How To Install Psx Iso On WIISX
- Inter Pordenone. Il Pordenone ha quasi eliminato l'Inter dalla Coppa ItaliaCoppa Italia, Inter-Pordenone 5-4 solo ai rigori, decide Nagatomo.
- WiiSX is a PSX emulator for the Nintendo Gamecube & Wii brought to you by Wii64Team. ISOs must be placed in a directory named '/wiisx/isos/' on the SDCard.
May 10, 2017. WiiSX USB 'Error Opening Directory'. Any idea how to get my PSX games. How To Install Psx Iso On Wiisx: Free Programs, Utilities and Apps. Device: /wiisx/bios/'. This is the link to the ps1 bios that you need for the emulator to work. WIISX-Emulador de PSX en Wii. Install PSX Emulator on Android.
Kydo: Due to the emulator's beta status, it is not entirely user-friendly, so don't worry about not getting it working without help. I'll start from the beginning to make sure you're doing everything right. First of all, make sure the emulator's.dol file is called 'boot.dol' and is in SD:/apps/WiiSX/ (the name of that folder doesn't matter). Next, make sure there is a folder called 'PSXISOS' in the root of the SD card. In this folder should be your PSX images, as well as the bios file. The bios is needed to boot games. The file needed is SCPH1001.BIN, and we cannot give you a link for legal reasons.
I think you were ok up to this point, though. You don't need to open an image file, just put it in the PSXISOS folder. Now, images come in many flavours due to different practices used by people who dump games: there is the standard.ISO format, which is apparently not supported by the emulator at present, and then there are other formats such as:.BIN +.CUE: the bin is the data, while the cue is just a header file describing the size etc. This seems to be the most common PSX format. I don't think you need the cue for this emu, but put it in the PSXISOS folder anyway.img,.sub +.ccd: the img file is the one you need: ccd is a CloneCD file, and the sub file I think contains certain metadata relating to the ccd file. Put all of them in the folder just in case. Now, when you boot up the emulator, select standard controller, not analog (analog does not seem to work in most cases).
The interface is a bit clunky at the moment (on my crappy pal tv you can't see the cursor which shows what you are selecting), so be patient with it. I recommend selecting dynarec over interpreter whenever you first try a game (dynarec is faster, but lacks compatibility in some cases (FFVII)). Move the cursor to the bin or img file you want to boot (ignore the others, like cue and ccd), and press A. Then press B when prompted. The game will now boot. Note: you can also rip your own PSX games into images rather than illegally downloading them.
If something like Nero or Alchohol120% doesn't work, search the interwebs for 'rip psx games' or similar. Obviously, if you rip them into.iso files, they won't work with WiiSX. Edited 1 time(s). Last edit at 08:44AM by alainvey. Okay so i have my files in a winrar archeve and when i tried to extract them to my sd card and stuff it said they are currupt.
So am i screwd or what? I dont know what todo.
Do i need to find a not currupt one? Couse this has happend before when we tried to extract simular files at my friends house. & ccu files work fine but the.img file is currupt according to winrar. Its an awfly large file.
So what to you think i should do? Edited 1 time(s). Last edit at 07:14PM by kydo.
Downloads are available for Wii64, Cube64, and the source. We were planning on releasing this baby last week, but Cube64 was broken! Anyway, good things come to those who wait because we made huge progress on the emulator this past week (see video). We’ll be sharing more technical details later, but for now we hope you enjoy Beta Version 1.1 “Honey”!
If you appreciate our work, or just feel like helping us out, please feel free to something to show your appreciation. Are what keep this website alive, so they’re very much appreciated. This entry was posted in, and tagged,. Bookmark the. Hmm, it’s not up on the HBB yet, so I’ll install it manually.
Also, I think my question was missed in the other thread, so I’ll repeat it here. “I have a query regarding the emulator goals itself. Are there any plans for Wii64 to support N64 DD ROMS? If so, I believe there will be some issues.
For example with F-Zero X, you needed to have both the disk, and the card inserted at the same time to work. So I was wondering how would, or should I say, “could” it be tackled? Wouldn’t that require both ROMs to be launched at the same time? I realise this is probably the VERY last thing to be implemented into this emulator, I’m just curious, is this is at all possible?” @Aussie Phil: I hope you didn’t mean what you said about me too! Generally, if the graphics are flickering or things are missing onscreen, please try to enable Framebuffer textures. CPU Framebuffer emulation is only used for homebrew N64 demos, don’t tamper with that unless you’re running homebrew code which isn’t displaying anything onscreen.
Until the compat list is updated, off the top of my head, the following games benefit heavily or require that framebuffer textures are enabled: Mario Party 1,2,3, Perfect Dark, Mario Golf, Body Harvest, Megaman 64, Pokemon Snap, Jet Force Gemini. @ KCRUFFIAN137 Recommended settings? Dynamic Recompiler, No Framebuffer textures. Goldeneye isn’t perfect, it’s as you see it in the video.
Aww no blast corps:p Seriously though, this is amazing, thanks a ton guys been playin me some goldeneye, hotwheels, cruisin usa, mario kart 64, mario party 1, I feel like a kid again. Hell just yesterday I was actually playing these on a 64 at my friends house the emulator is getting damn close to the real thing also, bug: in the changelog it says “+ Navigate filebrowser pages with R/L and +/- buttons” but this def. Doesn’t work for me. I tried on the classic controller and Wiimote, but I still have to use the GUI’s prev/next buttons. No big deal, just thought i’d mention it.
