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    Monday, July 29, 2013
F-Zero X Climax mod by Brod

Brod has released his F-Zero X Climax mod in this thread at EmuTalk. Head over there and give him some feedback. Here are some notes on the release:


So all you need is the " F-ZERO X (U) [!].z64 " or the "F-ZERO X (J) [!].z64 rom", an emulator ( pj 64 1.6 is fine ) or a backupdevice and a n64.

a) Double click on "Lunar IPS.exe"
b) Click "Apply IPS Patch" and select the patch file "F-Zero X Climax (U.S.) [!]. ips" or F-Zero X Climax (J) [!]. fps.
c) Then select the rom "Climax F-Zero X (U) [!]. z64" or F-Zero X Climax (J) [!]. z64
Note: You must set the file type to "Most common ROM Files" to "all files"
d) You have the patched rom;-)


Download here
 



    Sunday, July 14, 2013
Project64k Stable Version

Project64k is Project64 source code compiled with some bugfixes, and netplay support added through Kaillera.



Here's release info:

Now the emulator is separate from other Project 64k 0.13 versions this should stop (Some) of the lag and or desyncs. I suggest using MUPEN64K if you want to play anything besides Super Smash Brothers and Mario Kart 64. I've also re-added the CTRL-C shortcut, as well as fixing the full screen issue, after having open and closed your cheats. Everyone use this emulator, if people are on 0.13 you will not be able to play with them.

Check out projects blog for further information and files.
 



    Thursday, May 09, 2013
Project64 2.1

Project64 is an emulator designed to emulate a Nintendo64 video game system on a Microsoft Windows based PC. It creates an environment on your PC which real N64 software can run and be played in much the same way as it would be on the original hardware system.
It has a fantastic compatibility and is one of "if not the best" N64 emulators out there. The gameplay is a pure pleasure and is entertaining for all N64 based fans, but your computer had better meet or excel the Minimum System Specifications.



Here's release info:

+ Project64.exe:
- Make sure current dir is base folder (not screnshot)
- Initialize eeprom to 0xFF instead of 0x00
- Add LL and SC to Analyze Instruction
- ignore 0x0407000D as an opcode in analysis
- Make it easier for plugins to read directories from the emu
- fix per game rsp plugin
- updated rdb file
+ Glide64:
- Added version to the installer
- Get Settings to go through the emulator
- Get Glide64, GlideHQ, Glitch64 to be a single dll
- Read texture directory from emulator
- Fix up getting functions from texture lib
+ Input Plugin:
- Update to 1.7.0.12 provided by squall

Grab the latest files from official homepage or clone source via git repository.
 



    Thursday, April 18, 2013
Project64 2.0

Project64 is an emulator designed to emulate a Nintendo64 video game system on a Microsoft Windows based PC. It creates an environment on your PC which real N64 software can run and be played in much the same way as it would be on the original hardware system.
It has a fantastic compatibility and is one of "if not the best" N64 emulators out there. The gameplay is a pure pleasure and is entertaining for all N64 based fans, but your computer had better meet or excel the Minimum System Specifications.



Here's release info:

Project64 2.0 is now available and open source!
The beta program is now closed. You can now install project64 2.0 and get the clone the source if you want to.


Grab the latest files from official homepage or clone source via git repository.
 



    Wednesday, April 17, 2013
Project64k 1.2

Project64k is Project64 source code compiled with some bugfixes, and netplay support added through Kaillera.



Here's full :] release info:

Meh another update.

Put roms in Roms Folder
Click Auto Settings
Config input

Then you're done.


Check out projects blog for further information and files.
 



    Wednesday, February 13, 2013
Project64k 1.0

Project64k is Project64 source code compiled with some bugfixes, and netplay support added through Kaillera.



Here what's new:

- Star Road and SM64 Multiplayer rom info added to rdb
- Removed anti-3d dead server list


Check out projects blog for further information and files.
 



    Friday, November 02, 2012
Project64k 0.41 released

Project64k 0.41 has been released. It is based on Project64 1.6 source code but with added netplay support through Kaillera.


I updated the RDB and RDX files for the SM64 Multiplayer rom hack. Both CRC number versions of the rom are fixed as well.




Download Project64k here:

Project64k 0.41
 



    Friday, September 21, 2012
NRage Input v2.3c

The Best N64 Emulation Plugin has been revived, Nrage v2.0 fixes an assortment of bugs in the original 1.8 code, and adds new functions, and features, at the same time.



