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  • #109150

    In reply to: Mupen64Plus Issues

    gizmo98
    Participant

    @lucklocky
    mupen64plus was broken in retropie sd card image 3.1. Reinstall (binary or source).

    @saucy
    I think you do not pass all necessary parameters.
    Example:
    mupen64plus –noosd –fullscreen –gfx mupen64plus-video-n64.so –configdir /opt/retropie/configs/n64 –datadir /opt/retropie/configs/n64 %ROM%”

    Please take a look here:
    https://github.com/RetroPie/RetroPie-Setup/blob/master/scriptmodules/emulators/mupen64plus.sh#L170

    #109145
    sselph
    Participant

    [quote=109140]so why is it called a scrapper? its not scrapping.[/quote]
    That is what Aloshi called it in ES so I just used the same terminology. It does actually scrape HTML for MAME info.

    [quote=109140]I hope they add support for the api to return your choice of game artwork (boxart, screenshot, title etc)[/quote]
    The API returns all the images that are available. boxart is almost always there where screenshot, etc are less common. My script, if run from the command line, you can accept the flags -mame_img or -gdb_img depending on which system type you are processing. You can see how to use these with -help

    [quote=109144]How hard is it to add a new system…So the matching of hash to id you would’ve had to have done that manually? or did you create a tool[/quote]
    To add a new system I have to find a set of hashes for the rom set. Typically from no-intro. I have to determine how the rom data is formatted. Some systems like nes have headers which aren’t included in the hash. Some systems like megadrive and n64 have multiple encodings for the same data so I have to convert them on the fly to the correct format. Once I’ve determined how to hash a file, I started mapping hash to ID with the help of some scripts and spreadsheets. So it has some automation but still very manual.

    [quote=109144]for arcade games (in particular mame) could you use the mameinfo dat files to create the xml gamelists?[/quote]
    For arcade platforms I am not doing the best job. I use the name since that is a good key for these systems then I scrape mamedb.com/game/(name) plus some info from a history file. I should try and map the name to the correct name for the mame version, but what I have has been good enough for most people.

    #109139

    In reply to: Mupen64Plus Issues

    Anonymous
    Inactive

    [quote=109102]Try to install from source again. It should not segfault.

    [/quote]

    Tried installing from source using retropie_setup.sh but the results are the same.

    [quote=109136]I had Mariokart working perfectly with retropie 3 but once i upgraded to 3.1 no matter which emulator i boot in too the menu screens writing is distorted. the game still plays fine if you manage to navigate the blurry menu. has anyone got mario kart running with retropie 3.1? need help

    [/quote]

    Your issue is probably unrelated. I am unable to load any game using the mupen64plus emulators and am on RetroPie 3.2.1.

    Anonymous
    Inactive

    Hello,

    I recently upgraded to a pi2 and have been trying to get a n64 emulator working on RetroPie 3.2.1. Unfortunately mupen64plus keeps segfaulting and just will not launch any games (I have tried several). The following is what I get when attempting to launch a game from CLI.

    
    pi@retropie /opt/retropie/emulators/mupen64plus/bin $ ./mupen64plus --verbose /home/pi/RetroPie/roms/n64/SuperMario64.n64
     __  __                         __   _  _   ____  _
    |  \/  |_   _ _ __   ___ _ __  / /_ | || | |  _ \| |_   _ ___
    | |\/| | | | | '_ \ / _ \ '_ \| '_ \| || |_| |_) | | | | / __|
    | |  | | |_| | |_) |  __/ | | | (_) |__   _|  __/| | |_| \__ \
    |_|  |_|\__,_| .__/ \___|_| |_|\___/   |_| |_|   |_|\__,_|___/
                 |_|         http://code.google.com/p/mupen64plus/
    Mupen64Plus Console User-Interface Version 2.5.0
    
    UI-Console: attached to core library 'Mupen64Plus Core' version 2.5.0
    UI-Console:             Includes support for Dynamic Recompiler.
    Core Error: Unable to open rom database file '(null)'.
    UI-Console Error: core failed to open ROM image file '/home/pi/RetroPie/roms/n64/SuperMario64.n64'.
    

    I am certain the ROM exists in that location and permissions are properly set.

    
    -rw-r--r-- 1 pi pi 0 Nov  3 04:43 /home/pi/RetroPie/roms/n64/SuperMario64.n64
    

    Any idea where to start looking for a solution to this problem?

    #109033
    epe9686518
    Participant

    I am pretty sure that is not possible unless they did something like what they did with the N64 plugins for the mupen64plus. They way I have my arcade systems setup in ES is by splitting them into groups.