Also, Is there a guide anywhere (gbatemp?) on how to compile this (or hell, just any wii homebrew) on windows? I have devkitPro (r19) and all that, just not sure what to do.
(I use visual studio, so compiling code like this is new to me:p ). Does the cartridge logo appearing on the upper right side loading (cause rom is only partially loaded) or sram saves (i deacivated those in the menu)? It appears in some games all the time and causes big slowdowns (using cube64) cant remeber it that bad on the beta 1. Deacivating sound helps but it still makes most games unplayable on the gamecube.
It happens also on small games like mario 64 that should fit in the cubes ram shouldnt it? Anyway great work guys. Im glad you are still supporting the old cube even tho you moved on to the wii. @CHRISx94: I do have the ROM for the F-Zero expansion kit, Mario Artist, and Sim City 64 (damn, I want EB 64 lol) So I do believe the ROM files are out there. (somewhere in the void of the Internet ), It’d be a pain in the neck to test it though. Then again, Wii64 was done almost from scratch so someone else could probably do it. (unless the Wii64 team is up for more of their liveliness juice to be sucked away) I was thinking about F-Zero, could the DD ROM just be inserted into the DVD drive, so then when you boot the standard ROM, it would recognise the expansion disk as being inserted?
This is only my basic understanding but somehow, I feel this would work somehow. I mentioned this earlier on GBAtemp. Some of you might wanna give Vigilante 8 a try. It’s a lot more playable on here than I’ve seen on any PC emulator. The menus are missing bg images and the text will fade unless you keep the cursor moving.
In-game some environmental textures are replaced with solid colors (terrain is all I noticed on California). I didn’t see any jagged polys and vehicles/weapons/HUD all appeared alright. Second Offense isn’t any better than PC though.
Menus are junk and screen is half cut off. Didn’t even bother going in-game. I tested a few games now you might want to add to the compatibility list: 007 The world is not enough – not working anymore – black screen parts 007 goldeneye – slow, but working as we know it^^ doom – working, a bit dark but very playable hexen – not so much.
Menu and stuff works, the rest is black spider-man: playable but slow and ugly rush 2049: playable but no sound and some texture errors clayfighter: slow, but working killer instict: slow but working mortal kombat trilogy: slow but working earthworm jim 3D: very playable zelda ocarina and master quest: slow when loading menu, a few errors here and there but all in all very much playable with FB texturs on zelda majora: very playable jet force gemini: turn on FB textures. Very playable banjo kazooie: very playable super mario 64: very playable forsaken: very playable.
Dunno bout saving though megaman 64: very playable kirby 64: very playable sin and punishment: very playable, a few slowdowns but no problem f-zero X: very playable, minor glitches wave race 64: very playable starfox: very playable smash bros: very playable mischief makers: very playable donald duck quack attack: not working rogue squadron: not working conker: not working turok 2: not working castlevania 1+2: not working. Edgar says I can’t remember if I asked this already or not but will there ever be.zip support? If not that’s fine, I just want to know if I need to organize everything unzipped or keep a backup of my zipped n64 archive.
The developers told (and I undertand) that wii don’t have enough memory to handle it, 16 Mb needed, maybe in future with optimizations, who knows. I love to have roms zipped, I love to have all good collection on a 64 Gb SD, otherwise the emulator is near perfect for me. Thanks to developers for their job on it. Team WII64, awesome job!! I would have replied earlier but first i just had to play a few levels of Goldeneye Graphics run smooth, audio cracles. With Mariokart the graphics also run smooth and audio cracles.
I’ve read that the audio of the N64 is difficult to (re)encode so that would make sence. My question to you is this: is it possible to boost performance (on audio) if i would boot my WII directly into the homebrew channel? So that i don’t start homebrew through the wii menu but directly from SD? It would be logical that the Wii menu consumes some internal memory, right? I’m no genius on software and changing the things needed on my SD to boot directly into homebrew costs me a lot of time and energy, that’s why i’m asking and not just trying Would really appreciate your answer! Goldeneye worked for me with the standard settings, it fucked up when i changed settings on video. For people having problems running Goldeneye, just use basic settings (delete your saves or load default).
I only remapped the Z-key (fire) to the L-key and visa versa on controls. Once again, thank you guys, this really is brilliant!!
Okay 2 comments so hope the team is reading this 1 – having issues saving states on some roms (ie WCW v NWO) says “failed to save” is there anything that i need to do to fix this or is this something that i need to wait for in future releases? 2 – i feel that this would be a great suggestion.since most of us are prob using the classic controller for the emu, can you possibly make button mapping save per rom (ie when you have a rom loaded, can you put a save for rom button in the mapping screen so that next time you load rom and then load button config it would load your custom settings preferred for that game?? Roms I’ve tested All good and decent working roms 1080 Snowboarding Banjo-Kazooie Body Harvest Chameleon Twist (must enable rumble pack) Chameleon Twist 2 (FB textures) Cruis’n World Diddy Kong Racing F-Zero X Gex 64 Glover GoldenEye Harvest Moon 64 Jet Force Gemini (FB textures) Killer Instinct Gold Kirby 64 Mario Kart 64 Mario Party 1,2,3 (FB textures) Mega Man 64 Perfect Dark Quest 64 Rampage World Tour San Francisco Rush Sin and Punishment Snowboard Kids 2 Star Fox 64 Super Mario 64 Smash Bros. Zelda – OoT Zelda – Majora’s Mask Turok – Dinosaur Hunter Turok – Rage Wars Wave Race 64 All these either work perfect or have a few minor graphical glitches. Gave Donkey Kong 64 a go on the new version,still has misplaced logo/intro. I pressed start to skip the song.crossed fingers.
yyyeeeesss!!! It made it to the demo screen,.start.,now selecting a file. Whoah,it is going faster than it should. The zipper animation is glitchy. Okay its showing the beginning intro,a bit slowly I might add. And then it gets to the point where you would see king k.rool.
