N64 Core

nonono
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Re: N64 Core

Unread post by nonono »

thorr wrote: Mon Sep 11, 2023 7:07 am
Retro-Nerd wrote: Sun Sep 10, 2023 11:33 pm

Banjo & Kazzooie runs, Tooie not.

Not mine. I just get a black screen. I am running ROM (U) (V1.0) with NTSC. I don't know if that matters.

Mine works fine. I played through the first five worlds on my MiSTer yesterday from the start.

US byteswapped *.z64, file crc32: ad429961

ROM id:

MD5: B29599651A13F681C9923D69354BF4A3
CRC1: A4BF9306
CRC2: BF0CDFD1
ID: NBKE / North America

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Retro-Nerd
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Re: N64 Core

Unread post by Retro-Nerd »

Use No-Intro roms. If you have the older GoodRoms (your posted rom name suggests that), they mostly have rom headers which is often a problem.

thorr
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Re: N64 Core

Unread post by thorr »

nonono wrote: Mon Sep 11, 2023 7:41 am

Mine works fine. I played through the first five worlds on my MiSTer yesterday from the start.

US byteswapped *.z64, file crc32: ad429961

ROM id:

MD5: B29599651A13F681C9923D69354BF4A3
CRC1: A4BF9306
CRC2: BF0CDFD1
ID: NBKE / North America

Thanks everyone! I found this exact one (used MD5 to check) and it still doesn't work for me. Strange. I played with some of the settings in the menu and nothing helped. I am getting error code E00008. I even renamed it without the (USA) and it didn't help. I appreciate any other help. I will be traveling for the week so I won't be able to test after this until I get back.

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Re: N64 Core

Unread post by FPGA64 »

thorr wrote: Mon Sep 11, 2023 8:19 am
nonono wrote: Mon Sep 11, 2023 7:41 am

Mine works fine. I played through the first five worlds on my MiSTer yesterday from the start.

US byteswapped *.z64, file crc32: ad429961

ROM id:

MD5: B29599651A13F681C9923D69354BF4A3
CRC1: A4BF9306
CRC2: BF0CDFD1
ID: NBKE / North America

Thanks everyone! I found this exact one (used MD5 to check) and it still doesn't work for me. Strange. I played with some of the settings in the menu and nothing helped. I am getting error code E00008. I even renamed it without the (USA) and it didn't help. I appreciate any other help. I will be traveling for the week so I won't be able to test after this until I get back.

using the FAQ page and the error code lookup

00008 is DDR3 timeout

thorr
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Re: N64 Core

Unread post by thorr »

FPGA64 wrote: Mon Sep 11, 2023 8:59 am

using the FAQ page and the error code lookup

00008 is DDR3 timeout

Thanks! I didn't see that up at the top of the FAQ. I was playing with the settings when I got the 00008, and didn't try a fresh reboot to clear out the settings I just tried, so I did that this morning. I just tried it again one last time before my trip and I actually don't get any error at all. I showed the FPS and it is 00, but no error code after loading the ROM.

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Phoenix
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Re: N64 Core

Unread post by Phoenix »

thorr wrote: Mon Sep 11, 2023 12:19 pm

Thanks! I didn't see that up at the top of the FAQ. I was playing with the settings when I got the 00008, and didn't try a fresh reboot to clear out the settings I just tried, so I did that this morning. I just tried it again one last time before my trip and I actually don't get any error at all. I showed the FPS and it is 00, but no error code after loading the ROM.

Then you may need to check if you're using the stable MiSTer or the "unstable" one.
Only the unstable MiSTer will see/read the N64 database file, which will setup the N64 system setting at the game startup. Without that, this game won't load (I had the exact same issue as you).

From my understanding (to be confirmed by someone with more knowledge than me), going from stable to unstable or unstable to stable is just one file to replace at the root of the SD Card, so it shouldn't be so impactful. I did it using the "Auto Update Script" from the FAQ (that why I'm not completly sure, I didn't find the "unstable" info elsewhere for now except maybe Discord): https://vampier.net/N64/

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Re: N64 Core

Unread post by FPGA64 »

See the FAQ

https://vampier.net/N64/

Implement RDRAM init for memsize (fixes several games hanging in boot stage)
RDP: implement blender alpha compare check (fixes transparency sprites in e.g. OoT and Dr.Mario)
RSP: write DMA now forces DDR3 mux to be exclusive and non interruptable (more consistent behavior)
RSP: new error flag for address collision detection

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mic_
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Re: N64 Core

Unread post by mic_ »

Just thought I'd mention a possible typo in the FAQ: The TL;DR section suggests that you should name the database file N64-Database.txt (capital D), while it's referred to as N64-database.txt everywhere else on that page.

