Search found 185 matches
- Sat Aug 05, 2017 10:01 pm
- Forum: Site News
- Topic: [Slideshow presentation] Building cen64 for Speed and Preservation
- Replies: 0
- Views: 14930
[Slideshow presentation] Building cen64 for Speed and Preservation
It seems that this was never posted on here, which is why I only just found it yesterday and am posting this now: https://www.youtube.com/watch?v=lvr6-6U0ck8 I also like how this literal slideshow just absolutely needed to be uploaded in 50fps. :P (YouTube actually will accept videos with a framerat...
- Sun May 14, 2017 3:22 am
- Forum: Compatibility
- Topic: Super Mario Star Road is a mess.
- Replies: 16
- Views: 15233
Re: Super Mario Star Road is a mess.
Turns out that the people over as smwcentral.net have been looking into getting various SM64 hacks working on real hardware, and it turns out that at least several of the hacks are much more compatible than you'd think! https://www.smwcentral.net/?p=viewthread&t=78265 A big thing is that the level e...
- Thu May 04, 2017 5:40 pm
- Forum: Bugs/Issues
- Topic: Are the recent 2017 Windows builds broken? Or is AVX now required or something?
- Replies: 7
- Views: 349788
Re: Are the recent 2017 Windows builds broken? Or is AVX now required or something?
In the meantime I'm using the 2016-11-14 build from archive.org:
http://wayback.archive.org/web/20161114 ... cen64.com/
- Thu May 04, 2017 12:17 am
- Forum: Bugs/Issues
- Topic: Are the recent 2017 Windows builds broken? Or is AVX now required or something?
- Replies: 7
- Views: 349788
Are the recent 2017 Windows builds broken? Or is AVX now required or something?
Back in 2016, I was able to run Cen64 without specifying any extras (saves, controllers, etc) just fine with the following simple command: cen64.exe pifdata.bin game.z64 But now when I try to do that with the newest Windows build (after renaming the EXE to "cen64.exe"), I get the following error: er...
- Sat Oct 22, 2016 2:11 pm
- Forum: Suggestions
- Topic: Emulating the Tremor Pak as the Rumble Pak
- Replies: 10
- Views: 10222
Re: Emulating the Tremor Pak as the Rumble Pak
Are you absolutely positive about that?
- Fri Oct 21, 2016 10:05 pm
- Forum: Suggestions
- Topic: Emulating the Tremor Pak as the Rumble Pak
- Replies: 10
- Views: 10222
Re: Emulating the Tremor Pak as the Rumble Pak
Master Quest was originally designed for the 64DD and was converted to an Nintendo 64 ROM and then ported to the GameCube. But I was testing with non-Master Quest Ocarina of Time... An easy test would be to simply load up the GameCube version in any old N64 emulator since, again, it's just a plain ...
- Fri Oct 21, 2016 12:38 am
- Forum: Compatibility
- Topic: Compatibility on new 2016 builds
- Replies: 58
- Views: 68597
Re: Compatibility on new 2016 builds
Hey um, can Cen64 properly run PAL games yet? As an example, if I run PAL Hydro Thunder in Cen64 I get this...
- Thu Oct 20, 2016 7:48 pm
- Forum: Compatibility
- Topic: Video [2016-10-15 multithread] Hydro Thunder: audio + mempak
- Replies: 12
- Views: 13535
Re: Video [2016-10-15 multithread] Hydro Thunder: audio + me
One strange thing about the PS2/GC/Xbox version is that your game data isn't actually saved unless you quit via the start button pause menu; note that the GameCube version of Rush 2049 also has a separate in-game pause menu with more settings accessible via the Z button. Oh, and the N64 versions of ...