Wait,why is it showing that watermelon. WHAT IS THIS I DON’T EVEN!
Now its repetitively zooming in and out of DK isles mouth entrance with the music still going. @Benjamin Durden: I was able to run DK64 but you have to disable the “Story” option from the Options Menu.
By doing so you’ll be able to start the game. I was running it with Dynarec + FB Textures + 2x It runs somewhat slow and has a weird camera issue. But still can be played.
Hope that helps, I was able to play the beggining of the game and haven’t gone any further. Other games tested: Star Wars – Rogue Squadron: Black screen, not working. Turok 2 – Seeds Of Evil: Running with Pure interpreter, playable but REALLY slow. Turok 3 – Shadows Of Oblivion: Same than Turok 2. Conker’s Bad Fur Day: Graphical issues, not playable Resident Evil 2: Loads some odd lines into what is supposed to be the intro screen. Not working at all (Hoping this one gets playable with the next release of Wii64) Hope that helps expand the compatibility list!
PS: I know RE 2 can be played in PSX, I want the N64, not the PSX one. (Ex Files =D) Beside from that, how is the WiiSX beta going? Any chance we can get the emulator to run the iso/bin files from a disc or even the original disc? @ Benjamin Durden Yes I was sad when I saw this too, thought it was actually going to work.
But that is ok, the emulator has made major improvement and I am happy with it. Now a couple side notes: 1. As this emulator can save, I just want to make sure. Will it work if we save the game, then take the save file off the SD card, then give it to someone else and have them load our save on their Wii? With the same game of course.
I finally decided to create a forum for this amazing emulator. Last for the best. Keep up the good work Team Wii64. Loving the emulator. @pimpjuice this is the main option that i have tried to change should a game not work. Though the emu has MASSIVE improvements over the last release, there are still limitations.
THX THUGGA – NICE LIST!! 1- Star Wars – Shadows of the empire – graphic issues, cannot play 2- Star Wars – Racing – same as above. 3- Zelda – Ocarina of time – just about as functional as 1080 or Goldeneye – def playable (got up to first board and speaking with deku tree)!! BTW, pimp.have you tried to save game or state w the wcw v nwo? I still cannot save that game at all. Every other game seems to save but that one thus far.
Anyone with suggestions would be appreciated. Is anyone else struggling with the sound issues? I am having a hard time playing a lot of my favorite games with all the scratchy static and beeps.
Its quite annoying. I know most of it is due to the sound trying to fill in the gaps while trying to stay in sync with the slow frame rate, but MAN is it bad sometimes. Anyone found a way to play Banjo-Kazooie without any sound problems?
Or Perfect Dark? Maybe I just haven’t tried all the setting combinations out yet to get rid of them Anyone have any suggestions? Wayne Gretzky’s 3D Hockey ’98: Runs Perfectly (did in 1.0 but never saw any compatibility listed) NFL Blitz 2000: Loades fine all the way to choosing teams/sides, freezes as soon as game starts Mario Tennis: Hard one to call. MANY graphical glitches and occasional code dumps, but actually playable. Played through a 2 set singles 2 player match without slowdown Was hopin for a blitz 2on2 tourney, but i’m satified with working dkr, goldeneye, mario parties, mario golf, and jet force gemini. If there’s a better place for this let me know.
I’m all for a single concise compatibility list that everyone can contribute to. Great work you three. @Randy Banjo games work? Donkey Kong works, just go to options mode and turn on “Skip Story”. Paper mario does not, crashes after you enter peaches castle =(. @Nick Oot?(Ocarina of Time) works, mario Party 3 works, Bomberman works but black screens, Goldeneye works, megaman64 works, Kirby 64 works. It is something you are doing wrong, make sure the games are a good dump and they are in.z64 format.
Also that you are using the Dynarec Core and none of the other settings are messed with, also delete any save files you have on your sd card for wii64. I should give an in-depth status report for Wii64 Beta 1.1 “Honey” Banjo Kazooie: 7/10 Playability.
Code dumps no longer occur after playing Treasure Trove Cove for 10-15 mins. Be warned however, I have found that it will still freeze sometimes.
It runs about 10% faster than Beta1, and the graphical glitches aren’t as frequent (but still occur however) It will sometimes decide to run at full speed, so this game should be enjoyable enough to play through! Banjo Tooie: 4/10 Playability Runs the same as Beta1, except it’s maybe 1-5 FPS faster. Text becomes unreadable at times due to graphical errors. Never reaches full speed (other than menus). Blast Corps: 1/10 Playability Same as ever, it’ll do the intro super fast and then crash on the title screen but at least it boots.
Bomberman 64: 2/10 Playability It now displays menus properly, making it easier to navigate. The title intro kinda works now.