Here's list of changes for 2.3c:

+ Xinput Rumble and Deadzone fixed (Thanks KrossX)
+ Some potential crash and buffer overruns? fixed by kidkat
+ Some UI changes to improve readability for high dpi setups

Check out plugin sourceforge repository for further information and latest files.
 



    Wednesday, May 23, 2012
MU-TH-UR Texture Packs (Updated)

This is just a quick notice that MU-TH-UR has released a couple of more texture packs and they're available for download here:

Super Mario 64 Texture Pack by MU-TH-UR
Starfox 64 HUD & particles by MU-TH-UR

There was a file upload problem with the Starfox 64 Update before but that has now been fixed.

Thanks a lot to MU-TH-UR for the texture packs. Keep up the good work! Leave your feedback at the "official site" link at the file info pages for these packs (feedback at EmuTalk).

Check out our Textures site for screenshots, videos and guides:

N64 Texture Packs
 



    Sunday, April 15, 2012
New texture pack: Turok 2 by MU-TH-UR

MU-TH-UR let us know that he's released a Turok 2 texture pack:



Click the image above for more screenshots.

Download the texture pack here:

Turok 2: Seeds of Evil - by MU-TH-UR
 



    Sunday, March 11, 2012
Mupen64Plus 1.99.5 tagged and released

Richard42 has tagged and released Mupen64Plus 1.99.5:


I have tagged and released Mupen64Plus version 1.99.5. It's been over a year since the last tag, and we're long overdue for a new version. There's nothing too earth shattering here, but a lot of minor fixes and improvements have acculumated since 1.99.4. One of the most important changes in this release is that I have finalized the API version handling between each of the different modules. This means that in the future, we can make small or big changes to the API, and all of the compatibility issues will be handled gracefully. I have also added version information to the configuration sections for most of the modules. This will help backwards compatibility as well, because newer versions of plugins will be able to automatically update their configuration information when there are changes.

Some of the highlights of the 1.99.5 release are:

Core: emulate N64 internal real-time clock
Core: use X-Scale's new cracked PIF-CIC algorithm
Core: New config parameter for path to save SRAM/EEPROM/MPK files, so they can be separated from emulator snapshots
Core: bugfix: #290 - OnScreenDisplay text is sometimes captured in screenshots
Core: bugfix: for Interpreter cores, use proper math functions instead of x87 rounding modes (fixes some games)
Input: Improved input setup behavior (auto-config) to make some use cases more friendly
Input: Add new parameter for mouse sensitivity, handle mouse movement differently so mouse is easier to use as controller
Input: New auto-configurations for 7 controllers
Input: bugfix: #392 - fail to switch between rumble pak and memory pak is some cases
Input: bugfix: #424 - problem with USB devices supporting multiple controllers per device
RSP: Handle JPEG decompression, used in Ogre Battle 64 and Pokemon Stadium
UI-Console: New option to disable internal core speed limiter (for benchmarking)
Rice-Video: Hires texture loading: support for 8-bit PNG images
Rice-Video: New config option for forcing vertical sync
Rice-Video: Bugfixes: GUI front-end integration, hi-res textures, crashes
Lots of makefiles fixes and improvements from Lazhur


Read more in this thread at EmuTalk.

Download it from the website or directly here.
 



    Monday, January 30, 2012
Mupecan64 - Cycle accurate emulator in development

Hacktarux let us know a while back he had began work on cycle accurate N64 emulation in his new project temporarily known as Mupecan64, where "ca" stands for cycle accurate.

Today he posted a new video of the emulator running Pong by osman, check it out at EmuTalk. Keep in mind the emulator is in early stages.


It has been a long time since i posted about this but there was a lot of cache emulation problems that slowed me down. Anyway, here is a video of the accurate emulator running pong. It means: pif and standard controller emulation with some timing approximation (we can probably do better once the guys from http://www.retroactive.be/cic/ will have the pif and cic reversed) and some improvement to r4300 data cache emulation.


Mupecan64 - On the road of accuracy
 

Rakuga Kids & Ridge Racer 64 using TR64 OGL

icepir8 is making great progress with his TR64 OGL (video plugin) and Gent has posted a couple of videos of the latest build of TR64 OGL running Rakuga Kids and Ridge Racer 64.




Check out the videos here and don't forget to stop by the TR64 Dev Board for more information.

 



    Monday, January 23, 2012
N64 Texture Packs hosted at Emulation64.com

Since Megaupload was taken down the abililty to download N64 Texture Packs was a whole lot more difficult because most of the packs were uploaded there.

However, we now offer these files through Emulation64 instead for direct download.

