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General Emulation Discussion

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Comments

  • Registered Users Posts: 12,296 ✭✭✭✭Skerries




  • Registered Users Posts: 7,457 ✭✭✭Inviere


    Skerries wrote: »
    looks like there will be a retro Amiga release

    More cheap SOC crap no doubt. Getting very close to e-waste this stuff. The recent Sega GameGear things are downright wasteful.


  • Registered Users Posts: 7,457 ✭✭✭Inviere


    How am I only noticing these now? Mesen HD Packs....they take an NES game and replace sprites, art, music, and sometimes even add enhanced game logic, resulting in something that looks, well, pretty damn nice actually. They've a real WiiWare vibe off of them...



    Have just set Zelda Remastered up in RetroArch/LaunchBox there....works very well, and looks class


  • Moderators, Category Moderators, Computer Games Moderators Posts: 50,776 CMod ✭✭✭✭Retr0gamer


    What's the best N64 core to use with Retroarch?

    My preferred shader isn't working with the N64 cores I've used.


  • Registered Users Posts: 7,457 ✭✭✭Inviere


    Retr0gamer wrote: »
    What's the best N64 core to use with Retroarch?

    My preferred shader isn't working with the N64 cores I've used.

    I don't use shaders with N64 content...upscaling the internal resolution is much more effective and more visually pleasing. Though at that stage you're moving away from the 'authentic' look, and more towards 'what the N64 would look like if it was more powerful'.

    You can of course choose settings that will be much closer to the look/feel of how N64 games look, but I mean, who the hell wants that :o

    As for the core, it'll greatly depend on your cpu. I use the Parallel core...Info and configuration here - https://www.libretro.com/index.php/category/parallel/

    That's considered quite highly currently.


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  • Moderators, Category Moderators, Computer Games Moderators Posts: 50,776 CMod ✭✭✭✭Retr0gamer


    Inviere wrote: »
    I don't use shaders with N64 content...upscaling the internal resolution is much more effective and more visually pleasing. Though at that stage you're moving away from the 'authentic' look, and more towards 'what the N64 would look like if it was more powerful'.

    You can of course choose settings that will be much closer to the look/feel of how N64 games look, but I mean, who the hell wants that :o

    As for the core, it'll greatly depend on your cpu. I use the Parallel core...Info and configuration here - https://www.libretro.com/index.php/category/parallel/

    That's considered quite highly currently.

    The shaders I use give it more of a high quality CRT look, looks gorgeous for all the games I've tried, particularly PS1 as it works in conjunction with the dithering nobody likes to create the fake high colour that was originally intended.

    I'd prefer to have that over something approximating the N64's original look (whichout the awful blur, that can **** off). I'm currently playing PS1 games in the original resolution with this shader and they look stunning. Was hoping for the same effect with N64.

    I've tried Paralell but the best CRT shaders either plain don't work or there's issues with static 2D images for some reason (jumping around like it's interlaced or something?). It's probably an issue with the core rather than the shader, I might need to change the settings a bit to get it right.


  • Registered Users Posts: 34,367 ✭✭✭✭o1s1n
    Master of the Universe


    Inviere wrote: »
    How am I only noticing these now? Mesen HD Packs....they take an NES game and replace sprites, art, music, and sometimes even add enhanced game logic, resulting in something that looks, well, pretty damn nice actually. They've a real WiiWare vibe off of them...

    Wow, they really look fantastic. Almost a 'play Zelda and Metroid in a quasi LTTP/Super Metroid way'


  • Registered Users Posts: 7,457 ✭✭✭Inviere


    Retr0gamer wrote: »
    The shaders I use give it more of a high quality CRT look, looks gorgeous for all the games I've tried, particularly PS1 as it works in conjunction with the dithering nobody likes to create the fake high colour that was originally intended.