The actual intro however cannot be seen, so I stopped it there. Others have reported that in-game action is very playable so go talk to them. Diddy Kong Racing: 7/10 Playability It will slow down a at bit the start of every race, but once the race starts it’s off at full speed! The genie, T.T, and the dinosaur will show some discolouration errors, and the ocean is seizure inducing as it flickers red and white repeatedly, making some levels hard on the eyes, but It will run at full speed most of the time.
Some levels with too much water may cause seizures, but this game is very playable! Donkey Kong 64: 5/10 Playability It will no longer crash after the DK rap, huzzuh! Unfortunately, the actual in-game intro will glitch up, so you should turn the story setting off to make it work. The game runs at about half speed. F-Zero X: 8/10 Playability Details on vehicles will show up now, the game also runs a bit faster too. The music will not chop, much like Beta1, and graphical glitches (such as flickering backgrounds) are not as common as before. This game was already in a playable state in Beta1, now it’s even more playable!
Forsaken 64: 7/10 Playability The special effects now show up which is a plus, and it runs at full speed, making this game very playable. It may slow down here and there if there is too much going on on-screen.
This gets marked down as it has one vital problem, saving. It will save your game fine, it will play fine, the game looks all fine, almost flawless, but when you go back to load your save file, it will freeze. After 15 minutes I knew it wasn’t going to load, do not fear as Wii64 itself has not crashed, so just go back to the menu and play something else.
Goldeneye: 5/10 Playability Runs at about half speed. We all know how this game works, as it was probably the first game everyone tested, so I won’t blab on about it here. Jet Force Gemini: 6/10 Playability It runs at full speed most of the time. It will take a few seconds to load each room, chopping up the audio as it does so, but it’s very playable. It took me a while to make a control scheme that fitted the game properly, so be prepared to experiment.
Shadows must’ve been the same ones used in Banjo Tooie, as it appears as a black square (as seen in the video above) A main problem is getting to the point where you use night vision. Everything will appear black making the game unplayable after that point.
After we go through nostalgia lane playing Jet Force Gemini we find out that it’s just a demo, put it that way. The Legend Of Zelda: The Ocarina Of Time: 7/10 Playability The menu takes a while to load, making the water temple a drag, but the game itself is playable.
Just note that there are some rendering issues. If you come across anything that focuses the camera directly behind Link, all sorts of polygons will stick out of nowhere making it hard to see. Or if you climb the vine between Castle Town and Hyrule Castle, you’ll notice things going wacko and out of proportion. The game is otherwise very playable! P.S I’ve yet to test the forest temple poes glitch, so I’ll post if it still occurs or not later. Mario Golf: 6./10 Playability You can actually see the ball now, and the levels don’t look like big rectangles anymore!
The game does run a little slow though, so it may put some people off, but it’s playable. Mario Kart 64: 8/10 Playability This will generally run at full speed. This is better than the VC version in some regards, the T.V screens that appear in some levels actually work, and (like F-Zero) you can record ghost data! This game doesn’t slow down often, so get your friends and lets play some Mario Kart! Mario Party1: 7/10 Playability It runs at a very playable speed. Note that some mini-games are rather difficult to play due to graphical issues. Tipsy Tourney for example, will have constant flickering, and Face-Lift will suffer the lack of a hand AND centre picture, making that mini-game a real pain to play.
I should also note that the Boo doesn’t show up in Pedal Power, and water doesn’t show up in mini-games with water in them. Items that you have bought will not show an image in the bank either.
Nothing ground-breaking at all, but I note this because I got a code dump one time when I opened the safe hilarious timing eh? Here’s the main issue though, at the end of a board game, and the winner has been decided, the game’s sound will create a half second loop for eternity! The only way to fix this is to load the ROM again, the loop will persist otherwise.
Other than that, this game is worth the nostalgic value of blistering your hands Keep your control stick smokin’! Perfect Dark: 5/10 Playability Runs at half speed, and there are some minor graphical issues here and there, but other than that it works. It’s playable, menus (as usual) run at full speed so if you don’t get the 360 arcade version, or can’t be stuffed waiting/repaying for the game, then have a crack at it! Rayman 2 – The Great Escape: 6/10 Playability There are still some rendering issues, special effects that didn’t appear before DO appear now, yet they also appear through walls. Nothing really ground breaking, but the menu looks like a bunch of triangles. It’s playable, and you can get some enjoyment out of it at least. Lylatwars/Starfox 64: 9/10 Playability This baby can take temperatures, up to 9000 degrees!
Seriously, Lylatwars is beastly on Wii64! It will rarely slow down, and it’s better than the VC version! Here are a list of problems you encounter in the VC version of this game: You’re Arwing will flash blue, it’s supposed to flash red, (fail Nintendo, just fail) The lava effect on Solar is all glitchy, (again, that’s just fail on Nintendos part) Many would have noticed that you’re missing a missile targeting reticule on Aquas, also noting that AQUAS RUNS EXTREMELY SLOW ON VC. Meanwhile, Wii64 has a splendid time running this game with none of these issues. This game will run better than the VC, it’s definitely more playable!
Super Mario 64: 9/10 Playability The visual will still slow down on Mario’s face-lift, but the audio will not. This gives me the impression that Wii64 is performing a frame-skip.
The game itself is otherwise extremely playable, so pick up your controller and play some SM64! Super Mario 64: The Missing Stars: 8/10 Playability This is a fan-game hack of Super Mario 64 as we know it, but I thought it should be noted anyway. This game will rarely slow down, and it’s very playable. The only problem with it is saving. If you try a native save, Wii64 will spit out a “Failed to save” message. Other games suffer the same problem, probably meaning that they share the same saving method, which is currently unsupported.
