it's more fun to emulate

there is a setting to take screenshots preshader IIRC but i have no idea if that leaves out the bezel

4AMā€™s early Macintosh Moof-a-day project is amazing

I would really like these to become supported outside of MAME - still the only emulator that supports them. iā€™d like to update my MacPlus image but faffing with computers in MAME sounds like a major headache lol

4 Likes

https://www.reddit.com/r/emulation/comments/141mm66/comment/jn0p5jr/?utm_source=share&utm_medium=web2x&context=3

GBE+ Dev Shonumi: For those that donā€™t know (or didnā€™t click the link lol) the Glucoboy is an extremely rare Australian-only GBA cartridge with a built-in blood glucose meter. It was a very, very late GBA release, coming out on November 14, 2007. The goal was to encourage kids with juvenile diabetes to regularly test themselves, as the Glucoboy rewarded them with points every time they kept their glucose levels in check. The Video Game History Foundation has gotten one and have finally made a full dump!

Itā€™s very different from other forms of video-game related health stuff as it doesnā€™t really rely on exercise, weight management, calorie counting, etc. More importantly, it was one of the few (only?) times Nintendo gave their approval for a medical-grade device on their system more extensive than a heart rate monitor. There are 2 main games and 3 minigames. Kelsey Lewin did a video about them years ago, so check it out if youā€™re interested in what it looks like.

In terms of emulation and video game preservation, this is huge. For years, people doubted the Glucoboy was ever commercially released (Bayer swooped in, bought the company behind the Glucoboy, destroyed its unsold stock, and revamped it into a similar product for the DS). Itā€™s one of the last officially licensed GBA cartridges with special hardware that currently remains unemulated. This device, along with the Play-Yan and Campho Advance, are all thatā€™s left before every single piece of (officially licensed and verified to have been released) GBA related hardware is emulated in some form. Hopefully weā€™ll see all of them working in some capacity by the end of the year!

10 Likes

Flycast

Notes to myself I cobbled together yesterday on optimizations or supposed optimizations (I havenā€™t done comparison testing for all of these) particularly for input lag in the Dreamcast emulator Flycastā€“Iā€™m using the Windows version:

(Have to remember to hit the ā€œDoneā€ button at the top left of the Settings window to save settings changes!)

After doing that stuff (didnā€™t try before), rough comparison testing gave me 5 frames of input delay in Soul Calibur on an actual Dreamcast, vs 3 frames in Flycast.

Two other supposed optimizations I made:

  • In Nvidia Control, 3D Settings - Program Settings, I set flycast.com to
    Low Latency Mode = Ultra
    Power Management Mode = Prefer Maximum Performance

  • In Windows Explorer, I right-clicked flycast.exe, selected Properties, and in the Compatibility tab of the Properties window, checked ā€œDisable fullscreen optimizationsā€

1 Like

Anbernic is having a sale on a bunch of their handhelds til the 18th. Some even ship from the US, I think?

$50 for the RG35XX of is great, as long as youā€™re willing to put up with a mushy (but easily fixed!) D-Pad. And also knowing theyā€™re gonna put out a new one (wifi, better shoulder buttons, some other stuff)ā€¦probably 6/19, knowing them.

405M sounds fantastic, but I dunno how much Iā€™d be playing Dreamcast/N64/PSP for it to be worth $150. Even the Switch Lite looking one for $120 (same chipset, just a 16:9 screen) feels like too much. Start getting into ā€œjust save for a Steamdeckā€ territory with those.

4 Likes

This package of DreamShell boot disc (not the DreamShell program, have to download that and put on SD card) plus DC SD Adapter V2

https://www.amazon.com/dp/B09DPFCM9B

shipped for ā€œfreeā€ from China in 10 days and enabled me to dump the nine Japanese GD-ROMs I wanted to dump.

00_gd_ripper
01_vmu_manager

Used some utilities

And settings mentioned a few posts up with an aim to minimizing input delay.

Ran rough comparison tests. The games had about 2.5 frames less input delay in Flycast than on the actual dreamcast, 1-2 frames less than NEOGEO MVS (KOF 2000), and about 1 frame less delay than MAME 0.255 (arcade versions of SFIII 2nd & 3rd, and KOF 2000):

~ Frames of light punch input lag on my set-up:

Capcom vs. SNK Pro
Dreamcast: 3-4
Flycast: 1

Capcom vs SNK 2
Dreamcast: 3-4
Flycast: 1

Guilty Gear X
Dreamcast: 3
Flycast: 1

JoJoā€™s Bizarre Adventure - Heritage for the Future
Dreamcast: 4
PS3 demo: 3
Flycast: 1-2

