whispy in Dream Land that the default glN64 doesn't suffer.
Extrems is lying. I could give you a fairly simple example of frameskip: Mario Kart 64. 4-player race Luigi Raceway In the original hardware, the console will always try to run the game at the framerate it was programmed to, even if that means that the overall performance will be slower to achieve this. In the Wii-VC wad, the emulator will run that race faster, at a smoother framerate, let's say 30. On simple tracks like Luigi Raceway, the Wii-VC WAD will try to keep that framerate whenever it can, that's faster than the original hardware but without recurring to the use of frameskip. But on larger tracks with more objects, it can't handle 30FPS and starts frameskipping. In Not64 and Wii64, it is even worse as the emulator will just frameskip the entire race at a horrendous framerate, even in Luigi's Raceway. You can test it by yourself. BUT, if you try abitalive's mod, and force the scaling to 30FPS, the emulator is indeed capable of running that race at 30FPS just like the VC-WAD does. This means that Not64/Wii64 CAN run a game at a fixed framerate if you were to dictate that option in the game itself, but on default settings it won't, so is more of an emulator issue that to this date hasn't implemented this workaround yet. The speed limiter is just a method to tell the emulator so it goes at a desired fixed speed, it isn't the best solution but it's what Extrems could come up with. Regardless of this, it won't prevent the emulator from frameskipping as it will do it anyways whenever it can't keep the framerate. The Wii isn't exactly well known for its processing power, so its more of a hardware issue and it will be never truly eliminated, but as I said earlier, some implementation can be done to mitigate this issue. https://www.youtube.com/watch?v=Lb8zj5uKifk While the Wii U has enough processing power to completely eliminate the framerate issue, it has another, lag is even worse because unlike the framerate, lag can't be fixed. It's hardcoded within the console and has no workaround to fix it.
the video itself says in the description that "It is possible that this test has a flaw." ... when the random video says in its own descprition that it might be flawed its something i wont take seriously at all lol, i remenber extrems saying that the default wii cpu does run a tiny bit faster than vwii wii mode cpu, afew tiny hz so that could be the descrepency on homebrew since they rely on counting that cpu will be those exact mhz, i never noticed any lag on any homebrew in general if they run 2 or 3 mhz slower cpuwise that doesnt make any diferent whatsoever, that is the reason why they think it lags becuase the flashes wont be the same since cpu is a tiny bit diferent. Processor speed has nothing to do with display lag. For the record, Super Smash Bros for the Nintendo 64 is the smash game that has the least amount input lag of the entire Smash series, even than Melee.
"That flaw would be if for some reason vWii mode doesn't synchronize audio and video of a homebrew app the same way as a Wii. I find this kind of unlikely but it is a possibility so I think it's worth mentioning." He also notes that this is highly unlikely to happen.
https://www.youtube.com/watch?v=UTNUIQtreXQ That "random video" belongs to the creator of the Fizzi Hardware, he's not just any random dude, the test itself might be flawed by a very small marging but what's undeniable is that the Wii U itself has more input lag than its the predecessor, the Wii, not only vWii mode on WiiU lags but its own console games like Smash 4 for Wii U also lags as it has been proved that every Smash game that has been released to date have had more average input lag than its predecessor. He also has a lot of videos explaining how displays work and their relation with display lag, you should check them out before saying something
I'm running on Not64 emulator for the Wii. The custom stages appear black on the select screen, and also in-game. I thought the textures were just not rendering, but strangely enough, they seem to there(?). Just really really dark version of them. Everything else seems to work, the soundtrack plays just fine, and the stage itself is playable.
Any ideas of what I could do?
I turned the brightness to max on my tv for the last one