    I have the “NeoGeo” Arcade system in ES, that of course has all of the Neo Geo arcade games. I also did a custom “Capcom” arcade system in ES, with a custom Capcom graphic that also uses PiFBA, but only has all of the capcom pifba games in it. Then I run two different mames and have two different ES entries for those as well.

    This works great for me, as it splits the arcade games into basically capcom games, neogeo games, and then everything else.. Might want to try something like that

    ponny
    Participant

    I’ve only been able to load a single n64 rom and doom. Nes/snes/sms roms do not load at all. They just say the ‘Press a key (or button) to configure…’ then ========================== then bounces back to the game selection screen. Nothing in the error logs. Any ideas?

    I’m on a raspberry pi 1, I haven’t changed any settings. I’ve just imaged the SD card, copied the roms via Cyberduck/ssh, and tried to run them. Doom also worked.

    #108888
    dankcushions
    Participant

    below is my mupen64plus.cfg. i’ve tried mario kart again and it’s fine

    # Mupen64Plus Configuration File
    # This file is automatically read and written by the Mupen64Plus Core library
    
    [Audio-OMX]
    
    # Mupen64Plus OMX Audio Plugin config parameter version number
    Version = 1
    # Frequency which is used if rom doesn't want to change it
    DEFAULT_FREQUENCY = 32000
    # Swaps left and right channels
    SWAP_CHANNELS = False
    # Audio output to go to (0) Analogue jack, (1) HDMI
    OUTPUT_PORT = 1
    # Audio Output Frequncy mode (when NATIVE_MODE=false): 0 = Rom Frequency, 1 ROM Frequency if supported (HDMI only), 2 = Standard frequency < Rom Frequency, 3 = Standard frequency > Rom Frequency, [N] Force output frequency
    DEFAULT_MODE = 0
    # Point OMX to the raw N64 audio data region instead of copying audio into buffer. Overrides SECONDARY_BUFFER_SIZE, DEFAULT_MODE and LATENCY
    NATIVE_MODE = False
    # Number of output samples per Audio callback. This is for hardware buffers.
    BUFFER_SIZE = 2048
    # Desired Latency in ms
    LATENCY = 300
    # Underrun Mode, 0 = Ignore, 1 = Report, 2 = repeat audio when latency < LATENCY/2
    UNDERRUN_MODE = 1
    
    [Core]
    
    # Mupen64Plus Core config parameter set version number.  Please don't change this version number.
    Version = 1.010000
    # Draw on-screen display if True, otherwise don't draw OSD
    OnScreenDisplay = False
    # Use Pure Interpreter if 0, Cached Interpreter if 1, or Dynamic Recompiler if 2 or more
    R4300Emulator = 2
    # Disable compiled jump commands in dynamic recompiler (should be set to False)
    NoCompiledJump = False
    # Disable 4MB expansion RAM pack. May be necessary for some games
    DisableExtraMem = False
    # Increment the save state slot after each save operation
    AutoStateSlotIncrement = False
    # Activate the R4300 debugger when ROM execution begins, if core was built with Debugger support
    EnableDebugger = False
    # Save state slot (0-9) to use when saving/loading the emulator state
    CurrentStateSlot = 0
    # Path to directory where screenshots are saved. If this is blank, the default value of ${UserConfigPath}/screenshot will be used
    ScreenshotPath = "/home/pi/RetroPie/roms/n64"
    # Path to directory where emulator save states (snapshots) are saved. If this is blank, the default value of ${UserConfigPath}/save will be used
    SaveStatePath = "/home/pi/RetroPie/roms/n64"
    # Path to directory where SRAM/EEPROM data (in-game saves) are stored. If this is blank, the default value of ${UserConfigPath}/save will be used
    SaveSRAMPath = "/home/pi/RetroPie/roms/n64"
    # Path to a directory to search when looking for shared data files
    SharedDataPath = "/opt/retropie/configs/n64"
    # Delay interrupt after DMA SI read/write
    DelaySI = True
    # Force number of cycles per emulated instruction
    CountPerOp = 0
    
    [CoreEvents]
    
