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Xbox N64 Emulator Leaked


Burai

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This emu is sweet like some mu-fuckin candy.

The (pretty much) last obstacle for xbox emulation has been overcome. The PJ64 and ultrahle emus before it was more of a tease than anything else. This is the real thing, and although there will be countless updates it can finally stand on its own.

Alongside kawa-x, this has become my favourite emu for the xbox. So many memories to relive.

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Wave Race is beautiful.

Yes. Yes it is. In fact a bunch of stuff looks fantastic, in RGB and stripped of blur-o-vision.

Now what I'd really like is to be able to configure one of the Goldeneye multipad configurations to use the analog sticks on the same Xbox pad. I can't do it through the UI. I've set up a Halo configuration, but it feels all wrong without analog move and strafe. Targetting with the sniper rifle is incredibly fiddly too.

S&P looks very orange on the first level, but the next level and the training level seem fine.

So much is so good that I'm disappointed with the stuff that doesn't. My expectations have been raised. Hopefully the official release will be better still. Now to compare the Zelda's against the bonus disc ports / emulation. Save states would be a rather nice feature to use in those.

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anyone tried Perfect Dark?

It worked, but seemed a bit slow and glitchy. There seemed to be a bunch of slowdown after shooting people. I haven't played PD for a long time though, so I don't know if any of the problems were there on the original hardware. GE seemed more playable to me.

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1080 snowboarding - Works perfectly

Harvest moon 64 - Works perfectly

ISS 98 - runs perfectly with occasional graphical glitch

F-Zero 64 - Works perfectly

Mario Tennis - runs perfectly with occasional graphical glitch

Mario 64 -Works perfectly

Yoshi's Story - runs perfectly with occasional graphical glitch

Goldeneye - works but runs slow in busy or outdoor areas.

Couldn't get these to work:

Mario Golf - crashes when club swings

WWF No Mercy - will not boot

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What? Are most/all of you stupid? (And so I run for the popularity vote...)

The emulator on my Xbox runs Goldeneye perfectly in single-player, Mario Kart 64 perfect in single and multi-player, Mario 64 perfectly, and Diddy Kong Racing perfectly in single and multiplayer too.

Been doing this for many months (since I've had it chipped by Yod@).

Duuhh. :o

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What? Are most/all of you stupid? (And so I run for the popularity vote...)

The emulator on my Xbox runs Goldeneye perfectly in single-player, Mario Kart 64 perfect in single and multi-player, Mario 64 perfectly, and Diddy Kong Racing perfectly in single and multiplayer too.

Been doing this for many months (since I've had it chipped by Yod@).

Duuhh. :o

We are discussing a NEW emulator Einstein.

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The Rare games in particular look great. Beautiful modelling with only a few polys. The games now look like they did in the screenshots taken from the SGI workstations. Shame I have no desire to play some of the actual games.

Some of the "graphical glitches" mentioned above are more serious in my view than some of you would have us believe. I find the graphics on ISS64, Mario Tennis etc.too glitchy to enjoy playing them on Xbox. Unfortunately many of the later games I missed out on first time round and would actually like to play through are worst affected.

Shame about Wetrix. I guess I'll actually have to "buy" it at some point. Sigh. I wonder how many other games wil fit into this category.

Mario 64 is more playable than on my previous Ultra HLE emulator now the c buttons are mapped to the right stick.

And Mr Spew: this emulator is a vast improvement in compatibility and front end to the previous emus Yod@ installed on my box.

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What?  Are most/all of you stupid?  (And so I run for the popularity vote...)

The emulator on my Xbox runs Goldeneye perfectly in single-player, Mario Kart 64 perfect in single and multi-player, Mario 64 perfectly, and Diddy Kong Racing perfectly in single and multiplayer too.

Been doing this for many months (since I've had it chipped by Yod@).

Duuhh. :o

We are discussing a NEW emulator Einstein.

I would never have guessed...

But what is the point in testing the games I mentioned, if they already work perfectly on emulators passed?

I think the one I use is UltraXLE, and works just fine. Yet it doesn't work now, or people are touting this new thing to be great because it just about runs Mario Kart, when it's be working fine for at least 6 months.

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UlraHLE is one of the plug-ins used by this emulator, so this emulator should be at least as good for the games that supports. And is a nicer front end. Although I guess save states won't be compatible, so I'll have to play through the early Mario 64 levels once more (no hardship).

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What?  Are most/all of you stupid?  (And so I run for the popularity vote...)

The emulator on my Xbox runs Goldeneye perfectly in single-player, Mario Kart 64 perfect in single and multi-player, Mario 64 perfectly, and Diddy Kong Racing perfectly in single and multiplayer too.

Been doing this for many months (since I've had it chipped by Yod@).

Duuhh. :o

We are discussing a NEW emulator Einstein.

I would never have guessed...

But what is the point in testing the games I mentioned, if they already work perfectly on emulators passed?

I think the one I use is UltraXLE, and works just fine. Yet it doesn't work now, or people are touting this new thing to be great because it just about runs Mario Kart, when it's be working fine for at least 6 months.

We are just talking about the status of THIS emulator. If that doesn't interest you then go elsewhere. What's the point of your post? There is none.

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Mario kart on pj64 had a lot of graphics problems, this does not, besides ultra hle could only run a limited number of games at all.

So JP, why will wetrix never work what is the actual hardware doing this is not being emulated?

High Level emulators simply patch all the graphics calls in the games to the equivalent on the Xbox. They aren't THAT accurate because they don't emulate the N64 graphics chip at all, they don't even render to the same sized frame buffer. Wetrix reads back from the frame buffer in places (I can't even remember why now) on a HLE it will be reading nonsense back as the Image will not be in that memory location.

Same reason why the video screen in Mario Kart doesn't work - they are reading data from the frame buffer into a texture - this gets rendered next frame as part of the image.

I noticed in Jet Force Gemini that the player's shadow is a black square - probably for the same reason. The shadow texture is rendered first then copied into a texture.

Conkers Face is all black too. A big part of that game was Conkers expressions so they are probably doing something fancy there.

Another one is the image of Link on the Zelda Status screen. They actually render Link in 3D (complete with his sword & shield) and this image is then copied to a 2D texture which shows up as garbage in emulators.

Nintendo games work best on the whole as they do very little 'clever' stuff and tend to stick to the API calls.

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Yoshi's story is 100% playable in my experience some problems with the background at cross roads but seems fine, plus goldeneye was perfect for me, except for the analogue sticks being too sensitive

Which emulator are you using for Yoshis Story? Ive tried all three and the menus work perfectly but when you start a game the previous frames remain in the animation and it becomes a big blur.

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So whats the reason of rendering it then making a texture of it? Surely that'd slow everything down in he slong run?

*sorry to go OT*

There are many reasons for rendering into textures. Normally it speeds things up not the other way around.

To make shadows (as in Jet Force Gemini), one technique is to render the objects that cast shadow as black (non textured) objects on a white background. This render is done from the point-of-view of the light source. The resulting texture is a light\shadow map which is then rendered on top of the landscape to create the shadow.

In Zelda, they wanted a 2D picture of Link which showed him with his current weapons\shield. So they render him in 3D (once, when you call up the status screen) and use the resulting image as a 2D texture.

I've already explained the Mario Kart one. They use the current image (or every n'th pixel of it) as the texture for the video screen. This is a good trick as you don't have to render the 3D scene twice (once for the video screen and once for the actual image).

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