- Thu Oct 20, 2016 4:53 pm
- Forum: Compatibility
- Topic: Video [2016-10-15 multithread] Hydro Thunder: audio + mempak
- Replies: 12
- Views: 13535
Re: Video [2016-10-15 multithread] Hydro Thunder: audio + me
I really should have clarified - while Devolution does requires the disc, it still requires you to rip the game to an ISO as well. Basically it plays the game from the ISO file but it still needs the disc in the drive the first time you launch the game. The alternative is to just directly use Gecko ...
- Thu Oct 20, 2016 4:22 pm
- Forum: Suggestions
- Topic: Emulating the Tremor Pak as the Rumble Pak
- Replies: 10
- Views: 10222
Re: Emulating the Tremor Pak as the Rumble Pak
All I know is, the GameCube versions of Ocarina of Time are simply N64 roms running in an emulator.OldGnashburg wrote:is the GameCube rumble feature its own thing?
- Thu Oct 20, 2016 2:55 pm
- Forum: Compatibility
- Topic: Video [2016-10-15 multithread] Hydro Thunder: audio + mempak
- Replies: 12
- Views: 13535
Re: Video [2016-10-15 multithread] Hydro Thunder: audio + me
Oh, I haven't thought of that way! Import games are a bit expensive here, but it's definitely doable. The only thing is that it *will* reformat your memory card...unless you use the emulated memory card, in which case it will still reformat but it'll essentually be reformatting a separate memory ca...
- Wed Oct 19, 2016 4:53 pm
- Forum: Suggestions
- Topic: Emulating the Tremor Pak as the Rumble Pak
- Replies: 10
- Views: 10222
Re: Emulating the Tremor Pak as the Rumble Pak
Uhhhh, I just tested the rumble in the version of Ocarina of Time that's on the Master Quest GameCube disc and it totally rumbles when I swing the sword at a wall...
- Wed Oct 19, 2016 2:29 pm
- Forum: Compatibility
- Topic: Video [2016-10-15 multithread] Hydro Thunder: audio + mempak
- Replies: 12
- Views: 13535
Re: Video [2016-10-15 multithread] Hydro Thunder: audio + me
So you don't have a Wii?Snowstorm64 wrote:I would get it for Gamecube, but...unfortunately it wasn't released in Europe.
I mention this because Devolution, for example, actually requires you to have the disc anyway, but works with any region disc.
- Tue Oct 18, 2016 2:50 pm
- Forum: Compatibility
- Topic: Video [2016-10-15 multithread] Hydro Thunder: audio + mempak
- Replies: 12
- Views: 13535
Re: Video [2016-10-15 multithread] Hydro Thunder: audio + me
Well, I don't own the Dreamcast, so I will look, obviously, for the N64 version. Thanks anyway. :) There are two PC and PS2/GameCube/Xbox versions as well that are essentially a port of the DreamCast version (though the first PC version lacks multiplayer while the second PC and the PS2/GameCube/Xbo...
- Mon Oct 17, 2016 4:39 pm
- Forum: Compatibility
- Topic: Video [2016-10-15 multithread] Hydro Thunder: audio + mempak
- Replies: 12
- Views: 13535
Re: Video [2016-10-15 multithread] Hydro Thunder: audio + me
The DreamCast version is the definitive version unless you specifically want 3 & 4 player splitscreen.Snowstorm64 wrote:Maybe should I buy this game on ebay, if it doesn't cost too much..?
- Sun Oct 16, 2016 10:25 pm
- Forum: Compatibility
- Topic: Video [2016-10-15 multithread] Hydro Thunder: audio + mempak
- Replies: 12
- Views: 13535
Video [2016-10-15 multithread] Hydro Thunder: audio + mempak
Sorry, no alternate upscaled version this time - only unfiltered.
https://www.youtube.com/watch?v=P73S8ftIO2I
https://www.youtube.com/watch?v=P73S8ftIO2I
- Sat Oct 15, 2016 4:05 am
- Forum: Compatibility
- Topic: Compatibility on new 2016 builds
- Replies: 58
- Views: 68597
Re: Compatibility on new 2016 builds
That's strange...Have you already tried with this savegame on SSB? Oddly enough, even without using that savefile, saving in Super Smash Bros. works perfectly fine. For reference, saving doesn't work in Super Mario 64 nor in Mario Kart 64 (even though saving time trials ghosts to the memory card wo...