    # Mupen64Plus CoreEvents config parameter set version number.  Please don't change this version number.
    Version = 1
    # SDL keysym for stopping the emulator
    Kbd Mapping Stop = 27
    # SDL keysym for switching between fullscreen/windowed modes
    Kbd Mapping Fullscreen = 0
    # SDL keysym for saving the emulator state
    Kbd Mapping Save State = 286
    # SDL keysym for loading the emulator state
    Kbd Mapping Load State = 288
    # SDL keysym for advancing the save state slot
    Kbd Mapping Increment Slot = 0
    # SDL keysym for resetting the emulator
    Kbd Mapping Reset = 290
    # SDL keysym for slowing down the emulator
    Kbd Mapping Speed Down = 291
    # SDL keysym for speeding up the emulator
    Kbd Mapping Speed Up = 292
    # SDL keysym for taking a screenshot
    Kbd Mapping Screenshot = 293
    # SDL keysym for pausing the emulator
    Kbd Mapping Pause = 112
    # SDL keysym for muting/unmuting the sound
    Kbd Mapping Mute = 109
    # SDL keysym for increasing the volume
    Kbd Mapping Increase Volume = 93
    # SDL keysym for decreasing the volume
    Kbd Mapping Decrease Volume = 91
    # SDL keysym for temporarily going really fast
    Kbd Mapping Fast Forward = 102
    # SDL keysym for advancing by one frame when paused
    Kbd Mapping Frame Advance = 47
    # SDL keysym for pressing the game shark button
    Kbd Mapping Gameshark = 103
    # Joystick event string for stopping the emulator
    Joy Mapping Stop = "J0B6"
    # Joystick event string for switching between fullscreen/windowed modes
    Joy Mapping Fullscreen = ""
    # Joystick event string for saving the emulator state
    Joy Mapping Save State = ""
    # Joystick event string for loading the emulator state
    Joy Mapping Load State = ""
    # Joystick event string for advancing the save state slot
    Joy Mapping Increment Slot = ""
    # Joystick event string for taking a screenshot
    Joy Mapping Screenshot = ""
    # Joystick event string for pausing the emulator
    Joy Mapping Pause = ""
    # Joystick event string for muting/unmuting the sound
    Joy Mapping Mute = ""
    # Joystick event string for increasing the volume
    Joy Mapping Increase Volume = ""
    # Joystick event string for decreasing the volume
    Joy Mapping Decrease Volume = ""
    # Joystick event string for fast-forward
    Joy Mapping Fast Forward = ""
    # Joystick event string for pressing the game shark button
    Joy Mapping Gameshark = ""
    
    [Input-SDL-Control1]
    
    # Mupen64Plus SDL Input Plugin config parameter version number.  Please don't change this version number.
    version = 2
    # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
    mode = 2
    # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
    device = 0
    # SDL joystick name (or Keyboard)
    name = "USB,2-axis 8-button gamepad  "
    # Specifies whether this controller is 'plugged in' to the simulated N64
    plugged = True
    # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
    plugin = 2
    # If True, then mouse buttons may be used with this controller
    mouse = False
    # Scaling factor for mouse movements.  For X, Y axes.
    MouseSensitivity = "2.00,2.00"
    # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0.  For X, Y axes.
    AnalogDeadzone = "4096,4096"
    # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80).  For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
    AnalogPeak = "32768,32768"
    # Digital button configuration mappings
    DPad R = "axis(0+)"
    DPad L = "axis(0-)"
    DPad D = "axis(1+)"
    DPad U = "axis(1-)"
    Start = "button(7)"
    Z Trig = "button(4)"
    B Button = "button(1)"
    A Button = "button(0)"
    C Button R = "button(2)"
    C Button L = "button(99)"
    C Button D = "button(3)"
    C Button U = "button(99)"
    R Trig = "button(5)"
    L Trig = "button(99)"
    Mempak switch = "key(109)"
    Rumblepak switch = "key(114)"
    # Analog axis configuration mappings
    X Axis = "axis(0-,0+)"
    Y Axis = "axis(1-,1+)"
    
    [Input-SDL-Control2]
    
    # Mupen64Plus SDL Input Plugin config parameter version number.  Please don't change this version number.
    version = 2
    # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
    mode = 2
    # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
    device = 1
    # SDL joystick name (or Keyboard)
    name = "USB,2-axis 8-button gamepad  "
    # Specifies whether this controller is 'plugged in' to the simulated N64
    plugged = True
    # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
    plugin = 2
    # If True, then mouse buttons may be used with this controller
    mouse = False
    # Scaling factor for mouse movements.  For X, Y axes.
    MouseSensitivity = "2.00,2.00"
    # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0.  For X, Y axes.
    AnalogDeadzone = "4096,4096"
    # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80).  For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
    AnalogPeak = "32768,32768"
    # Digital button configuration mappings
    DPad R = "axis(0+)"
    DPad L = "axis(0-)"
    DPad D = "axis(1+)"
    DPad U = "axis(1-)"
    Start = "button(7)"
    Z Trig = "button(4)"
    B Button = "button(1)"
    A Button = "button(0)"
    C Button R = "button(2)"
    C Button L = "button(99)"
    C Button D = "button(3)"
    C Button U = "button(99)"
    R Trig = "button(5)"
    L Trig = "button(99)"
    Mempak switch = "key(109)"
    Rumblepak switch = "key(114)"
    # Analog axis configuration mappings
    X Axis = "axis(0-,0+)"
    Y Axis = "axis(1-,1+)"
    