    There certainly are some nice shaders for 32bit and beyond...I simply prefer to leverage upscaling instead of them though. There's really no need for a shader when the resolution is high enough, the games look gorgeous when freed of jaggies. Again it's a personal preference, either way gives a visually appealing result. For 16bit etc, I'd consider crt shading essential because 2d sprite graphics simply don't upscale (unless redrawn).
    I've tried Paralell but the best CRT shaders either plain don't work or there's issues with static 2D images for some reason (jumping around like it's interlaced or something?). It's probably an issue with the core rather than the shader, I might need to change the settings a bit to get it right.

    What shader are you referring to, because the core on its own shouldn't give those results (unless there's a shortcoming in emulation for that particular game). Also, have you actually configured Parallel properly as per the above link? Have you tried AngryLion? Have you switched between OpenGL & Vulkan to see if it's a backend issue?
    o1s1n wrote: »
    Wow, they really look fantastic. Almost a 'play Zelda and Metroid in a quasi LTTP/Super Metroid way'

    Very much an "All Stars" vibe to them for sure.


  • Moderators, Category Moderators, Computer Games Moderators Posts: 50,776 CMod ✭✭✭✭Retr0gamer


    Whatever shader I'm using makes ps1 games look gorgeous.. except kings field because that might just be the ugliest game ever and there's no hope for it.

    I have basically been using the mugen and parallel as default and both are t playing nice with my shaders. Not sure why it's just n64 as everything else is fine. I'll check the settings. It could be a resolution issue maybe?


  • Registered Users Posts: 7,457 ✭✭✭Inviere


    Retr0gamer wrote: »
    Not sure why it's just n64 as everything else is fine. I'll check the settings. It could be a resolution issue maybe?

    Hard to say...what shader is it?


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  • Moderators, Category Moderators, Computer Games Moderators Posts: 50,776 CMod ✭✭✭✭Retr0gamer


    Hard to say what I'm using as when I accidentally deleted the settings trying to fix n64 it takes me about an hour to find the right one. I do know I've tried cry royale which gives the jumpy 2D assets. also tried hyllian and easy mode halacation. Not sure what their issues were but I'm pretty sure they just didn't work.


  • Moderators, Category Moderators, Computer Games Moderators, Society & Culture Moderators Posts: 34,526 CMod ✭✭✭✭CiDeRmAn


    Inviere wrote: »
    Hard to say...what shader is it?

    4jay1m.jpg


  • Registered Users Posts: 7,457 ✭✭✭Inviere


    Retr0gamer wrote: »
    Hard to say what I'm using as when I accidentally deleted the settings trying to fix n64 it takes me about an hour to find the right one. I do know I've tried cry royale which gives the jumpy 2D assets. also tried hyllian and easy mode halacation. Not sure what their issues were but I'm pretty sure they just didn't work.

    N64 is a bit of a weird one with shaders, as I say I never used them because they just don't look right when used in conjunction with upscaled resolutions (the scanlines clump together and there's visible banding). I did find this for you though, give it a try:
    (paraLLEl-RDP) Downsampling
    Available options: Disabled, 1/2, 1/4, 1/8

    Also known as SSAA, this works pretty similar to the SSAA downscaling feature in Beetle PSX HW’s Vulkan renderer. The idea is that you internally upscale at a higher resolution, then set this option from ‘Disabled’ to any of the other values. What happens from there is that this internal higher resolution image is then downscaled to either half its size, one quarter of its size, or one eight of its size. This gives you a very smoothed out anti-aliased picture that for all intents and purposes still outputs at 240p/240i. From there, you can apply some frontend shaders on top to create a very nice and compelling look that still looks better than native resolution but is also still very faithful to it.

    So, if you would want 4x resolution upscaling with 4x SSAA, you’d set ‘Downsample’ to ‘1/2’. With 4x upscale, and 1/4 downsample, you get 240p output with 16x SSAA, which looks great with CRT shaders.

    https://www.libretro.com/index.php/category/parallel-n64/


  • Moderators, Category Moderators, Computer Games Moderators Posts: 50,776 CMod ✭✭✭✭Retr0gamer


    I'll give it a try but at the moment I'm loving the look of raw native resolution pixels put through a good scanline shader with slight phosphorous glow. Looks stunning to me. It doesn't look great with a downscaled image but I'll give this one a go and see if it sorts it out.