Don’t try to be smart, save states won’t work either so you can beat the game in one shot, or wait until Beta 2, your choice. We have other games to play on Wii64 anyway, go play them! Super Smash Bros. 7/10 Playability This game will have no crackling audio ever, unless you see “Yoshi Team” or “Fighting Polygon Team” during 1-Player mode.
Actual gameplay does not crackle, it will begin to noticeably slow down in a 4 player match, but there is no more crackling! No more invisible tornadoes, and special effects now show up! This game is getting close to like the VC version, if not better someday with the Netplay! Tetrisphere: 7/10 Playability It will slow down sometimes but it will not crackle the sound!
This will run at full speed, except with the same graphical errors as Beta1. Beta 1.1 does do a better job at trying to show the colours, but they’re still not there unfortunately. Well, that wraps up my testing of Wii64 Beta 1.1 “Honey” so far, I’ll report more when I find more things to report, until then P.S Also, if anyone knows how to fix any of the issues I’ve listed above completely by turning some settings on and/or off it would help a lot! Thanls in advance! For those of you who didn’t see it, forums just for Wii64: It is getting hard to reply to questions here with almost 200 comments @Randy If there is a porblem that FB Textures won’t fix, then you probably can’t fix it and will have to wait till the next release.
The only thing that you may want to check is that you are using the Dynarec core, and that the rom is.z64. Also if you are on a Gamecube, using a Wii might help too. ^.- @HBC What games aren’t saving? It may be just a bug in the emulator and you can’t save and will have to wait till the next release. You can try save states, or manually going to Save in the N64 Emu Menu.
(By cliking on “Current Rom”.). @BR there were only 2 or 3 that i came across. Only 1 i can remember is wcw v nwo. I tried to save the game and tried to save state.
Both said failed to save. I am trying normal settings, saving to SD. Can you possibly try that game and see if you get the error.
I was also believing that it may be an issue that i need to wait for it to be fixed but i have not got any confirmation from anyone else on here that they are having the same issue. Guess everyone is playing their other favs now.then again, who can blame em? This release has been a long wait, well worth it!! @Barrel Roll: Does the issue happen with the analogue stick(s) or with all the controls? I haven’t had any issues with the GCN controllers (that’s all I use) I think maybe the Wiimote with nunchuck could have issues because of the connector. Or if it’s a GCN controller, it’s buggered, maybe the analogue sticks are out of position?
My black GCN controller doesn’t register properly anymore due to wear and tear. If the controller itself is not faulty and it only happens with Wii64 then I dunno what to do on the subject. @Randy: I’m sorry, I know this sounds stupid, you’re allowed to link to a patch that patches a ROM, but you’re not allowed to link to the patched ROM. This rule seems very silly but eh, who knows? The creator has specifically stated the patched ROM cannot be distributed without permission anyway, so the only help we can give is what HBC? Has suggested. Hybrid Heaven Glitches out as soon as you get to the 1st ladder (2 mins into gameplay).
I have tried to get past 4 times. Body Harvest is playable but I glitched through the 1st bridge I tried to drive over (2 mins into gameplay). Perhaps this was random since I didn’t try again I haven’t tried Blast Corps yet but something tells me its not up to playable levels yet Over This is an improvement for a lot of other games, esp Smash Bros and Goldeneye.
If anyone else can comment on the games I mentioned I’d appreciate it, just to know where they stand officially on the Compatibility List. I guess it’s not terribly important, but it might be time to update the Project Progress & Goals page seeing how most of the goals there have been achieved by the last two releases. I’d put something along the lines of (In Order of importance): -90% roms Supported -Net Play -All save methods work -Emulator runs at full speed -GB Transfer Pack Support -99% roms run (but not perfectly) -N64 Microphone support -N64DD support -Anyone see anything I missed? That’s Just my opinion. Anyhow this emulator is quickly becoming a viable alternative to Project 64 and other PC emulators. I Gave Net play the #2 spot because it is the only thing explicitly said on the old project goals that hasn’t yet been accomplished.
Improving Core compatibility is always an emulator’s #1 concern, thus the 90%+ Mark. Almost all save methods work as is, though a few do not. (Missing Stars) This is not as important as it is only a small fraction of games. Net play will benefit a large percentage. When I say full speed, I mean no slowdown at all except on the most demanding games. This is important, but very difficult and will be improved gradual.
Everything below that is just extra. That’s my reasoning, but then again it is just my opinion. @Barrel Roll Did you want net play higher or lower? I understand, but having all games working is a little improbable if you ask me. Even computer based emulators have graphical issues. All games working would be nice, but would take a very long time. I agree that making more games work correctly at full speed is top priority, but if your holding out for 100% you had better be prepared to wait.
Honestly #2-4 are all about equal priority, but not including sheer core compatibility they are the most important. Not that my opinion makes any difference. The Team will do what is feasible.
@Adam: If you’re on Treasure Trove Cove, then try to go through the level ASAP. I managed to get every single item in that level, including the Stop ‘N’ Swop egg! It’s been a while since I’ve spelt: CHEAT OUT OF THE SEA IT RISES TO REVEAL MORE SECRET PRIZES in that room to rise Sharkfood Island.