    [Input-SDL-Control3]
    
    # Mupen64Plus SDL Input Plugin config parameter version number.  Please don't change this version number.
    version = 2
    # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
    mode = 2
    # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
    device = -1
    # SDL joystick name (or Keyboard)
    name = ""
    # Specifies whether this controller is 'plugged in' to the simulated N64
    plugged = True
    # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
    plugin = 2
    # If True, then mouse buttons may be used with this controller
    mouse = False
    # Scaling factor for mouse movements.  For X, Y axes.
    MouseSensitivity = "2.00,2.00"
    # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0.  For X, Y axes.
    AnalogDeadzone = "4096,4096"
    # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80).  For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
    AnalogPeak = "32768,32768"
    # Digital button configuration mappings
    DPad R = "axis(0+)"
    DPad L = "axis(0-)"
    DPad D = "axis(1+)"
    DPad U = "axis(1-)"
    Start = "button(7)"
    Z Trig = "button(4)"
    B Button = "button(1)"
    A Button = "button(0)"
    C Button R = "button(2)"
    C Button L = "button(99)"
    C Button D = "button(3)"
    C Button U = "button(99)"
    R Trig = "button(5)"
    L Trig = "button(99)"
    Mempak switch = "key(109)"
    Rumblepak switch = "key(114)"
    # Analog axis configuration mappings
    X Axis = "axis(0-,0+)"
    Y Axis = "axis(1-,1+)"
    
    [Input-SDL-Control4]
    
    # Mupen64Plus SDL Input Plugin config parameter version number.  Please don't change this version number.
    version = 2
    # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
    mode = 2
    # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
    device = -1
    # SDL joystick name (or Keyboard)
    name = ""
    # Specifies whether this controller is 'plugged in' to the simulated N64
    plugged = True
    # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
    plugin = 2
    # If True, then mouse buttons may be used with this controller
    mouse = False
    # Scaling factor for mouse movements.  For X, Y axes.
    MouseSensitivity = "2.00,2.00"
    # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0.  For X, Y axes.
    AnalogDeadzone = "4096,4096"
    # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80).  For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
    AnalogPeak = "32768,32768"
    # Digital button configuration mappings
    DPad R = "axis(0+)"
    DPad L = "axis(0-)"
    DPad D = "axis(1+)"
    DPad U = "axis(1-)"
    Start = "button(7)"
    Z Trig = "button(4)"
    B Button = "button(1)"
    A Button = "button(0)"
    C Button R = "button(2)"
    C Button L = "button(99)"
    C Button D = "button(3)"
    C Button U = "button(99)"
    R Trig = "button(5)"
    L Trig = "button(99)"
    Mempak switch = "key(109)"
    Rumblepak switch = "key(114)"
    # Analog axis configuration mappings
    X Axis = "axis(0-,0+)"
    Y Axis = "axis(1-,1+)"
    
    [UI-Console]
    
    # Mupen64Plus UI-Console config parameter set version number.  Please don't change this version number.
    Version = 1
    # Directory in which to search for plugins
    PluginDir = "./"
    # Filename of video plugin
    VideoPlugin = "mupen64plus-video-n64.so"
    # Filename of audio plugin
    AudioPlugin = "mupen64plus-audio-omx.so"
    # Filename of input plugin
    InputPlugin = "mupen64plus-input-sdl.so"
    # Filename of RSP plugin
    RspPlugin = "mupen64plus-rsp-hle.so"
    
    [Video-General]
    
    Fullscreen = True
    # If true, prevent frame tearing by waiting for vsync before swapping
    VerticalSync = True
    # Width of output window or fullscreen width
    ScreenWidth = 640
    # Height of output window or fullscreen height
    ScreenHeight = 480
    # Rotate screen contents: 0=0 degree, 1=90 degree, 2 = 180 degree, 3=270 degree
    Rotate = 0
    
    [Video-Glide64mk2]
    
