WiiU N64 Virtual Console Research

WiiU N64 Virtual Console Ini's UNDER SPOILER COMPATIBILITY SCROLL DOWN TO WiiUVC Ini's


Research on the WiiU Nintendo 64 Virtual Console.

To try and learn how things work to get the most out of the Emulator and to hopefully get more Custom N64VC Titles.

The Goal is to atleast get other Games to run and work, from there which also includes ini configuration files which contain specific functions regarding CPU/GPU/RAM/ROM and other settings to get Games to Run.

You will need an Official WiiU N64VC Release for example FZeroX that is the last Release and latest Version of the Emulator.

I highly recommend N64 Definitive Injector or Multi Injector both by
Phacox_cll.

https://gbatemp.net/threads/64inject-definitive-n64-wii-u-virtual-console-injector.535520/

https://gbatemp.net/threads/release...es-n64-gba-nds-for-wii-u.554521/#post-8896187

Honourable mentions
CatmanFan for Injectiine.

https://gbatemp.net/threads/original-injectiine-wii-u-virtual-console-injector.491386/

And those involved in the WiiU modding and Homebrew Scene for making the Tools available.
For Testing your Injects before Packing I suggest using Loadiine or CEMU via PC which is really coming along now.

Testing is useful when experimenting with ini Settings to try and get Games to run and to generally experiment and find out what does what and how it effects the way the Games Run.

https://gbatemp.net/threads/loadiine-gx2.413823/

http://cemu.info/index.html
;This represents a Comment so ; infront of a setting basically ;Players = 4 makes text or string invisible Emulator cant see it and therefore does not try to process it as a Command/Function.

0 For Negative or rather OFF or No or False.

1 For Positive or rather ON or Yes or True.

Not everything is 0 or 1 some settings will be specific Timings or Frequencies etc... TicksPerFrame = 788000 or RamSize = 0X400000 for example.

Some Functions are either 1 or 0 and changing has no effect TrueBoot = 1 BootPCChange = 0.

;PlayerNum = 1 ;(How many Players the Game supports usually Commented Out.)

Rumble = 0 ;(Rumble Pak Present)

MemPak = 0 ;(Controller Pak Present)

TPak = 0 ;(Transfer Pak Present)

NoCntPak = 0 ;(No Controller Pak Present)

RamSize = 0X400000 ;(Jumper Pak 0X400000 or Expansion Pak 0X800000)

BackupType = 0 ;(Save File Type the ROM Uses, Auto = 0 , SRAM = 1 , Flash = 2 , EEPROM = 3)

BackupSize = 0 ;(Save File Size via Cartridge or Controller Pak usually for Cartridge, 0 , 512 , 2048 , 32768 , 131072

;(SRAM ON Cart and SRAM Controller Pak is Usually 256 Kilobits (32,768 bytes)

;(EEPROM is Usually 4 Kilobits (512 bytes) , 16 Kilobits (2048 bytes)

;(Flash is Usually 1024 Kilobits (131072 bytes)

RomType = 0 ;(Only SimCity64 Appears to use this possible Write Access to the ROM used alone most Games will Crash with it Enabled. Possible it refers to ROM Cartridges to ROM Disks N64 To N64DD. )

TrueBoot = 1 ;(Alternate Boot Method possibly more Full and True like a real N64 Banjo Tooie requires it but can cause Frames to Drop.) IT ALSO APPEARS TO DISABLE EXPANSION PAK.

BootPCChange = 0 ;(Another Boot related setting some Games require it and can also increase Frame Rate in some cases.)

BootEnd = 0 ;(Yet another Boot related setting End Boot Process may not do anything at all.)

g_nN64CpuCmpBlockAdvFlag = 1 ;(CPU Related ExciteBike 64.)

CmpBlockAdvFlag = 1 ;(CPU Related.)

TLBMissEnable = 1 ;(CPU Translation Lookaside Buffer Translates Addresses Virtual to Physical)

EEROMInitValue = 0xFF ;(0xFF Usually Default equals to 255)

UseTimer = 1 ;(Emulation Timing Can Increase Frame Limit or Fix Games that Run to Fast some Games require it some dont Boot with it.)

TimeIntDelay = 0 ;(Delay Boot Sequence either 1 for on or a possible 1000 for a Second 5000 for 5 Seconds?)

TicksPerFrame = ;(788000 = 60FPS, 945600 = 50FPS.)

;(Ticks Per Frame Every 47280 of a Second. 47280 Multiplied by 1000 Divided by Frame Rate. USE WITH FirstFrameAt = in Render Settings)

RetraceByVsync = 1 ;(Vsync Can usually prevent Screen Tearing but this function may have something to do with Screen Drawing some Games have Audio but no Visual this can sometimes Fix that or Decrease and Increase Frame Rate.)

ScreenCaptureNG = 1 ;(Screen Captures? Ogre Battle uses it.)

AIIntPerFrame = 1 ;(Audio Interface Sync to Frame?)

AIUseTimer = 1 ;(Audio Interface Timed like UseTimer above?)

AISetControl = 1 ;(Audio Interface Set Control?)

;(44.1 kHz or 48 kHz Rate?)

AISetDAC = 1 ;(Audio Interface Set Digital to Analogue?)

;(ADPCM voices: 16–24 channels with pitch-shifting PCM, 100 PCM channels?)

AISetRateBit = 1 ;(Audio Interface Set Rate Bits?)

;(8Bit Mono, 16Bit Stereo?)

RSPMultiCore = 1 ;(Reality Signal Processor Multi Threading?)

RSPMultiCoreInt = 0 ;(Set 1-2 or 3 Core via WiiU CPU?)

RSPMultiCoreWait = 0 ;(Delay Multi-Core Processing?)

RSPAMultiCoreWait = 0 ;(Delay Multi-Core Processing and Audio?)

PDFURL = ;(The Game Manual change URL to Self Host or via Nintendo.)
FrameClearCacheInit = 1 ;(Clears information stored in RAM about current Frame or Frames?)

RendererReset = 1 ;(Resets the Rendering Engine?)

NeedPreParse = 1 ;(PreParse basically grabs Graphical info via Temporary Lists via RAM and loads the data before loading the Game from Textures to Geometry data etc. Kind of like a Cache stacks files up instead loading on the fly.)