Some packs are still missing though so we'd like to ask the authors to provide fresh packs and they will be uploaded and hosted here.

Download N64 Texture Packs

Also, check out the new site we setup for screenshots and more info:

Texture Packs @ Emulation64.com
 

Icepir8 needs You!

icepir8 has informed me of the work he is doing and would like emutalk members to sign up to the TR64Dev Board and help Bug Test/Track and Report to help TR64 OGL be the best it can be. He feels with the users help and support he can aim for those elusive games without support and to better his graphic plugin to a point where everyone can be proud with their involvement.

To read more about the goals and conditions Read Here

We wish you all the best with this project and are sure the emulation64 community are right there behind you to assist the best they can
 



    Tuesday, January 17, 2012
1964 1.2 (Unofficial)

death--droid let us know at EmuTalk that a new release of 1964 1.2 (Unofficial) has been released:



Here is a summary of what has changed since i didnt really keep a clean change log, but you are however able to have a look yourself through
http://code.google.com/p/emu-1964/source/list from r107 backwards
1964 Core:

Remove uneeded sleeps
Clean up wingui code making it cleaner and hopefully work better
Remove uneeded plugin loading code
Add in RetroRalphs overclock ability
Remove Kailerra netplay, hopefully create our own in the future
Games that rely on using the time for night and day now work

1964 Input(N-rage's input plugin)

Modified the Xbox 360 controller code so it is more usable and you aren't forced to use the Xbox 360 controller for all players.

1964 Video(RiceVideo)

Cleaned up a lot of code
Remove all other combiners but the pixel shader for DirectX
Remove support for OpenGL, since it was starting to be heftly neglected within the source code and would be more beneficial if it was a seperate plugin like Rice Video Linux
Animated textures support
Loading background in games like Zelda Ocarina of time




Read more at EmuTalk
 



    Monday, January 16, 2012
TR64ogl plugin released

I have realeased the lastest TR64ogl plugin. Gent has posted a video of 1080 using the new release. See the video and download it here.
 



    Thursday, December 22, 2011
Diddy Kong Racing In Action

Diddy Kong Racing In Action



I have just added a Diddy Kong Racing Video to the TR64 OGL Video Section at http://tr64dev.emulation64.com/index.php?id=video of the Site to show the progress of the plugin so far.

Enjoy and please do leave a comment here or on the TR64 Dev Forum at http://tr64dev.emulation64.com/forum about this or anyother post.
 



    Monday, November 21, 2011
TR64_ogl plugin

TR64_ogl pluggin is back from the abyss! Emulation64 is hosting a new dev site for it. Thanks to Gent!

Web page is
http://tr64dev.emulation64.com/

Forum is
http://tr64dev.emulation64.com/forum/index.php

I have already posted the latest build of the plugin. I hope to continue making improvements to it until it is the best posible plugin.
 



    Tuesday, July 26, 2011
Project64k v0.30

via http://www.emucr.com/2011/07/project64k-v030.html

Project64k v0.30 is released. Project64k is a version of the Project64 emulator that supports multiplayer games using the Kaillera network.

Project64k v0.30 Changelog:


-Minor .exe Updates

-Kaillera Port-Forward Tool (Tools folder)

-PJ64 Fixer (Main folder)
Auto-sets all Directories to their original folders
and Resets all Plugins back to Default
I suggest running this before opening Pj64k

-N64 Rom file fixer (Tools Folder)

-New 7-zip compression (www.Z-zip.org)

-New .exe 64bit Compressor

http://www.mediafire.com/?7a7ss3f43kqjhsb
 



    Monday, May 02, 2011
Glide64 WIP Release 237

News via AEP

A new WIP version of the graphics plugin Glide64 for Nintendo 64 emulators has been released.


Quote:

Fixes:
Glide64:

Fixed many glitches in Pokemon Stadium 2. Many thanks to andres gonzalez and pokefan 999 for bugreports and testing.

Homepage
 



    Monday, April 18, 2011
Project64K v0.18

News via http://www.aep-emu.de/PNphpBB2-file-viewtopic-t-16745.html

Project64K is a Nintendo64 emulator with Kaillera support.


Quote:
What´s new?

-Fixed the "please choose another GFX" error.
-Fixed the "Please choose another audio plugin" error.
-Max cheats increased.
-All language support.
-Increased speed.
-Vintage Logo
-New icon(s).
-Fixed plugins.
-Full Vista and win7 support no crash errors.
 



