Open DarthSidious666 opened 2 years ago
Thank you for this! It's very helpful.
In general, shaky menus aren't really a "bug" and are more of an issue with how to properly display interlaced images on a non-CRT screen. See https://github.com/Themaister/parallel-rdp/issues/32
You can probably get rid of the shake by checking the "Deinterlace Mode" setting in the Parallel-video settings, but it will cause other issues (notably, image tearing during horizontal movement).
Cruis'n USA should be fixed in the latest commit to main
Yeah Cruis'n USA is fixed in 4ef9de1. The interlacing issues are fixed if the Deinterlace is set to Bob (false) rather than Weave (true).
I'll keep going with the current build otherwise my testing will be off.
I've updated the table to reflect where I've got to and also what you mentioned about Cruis'n USA and the interlacing.
Thanks, Forsaken should be fixed in the latest commit
Haha that was quick. Hopefully I'll get through G, H and I tomorrow, time allowing.
No worries, take your time. Since most of these games worked at one point, it's often not hard to track down where it broke, it's just a matter of testing old commits until I find the one that broke it.
Yep I will, got a lot of games to test hahaha. Updated table for Forsaken 64.
For Gex and Jeremy McGrath Supercross 2000, I could reproduce the issue on the current release, but not the latest commit. Did you test the current release? It's possible they were also affected by the same as Cruis'n USA
I will check. I'm not including OOT: Master Quest as it was never released as an actual n64 cartridge.
Yes, Gex and Jeremy are fixed in latest commit. Table updated.
The hardest thing is to find half-decent video comparisons which aren't emulated and not at 240p resolution, especially some of the more esoteric games.
The hardest thing is to find half-decent video comparisons which aren't emulated and not at 240p resolution, especially some of the more esoteric games.
I recently got my N64 working, so hopefully I can help with this in the future.
I tested Mario Party 1 & 3, all the way to a board and minigame, and didn't see the "two events" message, I suspect it was probably fixed in the same commit that fixed Cruis'n USA, since 0x100 is a Graphics/DP event.
OK, I'll check that aginst the build I have in my Testing folder. Yes, those have been fixed in the testing build so I'll note that down on the table.
I have a RGB modded N64, Everdrive and an OSCC/framemeister, so I can capture footage if needed.
I have a RGB modded N64, Everdrive and an OSCC/framemeister, so I can capture footage if needed.
@Littletiger That's very helpful! Could you capture Earthworm Jim 3D? That was one game I was struggling to find some decent footage of, Intro and the demo would be fine.
@DarthSidious666 Here you go - https://www.youtube.com/watch?v=Mt-7pxJbw3k hopefully that's ok, If you want anything else, please give me a list or let me know.
@Littletiger Thank you that's perfect! I'll let you know :)
Not sure what happened to my images for Magical Tetris... I've put them back again.
I can't reproduce the issue with Yoshi's Story. I tested with Keyboard, Raphnet Raw Input, and a regular controller, and I was able to ground pound in all those cases.
Super weird, my controller works perfectly but just won't do ground pound. All other games work as they should with the controller. I switched to keyboard and can ground pound using that...
I'll change controller and see if it still happens, could be an oddity or one of those hard to reproduce issues.
Update Yep, seems to be an oddity, switched to my PS4 controller and it's working as it should. Wonder why my Xbox 360 controller's started doing that on one game?
I've removed Yoshi's story as it seems to be an issue with my controller. Just for good measure I'm going to test some earlier builds just to be sure.
It's probably related to the deadzone or analog sensitivity of the controller
Maybe, I remade the controller profile and it's back to normal now. So yay!
thanks for making this list.
I didn't see it here but have you had any issues with Destruction Derby 64? That game is running poorly for me, both video and audio are choppy and have delays. I don't know if it is due to my hardware but if that games runs good for you, then that would point to it being my computer as the reason.
I've retested Destruction Derby 64 just in case I missed it and no, I'm not getting any audio or video issues. But you have pointed out an important detail I missed, pc specs. So I will add this to the information at the top.
Original post mentions being up to the letter E. I assume this is outdated info, right? I mean... The list goes further. 😅
Slight oversight there, I mean having to test every game from 0-Z takes a bit of doing you know ;-)
Slight oversight there, I mean having to test every game from 0-Z takes a bit of doing you know ;-)
I'm sure it does! I didn't mean to be rude or anything. English is not my native language, so I wasn't sure.