FirstFrameAt = 1000 ;(First Frame very First Frame at which Rom initiates / Starts from 1000ms = 1 Second.)

bForce720P = 1 ;(Forces the Output Resolution to 720p - 1280x720.)

bCutClip = 1 ;(Clips Screen Cuts Parts Off Screen, Black Bars?)

ClipBottom = 0 ;(Clips Cuts Specific Bottom Amount Off Screen Example -25 or 25.)

ClipLeft = 0 ;(Clips Cuts Specific Left Amount Off Screen Example -25 or 25.)

ClipTop = 0 ;(Clips Cuts Specific Top Amount Off Screen Example -25 or 25.)

ClipRight = 0 ;(Clips Cuts Specific Right Amount Off Screen Example -25 or 25.)

XClip = 0 ;(Clips Cuts Specific Left, Right Dimensions.)

YClip = 0 ;(Clips Cuts Specific Bottom, Top Dimensions.)

ZClip = 0 ;(Clips Cuts Specific All Dimensions.)

CanvasWidth = 854 ;(Internal Rendering Horizontal Resolution of Rom.)

CanvasHeight = 480 ;(Internal Rendering Vertical Resolution of Rom.)

;(Possible Resolution Examples = 320×240 , 384×288 , 640×480 , 720×576 Native N64 Resolutions 854x480 WiiU GamePad Resolution. Too high a Resolution is going to obviously cause Lag or Crashing.)

FlushMemEachTask = 1 ;(Clears RAM after a Task Completes? Possibly Frees up VRAM for other Functions removes some Garbage left on Screen.)

ForceFilterPoint = 0 ;(Graphics Filtering basically set to Minimal.)

ForceRectFilterPoint = 0 ;(Graphics Filtering basically set to Minimal with a more Tiled look.)

CalculateLOD = 1 ;(Calculates Visual Detail Texture Quality Fidelity etc. Super Mario 64 Requires it.)

PolygonOffset = 0 ;(Adjusts Misaligned Polygons and other Distortions Geometry or Models.)

ClearVertexBuf = 1 ;(Clears Vertex Buffer Data.)

FogVertexAlpha = 1 ;(Fog Vertex Alpha Color Adjustment.)

CopyDepthBuffer = 1 ;(Depth information copied in advance to aid Rendering?)

DepthCompare = 1 ;(Depth Comparison information?)

DepthCompareLess = 1 ;(Depth Comparison information? Less Often?)

DepthCompareMore = 1 ;(Depth Comparison information? More Frequently?)

DoubleFillCheck = 1 ;(Double RAM Buffering?)

NeedTileSizeCheck = 1 ;(Texture Tiling Checks for Errors?)

TileSizeCheckSpecial = 1 ;(Texture Tiling Checks for Errors? Alternate?)

TLUTCheck = 1 ;(Texture Lookup Table Checks Texture information for Errors?)

CheckTlutValid = 1 ;(Validates TLUT Checks?)

PreparseTMEMBlock = 1 ;(PreParse basically grabs Graphical info via Temporary Lists via RAM and loads the data before loading the Game from Textures to Geometry data etc. Kind of like a Cache stacks files up instead loading on the fly.)

UseViewportXScale = 1 ;(View Perspective?)

UseViewportYScale = 1 ;(View Perspective?)

UseViewportZScale = 1 ;(View Perspective?)

InitPerspectiveMode = 1 ;(View Perspective?)

CopyColorBuffer = 1 ;(Copys Color to Buffer allocated in RAM?)

CopyMiddleBuffer = 1 ;(Copys Color to Buffer allocated in RAM?)

CopyAlphaForceOne = 1 ;(Copys Color to Buffer allocated in RAM?)

CopyColorAfterTask = 1 ;(Copys Color to Buffer allocated in RAM after an Inital Task?)

UseColorDither = 1 ;(Color Dithering?)

TexEdgeAlpha = 1 ;(Texture Edging may help with Jaggys?)

ConstValue0 = 0 ;(Constant Value example 12 will stay 12 and will never drop below or change in any way?)
StickModify = 0 ;(Analogue Stick Setting?)

STICK_CLAMP = 1 ;(Analogue Stick Setting?)

VPAD_STICK_CLAMP = 1 ;(Analogue Stick Setting?)

StickLimit = 360 ;(Analogue Stick Setting?)

AlwaysHave = 0 ;(Analogue Stick Setting?)
FillAfterVCM = ;(= 6 Excite Bike 64 , = 8 Ogre Battle 64)

Resample = 0 ;(Resample the Audio Frequency 48000 MAX 44100 Average)

BufFull = 0 ;(Sound Buffering Full?)

BufHalf = 0 ;(Sound Buffering Half?)

BufHave = 0 ;(Sound Buffering check? or Current?)
Skip = 0 ;(Reality Signal Processor - Frame Skip 1ON, 0OFF.)

GTaskDelay = 0 ;(Graphics GPU Task Delay Time ms.)

RIntAfterGTask = 1 ;(Reality Display Processor? Initiate After Graphics GPU Task?)

WaitOnlyFirst = 0 ;(Wait only for specified time ms?)

RSPGWaitOnlyFirstGTaskDelay = 0 ;(Wait only for specified time ms? - Graphics GPU Task Delay Time ms Combined?)

WaitDelay = 0 ;(Delay Waiting?)

RDPInt = 0 ;(Reality Display Processor Initiate?)

RDPDelay = 0 ;(Reality Display Processor Delay?)
RSPGDCFlush = 0 ;(Reality Signal Processor Graphics Flush Immediate?)

n64MemReleaseForground = 0 ;(Release RAM?)

n64MemAcquireForground = 0 ;(Acquire from RAM?)

n64MemDefaultRead32MemTest = 0 ;(RAM Test?)

g_nN64CpuPC = 0 ;(CPU Function?)
ScanReadTime = 1 ;(Video Interface Scan Frames or Frame Count?)
SIDelay = 0 ;(Sound Interface Delay?)

W32OverlayCheck = 0 ;(?)

CmpLimit = 1 ;(?)

BlockSize =

FrameBlockLimit = 0X100

OptEnable = 0
[RomHack]
Count = 0

[FrameTickHack]
Hack0 = 0

[SpecialInst]
Count = 0

[VertexHack]
Count = 0

[FilterHack]
Count = 0

[BreakBlockInst]
Count = 0

[Idle]
Count = 0

[InsertIdleInst]
Count = 0

[Cheat]
Cheat0 = 0
There has been various Builds of the Emulator most recent and last being FZeroX which appears to have the most Functionality regarding ini Settings not every ini Setting will work in all Builds especially older Builds although some Newer Builds have Functions automatically Coded in by Default such as Rumble Feature as far as I am aware so you would have to disable it by Rumble = 0.