    Tuesday, April 05, 2011
1964mod v1.4.3

The great N64 emulator fork 1964mod, which is based on the last released 1964 1.1 source, has been updated!


Core Changes & Fixes
During language switching, several bugs surface :
 "ROM Name" column can shrink to very small width (fixed)
 "Exit" menu option may disappear (fixed)
 "Recent ROMs" & "Recent ROM Folders" menu option text may not be translated or duplicated menu options or not deleted when it is unchecked or a combination of the above (fixed)
 "Help" menu & its submenu text are not translated (fixed)
 To complement the bugfixing and translation effort of the Language feature, several enhancements are considered.
 Add support for lgm extension for language files and drop support for 1964 lng extension as per MasterPhW request (enhanced)
 Revamp the "About 1964mod" box layout to cater to the lengthy translation text and updated english.lgm with updated infos and comments for translation purpose (enhanced)
 Language files translation is currently in progress and the following are completed:
- Deutsch by MasterPhW
- French by Siskoo
- Spanish by OverLordChaos
The existing 1964 Boxart feature has several bugs and need some enhancements as well.
 MasterPhW reported a bug for same BoxArt image duplication over different roms in the romlist display window (fixed)
 In Boxart display, press "Ctrl+S" or right click on a rom icon display will change its icon image to be the same as the 1st rom icon image (fixed)
 In Boxart display, open "ROM Properties" causes Boxart column info to be cleared except for the game name and it will be restored after a refresh or emu restart (fixed)
 Speedup Boxart display and reduce screen flickers by combining multiple refresh command requests (enhanced)
Minor speedup to romlist window display by removing duplicate refresh codes with reload especially Boxart display (enhanced)
 Replaced existing N64logo and 1964 icon with MasterPhW customized ones (enhanced)
 Some closely named roms can pickup the same boxart image (fixed)
 Remove token codes which is no longer useful and buggy.
Fix compiled error for LogPIFData and remove C:/ hardcoding (fixed)

Plugin Changes & Fixes
 Remove the MyGlideHQ subdirectory from game dump folder when dumping game textures (enhanced)
 Fix color banding in MyGlideHQ when starting game in hi-res ("Rice" format) with texture compression (regression fixed)
 Fix game direct launch to fullscreen bug when emulator starts with MyGlide64 to pickup correct fullscreen resolution (fixed)
 Enhance the "filtering of duplicate Fullscreen Resolution entries" fix to pickup correct resolution by the MyGlitch64 wrapper (enhanced/fixed)
 Free up memory after game loading hi-res textures is closed for MyGlide64 plugin (fixed)
 Fix 1964Audio not remembering "ReverseStereo" last checked status when emu starts (fixed)
 Revert "Sync Game to Audio" as default "ON" because the bug for not remembering last checked status is fixed
 Incorporate official Glide64 fixes r218, r220, r224, r225, r230 & r231 into MyGlide64 and replace my working fix with the official Glide64 fix r219 & r228

Homepage
 



    Monday, March 21, 2011
Super Mario Kart - Mario Kart 64 Retexture (BFrancois)



Mario Kart on the Snes is one of the all time great games despite getting around 82% in reviews at the time of release, the 2 player battle mode in my opinion has never been done has good as the first release of Mario kart on the Snes.

Today BFrancois has posted many videos and screenshots of his work on remoddiling the N64 version of Super Mario Kart to look more like the Snes Version.

The results so far are outstanding and worth a good look and makes my mouth water for the finished article.

Me personally i always wanted to hack the original Snes game and bring out a new version with different races and other features (anyone know of any decent modded versions of Snes Mario Kart?)

Anyway check out BFrancois`s work here --> on Emutalk

 



    Friday, March 11, 2011
1964mod v1.4.2(beta)

The 1964 derivate 1964mod has been updated.


- Core Changes & Fixes
1. allow advance users to custom select rom ini name (enh)
read blog post
2. update outdated language files
English(Pokemaniacs), German(MasterPhW) & French(Siskoo)
read blog post
3. increase "Alternate Title" length from 50 to 80 (enh)
4. cleanup when clicking window close button while rom is running (enh/bugfix)
fix wrong window placement
fix improper rom close
5. random crash from codes instability (bugfix)
enhance stability fix for CloseROM (enh)
6. fix incorrect maximized window placement size for emu 1st startup (bugfix)
7. remove "maximized" window dependency on "normal" window placement size (enh/bugfix)
add new 1964Core.ini entries for "maximized" window
8. disable window resize button when game is running (enh)
9. experimental AI Interrupt codes (bugfix)
fix In-Fisherman Bass Hunter 64 in-game audio exception
fix “SP DMA READ, SP_DRAM_ADDR_REG not in RDRam space” for Zilmar Audio
10. obsolete & duplicate codes cleanup & refactor codes (enh/bugfix)
improve BitMaps codes
remove duplicate codes from hToolBar & hStatusBar
improve move window codes
remove duplicate & redundant codes from aWinMain
improve aWinMain codes

