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The hotel LodgeNet N64 controller now working unmodified on real Nintendo 64 ‘home game system’ with joypadOS. Fully open source, runs on pi pico, inexpensive parts, hot-swappable between SNES, N64 and GameCube LodgeNet controller variants. Convert to USB or native N64/GC console output. Were there millions of these in...

10,249 次观看 • 5 个月前 •via X (Twitter)

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M64 is to the Nintendo 64 what the iPhone was to the 3310 Developed by ModRetro, the M64 is presented as the ultimate alternative to the original hardware, featuring the most advanced components on the market and the highest-quality finish that enhances every little detail of the system you remember. Presented in packaging with a ’90s aesthetic, this console comes in a dual-textured plastic case (frosted translucent in any of the five available colors or clear). It’s capable of playing original cartridges, reproductions, backups, homebrew, and, of course, remastered releases and new titles from ModRetro. Through its HDMI output, it supports resolutions of 720p, 1080p, 1440p, and 4K, as well as displaying images at their original resolution on a CRT TV via its own adapter. As you’d expect, the system has no region lock, so you can enjoy your NTSC-USA, NTSC-JAP, and PAL-EUR cartridges like never before. Additionally, both the Expansion Pak and—coming soon—the Controller Pak are emulated by the console, ensuring that the entire original catalog is available in the best possible quality. Its architecture is open-source, easy to disassemble, with no degradable electronics, and gold-plated traces and connectors that ensure optimal preservation of the system over the years. Of course, just like with the Chromatic, its firmware is updatable via Wi-Fi or USB cable, and it features a front-end menu that allows, among other things, for detailed on-the-fly customization of resolutions and filters, as well as the implementation of different overclocking levels that take the 64-bit experience to unprecedented heights. And I can’t forget one of its main selling points: the Pro Controller. A controller that stays true to the original form factor but incorporates improved ergonomic solutions, a ceramic-coated aluminum finish, high-end PBT crystalline polymer buttons, and a state-of-the-art TMR joystick coated in soft polymer and free of any drift; which offers a wider travel range, with four levels of spring tension and a greater degree of tilt, achieving unbeatable precision with no dead zones. Additionally, the stick gates are interchangeable, allowing you to customize your experience by installing the classic octagonal, equidistant hexagonal, or circular models. It also features an ERM vibration motor. You can play with the controller connected via cable or wirelessly using Bluetooth 6.2, which reduces response latency to below 0.65 microseconds. It is powered by a rechargeable battery with a USB-C port or by two AA batteries housed in an included module. Like the console, its firmware is updatable and it’s available in the same colors. You can purchase the M64 for $229.99 and the Pro Controller separately (since the system supports your old N64 or third-party controllers) for $89.99. I can guarantee that with this new ModRetro ecosystem, you’ll not only dust off games you may not have touched in decades, but it will also serve as the perfect incentive to dive into one of the most interesting and iconic game libraries—featuring both single-player and multiplayer titles—with undeniable appeal.

Pre-Rendered Backgrounds Aesthetics

24,094 次观看 • 1 个月前

I think it's time we all get a reality check on Diddy Kong Racing 64 for the Sega Dreamcast, including myself... So here it is: original DKR for N64 vs our ported DKR for DC, direct comparison with FPS counters enabled. The truth is that I've been staring at the FPS meter all weekend, obsessing over every little dip, vectorizing, loop unrolling, and optimizing every little expensive-looking loop I can see in the codebase to win back 0.1FPS at a time... totally losing sight of what the basis for comparison even was from the original... So how long has it been since you've played the original on N64? I'm not talking about via emulation with higher FPS and fancy upscaling. I'm talking about directly, on an actual, physical Nintendo 64. Full disclosure... prolly been half a decade now, for me! Anyway, the devs behind the decomp were kind enough to share with me some of their performance and timing analysis captures... so I figured we'd take a step back and have a little fun! I had no idea it was running at only 20FPS tops, capped at 15FPS for the WizPig races!? I just remember pissing myself at having never seen a game look that good or realistic in my entire life back in 1997 when DKR came out for the N64... All I know is I want to do this game justice... but the truth is that even though we're still cooking, already the Dreamcast runs consistently at 10FPS higher and runs at 4x the screen resolution with progressive scan output... What do you guys think? How's our port comparing?🤔

Falco Girgis

54,645 次观看 • 2 个月前

I wanted to show you guys how hard we've been working to get the Diddy Kong Racing decompilation to run this well on the Sega Dreamcast... So I took the liberty of splicing together some high-action moneyshots directly captured from the console for a look at how the game currently performs. Just a few days ago, it was dipping to below 20FPS with audio cutting in and out as the main thread couldn't keep up with the audio decoding while simultaneously handling rendering and game logic. I know, I know, how could a Dreamcast struggle with an N64 game? It's because these decompilations are written to essentially emulate the N64's unique hardware as accurately as possible. In this case, that means the Dreamcast's main SH4 CPU is emulating all audio decoding, mixing, and synthesis in software, including DSP effects. This was originally handled separately by the RSP coprocessor in the N64... Not wanting to have to rewrite the entire audio back-end to use the DC's AICA sound processor, I've vectorized the absolute living HELL out of the ADPCM decoder with my SH4ZAM library... Which gave us enough performance out of the SH4 to continue emulating all of the sound processing in software. You will notice in the footage that the only time the FPS isn't at solid 30 is when there is a lot of overlapping SFX from nearby racers chattering or items getting used. That's the SH4 having to work even harder to mix multiple audio channels together and possibly even apply DSP effects to them as well!