However, that is the only level it freezes on. I just went through Clankers Cavern and Bubblegloop Swamp with barely any slow down, let alone freezing. Put up with that level and you’re done with the freezing! The game then becomes just as playable as DKR, trust me. Would it be possible to focus in on the gamepad input next?
The thing that I find most lacking from N64 emulators is a proper multiple input per button setup. As an example; the gamecube version of Zelda allows you to use the Cstick of the gamecube controller for the c buttons on the n64 controller, but it ALSO allows you to use X, Y, and Z as C and Cv.
I think this should be standard for ALL buttons. I also think that since Wii64 also accepts input from the Wii remote that work should be done to allow multiple simultaneous buttons to activate a button. For instance; the dpad on the wiiremote would equal the dpad on the n64, but if you hold the c button, then the dpad on the wii remote = c buttons (or make it so the dpad activates teh c buttons and holding c switches to dpad) Eventually it would be nice to see support for motion, but before that it would probably be easier to work out a virtual joystick that is controlled by the IR pointer.
This is essentially the setup that Metroid Prime uses to allow the IR to control the camera. There’s basically a virtual joystick right in the center of the screen and it is “pushed” to whatever point on the screen that the wii remote points to. @therandomizer Yea most people are using it for the compatibility list lol. As that Topic has 750+ views, every other topic combined doesn’t even 3/4 of that. But its ok, the forum hasn’t even been up for a week, should appear on search engines soon, I am pretty sure people will start to join.
@Emukidd I have gotten one code dump, but I don’t think it is important because it only happens when changing between the cores: Game was: Paper Mario 64.z64 format If you play the game on Dynarec first, then Pure Interp, then Dynarec again for at least more than 5 minutes, it will code dump when trying to play on Dynarec again. Also another weird error I got, only happened once though, when trying to play Donkey Kong 64, the screen turned green and went kinda crazy. This was also a.z64 format, and if you want to take a look, luckily I was recording for youtube videos and was too lazy to edit it out lol.
Loading the rom starts at 2:58. @Barrel Roll: Awesome job with the forums, that was exactly what I had in mind! When I have a camera on me, I’ll post my reviews for the games I have reviewed here along with a 10 min video.
Heck, I might even post a play-through if you want! @HBC?: Sorry man, bad luck for you. Super Mario Kart (U) ! on Snes9xGX worked perfectly for me, it’s a shame you did all those levels all over again so many times and it crashed every single time. As others have stated, it is illegal for me to hand out ROMs all over the shot, I do have an MSN but putting it out here would be just as stupid as giving out the ROMs. Sorry, I am not allowed to help you here unfortunately. Wow, y-y-you’re already thinking about a new release?
I’ve only just started taking in this release! OO I’m already finding it great to have half of my N64 back!
Half the games I want to play don’t work well, but I have the other half to keep me busy. When I’ve finished Banjo Kazooie, Diddy Kong Racing, F-Zero X, Majoras Mask, Ocarina Of Time, Mario Kart 64, Mario Party 1,2,3, Rayman 2, Lylatwars, Super Mario 64 and Super Smash Bros. Yeah, I might start thinking about a new release. Until then though.
@ emukidid Ok Emukidid, I found a part in the game where it crashes every time. Mega Man 64 USA Crashes on the last boss (2nd form) when his does his big fireball attack, I can get past the boss on Project64. This was under the Dynarec, no video settings were on, everything was at default.
This was a big endian.z64 file and is completely clean. I tried 6 times and it crashed every time when he did the same attack.
Steps to re-create the problem: Load the third save (on the very bottom) Go into the Big Door in front of you. Fight the boss until he is dead. Fight the next boss until he does his big fireball attack. Here is a save if you want to see for your self. Here is a youtube video of me fighting the boss from the beginning to it crashing. It just dawned on me today how absolutely amazing it is to be playing Goldeneye on the Wii. Gamers have been clamoring for this ever since the virtual console was announced.
Since Nintendo was unable to make legal love to Rare, it simply wasn’t supposed to happen. But you guys made it happen. You are heroes not only architecture gurus and homebrewers, but to the gaming community as a whole too. Seriously, you’ve done amazing work that even I can’t comprehend the full importance of. Let me know if you stop by New York, I’ll be sure to buy you a round.
Alright about 5 months of work by 3 people and there is only a.1 release. Ill donate again when i can ACTUALLY any of the following, normally: mario party, banjo-kazooie, perfect dark, bomberman 64, donkey kong 64, Gauntlet Legends, Jet Force Gemini, Lego racers, MLB Feat. Ken Griffey Jr., MK Trilogy, MK4, NFL Blitz 2000, Pokemon Snap, Starcraft 64, Super Smash Bros, Top Gear Overdrive, Yoshi’s Story, WWF No Mercy, Worms Armageddon, or goldeneye. Diddy kong racing doesn’t even show any “Adventure Two” tracks. It just looks like a big brown spot covering your screen. If you win a game of Mario Party you’re contragulated with 10 minutes of static.
Mario Party 2 works pretty well though. @leswick Half of the games you mentioned work! Banjo kazooie is playeble so is jetforce and super smash bros. And more of the games.
You should not expect expansion games to function like dk64 cause of current memory limitations. You don’t have to donate you just do if you want to. The devs arnt going to sit by their paypal waiting for YOUR donation, get all exited, and start hardcore coding.