Plugin Changes & Fixes
1. emu does not remember 1964Audio “Sync Audio” status
register “Sync Audio” status change so it remembers last changed status
2. replace use of expansion pak size in 1964Audio with real rdram size (bugfix)
3. apply new fix for "failure to cache texture after 1st game run" on MyGlide64
4. launch 1st game on emu startup directly into fullscreen with Glide64 cause wrong window placement & resolution (bugfix)
enhance ChangeWindow function for MyGlide64


Homepage
 



    Thursday, March 10, 2011
Surreal 64 CE development news

weinerschnitzel posted an update about Surreal 64 CE at EmuTalk. Surreal 64 CE is a Nintendo 64 Emulator for the original Xbox.


Hey guys, with all of the PM's asking about various projects, I think its necessary we properly introduce ourselves.

The Xbox lamers have not given up with n64 emulation on the Xbox! Surreal 64 has been a landmark emulator (set of 3 actually) that has undergone many changes and has been in many different hands since its release in January 2004. The CE tag represents the "Community Edition" to recognize everyone that contributed.

The phenomenal work that oDD and Lantus did would be nothing without the work from the developers that call EmuTalk their home.

Over at xbox-scene.com, freakdave, Ez0n3, and myself have been working to improve the n64 experience on the xbox by porting more plugins, 1964 1.1, and improving the launcher that GogoAckman introduced in the XXX releases.

Thanks Azimer, Schibo, Retroralph, Zilmar & the PJ64 crew for responding to our annoying messages and being kind to strangers.

Big Thanks also to the Emu and Plugin developers: Schibo & Rice, Jabo & Zilmar, Epsilon & Realityman, Hacktarux, Azimer, JttL, richard42, death--droid & microdev, and anyone else I forgot.

You can track our progress at: surreal64ce.wikispaces.com

We are also in #surreal64ce on EFNET.


Surreal 64 CE website
 



    Sunday, March 06, 2011
N64 Magazine issue 3 digitally preserved

News via http://retroactionmagazine.com/retronews/n64-magazine-issue-3-digitally-preserved/

Coincidentaly tying in with Retro Gamer’s current coverage of Nintendo’s 64-bit console, N64 Magazine, which was Future Publishing’s spiritual successor to the popular Super Play, has had its third issue from June 1997 digitally preserved at Out-of-Print Archive. The N64 Magazine #3 page at Out-of-Print Archive has the issue’s editorial details, full contents list, links to online articles taken from the issue and, of course, a link to the full issue download itself. The online preview articles chosen for this issue include reviews of Killer Instinct Gold (which was covered in Retroaction #3 in a Killer App article), Star Fox 64, Doom 64 and a feature on Japan’s game industry in Land of the Rising Fun.
Weblink: N64 Magazine issue 3 at Out-of-Print Archive
 

Retro Gamer issue 87

News via http://retroactionmagazine.com/retronews/retro-gamer-issue-87/

Issue 87 of Retro Gamer should be hitting those store shelves right about now. It’s a Nintendo 64 special issue, with the 64-bit console gracing the front cover and featuring in The Collector’s Guide to the N64 article. Other highlights in the issue include Hail to the Duke (article on the Duke series past and present with Scott Miller and Randy Pitchford), The Making of Jet Set Willy II, The History of Shadow of the Beast (with creator Martin Edmondson), In the Chair with Al Lowe, The Making of the Lotus trilogy, all the usual regulars and lots more. There’s also a video preview of the issue at Darran Jones’ YouTube page. Retro Gamer is a UK dedicated retrogaming magazine, but with all the available ways to purchase the magazine (newsagents, online at the Imagine eShop or digital versions from iTunes), there’s no excuse to pick it up from anywhere around the world.
Weblink: Retro Gamer at Imagine eShop
 



    Saturday, March 05, 2011
N64oid brings Nintendo 64 emulation to Android devices



There's not exactly a shortage of video game emulators for Android devices, but there has been one notable, 64-bit exception. That's finally been rectified with the just-released N64oid application, however, which finally brings emulation of Nintendo 64 games to the platform -- and, like the other emulators from developer Yongzh, it's conveniently available right in the Android Market (for $5.99). As you might expect, there are a few glitches and hiccups to be found even on high-end phones like the Nexus S, but it does seem to run remarkably well for an initial release and, as Download Squad points out, you can also use a separate, freely-available app to add some Wiimote controls to the proceedings. Also, it means you can play Goldeneye on your phone.

http://www.engadget.com/2011/03/04/n64oid-brings-nintendo-64-emulation-to-android-devices/
 



    Thursday, March 03, 2011
1964mod v1.4.1(beta)

News via AEP

The 1964 derivate 1964mod has been updated.


