Open purplemarshmallow opened 8 years ago
I heard it happens on real hardware.
it happens only on the U version.
@olivieryuyu
It happens on the PAL/Europe version as well, so it's not just the USA version that is affected.
Before work today I fired up Super Mario 64 on the actual console and didn't see any garbage, but on the emulators I do. This means that on my Australian cartridge version (sometimes the cartridges are simply PAL/EUR other times they're specifically PAL/AUS - I'll check specifically which when I get home if necessary) it doesn't show up.
Perhaps there's a delay between turning on the console and the first output a TV would receive and the garbage is rendered during this delay? Does it happen on the pixel-accurate plugin too?
It might be helpful to note that I'm hooked up to a CRT for the older consoles. I don't think it'd play any difference but I do know they update differently - or it could be a TV-specific error. I'll check on my main TV later as well.
@purplemarshmallow I think even the Virtual Console version does this, too. Strange.
What I can say is that I don't recall/remember ever seeing this on the real console (I was 11-12 when I played it for the first time), and I can't test it right now because all my games and consoles is packed down in boxes at the moment.
As for it to be a TV-specific error, I don't know. My setup is currently hooked up to a 42" LG LCD TV and I'm getting it to (at least with GLideN64, not Glide64 Final)
It's just until recently it started to happen here so either GLideN64 is getting more accurate and it occur on the real console to or something funny is going on.
@SigmaVirus Well, GLideN64 hasn't had many commits lately, so it probably isn't getting more accurate when nothing is happening currently. :wink:
I don't think faulty cables or a TV not working correctly would cause this, this is either on real hardware or a plugin glitch. If the TV was having an issue, it wouldn't affect the N64, just the picture. It would be less noticeable.
@vgturtle127
I'm using a version compiled by Gonetz from issue #808 dated 2016-02-13 and the version before that which I used were dated 2015-09-28
That's quite a few months between those don't you think? A lot could have happened since then.
I'm not seeing any garbage on my real n64 using the U release, but maybe it only happens sometimes
@SigmaVirus Oh, I didn't see that build. Sorry.
@Mori-S I don't think I have ever noticed the garbage before in any official capacity, so maybe it doesn't happen on anything other than emulated games. As far as I know, the only versions that have done this are emulated. Super Mario 64 DS doesn't do this either.
@vgturtle127 Good to know it's an emu related bug. Oh duh I also forgot cen64 doesn't have that problem either and uses angrylions code
It happens on the real hardware.
I've turned my system off 20 times, reset it 20 times, tried inserting other game carts then powering on mario64, removed the 4MB expansion pack then inserting the jumper pack and it still didn't happen. If it happens on the real system how do I make it happen? I'd really like to know. I'm not doubting you it's just upsetting to me that I can't seem to get it to happen at all
Watch the intro and wat for the bowser battle you will see the gfx issue when it loads between stages. Do t know what to tell you, but if you tell Angrylion about it he will tell you it's HW too.
Still can't seem to make it happen. Either way I'm not going to argue when I have no technical knowledge of it nor would I question an expert on the RCP. Could be my copy of the game doesn't have that problem somehow or it's because of the age of my system (it's a launch console from 1996).
@theboy181 What region and version of Super Mario 64 are you using?
U
@theboy181 It must happen pretty fast. :laughing:
@theboy181 "Watch the intro and wait for the bowser battle" - so on your hardware it happens when the demos are done cycling, but not on initial power up?
This doesn't happen on my real hardware. I cycle through the whole intro. I use a PAL N64.
Should be an emulation bug.
Issue did not occur with Public Release 1.2, nor does it occur with glide64. Also doesn't occur with frame buffer emulation disabled, but that causes other issues.
Issue can be mitigated somewhat with latest master when core emu VI Refresh Rate is set to 1424 or below.
I want to say that this happened on the real HW when I tested the first time, but when I double checked it didn't occur.
Please disregard my original findings, until I can say its HW for certain.
Recently, I've noticed this same "garbage" appearing in games that didn't show it in earlier versions. In the current master, Doom 64 shows garbage briefly upon booting the game but using Public Release 3.0 this problem doesn't occur.
@gonetz I'm not sure if this requires a separate issue as it could be a regression, but I guess that depends on if the garbage is intended to be displayed or not.
@thecoreyburton
Neither show anything like that on boot on a real N64 if that's what you mean.
Can't reproduce anymore. Fixed? Edit: shows up for a split second in the PAL version only.
I never saw such a thing in real hardware (USA version). In real hardware you can see something similar on damaged consoles. But every time you turn it on.
Edit: shows up for a split second in the PAL version only.
I reproduced it on (U) version as well.
I tested in one of the project64 2.4.x nightlies. Guess the issue is emulator side dependant (timing issue) and GLideN64 is not really at fault here. Since the OP says it happens in angrylion too. But if you want to be absolutely sure no one will ever see the garbage in the intro, the only possible approach is for GLideN64 to ignore CFB in this game.
only possible approach is for GLideN64 to ignore CFB in this game.
Yes, but I don't want to add new hack for such a minor issue.
the only possible approach is for GLideN64 to ignore CFB in this game.
But isn't that going to cause other glitches in the game?
But isn't that going to cause other glitches in the game?
In SM64? Hardly.
The CPU draws some garbage on the screen after the Super Mario 64 logo. Not sure why but angrylion's plugin also shows this. Maybe some timings are incorrect.
An ignore CFB option would get rid of it