Get over yourself. The source is there if you want to do better all the hardwork is already done for you. @Emukidid It is only two parts of the forum and it is because no one was registering and the forum was going to die, it is actually kinda dead now. =( I talked to other people on the forum before making this decision and we all had the same idea, and no one has complained to me about it. I think I am going to remove it though, because we are getting a lot more registered users, but they are just a bunch of 0 posters.:/ So I am going to take it off. On a side note to the emulator.
Bomberman actually works, I found a weird trick to make it work. You have to have FB textures off before loading the rom, after loading the rom, let the intro go until Bomberman throws his bomb at the screen, right after that and you get to a black screen with the music starting to play, then turn on FB textures and it will work perfectly. See: For better information.
Any idea why this is Emukidid? @leswick: Don’t complain.
I’d like to see you do any better (and maybe also learn some spelling/grammatical skills). Banjo-Kazooie, Perfect Dark, Bomberman 64, Donkey Kong 64, Jet Force Gemini, Lego Racers, SSB, and GoldenEye 007 all work. Most of the others you mentioned, I don’t know, and NFL Blitz 2000 doesn’t work on ANY N64 emulator. I’m not really contributing to this project at all, but I’d like to see people like you shut up and appreciate the work they’re doing here.
They’re not doing it for YOU, and they don’t care what YOU think. Holding a donation (which probably won’t happen, anyways) over their head won’t make them go faster, either. @THAT ONE GUY THAT DIDN’T ACTUALLY STOP POSTING HERE Obviously perfect spelling and grammar is required to get your point across on the internet.
Oh wait, no it isn’t. Maybe it’s just me but advertising jet force as one of their main achievements, while there is a constant black box around the character is sloppy. And how can you possibly enjoy lego racers and call that “work”ing? It’s like a drunken acid trip with none of the colors!
The second mission in PD is impossible to beat, and combat sim is like 11 fps once an enemy approaches. It’s great that you’re just using the program without contributing though! Oh and how you can doubt that I’ll donate a second time. If they weren’t doing it for ME then they wouldn’t put it on the INTERNET and say “donations are what keep this site running”. @ Matt Yes BJ is alright it, just sluggish and missing faces Perfect Dark uses the expansion pack.
Why shouldn’t DK64 be somewhat playable? I want to donate! Believe me I do! I love the idea of n64 on wii and will gladly pay for it.
But currently it is like buying a car and finding out that it has no engine. This is derived from MUPEN. It wasn’t written from scratch!
The devs used source and built upon it! It is merely an optimized port. And if they were just doing this to code, or for fun, they wouldn’t need to ask for donations. “Donating” is paying but with a skewed morality attached to it. If you drop a dollar in a church offering plate it is called “donating” yet it is pretty much forced “morally” if the plate comes to you. It’s a “nicer” way of asking for money. @leswik: We are doing this for fun, the challenge, and the learning experience.
The donations we received have never been spent on ourselves. The donations have gone towards paying for hosting and the domain name and to buy a classic controller in order to be able to test it in the emulator. I don’t care whether you believe that’s true or not, but for anyone that would take you seriously: all the money has gone into the site and the emulator itself, and every donation keeps the site running for longer. @leswik “Optimized” is a big understatement. To note a few of the things we had to do in order to get it from just a “mupen64 port” to “wii64″: - Core written from scratch (Dynamic code recompiler for PowerPC) - Graphics re-written to use GX - Audio plugin written from scratch So without those, you’d probably only be able to see Rampage World Tour running at 4fps in the software plugin with no audio. All the above were required to achieve everything you see & hear, and, they were not optimized versions of existing code, they were adapted for the Wii hardware, essentially re-written.
@ Barrel Roll I just would really like a better organized compatibility list. Also I am going to list ways to make them work or when to expect them to fail.
I will most likely use a lot of your list and some confirmations from myself. I wish I could become part of the team to help with the coding but I don’t understand how it is coded right now. If one of them could explain how they are working with it I could maybe help out. Otherwise, Oh well I guess. Then again The Team probably doesn’t want me to help on THEIR project.LOL. I could trow a speech for you guys but I’ll summarize: Splendid work!
I am once again staying up all night messing around with my favorite N64 games. During my musings with Wii64 I noticed that the saved states work kinda fishy; you have to be in the same room you saved in order to load or else you’ll get a black screen. I’m not sure if this was specified elsewhere (I tried to go trough all comments but I ended up with more questions), so i thought I’d point it out. Also, I have been playing Jet Force Gemini and I had problems with the night vision. I read of people getting black screens during this part but i get a lime green screen, the same green that things should normally be in, that slowly fades into place in 2-3 seconds or so, which takes place in the whole screen.
I also read that I should turn on night vision in the ingame menu in “PD.” But what the hell is “PD”? Where exactly is this option? Any help is appreciated. @tehpola I wouldn’t mind you spending the money on yourselves, I would want to congratulate and reward you for your hard work. It’s great that you’re doing this to learn though. I’ve always wanted to make an n64 emulator but never had the right example or tutorial. I’ll take a look at the source code and see if I can make sense of it.
@emukidid: Ah, well now I know. Mupen has been pretty much trash on Mac at least. It would go way too fast or too slow.
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The audio didn’t work much from what I remember. Also the only other console 64 emu I’ve tried is “Surreal 64″ on the Xbox. That only played a handful of games. So I was out of line saying that it was “just an optimized port”. Now that I think about it, with the compatibility rate of this 1.1 version, it is very impressive. My program didn’t run this well in version 1.1. And when I gave that long list of games earlier, I just meant -any- of them, as in just -one- would be satisfactory.