Some Roms Boot better or not at all with different Builds although they are mostly the same as far as I can tell there are differences and here are the Builds in order from Oldest to Newest and which Rom was released with it.

Builds. *Vessel.rpx*

SVN: 1680 TIME: 2015/01/20 14:12:06 - Donkey Kong 64 / Super Mario 64

SVN: 1690 TIME: 2015/01/27 16:08:00 - Donkey Kong 64 (JAPAN)

SVN: 1696 TIME: 2015/01/30 10:49:22 - The Legend of Zelda: Ocarina of Time *DOOM 64 Seems to play from this SVN onwards but no Display*

SVN: 1743 TIME: 2015/03/05 15:06:57 - Paper Mario

SVN: 1778 TIME: 2015/03/19 16:15:32 - Kirby 64: The Crystal Shards (JAPAN)

SVN: 1790 TIME: 2015/03/24 13:46:36 - Kirby 64: The Crystal Shards

SVN: 1897 TIME: 2015/05/12 17:32:21 - 1080 Snow Boarding / Mario Tennis (JAPAN)

SVN: 1918 TIME: 2015/05/20 14:34:00 - 1080 Snow Boarding / Mario Tennis *Blast Dozer Boots with this SVN*

SVN: 1946 TIME: 2015/06/09 11:00:28 - Mario Golf (JAPAN)

SVN: 1955 TIME: 2015/06/16 16:09:03 - Mario Golf *Blast Dozer Boots with this SVN*

SVN: 1970 TIME: 2015/06/30 14:07:35 - StarFox 64 *Blast Dozer Boots with this SVN*

SVN: 1991 TIME: 2015/07/16 09:20:39 - Sin & Punishment *Blast Dozer Boots with this SVN*

SVN: 2043 TIME: 2015/08/18 10:07:52 - Mario Kart64 *Blast Dozer Boots with this SVN*

SVN: 2079 TIME: 2015/09/15 16:19:11 - Yoshis Story

SVN: 2109 TIME: 2015/10/22 10:15:03 - Wave Race 64 (JAPAN)

SVN: 2136 TIME: 2015/11/18 12:41:26 - Wave Race 64

SVN: 2170 TIME: 2015/12/16 16:01:23 - The Legend of Zelda: Majoras Mask (JAPAN)

SVN: 2190 TIME: 2016/01/05 16:50:14 - The Legend of Zelda: Majoras Mask

SVN: 2194 TIME: 2016/01/07 09:34:56 - Pokemon Snap (JAPAN)

SVN: 2195 TIME: 2016/01/08 09:42:51 - Pokemon Snap

SVN: 2234 TIME: 2016/02/02 10:56:10 - Mario Party 2 *Diddy Kong Racing Boots from this SVN Onwards*

SVN: 2244 TIME: 2016/02/26 09:03:55 - CustomRoboV2 (JAPAN)

SVN: 2395 TIME: 2016/08/30 13:57:02 - Ogre Battle 64: Person of Lordly Caliber = *Banjo Tooie Boots from this SVN onwards*

SVN: 2404 TIME: 2016/09/14 13:42:00 - ExciteBike 64 = *Doom64 Boots from this SVN onwards*

SVN: 2427 TIME: 2016/11/17 10:28:06 - Bomber Man 64 / Harvest Moon 64

SVN: 2428 TIME: 2016/11/18 11:44:39 - F-ZeroX
My Own Personal Compatibility List of Injects I have worked on and GBATemp Compatibility List and if all else fails Wii64/Not64 Compatibility List *C2W OverClock* Recommended with Not64 and Wii64 I recommend Not64 for Glide which has CountPerClock Feature where as Wii64 Glide does not and Wii64 RICE older obsolete Graphics Plugin but capable.

Not64 by Extrems Does not Support GamePad but Pro Controller works:yay:
https://github.com/extremscorner/not64/releases

Wii64 by Fix94 fork of Wii64 by Emukidid Use RICE version also has GamePad Support:yayu:
https://github.com/FIX94/Wii64/releases
https://github.com/emukidid/Wii64/releases

NOT64 C2W OVERCLOCKED CHANNEL :yayu:

Wii64 C2W OVERCLOCKED CHANNEL :yayu:


https://wiki.gbatemp.net/wiki/WiiU_VC_N64_inject_compatibility_list
https://wiki.gbatemp.net/wiki/VCInjections_Compatiblity_List
https://wiki.gbatemp.net/wiki/Wii64_Compatibility_List


Right Compatibility What Works Best on What and does it even Work at all? So basically what N64 Games can we get running on GC/Wii/WiiU Respectfully via Emulation Methods!

XPGC = Inject via Zelda Ocarina of Time / Zelda Ocarina of Time Master Quest / Zelda Majoras Mask Collectors Edition Discs. C2W OverClock WiiU Only.

WiiVC = Inject via Wii Virtual Console.

WiiUVC = Inject via WiiU Virtual Console.

NOT64 = Wii C2W OverClock Patched Emulator. C2W OverClock WiiU Only.

Wii64 = Wii C2W OverClock Patched Emulator. C2W OverClock WiiU Only.

ISSUES!


007 - GOLDENEYE Wii64
007 - THE WORLD IS NOT ENOUGH (APPEARS TO PLAY OK BUT NO SOUND, GRAPHICAL ISSUES ON OTHERS)
40 WINKS PROTOTYPE Wii64
A BUGS LIFE WiiUVC
AEROGAUGE WiiUVC

ARMORINES PROJECT SWARM (BOOTS BUT NO VIDEO OR AUDIO REGARDLESS OF FPS COUNT, GRAPHICAL ISSUES ON OTHERS)
ARMY MEN AIR COMBAT
Wii64
ARMY MEN SARGES HEROES WiiUVC
ARMY MEN SARGES HEROES 2 WiiUVC
ASTEROIDS HYPER 64 WiiUVC

BANJO KAZOOIE NOT64
BANJO TOOIE WiiUVC
BAKURETSU MUTEKI BANGAIOH (DOES NOT BOOT)
BATTLE TANX (DOES NOT BOOT)
BATTLE TANX GLOBAL ASSAULT (DOES NOT BOOT)