Quote:
For 1964mod release details, please read the posts below
Subscribe to posts
1964mod v1.4.1(beta) Release
posted Mar 1, 2011 5:16 AM by Pokefan 999 [ updated an hour ago ]

Core Changes & Fixes

1. emulator UI display status cleanup (enh/bugfix)

* fix menu option status
* improve statusbar display status
* fix icon button display status
* fix thin horizontal line on romlist window when 1st entry is visible
* remove useless statusbar display codes

2. obsolete & duplicate codes cleanup & refactor codes (enh)

* improve 1964Core.ini codes
* improve TimerProc codes
* improve CloseROM codes
* remove useless emu title bar status display codes

3. capture CIC ChipID when rom is loaded (enh)

* map Alt+I to RomInfo

4. update texture caching (bugfix)

* fix failure to cache/readback hires texture after 1st game run in the same emu session

5. frame limiter speedup (experimental) (enh/bugfix)

* reduce delay between frames change & improve game speed
* fix Banjo-Kazooie jerky display during speedup

6. random flashram / sram missing saved game (bugfix)

7. cleanup “runaway” audio thread (bugfix)

* fix “high pitch” sound during emu pause, screenshot, toggle between window/fullscreen mode
* fix "high pitch" sound when rom is closed

Plugin Changes & Fixes

1. upgrade lpng to v1.5.1 & zlib to v1.2.5 for MyGlide64 (enh)

2. MyGlide64 improvement over official Glide64 r215 (enh/bugfix/hack)

* fix NewTetris, Bomberman Hero & Tetrisphere horizontal lines
* improve "Mega Man 64" & "Army Men - Air Combat" horizontal lines
* fix missing background for "Read every frame" in Ogre Battle 64
* fix corrupted fade-out game menu in Gauntlet Legends
* fix corrupted alpha in ISS2000 intro cutscene
* fix extra blue square layer over ExtremeG logo in intro cutscene
* fix border corruption in Top Gear Overdrive
* fix spillover texture in MIA
* fix "broken stadium roof" portrait in Pokemon Stadium intro
* fix pokemon transparent eyeball in Pokemon Stadium 2
* fix sound distortion due to speed slowdown in Shadows of the Empire, Star Wars Episode 1 – Racer & Road Rash 64(U)
* fix screenshot image truncation for mis-match resolution ratio
* bypass Command&Conquer sprite truncation when screen resolution mis-match aspect ratio
* remove duplicate “Full Screen” resolution entries from dropdown combo box

* revamp Change_Size function codes (enh)

* obsolete pal230 & adjust_aspect ini option
* fix games with 1st screen corruption e.g. Virtual Chess
* fix over-sized texture image e.g. New Tetris, XG2(E), DK(E), TWINE
* fix shrunk texture image e.g. Bottom of the 9th, Centre Court Tennis etc
* fix jumping frame in TGO & MIA transition effect
* fix screen transition effect garbage e.g. TGO, MegaMan
* fix New Tetris missing image tile on the bottom line
* partial fix of Pokemon Stadium 2 corrupted pokemon portrait in Stadium battle
* remove RE2 video hack & PPL hack
* new custom effect for MIA e.g. goal replay

3. minor gameplay improvement for Mario Tennis (enh)

4. implement quick hotkey for "Read every frame" & “LOD” (enh)

5. update texture caching (enh)

* remove non-hires texture caching/readback dependency on "Rice" format being checked

1964mod v1.4.0(beta) Release
posted Mar 1, 2011 5:14 AM by Pokefan 999 [ updated an hour ago ]

Core Changes & Fixes

1. compiler warnings (bugfix)

2. obsolete & duplicate codes cleanup & refactor codes (enh/ bugfix)

* improve message handling & remove unnecessary sleep time
* improve emulator window re-sizing & maximizing function
* improve state saving & loading
* remove Kaillera / Netplay codes & menu option
* remove 1964 v0.8.5 save format codes & menu option
* remove XPTheme codes
* remove most of the trace & debug codes