Marvel vs. Capcom 2
Dreamcast: 3
PS3: 2-3
Flycast: 1

SoulCalibur
Dreamcast: 4
Flycast widescreen & internal 8K: 2
Flycast: 2

Street Fighter III: 2nd Impact - Giant Attack
Dreamcast: 4
Flycast: 2
MAME: 3

Street Fighter III: 3rd Strike
Dreamcast: 4
Flycast: 1
MAME: 2

The King of Fighters 2000
Dreamcast: 7
NEOGEO: 5
Flycast: 3-4
MAME: 5-6

Easy access to GameFAQs saves has let me get past a few sticking points I had: finally getting the 5 locked character colors in GGX (couldnā€™t beat Survival : P), and most of the locked cast of JJBA (couldnā€™t beat Survival except with Alessiā€™s gun spam ; ). : )





Thereā€™s a little emulator jank in CvS Proā€“missing character portraits at the end, and some frame dropsā€“but Iā€™m seeing a whole lot of details Iā€™d never spotted before in those backgrounds. : )

10 Likes

03_bios_flasher

Had to get the DC out again to dump its BIOS with DreamShellā€“turns out Flycast needs it for playing GGXā€™s music tracks during battles, for some reason. (Redream doesnā€™t seem to.)

2 Likes
i mean,

for e.g. SNES/Genesis, yeah. point taken

but to be fair if you want better than ā€œgood-enoughā€ N64 emulation in 2023 you have to do utterly idiotic shit. i spent a few hours trying to set up a up-to-date mupen64plus build (i need to create a proper setup to provide to potential emulator runners in a speedrun game i moderate) with the best plugins and appropriate audio buffering and itā€™s justā€¦ an absolute mess. truly disgusting.

the last stable release is from 2019. the nightly builds seem to be almost completely undocumented while also having apparently broken compatibility with various plugins. my friend who was working on this with me in parallel ended up compiling some shit from sourceā€¦ i donā€™t know if that was necessary but i also was not getting shit to work with any consistency whatsoever, sooooo. dunno

AngryLion Plus still randomly crashes on some games - every other graphics plugin largely looks like shit. (Ares looks great, butā€¦)

you could use Aresā€¦ but only if you have a beef-ass CPU (my i7-8700K chokes on Wave Race 64)

thereā€™s Simple64, but that similarly requires heavy beef. I canā€™t get a solid 60 VI/s on Excitebike 64 in Simple64, for example.

CEN64 is promising but not ready for prime time. also requires even more beef than Ares.

ParaLLEl N64 and Mupen64Plus-Next have various issues and their exclusivity to RA sinks them for speedrunning as well as anyone who doesnā€™t want to do the RA maintenance dance

4 Likes

I havenā€™t wanted to emulate an N64 game since project64 was considered good and most emulation requirements of pre-2000 consoles that require more than an Athlon XP cause me to instinctively cluck and dismiss them

2 Likes

Do you have anything to read on what these might be? I pretty much exclusively use mupen64plus next with the parallel plugins

1 Like
more off-topic n64 emu ranting

tl;dr, you should be fine, i suspect thatā€™s pretty much the best casual setup for most people. however, if you can run Ares and the game you want to play runs well, iā€™d use that instead. i prefer Ares over basically everything now, just with a caveat that performance can be rough if you arenā€™t on a high-end CPU.

important: admittedly i could only spend so much time with RA configuration because it ultimately is unsuitable for our purposes. i mainly wanted to check in and see how the state of things were there after banging my head against all the other available options. except for project64, i donā€™t touch that dumpster fire. leave that one in the dustbin of history, please.

Retroarch is really bad for speedrunning, pretty much directly inverse to how nice it can be for casual play. innumerable inaccurate options that allow for various enhancements and advantages - just to verify everything is configured ā€œcorrectlyā€ is a nightmare both for the runners and the moderators. trying to effectively verify and moderate speedruns in RA is an absolute no from me and iā€™ll never actively allow it in games i moderate because itā€™s far too much hassle and a constantly-moving target with new enhancements coming often. again - great casually - not great for speedrunning.

this is disgustingly under-documented but far as i have ever been able to tell, RA still defaults to a audio_rate_control_delta value of 0.005. to my understanding, this measures the difference between the vertical refresh and core-supplied timing, and automatically adjusts the core timing to more closely match the vertical refresh (within 0.5% either direction). if you fall within this range and you arenā€™t a retroarch configuration master, your game will be running up to 0.5% faster or slower - and the audio will played back at a(n admittedly largely imperceptibly) different pitch than intended

as mentioned before, angrylion still crashes some games (i didnā€™t do extensive repro work, but nothing else in my config changed between GLideN64 (works) and AngryLion (crashes)). not specific to the RA cores, but a major nuisance for every plugin based N64 emulator. WR64 1.0 works, but Shindou (the relevant version for speedrunning) crashes on the N64 logo.

mupen64plus-next has some bizarre perceptible input latency by default (tested on a fresh Retroarch 1.15.0 (hotfixed) install a few days ago). no idea whatā€™s going on there as usually RA is pretty good for input latency, but itā€™s notably worse than simple64 and ares out of the box. runahead is unacceptable for speedrunning, so i need to find the setting thatā€™s fucking this up, if it is indeed a setting.

i also didnā€™t locate the audio buffer controls for either of the RA N64 cores. iā€™m sure they are exposed somewhere, but retroarch config hell ainā€™t worth it if youā€™ve already categorically ruled it out. default audio buffer is way too large and results in perceptible audio delay. not great for a game with a frame-perfect-at-20-FPS audio-related timing challenge before every race (max power start in WR64)

i didnā€™t spend much time with parallel as i didnā€™t seem to be getting full-speed in the intro sequence for WR64 as well as it being a dead-end for speedrunning, so iā€™m sure thereā€™s some more nuance to be uncovered there

if i use any other plugin than angrylion, there are (minor) graphical issues.