BEETLE ADVENTURE RACING WiiUVC
BIO F.R.E.A.K.S. Wii64
BIOHAZARD 2 WiiUVC
BLASTDOZER WiiUVC

BODY HARVEST (INGAME FPS TOO LOW)
BUCK BUMBLE Wii64
CASTLEVANIA WiiUVC
CASTLEVANIA LEGACY OF DARKNESS WiiUVC

CHAMELION TWIST NOT64
CHAMELION TWIST 2 NOT64

CHARLIE BLAST TERRITORY WiiUVC
CHOPPER ATTACK WiiUVC

CLAYFIGHTER 63/3 NOT64
CLAYFIGHTER SCULPTORS CUT NOT64

COMMAND & CONQUER 64 (GRAPHICS PROBLEMS)
CONKERS BAD FUR DAY (FLASHING BLUE SCREEN)
DARKRIFT

DEADLY ARTS Wii64
DESTRUCTION DERBY 64 Wii64

DIDDY KONG RACING NOT64
DONALD DUCK GOIN QUACKERS NOT64

DONKEY KONG 64 OFFICIALLY RELEASED! WiiUVC
DOOM 64 WiiUVC
DRAGON SWORD 64 WiiUVC

DUAL HEROES Wii64
DUCK DODGERS STARRING DAFFY DUCK NOT64
DUKE NUKEM 64 WiiUVC
DUKE NUKEM ZERO HOUR Wii64
EARTHWORM JIM 3D Wii64
ECW HARDCORE REVOLUTION Wii64

EXTREME G WiiUVC
EXTREME G X2 WiiUVC

FIGHTERS DESTINY Wii64
FIGHTERS DESTINY 2 Wii64
FIGHTING FORCE 64 Wii64
FLYING DRAGON Wii64
FORSAKEN 64 Wii64

GEX 64 ENTER THE GECKO NOT64
GEX 3 DEEP COVER GECKO Wii64
GLOVER Wii64
GLOVER 2 PROTOTYPE Wii64

HERCULES LEGENDARY JOURNEYS NOT64
HEXEN (CRASHES AFTER TITLE AND LOGOS)
HYBRID HEAVEN WiiUVC
INDIANA JONES AND THE INFERNAL MACHINE (DOES NOT BOOT)
JET FORCE GEMINI (GRAPHICAL GLITCHES MOSTLY AUDIO NO VIDEO BLACK SCREEN)

JOHN ROMEROS DAIKATANA WiiUVC
KILLER INSTINCT GOLD (GRAPHICAL GLITCHES)
KIRBY 64 CRYSTAL SHARDS OFFICIALLY RELEASED! WiiUVC
MACE THE DARK AGE
MARIO KART 64 OFFICIALLY RELEASED! WiiUVC
MEGA MAN 64 WiiUVC

MICKEYS SPEEDWAY (AUDIO BUT NO VIDEO BLACK SCREEN)

MISCHIEF MAKERS WiiUVC
MISSION IMPOSSIBLE Wii64
MORTAL KOMBAT 4 (DOES NOT BOOT)
MORTAL KOMBAT MYTHOLOGIES SUBZERO (DOES NOT BOOT)

MORTAL KOMBAT TRILOGY NOT64
MYSTICAL NINJA STARRING GOEMON WiiUVC
MYSTICAL NINJA 2 GOEMONS GREAT ADVENTURE WiiUVC

NEON GENESIS EVANGELION (DOES NOT BOOT BLACK SCREEN)
NIGHTMARE CREATURES Wii64
NUCLEAR STRIKE 64 WiiUVC
Or Die Trying WiiUVC

PERFECT DARK Wii64
PILOTWINGS 64 WiiVC
RAMPAGE WORLD TOUR Wii64
RAMPAGE UNIVERSAL TOUR Wii64

RAYMAN 2 NOT64
READY 2 RUMBLE (DOES NOT BOOT)
READY 2 RUMBLE ROUND 2 (DOES NOT BOOT)
RE-VOLT (DOES NOT BOOT)

RIDGE RACER 64 WiiUVC

ROAD RASH 64 WiiUVC
ROBOTRON 64 WiiUVC
ROCKET ROBOT ON WHEELS WiiUVC

S.C.A.R.S NOT64
SHADOW GATE 64 (CRASHES AT INTRO)
SHADOW MAN Wii64
SPACE INVADERS WiiUVC
SPACE STATION SILICON VALLEY
SPIDER MAN
STARSHOT SPACE CIRCUS FEVER

STAR SOLDIER VANISHING EARTH WiiUVC
STAR WARS EPISODE 1 BATTLE FOR NABOO (DOES NOT BOOT)
STAR WARS EPISODE 1 RACER
STAR WARS ROGUE SQUADRON (DOES NOT BOOT)
STAR WARS SHADOWS OF THE EMPIRE (GRAPHICAL PROBLEMS)

SUPER MARIO 64 OFFICIALLY RELEASED WiiUVC
SUPER MARIO 64 STAR ROAD (CRASHES AFTER TITLE SCREEN)
SUPER SMASH BROS WiiUVC

TARZAN
TAZ

THE LEGEND OF ZELDA MAJORAS MASK OFFICIALLY RELEASED WiiUVC
THE LEGEND OF ZELDA OCARINA OF TIME OFFICIALLY RELEASED WiiUVC
THE LEGEND OF ZELDA OCARINA OF TIME MASTER QUEST XPGC
THE NEW TETRIS WiiVC
TOM AND JERRY FISTS OF FURY NOT64
TOY STORY 2 BUZZ LIGHTYEAR TO THE RESCUE Wii64
TRANSFORMERS BEAST WARS TRANSMETALS Wii64

TUROK DINOSAUR HUNTER WiiUVC
TUROK 2 SEEDS OF EVIL (BOOTS BUT NO VIDEO OR AUDIO REGARDLESS OF FPS COUNT, GRAPHICAL ISSUES ON OTHERS)
TUROK 3 SHADOW OF OBLIVION (BOOTS BUT NO VIDEO OR AUDIO REGARDLESS OF FPS COUNT, GRAPHICAL ISSUES ON OTHERS)
TUROK RAGE WARS (BOOTS BUT NO VIDEO OR AUDIO REGARDLESS OF FPS COUNT, GRAPHICAL ISSUES ON OTHERS)
WCW BACKSTAGE ASSAULT (GRAPHICAL PROBLEMS)

WAR GODS
WCW MAYHEM Wii64
WCW NITRO Wii64

WCW VS NWO REVENGE (GRAPHICAL MESS UNPLAYABLE)
WCW VS NWO WORLD TOUR (GRAPHICAL MESS UNPLAYABLE)

WINBACK COVERT OPERATIONS Wii64
WIPEOUT 64 Wii64
WWF ATTITUDE Wii64
WWF NO MERCY Wii64
WWF WARZONE Wii64
WWF WRESTLEMANIA 2000 Wii64
XENA WARRIOR PRINCESS Wii64

YOSHIS STORY OFFICIALLY RELEASED WiiUVC
Using Latest Build SVN: 2428 Unless Stated Otherwise. [Render] CanvasWidth = 854 x CanvasHeight = 480 is Optional and is what GamePad Resolution Outputs.


