This little thing happened 20 whole years ago today.
To all of the countless memories made with two extra players.
To all the hours spent in front of the tube.
To the first time we ever powered it on, and
To the first time we wished that we had three hands.
The project will need an active community and talented developers, so please make these links known in other emulation related forums because the project should get the attention it deserves. If you care about N64 emulation and want the current bugs to get fixed, please consider to contribute.
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;-)
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.
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
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.
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
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:
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
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.
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.
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.
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
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
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
-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.
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
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
- 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
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
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
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
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.
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For 1964mod release details, please read the posts below
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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
* 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 ]
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.
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.
The 1964 derivate 1964 UltraFast has been updated.
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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