    N64 is a weird one for me because everything else is working beautifully with shaders.


  • Registered Users Posts: 7,457 ✭✭✭Inviere


    Retr0gamer wrote: »
    I'll give it a try but at the moment I'm loving the look of raw native resolution pixels put through a good scanline shader with slight phosphorous glow. Looks stunning to me.

    Preferences aside, it's nice to hear others praise RetroArch shaders....they're absolutely amazing.
    It doesn't look great with a downscaled image but I'll give this one a go and see if it sorts it out.

    N64 RDP options are quite in depth, I'd say the low level renderer isn't liking those shaders as a guess. There will be ways around it but I likely won't be much help to you on this one. Maybe if you can find out the name of the shader, and give me any Parallel settings you might have changed, I can try recreate it on my end.
    N64 is a weird one for me because everything else is working beautifully with shaders.

    I had the same experience. PS1 had that horrible scanline banding I spoke of, but only because I was running it at x3 or x4 upscaled....so the two didin't gel. I turned off the crt shaders for that system too and found at these resolutions, I'm perfectly fine without them.


  • Moderators, Category Moderators, Computer Games Moderators Posts: 50,776 CMod ✭✭✭✭Retr0gamer


    I'm finding PS1 looks amazing with a good CRT shader really suits it.

    I'll see if I can find the shader I was trying to use. I haven't messed with any of the emulator settings. I kind of get the feeling it might be renderer at high resolution or something at default and it's not working right. I'll check.


  • Registered Users Posts: 7,457 ✭✭✭Inviere


    Also just very briefly....I had some spare time this week so I set up FM Towns (and Marty) in LaunchBox. There's no RetroArch core for this system so a dedicated emulator is required (which I've moved away from as much as possible...no shaders & no unified controls :()

    Anyway, the system itself is hugely impressive. Not quite up to x68000 standards, but from what I've seen it surpasses an Amiga. The Super SF2 port is damn near arcade perfect (with only minor downgrades), & there's a nice collection of shmups for it too.

    Setup was, to be fair, not easy. Not particularly difficult when following the guide, but because the emulator can't run disc images & instead needs images mounted to a virtual drive...it greatly complicates things.

    The guide below will automate the entire process though:

    1) Double click the game in LaunchBox
    2) This automatically mounts the required cd image file
    3) Runs the emulator automatically
    4) Sends the correct full-screen keystrokes to the emulator to make it fullscreen
    5) Plays the game
    6) Uses the escape key to quit the game & emulator
    7) Automatically unmounts the cd image from the virtual drive
    8) Brings you back to LaunchBox

    ^^ a retroarch core would go a LONG way here :) Anyway, here's the appropriately titled guide - https://forums.launchbox-app.com/topic/51492-fm-towns-unz-guide-not-for-the-faint-hearted/


  • Moderators, Category Moderators, Computer Games Moderators Posts: 50,776 CMod ✭✭✭✭Retr0gamer


    I heard the lucasarts point and clicks on it are the definitive versions.


  • Moderators, Category Moderators, Computer Games Moderators Posts: 50,776 CMod ✭✭✭✭Retr0gamer


    Inviere wrote: »
    Preferences aside, it's nice to hear others praise RetroArch shaders....they're absolutely amazing.



    N64 RDP options are quite in depth, I'd say the low level renderer isn't liking those shaders as a guess. There will be ways around it but I likely won't be much help to you on this one. Maybe if you can find out the name of the shader, and give me any Parallel settings you might have changed, I can try recreate it on my end.



    I had the same experience. PS1 had that horrible scanline banding I spoke of, but only because I was running it at x3 or x4 upscaled....so the two didin't gel. I turned off the crt shaders for that system too and found at these resolutions, I'm perfectly fine without them.

    Issue resolved. Went into the parallel core options and it was rendering at a high resolution. Turned it down to native 640x480 and it's working.