;A BUGS LIFE USA

[RomOption]
BootPCChange = 0
TrueBoot = 1
UseTimer = 1
RetraceByVsync = 1
MemPak = 1


[Render]
CanvasWidth = 854
CanvasHeight = 480



;AEROGAUGE USA

[RomOption]
MemPak = 1

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80



;ARMY MEN SARGE'S HEROES USA

[RomOption]
MemPak = 1
RamSize = 0X400000


[Render]
CanvasWidth = 854
CanvasHeight = 480



;ARMY MEN SARGES HEROES 2 USA

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480



;Asteroids Hyper 64 USA

[RomOption]
MemPak = 1

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480



;Banjo Kazooie USA

[RomOption]
BackupType = 3
BackupSize = 512

[Render]
CanvasWidth = 854
CanvasHeight = 480

;Known Issues Frame Buffer Effects Transparency when Paused not Present instead White.



;Banjo Tooie USA

[RomOption]
BackupType = 3
BackupSize = 2048
TrueBoot = 1
UseTimer = 1
RetraceByVsync = 1
RSPMulticore = 1

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480

;YOU NEED TO USE ONE OF THE FOLLOWING BUILDS.
;SVN: 2395, SVN: 2404, SVN: 2427, SVN: 2428
;Known Issues Frame Buffer Effects Transparency when Paused not Present instead White.
;RetraceByVsync = 1 may or may not gain extra FPS or make things slower?
;RSPMulticore = 1 may or may not gain extra FPS or make things slower?
;Video Output needs adjusting via FrameLayout.arc FrameLayout1080.bflyt You need Wexo ToolBox and adjust the Scale as Follows.
;From Root Pane adjust, Transformation Scale 1;0.9, Transformation Translation 32;64;0.
;PAL ROM May gain additional FPS due to running 5FPS Slower than NTSC although further modification might be required to fix Video Output?
;PAL ROMs TicksPerFrame = 945600 may be necessary under [RomOption] and FirstFrameAt = 1000 under [Render].



;BEETLE ADVENTURE RACING USA

[RomOption]
MemPak = 1
BootPCChange = 0
UseTimer = 1
AIUseTimer = 1
RetraceByVsync = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80



;BioHazard2 JP

[RomOption]
BackupType = 1
BackupSize = 32768
AIIntPerFrame = 1
UseTimer = 1
AIUseTimer = 1

[Idle]
Count = 6
Address0 = 0x8009BEFC
Inst0 = 0x8C629B24
Type0 = 1
Address1 = 0x801787CC
Inst1 = 0x8C829AF4
Type1 = 1
Address2 = 0x801786B8
Inst2 = 0x8C829AF4
Type2 = 1
Address3 = 0x800a2014
Inst3 = 0x9462a8a2
Type3 = 1
Address4 = 0x8017879C
Inst4 = 0x8C829AF4
Type4 = 1
Address5 = 0x8004B608
Inst5 = 0x1440FFFF
Type5 = 0

[Cheat]
Cheat0 = 1
Cheat0_Addr = 0x800e5449
Cheat0_Value = 0xff
Cheat0_Bytes = 1

[Render]
FlushMemEachTask = 0
CanvasWidth = 854
CanvasHeight = 480
;ForceRectFilterPoint = 1 MAY IMPROVE GFX GLITCHES?
;NeedTileSizeCheck = 1 MAY IMPROVE GFX GLITCHES?
;TileSizeCheckSpecial = 1 MAY IMPROVE GFX GLITCHES?
;UseViewportZScale = 1 MAY IMPROVE GFX GLITCHES?

[Sound]
;Resample = 24000 AUDIO EXPERIMENTAL?

;YOU NEED TO USE THE FOLLOWING BUILD
;SVN: 1690
;KNOWN ISSUES INCLUDE; BACKGROUNDS GLITCHES.
;OTHER BUILDS NEED TESTING BUT VIDEOS WONT DISPLAY CORRECTLY BUT VCMENU APPEARS TO WORK.
;MINOR SOUND ISSUES.
;YOU MAY EXPERIENCE AN ISSUE IN BACK ALLEY WHEN ZOMBIES BREAK THROUGH GATE BEHIND GUNSHOP WITH CLAIRE DID NOT HAPPEN WITH LEON DURING MY PLAYTHROUGH ;BUT ANYWAY SIMPLY GO HOME AND LOAD GAME AGAIN SUSPENSION RESUME SHOULD CLEAR IT.



;BlastDozer JAPAN

[RomOption]
MemPak = 1
BackupType = 3
BackupSize = 512
UseTimer = 1

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480
CopyAlphaForceOne = 1

[BreakBlockInst]
Count = 0
Address0 = 0x80298DC8
Inst0 = 0x00000000
JmpPC0= 0x80298A34
Type0 = 1

[Idle]
Count = 1
Address0 = 0x80245E70
Inst0 = 0x3C0C8031
Type0 = 1

[RSPG]
GTaskDelay = 681250

;YOU NEED TO USE ONE OF THE FOLLOWING BUILDS.
;SVN: 1918, SVN: 1955, SVN: 1970, SVN: 1991, SVN: 2043.