    # Wrapper FBO
    wrpFBO = False
    # Enable full-scene anti-aliasing by setting this to a value greater than 1
    wrpAntiAliasing = 0
    # Card ID
    card_id = 0
    # If true, use polygon offset values specified below
    force_polygon_offset = False
    # Specifies a scale factor that is used to create a variable depth offset for each polygon
    polygon_offset_factor = 0
    # Is multiplied by an implementation-specific value to create a constant depth offset
    polygon_offset_units = 0
    # Vertical sync
    vsync = True
    # TODO:ssformat
    ssformat = False
    # Display performance stats (add together desired flags): 1=FPS counter, 2=VI/s counter, 4=% speed, 8=FPS transparent
    show_fps = 0
    # Clock enabled
    clock = False
    # Clock is 24-hour
    clock_24_hr = True
    # Wrapper resolution
    wrpResolution = 0
    # Wrapper VRAM
    wrpVRAM = 0
    # Wrapper Anisotropic Filtering
    wrpAnisotropic = True
    # Texture Enhancement: Smooth/Sharpen Filters
    ghq_fltr = 0
    # Texture Compression: 0 for S3TC, 1 for FXT1
    ghq_cmpr = 0
    # Texture Enhancement: More filters
    ghq_enht = 0
    # Hi-res texture pack format (0 for none, 1 for Rice)
    ghq_hirs = 0
    # Compress texture cache with S3TC or FXT1
    ghq_enht_cmpr = False
    # Tile textures (saves memory but could cause issues)
    ghq_enht_tile = 0
    # Force 16bpp textures (saves ram but lower quality)
    ghq_enht_f16bpp = False
    # Compress texture cache
    ghq_enht_gz = True
    # Don't enhance textures for backgrounds
    ghq_enht_nobg = False
    # Enable S3TC and FXT1 compression
    ghq_hirs_cmpr = False
    # Tile hi-res textures (saves memory but could cause issues)
    ghq_hirs_tile = False
    # Force 16bpp hi-res textures (saves ram but lower quality)
    ghq_hirs_f16bpp = False
    # Compress hi-res texture cache
    ghq_hirs_gz = True
    # Alternative CRC calculation -- emulates Rice bug
    ghq_hirs_altcrc = True
    # Save tex cache to disk
    ghq_cache_save = True
    # Texture Cache Size (MB)
    ghq_cache_size = 128
    # Use full alpha channel -- could cause issues for some tex packs
    ghq_hirs_let_texartists_fly = False
    # Dump textures
    ghq_hirs_dump = False
    # Alternate texture size method: -1=Game default, 0=disable. 1=enable
    alt_tex_size = -1
    # Use first SETTILESIZE only: -1=Game default, 0=disable. 1=enable
    use_sts1_only = -1
    # Use spheric mapping only: -1=Game default, 0=disable. 1=enable
    force_calc_sphere = -1
    # Force positive viewport: -1=Game default, 0=disable. 1=enable
    correct_viewport = -1
    # Force texrect size to integral value: -1=Game default, 0=disable. 1=enable
    increase_texrect_edge = -1
    # Reduce fillrect size by 1: -1=Game default, 0=disable. 1=enable
    decrease_fillrect_edge = -1
    # Enable perspective texture correction emulation: -1=Game default, 0=disable. 1=enable
    texture_correction = -1
    # Set special scale for PAL games: -1=Game default, 0=disable. 1=enable
    pal230 = -1
    # 3DFX Dithered alpha emulation mode: -1=Game default, >=0=dithered alpha emulation mode
    stipple_mode = -1
    # 3DFX Dithered alpha pattern: -1=Game default, >=0=pattern used for dithered alpha emulation
    stipple_pattern = -1
    # Check microcode each frame: -1=Game default, 0=disable. 1=enable
    force_microcheck = -1
    # Force 0xb5 command to be quad, not line 3D: -1=Game default, 0=disable. 1=enable
    force_quad3d = -1
    # Enable near z clipping: -1=Game default, 0=disable. 1=enable
    clip_zmin = -1
    # Enable far plane clipping: -1=Game default, 0=disable. 1=enable
    clip_zmax = -1
    # Use fast CRC algorithm: -1=Game default, 0=disable. 1=enable
    fast_crc = -1
    # Adjust screen aspect for wide screen mode: -1=Game default, 0=disable. 1=enable
    adjust_aspect = -1
    # Force strict check in Depth buffer test: -1=Game default, 0=disable. 1=enable
    zmode_compare_less = -1
    # Apply alpha dither regardless of alpha_dither_mode: -1=Game default, 0=disable. 1=enable
    old_style_adither = -1
    # Scale vertex z value before writing to depth buffer: -1=Game default, 0=disable. 1=enable
    n64_z_scale = -1
    # Fast texrect rendering with hwfbe: -1=Game default, 0=disable. 1=enable
    optimize_texrect = -1
    # Do not copy auxiliary frame buffers: -1=Game default, 0=disable. 1=enable
    ignore_aux_copy = -1
    # Clear auxiliary texture frame buffers: -1=Game default, 0=disable. 1=enable
    hires_buf_clear = -1
    # Read alpha from framebuffer: -1=Game default, 0=disable. 1=enable
    fb_read_alpha = -1
    # Handle unchanged fb: -1=Game default, 0=disable. 1=enable
    useless_is_useless = -1
    # Set frambuffer CRC mode: -1=Game default, 0=disable CRC, 1=fast CRC, 2=safe CRC
    fb_crc_mode = -1
    # Filtering mode: -1=Game default, 0=automatic, 1=force bilinear, 2=force point sampled
    filtering = -1
    # Fog: -1=Game default, 0=disable. 1=enable
    fog = -1
    # Buffer clear on every frame: -1=Game default, 0=disable. 1=enable
    buff_clear = -1
    # Buffer swapping method: -1=Game default, 0=swap buffers when vertical interrupt has occurred, 1=swap buffers when set of conditions is satisfied. Prevents flicker on some games, 2=mix of first two methods
    swapmode = -1
    # Aspect ratio: -1=Game default, 0=Force 4:3, 1=Force 16:9, 2=Stretch, 3=Original
    aspect = -1
    # LOD calculation: -1=Game default, 0=disable. 1=fast, 2=precise
    lodmode = -1
    # Smart framebuffer: -1=Game default, 0=disable. 1=enable
    fb_smart = -1
    # Hardware frame buffer emulation: -1=Game default, 0=disable. 1=enable
    fb_hires = -1
    # Read framebuffer every frame (may be slow use only for effects that need it e.g. Banjo Kazooie, DK64 transitions): -1=Game default, 0=disable. 1=enable
    fb_read_always = -1
    # Render N64 frame buffer as texture: -1=Game default, 0=disable, 1=mode1, 2=mode2
    read_back_to_screen = -1
    # Show images written directly by CPU: -1=Game default, 0=disable. 1=enable
    detect_cpu_write = -1
    # Get frame buffer info: -1=Game default, 0=disable. 1=enable
    fb_get_info = -1
    # Enable software depth render: -1=Game default, 0=disable. 1=enable
    fb_render = -1
    