Falco Girgis

17,239 次观看 • 2 个月前

Goldeneye is a great “better to ask for forgiveness than get permission” story. Released in August 1997, the game made $250m on a $2m budget. A major reason was its insanely fun multiplayer mode…which Nintendo didn’t ask for and developers snuck into the game at the last second. Many years later, Steve Ellis — a game developer for Rare — explained what went down: ➡️ “One of the things that always strikes me as crazy in retrospect is that until something like March or April of 1997, there wasn't a multiplayer mode at all. It hadn't even been started. It really was put in at the last minute – something you wouldn't dream of doing these days – and it was done without the knowledge or permission of the management at Rare and Nintendo. The first they knew about it was when we showed it to them working. However – since the game was already late by that time, if we hadn't done it that way, it probably never would have happened.” ⬅️ Rare had a team of only 10 core developers and it took 2.75 years to make the game, which actually came out 18 months after “Goldeneye” the film. Nintendo briefly cancelled the game but then pushed to release it (and expectations were low). Goldeneye was an instant hit with innovative stealth play, remote-control bombs and sniper rifles. Gaming mags (IGN, GamePro) have called it N64’s best multiplayer game, which is wild when you consider the platform also had Mario Kart and Super Smash Bros. Goldeneye became N64’s 3rd best-selling title ever (also impressive because 7 of the top 9 are all original Nintendo IP). 1. Super Mario 64 (12m units) 2. Mario Kart 64 (10m) 🚨3. Goldeneye (9m) 4. Legend of Zelda: Ocarina of Time (8m) 5. Super Smash Bros (6m) 6. Pokémon Stadium (5m) 7. Donkey Kong 64 (5m) 8. Diddy Kong Racing (5m) 9. Starfox 64 (4m) Most importantly: without the unapproved last-second addition of multi-player, I couldn’t have spent 100s of hours being OddJob and smoking my unsuspecting friends with proximity mines.

Trung Phan

9,239,453 次观看 • 3 年前

JNMARTIN HAS BROUGHT US CHRISTMAS EARLY THIS YEAR!!! His port of Star Fox 64 to the Sega Dreamcast is officially complete and was just released! Here's 9+ minutes of spliced direct hardware captures, featuring footage from every mission running on an actual physical DC at 480p! I have to say, the game feels incredibly smooth and responsive on the DC and controls extremely well. Also... as you can see, at twice the resolution with progressive scan, she looks gorgeous even with my cheap-ass HDMI cables and USB capture card. While jnmartin had the game up and running on DC within (literally) 2 days, there was an enormous amount of time and energy invested into faithfully recreating the experience graphically, implementing various bugfixes, and hunting for performance gainz... the man has never been satisfied with anything short of amazing with his ports, and it really shows. Like his Mario Kart 64 port, Star Fox 64 is also using my SH4ZAM library to hardware accelerate the math and linear algebra routines for DC; however, unlike last time, he's gotten so good at performance gainz that I barely did anything at all on that side, other than writing a few little inline SH4 ASM routines to cover some operations that I didn't already accelerate within the API... Suffice to say, though, that everything from the vertex TnL pipeline, to audio decoding, to gameplay-related trigonometry routines has been optimized for the SH4's FPU... jnmartin even got to bust out the SH4's MMU to accelerate the translation of of the segmented address scheme used by the game on N64 (which was apparently some suggested memory management model in the N64 docs) into the DC's virtual address space--which previously had to be done in software... So even more gainz! Sorry, though... but pretty sure this is why the game won't work in the Flycast emulator currently... whoops! 🤣 Shout-out to darcagent for contributing DREAMCAST RUMBLE PACK SUPPORT (among other things) to the release. Rumble support has historically been a pain-point within our KallistiOS homebrew DC SDK, as many 3rd party rumble packs are non-compliant and either do what they want with certain rumble commands or screw up the entire maple bus when they receive something they have decided not to fully implement... Great job getting that shit sorted out and tested with so many packs. All of my exotic (and cheapo) 3rd party rumble devices that I was able to test with seemed to work great! Finally, lets give SonicDcer a round of applause for being the lead dude behind the original N64 decompilation--as it was his original work that allowed for any of this to even be possible. He also continued to offer support and advice throughout the entire porting process, like a total chad. Here's the link to the official GitHub repo with instructions for building a Dreamcast image from a StarFox N64 ROM:

Falco Girgis

30,965 次观看 • 9 个月前