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1964 UltraFast - 60FPS N64 emulator

      

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3 years ago - Thursday, February 03, 2011
Type: Administrator
Posts: 1415
Joined: 7/19/2009
This is a custom 60FPS build of the Nintendo 64 emulator 1964 I have made. The main aim is to overclock the N64 to allow games to run a lot smoother.

Some games were designed similar to PC games, in that they could run faster if the N64 itself was faster. As such games like GoldenEye run at a solid 60FPS in this build of the emulator. The framerate on the real system was anywhere from 8fps->50fps . The effects of choppy gameplay often ruined these N64 games so now you can run them at full speed.

There is also now an option to underclock the N64. This means less cycles are emulated resulting in greater performance to the user. A few games don't mind being underclocked and run very similar to normal speed, but give you much better performance on your PC.


v3 Released February 12th - Download 1964 "UltraFast" v3
*Fixed sleep bug causing delays in GUI
*Fixed timing bugs in HLE video plugin, games have more accurate timing now (Shadows Of The Empire, Blast Corps, etc)
*Changed overclocking method slightly

v2 Released February 5th - Download 1964 "UltraFast" v2
*Added menu options to set overclock or underclock
*Fixed small bugs

v1 Released February 3rd - Download 1964 "UltraFast" v1
*Initial release


The improvements over the normal 1964 v1.1 include :-

* Ability to overclock N64 to get higher framerates or to underclock to get better performance.
* Optimized Interpreter core to be 60-100% faster . Many games are now completely playable with interpreter core on fast machines
* Removed some unneeded speed hacks in interpreter core to make it more accurate
* More accurate DYNAREC emulation
* Some Windows tweaks in the code to get it to run smoother
* Better audio plugin and feeding of audio from main core


LIST OF GAMES THAT BENEFIT SIGNIFICANTLY FROM OVERCLOCKING
*GoldenEye
*Perfect Dark
*Mario Kart in multiplayer mode and on some levels
*Carmageddon
*San Francisco Rush games (multiplayer mostly)




3 years ago - Friday, February 04, 2011
Type: Member
Posts: 9
Joined: 12/16/2009
I'm pretty sure you're supposed to release the source code along with any binaries.
Edited 1 times. Last edit by RetroRalph
3 years ago - Friday, February 04, 2011
Type: Administrator
Posts: 1415
Joined: 7/19/2009
Yes I'll be releasing the source after I've finished with the updates, just so there isn't another thing to maintain. It's not strictly following the license (releasing source with every binary) but the main developers also didn't strictly follow it so what are you going to do? ;)
3 years ago - Friday, February 04, 2011
Type: Member
Posts: 1
Joined: 2/18/2010
In my machine i get many hang ups.
The game loads fast plays fast but without reason stack.

I play the bomberman japan version.
3 years ago - Saturday, February 05, 2011
Type: Administrator
Posts: 1415
Joined: 7/19/2009
A few games will be broken just due to the fact 1964 or the video plugin isn't perfect. You can try using a different video plugin, switching to interpreter core or trying a different game.
3 years ago - Saturday, February 05, 2011
Type: Member
Posts: 118
Joined: 11/5/2009
Nice to see you can make such (accurate :p ) changes quickly. Is this build closer now to project64? I use glide64 with project64. I like surprises like these. ;)
Edited 1 times. Last edit by DiDaDo
3 years ago - Saturday, February 05, 2011
Type: Administrator
Posts: 1415
Joined: 7/19/2009
Both 1964 and Project64 have their pros and cons. You're more likely to notice differences in video plugins than N64 emulator cores. That being said, I'm not sure if PJ64 has an option to allow you to play GoldenEye at 60FPS so. ;)
3 years ago - Saturday, February 05, 2011
Type: Member
Posts: 156
Joined: 3/13/2010
I don't see any difference in the framerate. It's still N64 native.
3 years ago - Saturday, February 05, 2011
Type: Administrator
Posts: 1415
Joined: 7/19/2009
Waxonator wrote:

I don't see any difference in the framerate. It's still N64 native.


Which game? It's only going to be obvious in certain games, and in some games it will only be obvious in certain modes.

The games that I have seen obviously improved :-

*GoldenEye
*Perfect Dark
*Mario Kart in multiplayer mode
*All the San Francisco Rush games, more especially in multiplayer
3 years ago - Saturday, February 05, 2011
Type: Administrator
Posts: 1415
Joined: 7/19/2009
v2 has been released.
3 years ago - Saturday, February 05, 2011
Type: Member
Posts: 156
Joined: 3/13/2010
[quote=RetroRalph]
Waxonator wrote:

I don't see any difference in the framerate. It's still N64 native.


Which game? It's only going to be obvious in certain games, and in some games it will only be obvious in certain modes.

The games that I have seen obviously improved :-

*GoldenEye
*Perfect Dark
*Mario Kart in multiplayer mode
*All the San Francisco Rush games, more especially in multiplayer
[/quote]

Ok, apparently it doesn't raise the built-in frame cap of games. Only games that don't have a low frame cap seem to benefit.
3 years ago - Saturday, February 05, 2011
Type: Administrator
Posts: 1415
Joined: 7/19/2009
Many games ran below their frame cap in many instances, so with UltraFast you'll be able to get solid frame rates regardless. You can test this in the latest version by underclocking and in areas which were a solid 30FPS they will start to drop. Same thing happens at normal speed and in more complex areas.
3 years ago - Saturday, February 05, 2011
Type: Member
Posts: 156
Joined: 3/13/2010
RetroRalph wrote:

Many games ran below their frame cap in many instances, so with UltraFast you'll be able to get solid frame rates regardless. You can test this in the latest version by underclocking and in areas which were a solid 30FPS they will start to drop. Same thing happens at normal speed and in more complex areas.


I was hoping to play Zelda 64 at 60fps, but the frame cap.

This is good that this version removes any unintended slowdowns in games.

It keeps switching back to dynamic everytime I run a game.
Edited 1 times. Last edit by Waxonator
3 years ago - Saturday, February 05, 2011
Type: Administrator
Posts: 1415
Joined: 7/19/2009
Waxonator wrote:

I was hoping to play Zelda 64 at 60fps, but the frame cap.

This is good that this version removes any unintended slowdowns in games.

It keeps switching back to dynamic everytime I run a game.


Right click the game, and set interpreter in there. Game options over ride the menu options, except whilst in game. Zelda has a 20FPS cap I believe? Would require a game specific hack to remove it.
3 years ago - Saturday, February 05, 2011
Type: Member
Posts: 105
Joined: 7/24/2010
any chance of a linux port? ;)

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