I didn't see any flickering in BattleTanx's intro cutscene or anywhere else in the latest version of simple64. Unless I missed something, I think that can be crossed off. I also never ran into control issues in Bomberman64 - The Second Attack, whereas the problem is present in both regular Mupen64Plus and ares, and others in this issue tracker have also confirmed this to be the case, so I think that game might be solved as well. As for Mischief Maker, real hardware footage indicates that bit of garbage is supposed to be present, so most likely not a glitch at all.
Thanks for the feedback on some of the issues @GPDP1.
I will test myself at some point with a later build version for those you mentioned, also thanks for mentioning that bit of garbage from Mischief Makers is present in hardware - I sadly don't have hardware to test with so I might have some that need that kind of testing.
@DarthSidious666 I tested Indiana Jones and it runs pretty great on the latest build (a395533). All the issues reported in #264 and #293 seem to be fixed. Performance was also improved slightly (runs at 60 emulation FPS much more often for me).
I also don't see any rain issues in Castlevania 64, at least not on the US version. It looks exactly the same across this emulator, ares and standalone Mupen64Plus, and all the real hardware footage I can find seems to corroborate it. I will say the screenshot you show is from the European version, and indeed the rain appears less transparent there for some reason, but again, it looks the same on the above-mentioned emulators, and though real hardware footage is more sparse for this version of the game, this speedrun does appear to show the more visible rain: https://www.youtube.com/watch?v=xOKcb2W0RAQ
Thanks for the feedback on these, I'll remove them from the table and mark the two Indiana issues as solved for the current build.
The Invalid Cart Write (MBC5): 6000 warning doesn't seem to appear in either Pokemon Stadium game in the latest build while connecting to a Game Boy Pokemon game through the Transfer Pak. However, it has been replaced by the following:
Core Warning: Trying to latch to absent RTC 6000
This despite the fact that an RTC file is present in the same directory as the game and save file. This warning seems to repeat every time the game tries to read the GB game or write stuff to it, particularly when trying to play the GB games through the Game Boy Tower. And speaking of which, the Game Boy Tower in both Stadium 1 and 2 straight-up fails to read the games, and gives an in-game communication error message. For what it's worth, though, upstream Mupen64Plus and ares both similarly fail here. Only Project64 seems to be able to get the Game Boy Tower working in both games, and only with VERY specific emulator settings and plugins, particularly for Stadium 1 (Stadium 2 is a little bit more lenient). Pokemon and item transfers still seem to work, at least.
I will add the error, I still get the Invalid Cart Write one when using the GB cart and save file. Yes, when I tested the games the transfer pak worked for transfer of pokemon and items but the tower wouldn't work and display the transfer pak error.
Actually in "Duck Dodgers: Starring Daffy Duck", the cutscene plays faster than the audio. Tested in build 08e28e
There appears to be a timing issue with Ocarina of Time, where the ending cutscene heavily desyncs from the music during the part where everyone is celebrating in Lon Lon Ranch. To give an easily verified example, there's a part where you hear Malon singing, and on real hardware this happens the moment she appears on screen, but here she starts singing several seconds after she appears. Evidently there's quite a bit of slowdown throughout this scene that was taken into account on real hardware to match up with the music that isn't being emulated here, so the cutscene gets well ahead of the music. This also causes the music to get abruptly cut-off much too early during the scene switch to the Temple of Time. This also happens on every other emulator (including the Wii VC version, although it appears to be less pronounced there), so I was hoping simple64 might be a bit better about it, but alas.
This was tested on build 08e28e (the most current build fails to start games for me for some reason).
new error it freezes in when loading state in Mario Tennis
It's more helpful if you open new issues rather than comment here as I can then link it to the issue.
@DarthSidious666 can you confirm that WCW Nitro works in the latest release? seems to work for me now
@loganmc10 The freeze and lockup are now fixed. Has the usual timing issue of running too fast.
I'd thought I would create this so that you can more easily see what games are currently broken or glitchy,
Tested on build a167eb6 (m64p 2022.08.08)
System Specs: AMD 5600x CPU @ 4.0GHz OC Powercolor Red Devil 6800XT 16GB GPU 32GB Ram
testing completed on 21st August 2022.
VI:AA causes loss of clarity, particularly noticable in Duck Dodgers. Sometimes the emulator just quits after stopping emulation.