Ares is the only emulator with non-angrylion graphics (it doesnā€™t use plugins at all, afaik) that seems to be pixel-perfectā€¦

4 Likes
emulation talk

not that Iā€™m concerned with speedruns and its totally fine to outright disallow it, but retroarch has had an (underdocumented) feature to disable all emulation convenience features like runahead, save states, rewinding, etc.

Turn on ā€˜achievementsā€™ in the settings menu, and turn on ā€˜hardcore modeā€™ and it automatically disables every problematic setting

as can be seen here

the parallel-rdp is part of mupen64plus-next so thereā€™s absolutely zero reason to ever use the separate parallel-n64 core

imo, of the plugins for n64 emulation, parallel-rdp is straight up an improvement over angrylion

I think there is a lot of misinformation about this, because as far as I can discern from reading the pdf linked in their documentation, dynamic audio rate control has no effect on the timing of the core. It only changes the resampling rate to match the emulation framerate (typically only when using vsync, which I assume you would not want to use in speedruns anyway), so it will possibly cause a ~3 cent difference in pitch but it wonā€™t change anything about the timing of the emulation. Its purpose is to prevent the audio buffer from underrunning or being full.

Ares itself has this exact feature implemented in the exact same way. Those old reddit guides about getting ā€˜perfectly timed video and audioā€™ are not to be trusted.

Anyway, this is all just blather. You might consider giving simple64 a shot, as its a standalone emulator based on m64pn with parallel rdp and rsp plugins built in as the only option, timing altered to bring it in line with ares/cen64 accuracy. Should be less demanding than ares while maintaining the same level of precision.

2 Likes
more n64 emu talk

simple64 is referenced in my posts fleetingly, but my general experience with it is that itā€™s very good out of the box and the main issue is my computer simply isnā€™t good enough to run it well

re: the audio rate thing - i think youā€™re right, many thanks for the insight. BUTā€¦ even reading that paper iā€™m just utterly baffled. i truly donā€™t grok why v-sync or monitor refresh are even relevant if all that is being affected is audio sampling. these are just rhetorical questions. all of this is confusing to me on a fundamental level

i havenā€™t looked into this, but now i wonder if parallel-n64-rdp is usable on non-RA mupen64plus or Simple64? that might be something to look at

1 Like

ah, upon looking it up, it appears that the ares n64 core is indeed just using an rdp plugin derived from parallel-n64-rdp, so that at least confirms my impression that itā€™s the most accurate of the plugins

1 Like

parallel-rdp/rsp are included with RMG which is just mupen64-plus with a simple64-esque UI. not as heavy a fork as simple64, so it maintains rough parity with the latest mupen64p updates

simple64 uses parallel-rdp/rsp already

1 Like

that makes sense - nothing that uses parallel seems to run without hitching or slowing down on my machine - parallel, simple64, and ares were all unable to maintain full-speed for me in the games i was testing

which means iā€™m pretty much back to square one for my purposes ;_;

will try RMG maybe

1 Like

yeah, Iā€™m not sure any of the standalone emulators have dynarec built in yet, which was a real game changer for me. I think theyā€™re all using cached interpreter for emulation, which is significantly more hardware-demanding. Iā€™ll test them out and see what I can get working

1 Like

RMG seems promising

looks like it has GLideN64 as the default video plugin

switched that to parallel and the RSP plugin to parallel RSP

and i seem to be able to get solid performance so far! no hitches in the WR64 intro

i gotta stop messing with this for now because iā€™ve spent far too much time on N64 emulation in the past week and i need to retain some of my sanity, but hopefully this will be a viable option for folks who canā€™t run Ares or Simple64 at full gait - which iā€™m pretty sure is the majority of people whoā€™d be interested in running on emu

2 Likes

Iā€™m kinda with you on this one. I was able to have a grand time playing Sin annd Punishment on an OG xbox, and feel like itā€™s bad that itā€™s only gotten harder as time has gone by.

6 Likes

Oof, I think I got lucky, all I wanted to play N64-wise was Revenge and No Mercy, and those both ran pretty darn well in Mupen, thankfully.

I did end up trying about a billion alternate sound modules after getting into a discussion about ways to reduce sound popping and lag on a GitHub bug report thread, but none of them really made much difference. So the sound isnā€™t ideal (I say this not really knowing what itā€™s like on an actual N64) but ah well, it isnā€™t too bad.

2 Likes