I think if I can tract down some high quality plugins, I could eventually replace all the dolphin titles with different configurations of project 64.Īngrylion RDP Plus at is the peak of Nintendo 64 emulation as of now for Project64. Set the input range from default 66% to 100%, and make the the "real n64" check box is ticked, and it is off to the races.įor me, I have managed to get all the games I want to play working, with acceptable amounts of emulation error, using project 64 and the virtual console in dolphin. The input plugin for project 64 is much better though. I think this is because the gamecube is calibrated for a circle radius on the analog, while the n64 is calibrated in a square. The input on the outer radius of the controller also feel a tad bit off. In Yoshi's island, in order to do a butt stomp, I have to push down on the controller slightly off axis. For example, the virtual console in dolphin doesn't register input directly along the axis correctly. Not good.Įven in the programs that do support the stick properly, there are differences in accuracy between them. If you adjust the stick to work with retroarch, it will be totally off for these other programs. Between the mupen core and the parrellel core there are still games that don't work properly (like pokemon snap), which means to get good coverage you have to use the virtual console in dolphin and/or some combination of project 64 or mupen standalone with different plugins and settings not supported by retroarch. The problem with this is that retroarch is actually the odd man out. The analog setup is wrong for n64 and there is no way to fix it in the software, you have to rely on third party apps that set the stick globally. If you are intent on using a real n64 controller with a mayflash adapter, then unfortunately retroarch is totally out. So if you want fancy graphics for the well supported titles that run well with glide (like Zelda), the glide plugin has more features, if less accuracy. You are forced to run it in native res and you get some of the graphical oddities of the n64 also, like 3 point bi linear filtering. It also let's you use cx4 RSP plugin, and I am not sure what is used for sound, but in my experience with a couple of games it sounds really, really good. It uses as a base angrylions pixel-accurate plugin, with some vulkan to speed it up and some additional tweaks (although I am not sure what all of those are, it does fix some bugs in some hard to emulate games). In terms of accuracy they are both pretty close, but the parrellel core is much more accurate. Project 64 with glide 64 can't play it all, and I haven't been able to find a working plugin that fixes these problems. The retroarch can play hard to emulate games like Pokemon Snap, because by default it comes with much stricter frame buffer emulation, but unfortunately it still has some very agridious rendering errors that make it far from perfect (the virtual console version is the best I have tried so far). Project 64 used a cheat force the game to run at correct speeds, while mupen64 in retroarch didn't. This is a bug where multiplayer pass two players, or certain maps, will play twice as fast as they should, because of a hack nitendo introduced to compensate for input lag. For example, the glide64 plugin for project 64 doesn't have the multiplayer speed problem in mario kart. I attribute this to the project 64 teams willingness to insert more game specific hacks and tweaks. Ok, well I spent some time on this, and here is what I learned.īased on my experience, the Glide64 plugin for project 64 (2.2 version) has a lot less *noticeable problems then the mupen64 plugin used in retroarch (at least for the games I am most interested in).
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