maniac-kun
Member
So i bought A Link To The Past on Wii U. Why is the sound cracking up at the title menu / fountain?
And is there a lot of input lag on N64 titles?
And is there a lot of input lag on N64 titles?
So i bought A Link To The Past on Wii U. Why is the sound cracking up at the title menu / fountain?
And is there a lot of input lag on N64 titles?
So i bought A Link To The Past on Wii U. Why is the sound cracking up at the title menu / fountain?
And is there a lot of input lag on N64 titles?
i dont notice any input lag, im in NA
Damn it Nintendo. Why isn't 2x the default? It's not like you're on PC and have to cater to the lowest common denominator.Worth noting that setting RenderScale to 4 just causes the graphics to be a garbled mess, almost like looking at a untuned CRT TV but in color. So the best we have is 2x, but that's still far better than Nintendo allow.
Are you in the UK, EU or Australia/NZ? If so, welcome to hell.
And to the second point, yes in some games. I find Mario 64 to be unplayable.
Im from Germany so... whats the problem?
Squares A and B are the exact same color but it's hard to tell because of what they're surrounded by.
DK64 is already an official Wii U VC game
Vision is lazy is the answer. In reality you only get actual vision in a very small part of your visual field and your brain reconstructs what we call vision.I will never understand this optical illusion
I just don't get it
Okay, setting JUST RenderScale to 2 and touching no other setting (which I did first time) keeps the rendering stable and full speed. So uh, yeah, the setting for higher-def DS games is there, Nintendo just chose to not make it an option.
It's probably not 100% compatible across all games, to be fair.
The fact that DK64 can't be made widescreen via VC is just bloody stupid.I know. I was asking more for stress test's sake. I'm curious to know how far it can go before it is unable to run certain N64 games. DK64 and Majora's Mask were ones off the top of my head that I know pushed the original hardware. If we can have access to the entire N64 library through homebrew without any hiccups, then that would be amazing. Even DK64 doesn't run 100% well through Wii U Virtual Console.
I guess other games I would ask about if they ran well through homebrew would be Perfect Dark and Conker's Bad Fur Day since those games pushed the N64 too.
Right.
For those who do not know, the Wii U has been hacked wide open. I've just tried out the new kernel exploit and all I had to do was literally go onto a website link and it booted the homebrew channel (wii u version) from my SD.
Aside from the obvious usage of backups and homebrew, there's also the fact that we can fix this shit now. Using this app you can dump any digital title on your Wii U to the SD card. yay, backups!
Anyhow, the emulator packages are very neatly laid out. Injecting a new ROM is as simple as dragging and dropping and changing the ID. In the case of DS games, it's literally the DS ROM in a zip file! I got chrono trigger working with no issues.
Moving on....decompress the emulator file for the NES/SNES/N64 title you've dumped, and you get a load of settings...in particular...
oh whats that? gamma setting? lol
should be trivial to just edit that and load the edited VC title via loadiine. Without the shitty filters.
Oh and also, I've just dumped one of my unfortunate 50hz purchases and replaced it with a 60hz ROM. Works fine.
homebrew fixing nintendo's shit yet again
Shit just got real.
I'd turn off the NES blur filter, myself.
That seems to be one of the options.
Anyhow, it seems you can indeed turn off the blurring and fix the gamma. Which means Nintendo are for some insane reason purposefully fucking up their games. I mean, there's absolutely no disputing this now.
Like...why.
Take a color picker. Pick the color of either square A or square B. With this color, draw a fat line connecting A and B.I will never understand this optical illusion
I just don't get it
Emulating only some of the Super Game Boy features sounds super hacky. You realize that that thing allowed execution of native SNES code, right?
The fact that DK64 can't be made widescreen via VC is just bloody stupid.
Why is DK64 not being widescreen a problem?
I don't recall it running widescreen originally.
I remember Goldeneye did. But didn't know DK64 did. Interesting
It was no real surround sound with seperate channels like Dolby Digital or DTS, but it was simple Dolby Surround (Pro Logic), where you have a surround mix passed through via stereo channels and the receiver then splits the signal for the different channels.Same goes for surround sound (dolby digital)
bull. shit.
The level of input lag in Mario 64 and the absolutely broken and butchered 50hz releases are anything but fine.
Go to the wrecked ship in Super Metroid (eu version) and tell me that glitched music is "mostly fine"
The only emulators Nintendo offer on the Wii U that come close to homebrew efforts are those that aren't even developed by them (such as DS and GBA). It's absolutely inexcusable. This is their legacy, their equivalent of Disney classics - and this is the best they can do?!
I'm not sure why you have a habit of blindly defending Nintendo's ass poor efforts at emulation and why you seem to actively try to dissuade people from using homebrew, but it's definitely grating on me.