3. update romlist window layout (enh)

* re-size default romlist column width
* set “GAMESAVE” as default column display

4. wrong mapping of F1 hotkey to “Online Help” (bugfix)

5. re-map the savestate & loadstate slots hotkey (enh)

6. wrong savestate slot is selected for savestate/loadstate if emu is paused (bugfix)

7. update screenshot capture codes (bugfix)

* fix missing screenshot when taken during emu pause
* fix invalid screenshot path for certain 1st screen screenshot e.g. DK64

8. update crc calculation e.g. DK64, Body Harvest (bugfix)

9. incomplete "bananaport" fade-out & game menu freeze e.g. DK64 (bugfix)

10. losing voice audio if same rom is started again after closing e.g. TWINE (bugfix)

11. upgrade zlib from v1.1.4 to v1.2.5 (enh)

12. convert registry ini to 1964Core.ini (enh)

13. replace use of expansion pak size as memory address mask with real rdram size (bugfix)

Plugin Changes & Fixes
1. change 1964Audio default to "nosync"

Homepage
 



    Tuesday, March 01, 2011
wxMupen64Plus 0.1 Released

Auria let us know that wxMupen64Plus 0.1 has been released.


wxMupen64Plus is a Mupen64Plus 2.0 GUI frontend written using wxWidgets 2.9.x.
It is tested on Mac OS X, Windows and Linux.
OSX and Windows binaries are available.

Testing and feedback welcome!

-- Auria


wxMupen64Plus 0.1
 

1964mod v1.4.1(beta) quickfix v7 is released

Pokemaniacs let us know that 1964mod v1.4.1(beta) quickfix v7 is released.


1964mod v1.4.1(beta) quickfix v7 is released

* consolidate quickfix 1-5 changes
* cleanup runaway audio thread
* change "Announcements" section layout & include "MyGlide64" changelog
* users are advised to download the latest quickfix v7 & MyGlide64(ini) rarfile



1964mod v1.4.1(beta) quickfix v7
 



    Monday, February 28, 2011
1964mod v1.4.1(beta) quickfix v5

News via AEP

The 1964 derivate 1964mod has been updated.


Quote:
1964mod v1.4.1(beta) quickfix v5 is released

*

quickfix v1 - sync E version rom speedup to U version rom speedup
*

quickfix v2 - adjustment target ~5-10fps with ~25-33% VI/s speedup
* quickfix v3 - fix UI bugs & refactor codes
*

quickfix v4 - fix loss of texture caching capability after 1st game run
*

quickfix v4 - fix random flashram / sram missing saved game (read Announcements)
*

quickfix v4 - fix Banjo-Kazooie jerky display during speedup (experimental AI interrupt codes)
* quickfix v4 - enhance MyGlide64 (read FAQ)
*

quickfix v5 - (hopefully) fix the random crash when rom is closed caused by quickfix v4
*

update MyROM_Properties.ini to v2.4
*

users are advised to download latest quickfix rarfile
* users are advised to download the latest "1964mod.exe fix" immediately (crash fix)

Homepage
 



    Monday, February 14, 2011
Whats the Best N64 Emulator?

Whilst we wait for the transition of the front page to match in with the forums and to spark some conversation, i have a question for the elite who visit here, this as you can see by the forums a site that focuses on Nintendo 64, so with that in mind whats the Best Nintendo 64 Emulator for your Favourite N64 Game.

Replies via Comments.
 



    Saturday, February 12, 2011
1964 UltraFast V3

News via AEP

The 1964 derivate 1964 UltraFast has been updated.


Quote:
v3 Released February 12th - Download 1964 "UltraFast" v3
*Fixed sleep bug causing delays in GUI
*Fixed timing bugs in HLE video plugin, games have more accurate timing now (Shadows Of The Empire, Blast Corps, etc)
*Changed overclocking method slightly

Homepage
 



    Saturday, February 05, 2011
N64 Advance portable gaming system

News via Hackaday



Like many people [Kyle] loves the Nintendo 64 and decided he wanted a portable version of his beloved console so he could play games while on the move. One year, two PSOne screens, and three N64 consoles later, his vision is complete. A Game Boy Advance travel case was gutted and used to house the console, hence the “N64 Advance” moniker. Like many others, his project uses a PSOne screen for the display, and a Li-Poly battery pack that provides up to 3.5 hours of playing time. He made sure to include other members of the Nintendo family in his build by adding a pair DS Lite speakers to the mix.