- Thu Oct 13, 2016 10:33 pm
- Forum: Compatibility
- Topic: Compatibility on new 2016 builds
- Replies: 58
- Views: 68597
Re: Compatibility on new 2016 builds
Well since you seem to have all the answers, does Cen64 have a built-in 60 VI/s limiter yet? What do you mean by "native"? The ones that are located inside some cartridges with battery, like OoT, F-Zero X or SSB? Then it is also supported, with -sram <path>. This doesn't really seem to be functionin...
- Thu Oct 13, 2016 3:19 am
- Forum: Compatibility
- Topic: Compatibility on new 2016 builds
- Replies: 58
- Views: 68597
Re: Compatibility on new 2016 builds
But the memory card (aka the Controller Pak) is already supported. I believe you have to append this option next to the executable in the terminal: -controller num=1,mempak=<path> Where <path> is, obviously, the path to the .mpk file. By golly it works! Interestingly enough, appending a second opti...
- Wed Oct 12, 2016 2:40 am
- Forum: Suggestions
- Topic: Emulating the Tremor Pak as the Rumble Pak
- Replies: 10
- Views: 10222
Re: Emulating the Tremor Pak as the Rumble Pak
I'm one of those crazy people that never cared much for rumble, but are you absolutely sure that the Tremor pack actually rumbled for things that the rumble pack did not? While I don't have an N64 rumble pack, I do have the GameCube version of Ocarina of Time Master Quest and 3 wired GC controllers,...
- Wed Oct 12, 2016 2:36 am
- Forum: Open Discussion
- Topic: Recommended rig for CEN64
- Replies: 7
- Views: 11727
Re: Recommended rig for CEN64
Do you know where I can find info on the high-end i7-7xxx laptop CPU's? Totally late on this, but wikipedia actually has a chart of the currently-known mobile kaby lake CPUs: https://en.wikipedia.org/wiki/Kaby_Lake#Mobile_processors Also, there's always Zen, but I don't think anyone really expects ...
- Wed Oct 12, 2016 2:20 am
- Forum: Compatibility
- Topic: Compatibility on new 2016 builds
- Replies: 58
- Views: 68597
Re: Compatibility on new 2016 builds
Wow, no new posts? I'm suprised since I just tested Cen64 for the first time in several months and a lot of things now "just work", and save for some crackling the audio seems pretty much flawless now. Though an odd thing is that some games, such as Rush 2049, have their audio playing too fast even ...
- Tue Jul 19, 2016 5:24 pm
- Forum: Open Discussion
- Topic: angrylion RDP plugin almost threaded
- Replies: 53
- Views: 58436
Re: angrylion RDP plugin almost threaded
Getting 60VI/s on these titles: Goldeneye 007 Super Smash Bros. Just how much CPU headroom is left over (if any) for whatever your particular CPU model is? I'm particularly interested in if there's enough headroom available via overclocking for 60VI/s to still be possible even if Cen64 is compiled ...
- Mon Jul 11, 2016 8:31 pm
- Forum: Compatibility
- Topic: Compatibility on new 2016 builds
- Replies: 58
- Views: 68597
Re: Compatibility on new 2016 builds
EDIT: I found that forum post I spoke of that went into detail about the N64's audio: http://forums.cen64.com/viewtopic.php?f=6&t=186&p=2062#p2222 ---------------------------------------------------------------- I just really hope that, much like the video, we have the option of the raw "unfiltered...