;CASTLEVANIA USA

[RomOption]
MemPak = 1
RetraceByVsync = 1
BootPCChange = 0
AIUseTimer = 1
AIIntPerFrame = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480
UseColorDither = 1

[RSPG]
RIntAfterGTask = 1

;You need to Copy File Header from CASTLEVANIA LEGACY OF DARKNESS and Paste/Overwrite into CASTLEVANIA ROM File Header this fixes Graphical Distortion.
;Known Issues Opening Intro Audio Timing is Off Skips Dialogue because Text Scrolls Faster Than Narrator.
;"Deep in his Castle He Stirs From A Century of Enforced Sleep Count Dracula Awakes"
;Instead Skips to Reinhardt or Carrie.
;Possible Fixes dont seem to work the same on WiiU but do via CEMU Odd?
;BootPCChange = 0 or modifying TicksPerFrame Has worked but dont think works quite the same for WiiU, CEMU Emulates WiiU better than WiiU?
;AIUseTimer = 1 or AIIntPerFrame = 1 may yield better results or slow Game down so be wary of these settings under [RomOption]
;UseColorDither = 1 Possibly Corrects some Color Issues?
;RIntAfterGTask = 1 may or may not Fix Intro Audio or potentially Crash?



;CASTLEVANIA LEGACY OF DARKNESS USA

[RomOption]
MemPak = 1
RetraceByVsync = 1


[Render]
CanvasWidth = 854
CanvasHeight = 480
UseColorDither = 1
NeedPreParse = 1


[Idle]
Count = 2
boot no_idle
Address0 = 0x80090c38
Inst0 = 0x5616ffff
Type0 = 0
boot no_idle
Address1 = 0x80090db8
Inst1 = 0x5616FFFF
Type1 = 0

;Known Issues Opening Intro may seem blurry at Burning Village?
;UseColorDither = 1 Possibly Corrects some Color Issues?



;CHARLIE BLAST TERRITORY USA

[Render]
CanvasWidth = 854
CanvasHeight = 480



;CHOPPER ATTACK USA

[RomOption]
BackupType = 3
BackupSize = 512

[Render]
CanvasWidth = 854
CanvasHeight = 480

;Known Issues Glass Transparencies Graphical Glitch visible at Boot SEKA Logo and on Helicopters Windscreens.



;DOOM64 USA

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80

;YOU NEED TO USE ONE OF THE FOLLOWING BUILDS.
;SVN: 2404, SVN: 2427, SVN: 2428
;Known Issues, Vector Map Display does not show Black Screen.
;If feels too fast or too slow either modify or delete [Input] Settings.



;Dragon Storm Prototype

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480



;DukeNukem 64 USA

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80

;If feels too fast or too slow either modify or delete [Input] Settings.



;Extreme-G USA

[RomOption]
MemPak = 1
BootPCChange = 0
UseTimer = 1
RetraceByVsync = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480
NeedPreParse = 1


[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80



;Extreme-G XG2 USA

[RomOption]
MemPak = 1
RetraceByVsync = 1
UseTimer = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80



;Hybrid Heaven USA

[RomOption]
RetraceByVsync = 1
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480



;John Romero's Daikatanna USA

[RomOption]
MemPak = 1
TrueBoot = 1


[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80

;If feels too fast or too slow either modify or delete [Input] Settings.



;Mega Man 64 USA

[RomOption]
BackupType = 2
BackupSize = 131072

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480
TexEdgeAlpha = 1



;Mischief Makers USA

[RomOption]
BackupType = 3
BackupSize = 512

[Render]
CanvasWidth = 854
CanvasHeight = 480
ForceFilterPoint = 1
FogVertexAlpha = 0



;Mystical Ninja Goemon USA

[RomOption]
RetraceByVsync = 1
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480
ForceRectFilterPoint = 1

;I Have Used Japan File Header and Copy/Pasted over USA ROM File Header.



;Mystical Ninja 2 Goemon USA
[RomOption]
MemPak = 1
RetraceByVsync = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480
ForceRectFilterPoint = 1

;I Have Used Japan File Header and Copy/Pasted over USA ROM File Header.



;NUCLEAR STRIKE 64

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480



;O.D.T. PROTOTYPE

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480
NeedTileSizeCheck = 1
TileSizeCheckSpecial = 1
ForceRectFilterPoint = 1
ForceFilterPoint = 1



;RIDGE RACER 64 USA

[RomOption]
BackupType = 3
BackupSize = 2048

[Render]
CanvasWidth = 854
CanvasHeight = 480

[Input]
StickModify = 1
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80



;Road Rash 64 USA

[RomOption]
MemPak = 1
RetraceByVsync = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480
CopyDepthBuffer = 1

[Input]
StickModify=3
STICK_CLAMP = 1
VPAD_STICK_CLAMP = 1
StickLimit = 80

;Known Issues Game Can Run Bit Fast.



;ROBOTRON 64 USA

[RomOption]
MemPak = 1

[Render]
CanvasWidth = 854
CanvasHeight = 480



;ROCKET ROBOT ON WHEELS USA

[RomOption]
BackupType = 3
BackupSize = 512

[Render]
NeedTileSizeCheck = 1
ClipLeft = 40
ClipBottom = 28
ClipTop = 28
ClipRight = 40
CanvasWidth = 854
CanvasHeight = 480
ZClip = 1



;Space Invaders USA

[RomOption]
MemPak = 1
RetraceByVsync = 1

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480



;Star Soldier Vanishing Earth USA

[RomOption]
BackupType = 3
BackupSize = 512

[Render]
NeedPreParse = 1
CanvasWidth = 854
CanvasHeight = 480



;SmashBrothers USA

[RomOption]
RetraceByVsync = 0
RSPMultiCore = 1
UseTimer = 1

[FrameTickHack]
Hack0 = 1281250
Hack1 = 0

[RSPG]
RIntAfterGTask = 1

[Sound]
BufFull = 0x3800
BufHalf = 0x1000
BufHave = 0x1000



;The Legend of Zelda Ocarina of Time Master Quest USA GC

[Cheat]
;pause menu
Cheat0 = 2
Cheat0_Addr = 0x801DAE8B
Cheat0_Value = 0x02
Cheat0_Bytes = 1
;Health
Cheat1 = 1
Cheat1_Addr = 0x8011ACAE
Cheat1_Value = 0x01400140
Cheat1_Bytes = 4

[RomOption]
UseTimer = 1
BackupType = 1
BackupSize = 32,768
TLBMissEnable = 0


[RomHack]
;Fix NOA BTS No.115
Count=2
Address0 = 0x175c39b
Type0 = 1
Value0 = 0x3e
Address1 = 0x9443d8
Type1 = 1
Value1 = 0xAE