You do know that 95% of the games didn't even use the SNES audio (meaning they ONLY used palletes and borders), and only one game (Space Invaders) used a SNES executable, right?
"Super hacky" is what Nintendo actually does (see PAL Super Metroid). Using palette and border information that is actually inside of the Gameboy carts and roms? Nothing hacky about that. It's just using data that is on the cart itself and which requires absolutely zero Super Gameboy emulation per se.
And again, even the Gameboy Color system logic has code to insert palettes into many, many games (even creating a fifth color in Donkey Kong (94) by using a different palette on the sprites than the playfield). Too "hacky" for you?
It was no real surround sound with seperate channels like Dolby Digital or DTS, but it was simple Dolby Surround (Pro Logic), where you have a surround mix passed through via stereo channels and the receiver then splits the signal for the different channels.
So it should be working with VC games, you just have to set your receiver to Dolby Pro Logic.
Gamecube and Wii used the successor of this: Dolby Pro Logic II.
And it works pretty well.
Is this a game by game thing? I've played DK64 (PAL), but the input lag is absolutely minimal for me.And to the second point, yes in some games. I find Mario 64 to be unplayable.
Fairly certain though that the media encoded in such a format can tell the receiver what should go where, rather than the receiver trying to figure it out itself. I don't know if that information is getting from a VC game to my receiver.
i dont notice any input lag, im in NA
Oh... it's there...and a lot of it. Then again, I'm used to a CRT.
See, I knew there'd be some bullshit goin' on. Compromises everywhere. Damn you Nintendo, damn youuuu!Sure the media is encoded in this way, to tell the AVR what should go where.
But it´s purely done by the games audiomix and as long as there is a stereo signal output, the information should be send correctly.
There is nothing special to it, it even works over analog like cinch.
On the Wii U though you have to set the output to stereo, because it doesn´t change automatically for VC games (as it does for Wii Mode).
what's funnier is that this lag is bigger than Wii VC plugged to an HDTV in 480p. i tested a while ago and the inputs are not that slow on the original Wii.
i could tell right away Wii U VC was lagging and i play all my consoles on HDTV.
if you can feel lag on top of lag, that's when you know it's bad.
Wii VC plugged into a CRT is very low latency! It is the next best thing to playing on original hardware. I actually gave up my N64 and PC Engine collection and systems because all the games that I still care about on those platforms are on Wii VC and play splendidly there in low-lag 240p.
Another N64 game ruined on Wii U Virtual Console shocker: http://www.nintendolife.com/news/20...lcon_we_have_a_problem_with_f-zero_x_on_wii_u
With Nintendo's history of emulation I don't trust the NES mini project one bit.Now I really wish M2 or the guys behind NES Mini emulation (among other things) were also in charge of Wii U's N64 emulation. I've been supporting VC a lot in general, but just like Wii U's PAL DKC 2 on the EU eShop, I just won't give any money for this.
Still glad about Mario's Super Picross on New 3DS though, didn't get it on Wii U so I'm fine with it despite the lack of any release sale.
With Nintendo's history of emulation I don't trust the NES mini project one bit.
Whatever happened with the F-Zero X stick issue for the Wii U VC version? Was that ever addressed? Also, did anyone ever find a way to kill the dark filter on all of these N64 games?
If you have a soft modded Wii U you can modify the emulator's XML config file to get rid of the filter but there is no user-surfaceable option
Interesting, thanks. Pretty crazy that it can be solved by just a few nip/tucks of an xml file. It shows how easy it would be for Nintendo to make this fix, but I guess they're just doubling down.
If I soft mod my Wii U, I suppose that would avoid my warranty? Is there any chance of bricking my system? I've never messed around with a console's innards before.
It probably voids the warranty, yes. I've honestly never bothered soft modding my own Wii U, so in that regard you'd have to do some digging. GAF has a thread about methods, resources and more right here.
Interesting, thanks. Pretty crazy that it can be solved by just a few nip/tucks of an xml file. It shows how easy it would be for Nintendo to make this fix, but I guess they're just doubling down.
Nintendo doesn't even consider that it needs fixing, because this filter is intentional. It was intentionally put in there as a blanket epilepsy prevention measure. So they're not about to remove it for any reason.
The team in charge of the NES Mini attempted another solution for epilepsy prevention, but I would argue it's even more catastrophic as it actually hinders gameplay instead of just being cosmetic!
Decidedly we're never getting these classics in their original form factor ever, not because of incompetence, but because of lawyers.
What was the Mini's solution for it?
https://www.youtube.com/watch?v=yP-ErdlfC4o&feature=youtu.be
Look at this shit! Whenever you hit the boss, you lose complete track of where your toad is for an entire second!
...considering Battletoads isn't included with the Classic NES Mini, I'm not sure why this one is a problem.