    [Video-Rice]
    
    # Control when the screen will be updated (0=ROM default, 1=VI origin update, 2=VI origin change, 3=CI change, 4=first CI change, 5=first primitive draw, 6=before screen clear, 7=after screen drawn)
    ScreenUpdateSetting = 7
    # Frequency to write back the frame buffer (0=every frame, 1=every other frame, etc)
    FrameBufferWriteBackControl = 1
    # If this option is enabled, the plugin will skip every other frame
    SkipFrame = False
    # If this option is enabled, the plugin will only draw every other screen update
    SkipScreenUpdate = False
    # Force to use texture filtering or not (0=auto: n64 choose, 1=force no filtering, 2=force filtering)
    ForceTextureFilter = 2
    # Primary texture enhancement filter (0=None, 1=2X, 2=2XSAI, 3=HQ2X, 4=LQ2X, 5=HQ4X, 6=Sharpen, 7=Sharpen More, 8=External, 9=Mirrored)
    TextureEnhancement = 6
    # Secondary texture enhancement filter (0 = none, 1-4 = filtered)
    TextureEnhancementControl = 0
    #108866
    swoncen
    Participant

    Thank you, the games work now! =)

    I’ve removed the .bin out of the psx line, but they are still in the list. What can I do?

    In the meantime I tried to change the emulators of N64 and GBA but it wouldnt let me change it. I’ve seen, that there was exactly no space left on the sd card, so I removed a game and then I could change the emulators. Now GBA and N64 work! :-)

    #108846

    In reply to: GlideN64 Plugin

    epe9686518
    Participant

    Np man, glad I could help. Just a bit of history, when I first started back in Feb with N64 emulation on Pi2, there were about 14 games or so that ran pretty close to 100%…. At last count, and I am surely leaving out some as I have not tested all, but I currently have 51 N64 games that run at or close to 100%. Killer progressive has been made on N64 emulation on the Pi!

    #108847
    cyborguk
    Participant

    I can’t seems to get it smooth. If I choose one of the other emulators like mupen64-gliden64 or rice, the game is smooth but no sound.

    #108811
    dankcushions
    Participant

    Ir-Mupen64plus is the retroarch one. i’m pretty sure i use Mupen64plus-gles2n64 (gles2n64 is the graphics plugin). I don’t remember the sound being awful but i’ll try it tonight and post my config file :) i seem to remmeber it takes AGES to load, though.