- Mon Jul 11, 2016 3:53 am
- Forum: Compatibility
- Topic: Compatibility on new 2016 builds
- Replies: 58
- Views: 68597
Re: Compatibility on new 2016 builds
The sound is mostly fixed now as well. Now the question is, does the sound actually match what an N64 sound like? There was a fancy post somewhere that went into detail about how the N64 apparently used some sort of cubic resampling which was noticeable with some of GoldenEye's music. Or at this po...
- Mon Jul 11, 2016 12:32 am
- Forum: Development
- Topic: Optimizing the RDP
- Replies: 28
- Views: 33313
Re: Optimizing the RDP
Hey, I myself am a native of northeast Ohio.MarathonMan wrote:http://orig04.deviantart.net/95cb/f/201 ... 8flm4d.jpg

- Sun Jul 10, 2016 10:53 pm
- Forum: Development
- Topic: Optimizing the RDP
- Replies: 28
- Views: 33313
Re: Optimizing the RDP
07/10/2016 This is going to seem incredibly off-topic...MarathonMan, maybe I'm thinking of a completely different guy, but I thought you were a native of South America? I say this because only someone native to the US and/or it territories (and maybe Canada or Mexico) would use the M/D/Y format (AF...
- Sat Jul 09, 2016 7:40 pm
- Forum: Development
- Topic: Optimizing the RDP
- Replies: 28
- Views: 33313
Re: Optimizing the RDP
Nice! That would be cool if you tested :D . I'm patient, so you can take your time. From what I can tell, in both SWEp1R and DK64, the gameplay itself slows down when the framerate drops, thereby implying a non-variable framerate. However , I think both games might have a variable framerate when ru...
- Mon Jul 04, 2016 5:39 pm
- Forum: Development
- Topic: Notes on development of the next CEN64 core.
- Replies: 34
- Views: 61216
Re: Notes on development of the next CEN64 core.
N64s were made with Grade A Nintendium though... N64 PCB will die before the case... :mrgreen: I can attest to that via the most modern use of Grade A Nintendium - the Wii remote; I had one a couple years ago that seems to have randomly died on me even though the remote itself looks perfectly fine ...
- Mon Jul 04, 2016 5:30 pm
- Forum: Development
- Topic: Optimizing the RDP
- Replies: 28
- Views: 33313
Re: Optimizing the RDP
Star Wars Episode 1 - Racer is another one of those games that may have frameskip on console. This needs to be investigated. Interestingly, some parts of DK64 may also have frameskip (like the part where he misses the vine on most emulators). I could probably check both of these since I have both g...
- Sat Jun 25, 2016 2:20 am
- Forum: Development
- Topic: Optimizing the RDP
- Replies: 28
- Views: 33313
Re: Optimizing the RDP
I'd appreciate it if someone could confirm how much the N64 frame skips in some of these games with seemingly variable frame rate. Some games I have in mind are Vigilante 8, Goldeneye, and Star Wars Ep 1 Racer. I don't own Vigilante 8, and I never noticed frame skipping whenever I last played it 10...
- Fri Jun 03, 2016 4:28 pm
- Forum: Compatibility
- Topic: Video - [2016-04-29 multithread] Hydro Thunder runs great!
- Replies: 3
- Views: 7797
Re: Video - [2016-04-29 multithread] Hydro Thunder runs grea
I'm usually one for pixel-perfect preservation, but I'll admit... that does look pretty good. Implying that the N64 version of Hydro Thunder is pixel-perfect representation of Hydro Thunder anyway. :P For reference, the Dreamcast version is much more similar graphically (including rendering resolut...
- Fri May 27, 2016 11:42 pm
- Forum: Compatibility
- Topic: Video - [2016-04-29 multithread] Hydro Thunder runs great!
- Replies: 3
- Views: 7797
Video - [2016-04-29 multithread] Hydro Thunder runs great!
DISCLAIMER: It may run great, but it certainly doesn't sound great. :P You might be wise to turn down or even mute your volume. Been wanting to record and upload this for a while now and finally got around to doing it. The following two videos come from the exact same recorded footage, but the firs...