This build also includes some nice “extras” such as having the N64 RAM expansion pack built-in, headphone and A/V out ports (with a screen kill-switch for TV use), and an external controller port that can be used by either the first or second player. Be sure to check out the video of his build after the jump.

More Info
 

1964 UltraFast V2

News via AEP

The 1964 derivate 1964 UltraFast has been updated.


Quote:

This is a custom build of the Nintendo 64 emulator 1964 I have made. The main aim is to overclock the N64 to allow games to run a lot smoother. Some games were designed similar to PC games, in that they could run faster if the N64 itself was faster. As such games like GoldenEye run at a solid 60FPS in this build of the emulator. The framerate on the real system was anywhere from 8fps->50fps . The effects of choppy gameplay often ruined these N64 games so now you can run them at full speed.

There is also now an option to underclock the N64. This means less cycles are emulated resulting in greater performance to the user. A few games don´t mind being underclocked and run very similar to normal speed, but give you much better performance on your PC.

The improvements over the normal 1964 v1.1 include :-

* Ability to overclock N64 to get higher framerates or to underclock to get better performance.
* Optimized Interpreter core to be 60-100% faster . Many games are now completely playable with interpreter core on fast machines
* Removed some unneeded speed hacks in interpreter core to make it more accurate
* More accurate DYNAREC emulation
* Some Windows tweaks in the code to get it to run smoother
* Better audio plugin and feeding of audio from main core

v1 Released February 3rd [Initial release]
v2 Released February 5th [Added menu options to set overclock or underclock, fixed some other things]

AEP GPL commentary: He´s going to release the source code when he´s done with the updates, 1964 violated its own license for years.

Homepage
 



    Monday, January 12, 2009
Aristotle's Mudlord & Rice Video v6.1.7

news via - aep

Rice Video a Nintendo 64 Graphics Plug-In has been updated.

details -

http://emutalk.net/showpost.php?p=416331&postcount=105
 



    Saturday, July 26, 2008
Project 64 Coming Back to life

The best N64 Emulator for Windows may finally be coming back to life:


The project has been on hiatus for a little bit, well probably about a year! With the payments, I have found another company to try. I have re-enabled the donation page to see how they work out. The account creation process is not automatic so I will have to create the accounts by hand. I still have a busy life, things have not slowed down. My wife is now currently 8 months pregnant. If this payment method works, then I will over the next few months look at doing some work on improving the site. Then I will get back to the actual coding of the emu, where I am sure everyone of you would like me to be.


http://www.pj64-emu.com/blog/2008/7/689-project-update.html#jc_allComments
 



    Friday, April 25, 2008
Glide64 'Napalm' 1.0 Released


The Glide64 Team proudly presents you the new release of our project – 'Napalm'!

The project now consists of three parts. The main part – Glide64 graphics plugin – was changed a lot since the previous public release. It’s simply impossible to list all modifications. New version has tons of bugfixes and optimizations. Large number of special effects implemented. Lots of hacks removed, because they are not necessary anymore. Lots of previously unplayable games are playable now. Lots of games, which worked good before now work even better. Screen shots of most noticeable improvements were posted on our forum. Check also the updated screen shots gallery.

The second part – Glitch64 glide wrapper – was also changed much. Beside various fixes and optimizations it now supports anisotropic filtering and compressed textures.

The third part – GlideHQ – is a new module, which implements various texture enhancement techniques. It supports 6 texture filters, 7 methods of texture enhancement, 2 methods of texture compression. Beside that it fully supports Rice’s format of Hi-Resolution texture packs, with various optional techniques to save texture memory.

Project related documentation was improved too. We put all useful docs in one file 'Glide64 Info.chm'. Please read 'Readme' part of it, at least first two chapters, with general information and setup instructions.

Due to huge number of changes, new bugs might be introduced too. Despite the intensive beta testing during all period of development, some issues had been found and fixed right before the release. Thus, if you will find an issue, which is not mentioned in the 'Known Issues' part of the documentation, please report about it on our forum.

I gave this version codename 'Napalm'. 'Napalm' is also the codename for VSA-100 graphic chip, on which 3dfx Voodoo 4 and Voodoo 5 series were built. I still use Voodoo 5 in my home PC. This version of the plugin uses a lot of VSA-100 special abilities; therefore it was also named ‘Napalm’. BTW, there are few effects, which you can see only on VSA-100 based cards, or on N64 itself. Check 'Games Tips and Tricks' part of the documentation for details.

Glide64 Official Site
 

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