[Render]
NeedTileSizeCheck = 1
ZClip = 0
CanvasWidth = 854
CanvasHeight = 480

[FilterHack]
Count = 3

TextureAddress0 = 0x37A630
SumPixel0 = 0xBD076095
Data2_0 = 0x801247
Data3_0 = 0x200000
AlphaTest0 = 250

TextureAddress1 = 0x374830
SumPixel1 = 0x294329A9
Data2_1 = 0x801135
Data3_1 = 0x80000
AlphaTest1 = 250

TextureAddress2 = 0x376530
SumPixel2 = 0x18DDD160
Data2_2 = 0x800055
Data3_2 = 0x80000
AlphaTest2 = 250

[VertexHack]
Count = 6

;Fix NOA BTS No.58
VertexCount0 = 10
VertexAddress0 = 0x22fdd8
TextureAddress0 = 0x37af28
FirstVertex0 = a6: 0b 96 fe fc 27 cd
Value0 = a18:00 02
00 06 15 95 00 58 22 03
00 07 15 95 00 58 22 03

;Fix NOA BTS No.107
VertexCount1 = 24
VertexAddress1 = 0x241d20
TextureAddress1 = 0x380030
FirstVertex1 = a6: ff 59 03 e3 15 11
Value1 = a18:00 02
00 00 ff 59 03 e3 15 21
00 02 fe 76 03 ea 15 27

;Fix NOA BTS No.61 - a
VertexCount2 = 32
VertexAddress2 = 0x241b20
TextureAddress2 = 0x380030
FirstVertex2 = a6: 04 4e 04 54 0c 1b
Value2 = a34:00 04
00 00 04 4e 04 54 0c 20
00 03 04 4e 04 54 0c 20
00 04 04 4e 04 54 0a 9c
00 09 04 4e 04 54 0a 9c

;Fix NOA BTS No.61 - b
VertexCount3 = 13
VertexAddress3 = 0x243fe8
TextureAddress3 = 0x37c830
FirstVertex3 = a6: fd dd 05 b2 0c 84
Value3 = a10:00 01
00 07 fe 6d 05 aa 05 72

;Fix NOA BTS No.61 - c
VertexCount4 = 32
VertexAddress4 = 0x245808
TextureAddress4 = 0x383830
FirstVertex4 = a6: 04 4e 04 54 0a ef
Value4 = a10:00 01
00 07 05 16 04 54 0a a0

;Fix NOA BTS No.61 - d
VertexCount5 = 29
VertexAddress5 = 0x2436a8
TextureAddress5 = 0x37c830
FirstVertex5 = a6: 04 17 07 0a 12 30
Value5 = a18:00 02
00 05 05 0a 05 95 0d 22
00 1b 05 13 05 97 0c e8

[Input]
StickLimit = 90

;KNOWN ISSUES START MENU MISSING GFX LINK ON EQUIPMENT SCREEN AND SLIGHT DELAY BEFORE OPPENING START MENU SUB SCREEN.
;OCARINA OF TIME SPECIAL PATCHES DONT APPEAR TO WORK , REGARDLESS GAME APPEARS TO RUN OK BUT MAYBE BETTER OFF WITH GAMECUBE VERSION.



;VIEWPOINT 2064 PROTO

[RomOption]
BackupType = 3
BackupSize = 512

[Render]
NeedPreParse = 1

;YOU WILL NEED TO CREATE A CUSTOM HEADER AND TITLE ID.











Some Basic Tips to atleast get Games to Boot.

[RomOption]
TrueBoot = 1 Can be Essential for Games to Boot it also Disables 8MB Expansion Pak RAM.
BootPCChange = 0 Can be Essential for Games to Boot in some cases Games Run Faster with it.
UseTimer = 1 Can be Essential for Games to Boot and Run Properly whereas some Games Dont Run at all with it Enabled.
RetraceByVsync = 1 Can be Essential for Games to Boot and for some that have Audio but No Video.

[Render]
NeedPreParse = 1 This can sometimes fix Games that Crash some may require it.
CopyDepthBuffer = 1 This Can Effect Games at Times including Crashes.

[RSPG]
RIntAfterGTask = 1 Some Games may require this otherwise Crashes may occur.

PATCHES

There is sometimes a Folder in the Base\Content\Patch\ROM ID.
The Folder ROM ID Corresponds to the related ROM and Ini for example if 123.z64 and 123.ini then ROM ID Folder will be 123.

The Patch Folder may contain Textures or MipMap Replacements or other Fixes so with the relevant experience it maybe possible to further Fix things for Roms and Compatibility in general.

CHEATS

Getting Cheats to work maybe another step to help with Compatibility and well obviously Cheating with Infinite Health etc just like Action Replay/Game Shark or similar.
Codes appear to be RAW similar to the way Gecko Codes work on Wii or through WiiU but I am unsure as to whether all Builds work with these.
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Comments

If anyone should find the information of my Research helpful or is doing something similar please feel free to post your findings so we can get the most out of this Emulator until something better comes along.
 
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I started around my Join Date here on GBATemp and I have pretty much done all I can decompiled the executable and went through it looking for ini Strings or hidden Settings now it more testing to get Games running.

With CEMU now up to a decent enough build it makes things a bit easier because it supports sound although GFX is buggy because Emulator Emulating a not perfect Emulator in first place but better than nothing you can mostly tell what is CEMU related Bugs and what is VC Bugs.

Now I just need to knuckledown for some Coding:teach:
 
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Hi CORE! Saw you posting about your blog in a few placed. Figured I would jump in and share the extent of my research.

1. The only config.ini variable you are missing is AlwaysHave.

Code:
[Input]
AlwaysHave = 0

2. I experimented with modifying the value of StickLimit (down to 90) in the past to have a wider range of analog control. Games like Majora's Mask had an analog stick setting that was too jumpy making the arrow minigames near impossible.

