paleface [sys=PC; cat=Emulation; reg=NA] |
| | https://mupen64plus.org/ https://github.com/mupen64plus/mupen64plus-core/releases Command-line-only N64 emulator. Mupen pretty much just worked with WCW/nWo Revenge (see entry 1556) when run with command line parameters like --resolution 1440x1080 --fullscreen wcw.z64 (it doesn't seem to do zipped ROMs) except that I eventually realized the C buttons (via the DualShock4's right analog stick) weren't working right--was only getting two "directions" and they were the wrong ones; with trial and error found I had to change four values under "Sony DS4"in InputAutoCfg.ini: C Button R = axis(2+) C Button L = axis(2-) C Button D = axis(3+) C Button U = axis(3-) and then it ran pretty much perfectly; in full-screen the 4:3 display was on the left side of my 1920x1080 screen rather than centered, which is sorta weird, but I just moved my chair over a bit. ^ ^) Hm and I thought I'd got AA to work through the Nvidia control panel but it sure wasn't on here after all, oops. Not sure if I'd turned it off and forgot to turn it on, or if it just wasn't working. Sure thought I had that working at one point.
AKI's later WWF No Mercy though seems prone to texture glitches in Mupen64, so I guess it'll be back to Project64 (see entry 1540)--it and Revenge seem to capture with really weird tearing in fullscreen under Project64--some kind of slightly off refresh rate or something there even with Vsync, I dunno--but all right when run in a window. |
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| | Ah! Switching to Mupen's included Glide graphic module (default is "Rice") fixes the texture drop-outs. Also, fullscreen and resolution seem to be handled automatically, so the only parameters I need are --gfx mupen64plus-video-glide64mk2.dll wwfnomercy.n64 Still runs on left side of screen, can't seem to find a way to center it. Still, it's simpler and can run full screen and just generally seems more with it than Project64, so I'll be using Mupen64Plus after all. AA blurs UI slightly so I'm not using it; but could enable either in C:\Users\[name]\AppData\Roaming\Mupen64Plus\mupen64plus.cfg wrpAntiAliasing = 16 or through Nvidia control panel override (but don't do FXAA, that turns AA off in Mupen64, and trying to set Anisotropic there prevents OBS from capturing, possibly because Anisotropic is already on in the .cfg) |
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| | "--cheats list" lists the (GameShark?) cheat codes for the game, what they do, and their numeric reference. Run with the numeric reference(s) in the command line as a comma-separated list; 2 is the "unlock everything" for No Mercy, for instance, so put "--cheats 2" in the command line and voila, there's all the stuff. |
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| | Mupen has crashed on me now and then in No Mercy specifically, this time it was flipping between edited characters. I wonder if this is related to the data wiping glitch people playing on the actual carts (version 1.0 carts, at least, which from the sound of it is just about all of them, since the 1.1 ones supposedly were only issued as replacements for people calling THQ about it) run into--like, would the spot where Mupen hangs be the spot where the data wipe would have occurred? My data hasn't been wiped from the emulated version...I backed up the save data after this session just in case though. = o |
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| | Got it building and running from latest source in MSYS2, this let me user a different audio resampler (Release version only supports "Trivial") in an attempt to reduce the audio popping in WWF No Mercy--may have helped slightly. ; ) Also figured out have to use --resolution 1920x1080 once to set res to have the video centered properly. : ) ~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~ github latest built Packages: libsamplerate (all, I guess...) speex (installed w/ something else?) speexdsp (installed w/ something else?) glew nasm http://www.mupen64plus.org/wiki/index.php?title=CompilingFromGit https://github.com/mupen64plus/mupen64plus-core/raw/master/tools/m64p_helper_scripts.tar.gz ^ unzip to empty dir and ./m64p_get.sh && ./m64p_build.sh && ./m64p_test.sh later can do ./m64p_update.sh && ./m64p_build.sh - Copy mupen64plus.dll into 'C:/msys64/usr/local/lib/mupen64plus.dll' to avoid runtime console error
In InputAutoCfg.ini: # smbhax [PS4 Controller] plugged = True mouse = False AnalogDeadzone = 4096,4096 AnalogPeak = 32768,32768 DPad R = button(14) DPad L = button(13) DPad D = button(12) DPad U = button(11) Start = button(6) Z Trig = button(4) B Button = button(2) A Button = button(0) C Button R = axis(2+) C Button L = axis(2-) C Button D = axis(3+) C Button U = axis(3-) R Trig = button(10) L Trig = button(9) Mempak switch = Rumblepak switch = X Axis = axis(0-,0+) Y Axis = axis(1-,1+) In c:\users\smbhax\appdata\roaming\mupen64plus\mupen64plus.cfg: PRIMARY_BUFFER_TARGET = 16384 SECONDARY_BUFFER_SIZE = 2048 RESAMPLE = "speex-fixed-10" http://www.mupen64plus.org/wiki/index.php/Mupen64Plus_Plugin_Parameters ROM not zipped. Have to specify gfx and resolution to save them, after that can leave them out unless you want to change; only have to use "--cheats 2" once I think: ./mupen64plus.exe --gfx mupen64plus-video-glide64mk2.dll --resolution 1920x1080 --cheats 2 wwf to unlock all ("--cheats 1" for wcwnworevenge). "--cheats list" to see list of cheats. |
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| | Or maybe DEFAULT_FREQUENCY = 48000 PRIMARY_BUFFER_TARGET = 16384 SECONDARY_BUFFER_SIZE = 2048 RESAMPLE = "src-linear" ("src" stands for "Secret Rabbit Code": https://libsndfile.github.io/libsamplerate/api_misc.html#converters; there are higher "quality" src-sinc-* converters available in Mupen, but they definitely introduce more audio latency, ie you hear the impact of someone hitting the mat AFTER they hit it; Mupen also has speex-fixed-{10-0} converters, which don't seem to have as big a latency hit as src-sinc-*, but I thought maybe the pops were a bit sharper with them) |
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| | And under [Video-Glide64mk2] in the .cfg: filtering = 2 to make it all aliased and sharp. ^ )^ |
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| | For audio I found I was getting a lot of latency in a match after editing for a while with those settings I had above, so I reverted the buffer and resample ones to the defaults, only keeping DEFAULT_FREQUENCY = 48000 I don't think the other settings were really making all that much diff for the static pops, really. And those mostly only occur in menus and during editing; in a match, with those settings you just get the negative effect of the increased latency. Kept 48K frequency setting since that's what I record at in OBS. |
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