    Seems the shader was working but the scanlines are based on pixel density so the more pixels the smaller the scanlines. Looks gorgeous now and I also set texture filtering to 3 point so it's looking very authentic.

    Any way to check what current share you have selected so I can share it? I can't seem to see where it is?


  • Moderators, Category Moderators, Computer Games Moderators Posts: 50,776 CMod ✭✭✭✭Retr0gamer


    Some shader porn here:

    530114.jpg

    530115.jpg

    And King's field just to prove that no shader is good enough to make that game look good.

    530116.jpg


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  • Registered Users Posts: 7,457 ✭✭✭Inviere


    ^^ to be fair...those shader's do look very very nice. Hmm, now you have me thinking of trying this out again...

    Glad you got it sorted!

    In order to check which shader is currently running, press F1 (when in-game), scroll down to Shaders and go onto that. From there, have a look at Shader #0 to see what shader preset is running. If you're running a more complex shader like crt-royale, there'll be multiple passes of different shaders, so there'll be a shader #1, shader #2, etc.


  • Registered Users Posts: 7,457 ✭✭✭Inviere


    Retr0gamer wrote: »
    Looks gorgeous now and I also set texture filtering to 3 point so it's looking very authentic.

    As I've said in the main/general thread....N64 emulation has come a LONG way from where it was just a few years ago. Granted it's not yet perfect, but many people still think of it as a mess, when it really isn't.


  • Registered Users Posts: 34,367 ✭✭✭✭o1s1n
    Master of the Universe


    Those shaders look amazing, would love to know the config. Have yet to get any of mine to that level!


  • Moderators, Category Moderators, Computer Games Moderators Posts: 50,776 CMod ✭✭✭✭Retr0gamer


    Inviere wrote: »
    In order to check which shader is currently running, press F1 (when in-game), scroll down to Shaders and go onto that. From there, have a look at Shader #0 to see what shader preset is running. If you're running a more complex shader like crt-royale, there'll be multiple passes of different shaders, so there'll be a shader #1, shader #2, etc.

    I've done that and it's a more complex shader with 8 shader passes! I'll try figure it out.
    Inviere wrote: »
    As I've said in the main/general thread....N64 emulation has come a LONG way from where it was just a few years ago. Granted it's not yet perfect, but many people still think of it as a mess, when it really isn't.

    It's still not quite rights, something off about it. It does look an awful lot better now that they support 3 point filtering.

    However the inaccuracies caused me a lot of frustration last night. Was trying to play mischief makers and my controls just would not work. Tried everything, deleting config files and everything. Just would not work.

    Turns out due to inaccuracies in the emulation controls don't work with the second revision of the game released in the US, the first revision is fine.

    Speaking of mischief makers you are going to call me out as a hypocrite.

    It's one of the few 2D games on the N64. I started playing it with the settings as close to the N64 hardware as possible with 3 point filtering and it looks.... god awful. But it looks god awful on original hardware as the 3 point filtering blurs everything. So I switched to good old nearest neighbour blockiness and the game looks incredible with it's art allowed to shine in it's full detail glory.


  • Registered Users Posts: 7,457 ✭✭✭Inviere


    Retr0gamer wrote: »
    I've done that and it's a more complex shader with 8 shader passes! I'll try figure it out.

    Another (more convoluted way) of doing it is to run the content you want. The hit F1, Shaders, hit save, then hit save game preset. Then, in your RetroArch folder, there's a folder called Config. Inside this will be a folder named after the core you used to run the game, and within that, will be a GLSLP file matching the games name. Right click & edit that GLSLP file (using notepad++ ideally), and within that config you will see which shader has been specific to run (eg crthylian.glslp). That's definitely a shortcoming in RetroArch....you should be able to see on demand which shader is running.
    However the inaccuracies caused me a lot of frustration last night. Was trying to play mischief makers and my controls just would not work. Tried everything, deleting config files and everything. Just would not work.

    Turns out due to inaccuracies in the emulation controls don't work with the second revision of the game released in the US, the first revision is fine.

    That's very odd, are you certain that's the issue? Controls not working in a v2 release whereby they do in V1?
    Speaking of mischief makers you are going to call me out as a hypocrite.