    #108810
    cyborguk
    Participant

    What do you mean you don’t use the Retroarch one? I hit the X key on start and I have 4 emulators to choose from:

    Ir-Mupen64plus
    Mupen64plus-gles2n64
    Mupen64plus-glesrice
    Mupen64plusGLideN64

    Ir-Mupen64plus is the only one that plays sound, the other don’t but play smooth. At the start of Mario Kart the Nintendo logo comes up and spins with the sound of a car, but the sound is awful, hows yours?

    Retropi 3.2.1

    #108803

    In reply to: GlideN64 Plugin

    epe9686518
    Participant

    Lol I feel ya, not sure who would think to add more, when one handles everything nice and clean and concisely. The really bad part is the others left out some games that are working perfectly fine!! So if you only look at that list, you get a incomplete view of the state of N64 emu on pi.

    #108799

    In reply to: GlideN64 Plugin

    epe9686518
    Participant

    Oh was wondering about that, didn’t seem to be any rhyme or rhythm to it but now it makes sense lol. The mupen64plus one is the one I edited before so will add to it.

    #108798

    In reply to: GlideN64 Plugin

    herbfargus
    Member

    Yeah I didn’t do that- somebody else seemed to not like the format I set and created their own sheets (looks like rubbish) but anyways feel free to add it to the compatibility sheet somewhere- I added the gliden64 plugin- in the data validation under the mupen64plus sheet. You can add it there by selecting it from the drop down option under best plugin.

    #108787
    dankcushions
    Participant

    runs pretty fine for me at 1080p – even 4 player! some slowdown on some stages (eg the desert one with the train), but it’s makes the sound stutter more than affect the gameplay, really.

    i use the mupen64plus emulator (NOT the retroarch version, which seems worse for me). the sound seems to have a slight amount of latency, but i’ve never managed to get to the bottom of that.

    i don’t use shaders since it’s running at a native 1080p – it looks really crisp.

    cyborguk
    Participant

    Hello,

    Has anyone got Mario Kart of the n64, running smoothly? If so can you share your settings?

    Also how do you change the shaders? I did read you need to set a hot key, but I’m not sure where or how I set this.

    Thanks in advance for your time.

    #108777
    cyborguk
    Participant

    Mine are set to Pi2 from the overlooking menu.

    What shaders or emulator do you use, mupen64?

    herbfargus
    Member

    You should watch floobs video linked on the wiki page- it details how to manually configure your controls for the n64.

    herbfargus
    Member

    https://github.com/RetroPie/RetroPie-Setup/wiki/Nintendo-64

    There’s only one retroarch emulator for the n64. The rest have their own configs as detailed in the wiki listed above.

    jwingo
    Participant

    This might be a really stupid question, and if so, please give me a link to learn more, but I have been experimenting with the N64 Emulators and have found the files that show which ones seem to work great with each rom and am kind of impressed so far. Although, I have noticed that when I change an emulator to one that works better for that rom, it no longer shows my configured controller from RetroArch and there seems to be no way to us or exit the rom. The only one that shows my controller’s configuration is the Mupen64plus. Am I missing something really dumb here?

    Thanks in advance

    turkin4tor
    Participant

    RPi2, Retropie 3.1.

    Hey everyone, I’m building my own arcade machine and I would like to simply change the controller settings for Mupen64 to recognize my joysticks as the analog stick. I have properly setup a Xin-Mo/THT THT Arcade console 2p USB Player, and it recognizes the joysticks as a D-Pad for every working system, but I would like to switch it to the analog stick specifically for N64 games.

    I have tried looking through the config files mentioned here: https://github.com/RetroPie/RetroPie-Setup/wiki/Nintendo-64%5B1%5D . I have also tried following some of the steps in this video: https://www.youtube.com/watch?v=lh0n5PWN2lI but I haven’t discovered the exact change that I need to make.
    If anyone can help me with this I would greatly appreciate it!
    Here is a picture of the controls: http://i.imgur.com/zOO294z.jpg

    #108504
    herbfargus
    Member

    I tested gizmo’s script and it worked. just for reference this is the code that was added with it under the core events section in mupen64plus.cfg

    # Joystick event string for stopping the emulator
    Joy Mapping Stop = "J0B7/B6"
    # Joystick event string for switching between fullscreen/windowed modes
    Joy Mapping Fullscreen = ""
    # Joystick event string for saving the emulator state
    Joy Mapping Save State = "J0B5/B6"
    # Joystick event string for loading the emulator state
    Joy Mapping Load State = "J0B4/B6"
    #108490
    herbfargus
    Member

    @gizmo98

    As you are most proficient with the n64 stuff, once you get the config stuff sorted would you mind updating the wiki with an example config code block? I think it would be really helpful for users. Thanks :)

    https://github.com/RetroPie/RetroPie-Setup/wiki/Nintendo-64

    #108489
    Floob
    Member

    Yes, there are many N64 games that dont run 100%. Try swapping the video plugin, or trying a different N64 emulator.
    You can find a compatibility list here:
    https://github.com/RetroPie/RetroPie-Setup/wiki/Nintendo-64