I believe that’s like saying “Why does SM64 save properly but not missing stars?” It’s a core issue, the missing stars hack changed a LOT of things in SM64, so it might as well be called SM128 due to the thousands of changes. (ok, maybe not thousands but you get the idea) Things were done differently, so things will be emulated differently. Silly question if you ask me, but if they’re willing to answer I’m all ears. Isn’t it funny that the comments quickly went from like 100 a day, to 3 a day ever since 1.1 was released? @emukidid: I should note that missing stars uses the expansion pak in order to save, if that helps.
Now I don’t mean to throw issues like fruit at you, but Wii64 froze in Zelda: Ocarina of Time inside Lord Jabu Jabu’s belly when I killed a stinger with a spin attack. I know I should just not kill them to avoid this, but it’s an issue nonetheless. Being a former beta tester, I simply can’t resist intentionally making Wii64 crash Oh, and when I say it froze, I mean that I had to power it off the old fashion way.
(with the power button on the console) Still, I love using Wii64, I’ve beaten Banjo Kazooie, F-Zero X, Lylatwars, Super Mario 64, Super Smash Bros. And beaten what I can on Diddy Kong Racing using Wii64, so I ain’t complaining. @Ulysses The reason some things don’t look exactly the same on Wii/GC as they do on PC or N64 is because we are using the Wii/GC gpu to emulate openGL, which is, in turn, emulating the N64 RSP/RDP. Both of these steps are High Level Emulation, so it will never be perfect, even though we try to get as close as possible. The red water is a harder problem, but the DKR Adventure 2 bug will probably be fixed for the next beta. The problem with the DKR Adventure 2 mirroring is that it achieves the mirror by flipping the viewport. The flipped viewport is illegal in openGL, but some implementations will do it, anyway.
Some PC’s will show this correctly in glN64 and some won’t.) On GX flipping the viewport this way fails, so we have to work around it. Been having a few problems lately but now I’m back my check list will be finished shortly, Hopefully tomorrow or Tuesday unless i get held up.
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Any way, i have tested all games up to T so far. If anybody needs to know on one specific game i will let you know about it. As far as NFL Blitz all of them give me a Black freeze. This just means that it freezes in such a way that X+Y don’t work but pushing reset on the Wii takes you back to the Wii64 menu.
I call it “black” freeze because most of the time it is before the game shows anything and the screen is black. I actually just wanted to leave a suggestion. The growing emulator named Visual Boy Advanced GX for the Wii that allows the playing of Gameboy games has certain configurations for controls on certain games that would be quite interesting to see someday for this emulator, once compatibility and speed issues have been put to rest. But anyways The special controls related to games like Zelda, the older Zelda games like the Oracle games, or even the originals, all the way up to the newer Minish cap, are now able to be played with controls identical to Twilight Princess.
That includes the swings of the Wii Remote allow link to slash his sword. This would be something fun to try on Ocarina and Majora. Another example is the Mario Kart games, they can be played like Mario Kart Wii. That would be something cool to do with the racing games on the N64. I haven’t played this emulator yet, as I don’t get to mod my Wii until tonight when I get it, so you may already have this implimented into the emulator. But if not, I’m sure everyone would love to see it one day. @Syd Valak Special controls are not implemented but you can make your own with the options available in beta 1.1 Slash the sword while shaking de wiimote can’t be done yet (or I haven’t figured out how to do it).
But aiming to the screen with the pointer can be done and works almost perfect in Perfect Dark and a bit odd in GoldenEye. You can also play Mario Kart and Diddy Kong Racing as it was the Wii, but the control isn’t sensitive enought in my opinion. If you click in my nick, it will take you to a forum where I explain how to do it (it’s in spanish, though) and you can download the files where the controls are already prepared (you don’t need to register to dowwload the files). @Barrel Roll If you know how to make the ‘shake’ a configurable button, tell me. That will be helpfull. XD @the01slayer To get Bomberman 64 to work, just wait until he throws the bomb, the screen goes black AND the music starts to sound, then turn on “FB Textures”. If you do it correctly, yo will see a sky in the background of the menu.
The intro after creating a game file doesn’t display well, you have to be patience until it ends or reset the game and repeat the process (just be sure you turn off FB Textures before you resume the rom). Excuse my bad english. I have just a few comments to make regarding the interface, though: 1. I can never open any file on any device (except DVD) where the ROMs are anywhere else than in /wii64/roms/.
Please just open in / or fallback to / when it turns out the directory does not exist. The interface settings aren’t saved, so I have to set things like screen proportion and framebuffer back on every time I start the emulator.
I’m sure you have plans to make this work, though, it’s a beta after all. I find the interface to be close to professional and a major improvement over the previous GUI. To show you that I’m not just complaining, I’ve donated 15 bucks to you guys. It’s not a lot, but shows the appreciation I have for this project!
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Here’s to hoping compatibility gets good enough for games like Conker’s Bad Fur Day! I’m not complaining by a long shot but I have a hope that the devs will at some point switch to a method similar to Tantric’s–push a new version out after a small, reasonable number of revisions. The code he employs that makes his emulators search for the newest version and self-update is a huge plus. I’ve heard some complain that Tantric updates TOO frequently, but I’ve never minded it. I could be wrong, but I’ve assumed that our guys are still making systemic revisions to Wii64 and perhaps that’s why they don’t think they can do that now.
Overall, I do like the frequently revised and self-updating model that homebrew developers are starting to use, though.