- Tue Apr 12, 2016 10:35 pm
- Forum: Open Discussion
- Topic: Ubuntu on Windows
- Replies: 2
- Views: 9738
Re: Ubuntu on Windows
I'm not exactly sure it'd be wise to tie Windows users to Windows 10...
- Sat Apr 09, 2016 7:49 pm
- Forum: Bugs/Issues
- Topic: Blank screen! (and bugtracker broken)
- Replies: 19
- Views: 23838
Re: Blank screen! (and bugtracker broken)
Regardless, your "blank screen" issue has been solved. Perhaps it'd be wise to make a new thread specifically for your "no sound" issue?Imgema wrote:What's more weird is that Cen64 doesn't even appear in the mixer list
- Sat Apr 09, 2016 7:08 pm
- Forum: Bugs/Issues
- Topic: Blank screen! (and bugtracker broken)
- Replies: 19
- Views: 23838
Re: Blank screen! (and bugtracker broken)
Surely you don't have your Windows volume turned down, right? Remember to check the mixer and the individual volume for Cen64 as well!Imgema wrote:Yeah, no sound with any game so far. Even with Blast Corps which did have sound when i launched it through the frontend. SSE builds didn't do any difference either.
- Sat Apr 09, 2016 6:42 pm
- Forum: Bugs/Issues
- Topic: Blank screen! (and bugtracker broken)
- Replies: 19
- Views: 23838
Re: Blank screen! (and bugtracker broken)
There wasn't any sound O_o That's weird - I have sound...you could always try the SSE 4.1 version of Cen64 and see if it makes any difference. Is this with any and all games? I usually test with the US version of Mario Kart 64 because there's only a single version of that and because I know the gam...
- Sat Apr 09, 2016 4:57 pm
- Forum: Bugs/Issues
- Topic: Blank screen! (and bugtracker broken)
- Replies: 19
- Views: 23838
Re: Blank screen! (and bugtracker broken)
Ok, so this should be quite easy. The amount of steps makes it look lengthy, but that's because I really broke it down so as to make each step simple: 1. Make a new folder somewhere on your computer that is easily accessible - for simplicity sake, let's call this new folder "Emu-64" 2. Find your pif...
- Sat Apr 09, 2016 3:57 pm
- Forum: Bugs/Issues
- Topic: Blank screen! (and bugtracker broken)
- Replies: 19
- Views: 23838
Re: Blank screen! (and bugtracker broken)
Start Fox 64 works fine on my end...though I use the SSE 4.1 build because I cannot test the AVX builds seeing how my CPU doesn't support AVX. If you're using the AVX build, try using the SSE 4.1 build and see if it works? And just so you know, I'm also bad with the command line, but I know how to u...
- Sat Apr 02, 2016 12:39 am
- Forum: Open Discussion
- Topic: How does speed work in accurate emulators?
- Replies: 2
- Views: 8681
Re: How does speed work in accurate emulators?
If the CPU time needed on your host machine is less that the time needed for a real N64, then all is well, the host just has to "sleep" to keep the pace. Well, except that Cen64 as it currently is just always runs as fast as possible, resulting in cases where I'll see nearly 100 VI/s on things like...
- Tue Mar 08, 2016 2:49 am
- Forum: Bugs/Issues
- Topic: Dithering-like effect when maximized on 1280x1024?
- Replies: 0
- Views: 12726
Dithering-like effect when maximized on 1280x1024?
I set my desktop monitor to 1280x1024 and then launched The World is Not Enough (USA) in Cen64 2016-03-06 with the program window maximized. TWINE renders in 240p, so in this situation each rendered pixel should ideally equal 4x4 on-screen pixels similar to how, with the default windowed size, every...