4. CanvasWidth & CanvasHeight actually modifies the rendering resolution. Surprisingly, my preliminary testing shows the resolution can be bumped up somewhere around 1.4x native resolution before resulting in a black screen crash. I was able to verify the increase in resolution personally by counting the "jaggies" from a static 3D object (Kirby at the end of a match) from the same Save State with my record being a resolution of 864x648.

https://imgur.com/a/3VB2bcL

5. RomHacks can be provided in 4 variants, 2 of which are understood. Count defines the number of rom hack. If a game has 4 rom hacks then the identifiers would be:
Hack #1: Address0,Type0,Value0
Hack #2: Address1,Type1,Value1
Hack #3: Address2,Type2,Value2
Hack #4: Address3,Type3,Value3

6. Examples of all 4 variants exist, but variants #2/3 are rarely used making them difficult to reverse. I used a placeholder "X" that is used to define the hack number as explained in section 5.
Variant 1:
Code:
AddressX = 0x9443d8
TypeX = 1
ValueX = 0xAE

Variant 1 is an individual byte swap at a predefined rom address.

Variant 2:
Code:
AddressX = 0x2DFC
TypeX = 2
ValueX = 0x1000

Variant 2 is unknown. My guess is addition or subtraction to the value at the rom address?

Variant 3:
Code:
AddressX = 0x51FC
TypeX = 3
ValueX = 0x0800a77F

Variant 3 is unknown. Value is always either 0x0 or 0x0800xxxx. Perhaps it copies or transposes data to start/end of rom?

Variant 4:
Code:
AddressX = 0x2490
TypeX = 4
ValueX = a8: 24 19 00 02 24 19 00 02

Variant 4 is the most useful. Address defines the starting location. Value consists of the number of bytes to be replaced followed by the entire replacement hex values. I have seen as small as a2 (two bytes) and as high as a2304 (2,304 bytes) for one cheat. Notice the syntax below with a colon separates the number of bytes from the hex edit.

Code:
ValueX = a2:10 00

ValueX = a3:
04 01 00

ValueX = a16:
01 00 30 06 80 13 C0 50 e7 04 02 00 00 00 00 00

ValueX = a32:
06 0C 12 0E 00 0E 0A 0C e7 08 06 04 00 02 08 04
e7 06 08 00 00 00 00 00 E7 00 00 00 00 00 00 00

ValueX = a112:
01 01 70 2E 80 13 16 A0 e7 2C 2A 28 00 28 26 24
e7 24 22 28 00 28 22 20 e7 1E 2C 22 00 22 1C 1E
e7 1A 1C 22 00 22 18 1A e7 1C 1A 16 00 16 14 1C
e7 1C 14 12 00 14 16 10 e7 10 0E 14 00 14 0E 0C
e7 0E 10 0A 00 0A 08 0E e7 0E 08 06 00 08 0A 04
e7 04 02 08 00 08 02 00 e7 12 1E 1C 00 0C 12 14
e7 06 0C 0E 00 00 06 08 E7 00 00 00 00 00 00 00

Hope you find some value here! Best of luck on your continued research! Looking forward to seeing any updates you have!
 
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Thanks for your [INPUT] pun intended :D

Yeah I know about the Resolution it can help speed some Games up , I try to have it set close to the DRC 640x480 or 854x480.
I have tryed bringing it all the way down to 240x200 I think it was that , and it looks awful.
I know the native 320x240 or 640x480 but above this or like you defined it does indeed crash.

The Rom Hack information is very useful thanks for sharing.
 
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There are 5 other japanese builds:
"SVN: 1690 TIME: 2015/01/27 16:08:00" from Donkey Kong 64
"SVN: 1778 TIME: 2015/03/19 16:15:32" from Hoshi no Kirby
"SVN: 1946 TIME: 2015/06/09 11:00:28" from Mario Golf
"SVN: 2170 TIME: 2015/12/16 16:01:23" from Zelda no Densetsu : Mujura no Kamen
"SVN: 2244 TIME: 2016/02/26 09:03:55" from Custom Robo V2

There are also a few other slightly different build numbers but with no changes to the RPX.
 
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@piratesephiroth Thanks for the info I had no idea I just presumed they be the same but with different Region Roms.

Time for more Testing this is very useful info even if my Tests dont change Good Job pointing this out. :yayu:
 
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I have actually found 8 Builds from the Japanese releases.

Now to look into European PAL Releases I have only been able to find 5 and they the same as USA Builds.
 
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Well turns out 5 for EUR/PAL and they the same as USA The difference being ini settings for the 5 Games.

Donkey Kong 64
The Legend of Zelda Ocarina of Time
The Legend of Zelda Majoras Mask
Paper Mario 64
Pokemon Snap

I have acquired all 26 Builds and even though differences are small and 2428 being the latest A good compatibility rate is possible with the right ini settings.
 
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Analyzing all the official configuration files, find two settings that are not listed in your research.

[Cmp]
FrameBlockLimit = 0x100; Always 0x100.
It is located in the archives: Ucfzj0.219.ini, Unale0.404.ini and UNALJ0.354.ini.

[Cmp]
OptEnable = 0; Always 0.
It is found in the files: UNYWJ2.359.ini and Ucfzj0.219.ini.


The options that you have identified outside the official ".ini" files are:

[RomOption]
TPak
BootEnd
g_nN64CpuCmpBlockAdvFlag
TLBMissEnable
AISetControl
AISetDAC
AISetRateBit
RSPMultiCoreInt
RSPMultiCoreWait

[Render]
FrameClearCacheInit
RendererReset
bCutClip
XClip
YClip
CanvasHeight
DepthCompare
DepthCompareMore
UseViewportXScale
UseViewportYScale
TexEdgeAlpha

[TempConfig]
n64MemReleaseForground
n64MemAcquireForground
n64MemDefaultRead32MemTest
g_nN64CpuPC

[RSPG]
RSPGWaitOnlyFirstGTaskDelay

[Cmp]
CmpLimit
 
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I updated the other day under sound and cmp but these two are indeed missing nice job man be interesting researching their effect.

DepthCompareMore = I dont think that is a command.

DepthCompare =
DepthCompareLess =
Those Two However are Commands found via ini's some outside of the ini's I pieced togather via Radare and Ghidra along with hex editing the decrypted rpx files.

I will be attaching the ini's or maybe posting the Games I have listed under Compatibility but still looking at things those in Black im currently looking into.
 
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I Have started adding Compatibility Ini's for WiiU N64 Virtual Console.

Check Under Compatibility Scroll Down.
 
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Somebody has been busy! Thanks for taking the time to test and share ini's that work, this is a huge help to anyone trying to make use of the N64 VC engine. You and @phacox_cll are doing a lot to help with this stuff. It's a shame that N64 emulation is so difficult on the Wii U, but not surprising given the architecture.
 
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