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Re: N64 Core

Unread post by RexMendicorvm »

Great work, Robert! Is there any way to make the core run in full screen mode?

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Re: N64 Core

Unread post by thorr »

Phoenix wrote: Mon Sep 11, 2023 4:00 pm

Then you may need to check if you're using the stable MiSTer or the "unstable" one.
Only the unstable MiSTer will see/read the N64 database file, which will setup the N64 system setting at the game startup. Without that, this game won't load (I had the exact same issue as you).

Thanks! This is almost certainly the problem. I didn't realize that some of it would work and not other things unless you had the unstable stuff. I am looking forward to seeing everything working better when I get home, and probably a ton more fixes in the latest core by then. ;-)

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Re: N64 Core

Unread post by FPGA64 »

See the FAQ

https://vampier.net/N64/

AI: fetch 2 samples at once and keep 1 in buffer (consistent sampling rate)
RDP: fixed a bug when CVG alpha mode is modifying coverage
RSP: DMA can no longer trigger when CPU/RSP is writing registers it the same clock cycle
add more error flags for memory and RSP monitoring

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Ashfall
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Re: N64 Core

Unread post by Ashfall »

The NSO N64 controller is back in stock at nintendo.com/store
I just ordered a second one since it works so well over USB.

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Re: N64 Core

Unread post by rhester72 »

Ashfall wrote: Wed Sep 13, 2023 5:43 pm

The NSO N64 controller is back in stock at nintendo.com/store
I just ordered a second one since it works so well over USB.

Doesn't that still require a non-standard kernel?

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Re: N64 Core

Unread post by Ashfall »

rhester72 wrote: Wed Sep 13, 2023 6:45 pm
Ashfall wrote: Wed Sep 13, 2023 5:43 pm

The NSO N64 controller is back in stock at nintendo.com/store
I just ordered a second one since it works so well over USB.

Doesn't that still require a non-standard kernel?

Replace zImage_dtb in the Linux directory with this one:
https://discord.com/channels/6479093974 ... 2237396028

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Re: N64 Core

Unread post by HarborSeal »

Wave Race (USA Rev1) seems to be running slightly more stable with the 09/13 release. No crashes for me during the Sunny Beach time trial as long as I go straight to the time trial after starting up the game. It does try to crash. The stats at the top of the screen will glitch for a half-second and the sound will make a loud distorted CRACK sound, but always recovers afterwards.

Unfortunately, the game still crashes during the Championship portion. It doesn't matter if I'm doing the dolphin warmup or the race itself.

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Re: N64 Core

Unread post by Caldor »

Its amazing how many games works on this core already. I tried Pokemon Stadium 1 and 2, and both run, I can get into the games and such. Only errors I found were a few minor graphical ones. I was pretty sure these two games would be some of the more problematic to get to run well, because in emulators they always caused issues.

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Re: N64 Core

Unread post by FatSlob71 »

HarborSeal wrote: Thu Sep 14, 2023 6:42 am

Wave Race (USA Rev1) seems to be running slightly more stable with the 09/13 release. No crashes for me during the Sunny Beach time trial as long as I go straight to the time trial after starting up the game. It does try to crash. The stats at the top of the screen will glitch for a half-second and the sound will make a loud distorted CRACK sound, but always recovers afterwards.

Unfortunately, the game still crashes during the Championship portion. It doesn't matter if I'm doing the dolphin warmup or the race itself.

I managed to get to Stage 5 in Championship mode Last night on Version 11 of the Core then after the start of that stage it Froze! using old mem Single stick

stepea
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Re: N64 Core

Unread post by stepea »

not having much luck running this core. Got the bios roms, got the latest build. Trying to run it on a 9.7 ipad screen - would this make a difference. Not sure where I'm going wrong.

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Re: N64 Core

Unread post by thorr »

stepea wrote: Thu Sep 14, 2023 9:01 pm

not having much luck running this core. Got the bios roms, got the latest build. Trying to run it on a 9.7 ipad screen - would this make a difference. Not sure where I'm going wrong.