    The PS1 games will run much better, I have tried quite a few and they all seem to run really well.

    swoncen
    Participant

    Hi,

    I’ve just installed retropie on my rpi2, set up the raspberry pi on 1000 MHz (overclock) and tried a few N64 games. In most games there is a problem with the performance and textures. Does that happen to some of you too? I’m going to try some PS1 games now, but I think they will even have more problems with performance. NES and SNES games are fine. N64 and PS1 are the two most advanced systems I will run on the pi. Can you give me some advice?

    thanks

    #108411
    gore666
    Participant

    i do have roms in the folders
    /home/pi/.emulationstation/gamelist/n64 or what ever emulator
    the roms are zipped but i have tried them unzipped with the same result
    i have had no problem in the past with this. the roms are the same ones from before.
    i have a pi2 with the latest 3.1 retropie os
    i tried fully binary install just to see and still nothing

    #108383
    Floob
    Member

    Which of the N64 emulators are you using?
    The non-retroarch version uses a single button to exit – this is shown in this vid.
    Its about 18mins in for the hotkey info.

    #108382
    oronin
    Participant

    Thanks for the response :)
    I tested the N64 controller with SNES and NES emulators, and the start button does not exit the rom. When I connect a SNES controller start+select at the same time seems to do the trick to exit SNES and NES while using emulators.
    So it would seem that the N64 configuration is currently accepting the one button as an exit command. I think I read somewhere that the N64 emulators possibly only accept one key stroke and not a combination so that could be it. I am no expert by any means and I can’t even find the source where I read that. I think they were specific about the mupin64 emulator though.

    #108380
    Floob
    Member

    Does the start button exit the game when using other emulators, or just the N64 one?

    oronin
    Participant

    Hello All,

    I am trying to setup a USB N64 controller to work with my Retropie. The issue I am running into is this:
    By default with this controller mapped properly to match the corresponding buttons the start button will cause the rom to exit back to the main menu. I am not sure if this is because the select button is not mapped as there isn’t one on the joystick or not.
    I am thinking that a good solution might be to change the exit command from the start button to a key on the keyboard like escape. As you can imagine assigning the exit key to any one button on the native joystick would be problematic. So is there a way to map a key from the keyboard and not a joystick to the exit command? If so how could I do it and which config file would I append to make this happen?

    Thanks for your time :)

    Pi Model: 2
    RetroPie Version Used: 3.1
    Built From: SD Image
    USB Devices connected: Keyboard, USB N64 Controller
    Controller used: USB N64
    How to replicate the problem: The Start button closes the rom, and in most cases start is highly used key on n64 roms

    -Oro

    #108356

    In reply to: GlideN64 Plugin

    gizmo98
    Participant

    What’s happening here? Just wanted to tell you were it comes from ?. Didn’t know you already know the difference. In my opinion glide and gliden64 naming can be confusing.

    And thank you for your feedback! ?

    #108338

    In reply to: GlideN64 Plugin

    epe9686518
    Participant

    Wow sorry I and apparently the OP offended anyone here by not calling it GLide64 and simply referring to it as GlideN64 or Glide…

    #108337

    In reply to: GlideN64 Plugin

    epe9686518
    Participant

    Didn’t know there was “something” in the forum rules where in every post you MUST type everything perfect, with no errors what so ever, and can’t use abbreviations for common terms/names of plugins… I mean if we are going there then there are 1000s of posts on these forums that I am sure don’t follow those rules…And I wasn’t being rude, far from the fact, I was being helpful and giving feedback on a great plugin in my post… He’s the one who jumped in “correcting” us.. If we are keeping record here the OP didn’t “label” it correctly either, as he called it GlideN64 when the actual name is GLideN64… I mean do we really want a forum where we have people going through every post telling people to cross every T and dot every i? Specially in a reply to someone who was giving POSITIVE feedback on the plugin…There are far better ways to spend bandwidth then that…

    And Gizmo, there is surely no hate from me, you have done amazing work! Big thanks for continuing to improve the N64 emulation!

    #108324

    In reply to: GlideN64 Plugin

    epe9686518
    Participant

    I am fully aware of what it’s called and what it is buddy… I was simply abbreviating it since I was typing the post in a hurry on my phone…. I was trying to be helpful and provide some feedback on it… Didn’t know we had the forum police here to “correct” me on abbreviating the name for the ONLY plugin on the N64 emulator that has the word GLIDE in it….

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