Comments (21)
This issue exists I think it would be practical to use it for discussing 64DD implementation. @bsmiles32
Saving support is for me good enough to be merged:
#829
However there's still a lot to add for more advanced full 64DD support:
- Saving Support (I think it's ready.)
- D64 Edit Bug Fix
D64 Full Disk Saves is broken because of a miscalculation in LBA RAM End.MAX_LBA
should be used instead. - Disk Access Time setting
Settings for both instant and delayed mechanical response. (Paint Studio prototype needs the latter.) - Disk Swap
One of the 64DD's main feature is to swap disks to access other game contents. - Game Info to Plugin
The ability to send Game Info to the plugin. Project64 currently forges them using the regular N64 ROM header format. - Disk only Loading
Ability to run a disk game like a ROM. Currently a ROM that isn't combo (notC***
) is required to launch 64DD games, which is a bit unconventional. - Support for RDB
And of course the emulator has to be able to configure itself depending on the 64DD title.
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cc: @richard42 @bsmiles32 @Ari64 @Gillou68310 @littleguy77 ???
LuigiBlood has put a lot of work into reverse engineering the 64DD and provided implementations for other emulators. Does it make sense for 64DD support to slip through the cracks in M64P?
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64DD support in m64p make sense, I suppose we simply lack of developers tackling this problem. :(
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I still want to tackle this but I need help on this one.
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@LuigiBlood So have you made any progress on this, LuigiBlood?
I would be willing to help, but I don't think the debugger and other stuff works in the GUI's does it? I use Mupen64Plus-Qt...
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Absolutely none, and the apparent lack of interest from m64p devs doesn't help at all. D:
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@LuigiBlood Huh. Not even sure what to say about that. 😞
Is your fork up to date with the latest changes?
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Honestly you may see 64DD support for mupen64 core for RetroArch (I promised it). And we'll see if I'll port that at some point.
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@LuigiBlood What about BizHawk? I know that sounds weird, but it is pretty much the same kind of thing, right?
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BizHawk is more special. But not my priority yet.
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@LuigiBlood More special? 😆
I understand, I didn't know it was much different from the RetroArch core other than some Banjo-Kazooie/Banjo-Tooie additions.
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@LuigiBlood How's going with the 64dd support in m64+? I'd love to try some Mario Talent, unfortunately I can't because I'm on Linux and thus Project64 is not on the table.
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I did implement it in parallel-n64 back then... but I honestly don't remember how I really did it.
Plus implementing it here means I have to manage saving and stuff proper and I don't have that much time for that yet...
EDIT: If anyone wants to port my code feel free to ask me questions and I'll still try to help, no problem.
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Alright, I'll check parallel-n64 then, it's in RetroArch, right? Thanks.
Obviously I still want to see some 64DD emulation in m64+, but there's no hurry, maybe one day, now that there's some valid alternatives for Linux in the meanwhile...:)
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That said, even in parallel-n64: Japan Pro Golf Tour 64 is not in a playable state. And it seems to be an issue not related to graphics.
Reminds me that it does not support disk swapping, which 6 games makes use of.
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@loganmc10 since you're very active in the project now, maybe you have some interest in getting LuigiBlood's 64DD support merged?
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If I did take on the task I'd probably look at the implementation in PJ64, since I assume it's more complete. I've become pretty familiar with the code and the interrupt system and whatnot so I think I could do it.
Honestly though I find myself lacking the motivation on this one... all the games are Japanese...I might get to it someday just for the sake of completeness, but probably not soon.
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May wanna look at parallel-n64 code where I managed to make it work.
To be honest it has been a while so I can't tell you how I really did it. But it's basically like my implementation in Project64 with forced interrupts because mupen64plus literally cannot be trusted for that (IIRC)
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Honestly though I find myself lacking the motivation on this one... all the games are Japanese...
Then there's a good news for you: A translation, made by LuigiBlood, is available for Mario Artist Talent and Mario Artist Paint.
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Hi there i had compile to a custom prefix the latest version of mupen64plus and its all components, but i don't had idea how i can start N64DD Emulation
Someone can explaime because i try things like :
./mupen64plus --dd-ipl-rom iplrom.n64 --dd-disk sm64dv.ndd
__ __ __ _ _ ____ _
| \/ |_ _ _ __ ___ _ __ / /_ | || | | _ \| |_ _ ___
| |\/| | | | | '_ \ / _ \ '_ \| '_ \| || |_| |_) | | | | / __|
| | | | |_| | |_) | __/ | | | (_) |__ _| __/| | |_| \__ \
|_| |_|\__,_| .__/ \___|_| |_|\___/ |_| |_| |_|\__,_|___/
|_| https://mupen64plus.org/
Mupen64Plus Console User-Interface Version 2.5.9
UI-Console: attached to core library 'Mupen64Plus Core' version 2.5.9
UI-Console: Includes support for Dynamic Recompiler.
Core: Using full mem base
UI-Console Error: no ROM filepath given
Game is not loaded & started.
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The thing of Each Config per Title, is a thing some years i got i mention like a Feature Request, because i had a lot of configurations of mupen64plus.cfg for games i had, because the configuration for Perfect Dark, is very different for Mortal Kombat Trilogy, or Mario Party 2.
Specially when i just play with keyboard, and each of them works better with a specific combinations of plugins, and very specific configuration per plugin, hardware depend, to get the equilibrium between quality and performance.
i suggest use the title and/or the CRC of Rom or MD5 of each know rom for auto-generate the configuration file per title. independent if n64 or n64dd. a feature like that can be very useful on projects like this or pcsxr svn
i forget mention, some weeks after of that i can play n64dd emulation here a video
: https://www.dailymotion.com/video/x7tjynj
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