Make sure you are using the scaler. I used this tutorial: https://www.youtube.com/watch?v=Rv3WA8jCI6M There are other tutorials on youtube also if you search for them. Without more information about what works and what doesn't so far for you, it is difficult to help you. For example, can you see the core menu?

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Re: N64 Core

Unread post by LamerDeluxe »

stepea wrote: Thu Sep 14, 2023 9:01 pm

not having much luck running this core. Got the bios roms, got the latest build. Trying to run it on a 9.7 ipad screen - would this make a difference. Not sure where I'm going wrong.

The core runs fine on my iPad screen, so that shouldn't be causing trouble.

stepea
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Re: N64 Core

Unread post by stepea »

thorr wrote: Thu Sep 14, 2023 9:57 pm
stepea wrote: Thu Sep 14, 2023 9:01 pm

not having much luck running this core. Got the bios roms, got the latest build. Trying to run it on a 9.7 ipad screen - would this make a difference. Not sure where I'm going wrong.

Make sure you are using the scaler. I used this tutorial: https://www.youtube.com/watch?v=Rv3WA8jCI6M There are other tutorials on youtube also if you search for them. Without more information about what works and what doesn't so far for you, it is difficult to help you. For example, can you see the core menu?

Core menu works fine - allows me to load up a rom (I know quite a few don't work) and then says auto detect failed and nothing happens. I'll look at the youtube scaler video. Is there a homebrew rom that is guaranteed to work

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Re: N64 Core

Unread post by HarborSeal »

FatSlob71 wrote: Thu Sep 14, 2023 11:11 am
HarborSeal wrote: Thu Sep 14, 2023 6:42 am

Wave Race (USA Rev1) seems to be running slightly more stable with the 09/13 release. No crashes for me during the Sunny Beach time trial as long as I go straight to the time trial after starting up the game. It does try to crash. The stats at the top of the screen will glitch for a half-second and the sound will make a loud distorted CRACK sound, but always recovers afterwards.

Unfortunately, the game still crashes during the Championship portion. It doesn't matter if I'm doing the dolphin warmup or the race itself.

I managed to get to Stage 5 in Championship mode Last night on Version 11 of the Core then after the start of that stage it Froze! using old mem Single stick

Good news. I went into the Debug settings menu and switched Data FORCE WB to ON. Now the game no longer crashes or freezes for me.

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Re: N64 Core

Unread post by mic_ »

Core menu works fine - allows me to load up a rom (I know quite a few don't work) and then says auto detect failed and nothing happens.

Are you using a nointro ROM set? If not, have you tried that?
Do you have MD5 checksums of the ROMs that you are using?

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Re: N64 Core

Unread post by thorr »

Also try running the update script mentioned earlier in this thread.

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Re: N64 Core

Unread post by MrSniffles »

stepea wrote: Fri Sep 15, 2023 10:04 am

Core menu works fine - allows me to load up a rom (I know quite a few don't work) and then says auto detect failed and nothing happens. I'll look at the youtube scaler video. Is there a homebrew rom that is guaranteed to work

Do you have the N64-database.txt as mentioned on here? https://vampier.net/N64/

stepea
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Re: N64 Core

Unread post by stepea »

Yeah got the N64-database in the fat/games/N64 folder. Also have run the update_N64 script.

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Re: N64 Core

Unread post by mikeboss »

RDP: fix load block overflow when loading max line length (fixes black screen in Kirby)
FPU: fix add/sub handling of infinity (fixes 007 TWINE instant ingame hang)
FPU: fix compare commands to reset status flags
first preparation of RDP for dual texturing and LOD (should not yet have any visual impact)

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jordi
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Re: N64 Core

Unread post by jordi »

Do the xbox style controllers work?

I tried this core for the first time yesterday and I was unable to turn the bike in wave race.

Remapping didn't fixed it

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Re: N64 Core

Unread post by thorr »

jordi wrote: Sat Sep 16, 2023 8:53 am

Do the xbox style controllers work?

I tried this core for the first time yesterday and I was unable to turn the bike in wave race.

Remapping didn't fixed it

I think so. When mapping in the main menu (although theoretically you shouldn't need to unless you already did and did it wrong), use the dpad for the first right and map all the way to the end. Then map in the core menu.

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Re: N64 Core

Unread post by FPGA64 »

See the FAQ

https://vampier.net/N64/

RDP: add dual texturing
RDP: implement prim_level and lod_frac and combine_alpha in color combiner
RDP: fixed regression for texture rectangle tile

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