- Tue Mar 08, 2016 12:32 am
- Forum: Open Discussion
- Topic: angrylion RDP plugin almost threaded
- Replies: 53
- Views: 58436
Re: angrylion RDP plugin almost threaded
bsnes is single-core Which is why I said "I do realize bsnes is single-threaded though". My point was the idea of a large speedup with minimal sacrifice in accuracy (as far as I can tell, the only real-world difference other than performance between single and multi-threaded in Cen64 is that some g...
- Sun Mar 06, 2016 6:12 pm
- Forum: Compatibility
- Topic: Compatibility on new 2016 builds
- Replies: 58
- Views: 68597
Re: Compatibility on new 2016 builds
Yay, the newest revision now outputs at an exact 1:1 pixel aspect ratio - this is particularly useful for any post-processing scaling filters. In particular, I was thinking about making a video recording of playing Hydro Thunder in Cen64, but also doing it as a test to try some fancy upscaling algor...
- Mon Feb 29, 2016 4:06 pm
- Forum: Suggestions
- Topic: 60 VI/s limiter? (50 VI/s for PAL software)
- Replies: 3
- Views: 7801
Re: 60 VI/s limiter? (50 VI/s for PAL software)
I thought I remembered seeing such a post, but I couldn't find it again...Snowstorm64 wrote:It's on the TODO list.
- Mon Feb 29, 2016 12:44 am
- Forum: Suggestions
- Topic: 60 VI/s limiter? (50 VI/s for PAL software)
- Replies: 3
- Views: 7801
60 VI/s limiter? (50 VI/s for PAL software)
I don't have an option to force Vsync to "On" in my Intel GPU drivers (only "Off" and "Use Application Settings"), so I have no way to prevent Cen64 from running above 60 VI/s...
- Sun Feb 28, 2016 11:50 pm
- Forum: Compatibility
- Topic: Compatibility on new 2016 builds
- Replies: 58
- Views: 68597
Re: Compatibility on new 2016 builds
The World is Not Enough does a similar thing where you can enable 'Hi-Color' with the Expansion Pak which increases the color bitdepth. Interestingly enough however, at least on the main menu (because Cen64 crashes when trying to go in-game), it actually increased the VI/s by like 2%, and it wasn't ...
- Thu Feb 25, 2016 2:10 am
- Forum: Compatibility
- Topic: Compatibility on new 2016 builds
- Replies: 58
- Views: 68597
Re: Compatibility on new 2016 builds
Can confirm - after playing the game for like 5 hours and making it half-way through, Star Wars Episode 1 Racer does indeed seem to be fully playable. However, I found something quite odd - if you go into the in-game options and change the resolution from "Hi-res" to "Lo-res", you gain like 33% more...
- Mon Feb 22, 2016 11:55 pm
- Forum: Compatibility
- Topic: Compatibility on new 2016 builds
- Replies: 58
- Views: 68597
Re: Compatibility on new 2016 builds
Multithreading will reduce pops in the audio due to the fact that it runs the system closer to realtime. This will make it sound better. Well it wasn't that because I was testing using single threaded with speeds hovering around 59-61 VI/s (idling at the start/finish line in Mario Kart 64 in time t...
- Mon Feb 22, 2016 11:52 pm
- Forum: Open Discussion
- Topic: angrylion RDP plugin almost threaded
- Replies: 53
- Views: 58436
Re: angrylion RDP plugin almost threaded
Multithreading as it's implemented now only works due to the fact that I found a way to sacrifice a very small amount of accuracy for a disproportionally large amount of parallelism. So basically what bsnes's "Balanced" core does with regards to performance vs accuracy. (I do realize bsnes is singl...
- Mon Feb 22, 2016 8:05 pm
- Forum: Compatibility
- Topic: Compatibility on new 2016 builds
- Replies: 58
- Views: 68597
Re: Compatibility on new 2016 builds
Hey, your pod racer no longer endlessly wrecks over and over again in Star Wars Episode 1 Racer at the start/finish line, and might actually be fully playable now! Also, am I crazy or is the audio better than it used to be? I mean, it's still not great, but I thought it might have been worse compare...