    It's one of the few 2D games on the N64. I started playing it with the settings as close to the N64 hardware as possible with 3 point filtering and it looks.... god awful. But it looks god awful on original hardware as the 3 point filtering blurs everything. So I switched to good old nearest neighbour blockiness and the game looks incredible with it's art allowed to shine in it's full detail glory.

    tumblr_mh7mymSxQH1ruf44ao1_400.jpg


  • Moderators, Category Moderators, Computer Games Moderators Posts: 50,776 CMod ✭✭✭✭Retr0gamer


    Inviere wrote: »
    Another (more convoluted way) of doing it is to run the content you want. The hit F1, Shaders, hit save, then hit save game preset. Then, in your RetroArch folder, there's a folder called Config. Inside this will be a folder named after the core you used to run the game, and within that, will be a GLSLP file matching the games name. Right click & edit that GLSLP file (using notepad++ ideally), and within that config you will see which shader has been specific to run (eg crthylian.glslp). That's definitely a shortcoming in RetroArch....you should be able to see on demand which shader is running.

    Cool, I'll post up what I'm using when I get home
    Inviere wrote: »
    That's very odd, are you certain that's the issue? Controls not working in a v2 release whereby they do in V1?

    Trust me.... it took me a looooooong time blaming myself for messing with config files before I googled it and found it's an issue with the mupen core that parallel is based on. Got the v1 rom and it works perfectly.

    I'm actually considering a N64 usb controller now. The controls of a lot of the more complex games that I tried last night (specifically Castlevania, Mischief Makers and Sin and Punishment) are made specifically for the N64 controller and don't map well to 4 face buttons.


  • Registered Users Posts: 7,457 ✭✭✭Inviere


    Retr0gamer wrote: »
    Trust me.... it took me a looooooong time blaming myself for messing with config files before I googled it and found it's an issue with the mupen core that parallel is based on. Got the v1 rom and it works perfectly.

    Mupen & Parallel split a good while back. Parallel is currently the recommended core for N64, so if you haven't already, try that.
    I'm actually considering a N64 usb controller now. The controls of a lot of the more complex games that I tried last night (specifically Castlevania, Mischief Makers and Sin and Punishment) are made specifically for the N64 controller and don't map well to 4 face buttons.

    I'd the very same thought last year. I can vouch for these (I've x2 of them, & they're plug n play with RetroArch for that sweet sweet auto config) - https://www.amazon.co.uk/Retro-Bit-Tribute-Switch-RetroPie-Raspberry/dp/B07N7S2KQ5/ref=sr_1_3?crid=2B8PGIAI1V4A7&dchild=1&keywords=retrobit+n64+usb&qid=1603362275&sprefix=retrobit+n64%2Caps%2C171&sr=8-3 They're not amazingly high quality or anything, but they're seriously good value at that price.

    It's one of the systems that absolutely requires a more bespoke controller imo. The Xbox 360/One controller is perfect for a LOT of systems...but not N64.


  • Moderators, Category Moderators, Computer Games Moderators Posts: 50,776 CMod ✭✭✭✭Retr0gamer


    Inviere wrote: »
    Mupen & Parallel split a good while back. Parallel is currently the recommended core for N64, so if you haven't already, try that.

    I'm using Parallel, but it's a hangover from the Mupen core.


  • Registered Users Posts: 7,457 ✭✭✭Inviere


    Retr0gamer wrote: »
    I'm using Parallel, but it's a hangover from the Mupen core.

    Found some info on it, seems it is indeed linked to a bug going back some 7 years! Using a different rom remains the solution weirdly....I'm surprised nobody has fixed it yet.

    https://github.com/mupen64plus-ae/mupen64plus-ae/issues/208
    https://forums.libretro.com/t/solved-mischief-makers-no-controls/14526/6


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  • Registered Users Posts: 8,848 ✭✭✭Steve X2


    The shaders in Retroarch are awesome, but also the bane of my emulation life(just like MAME HLSL was years ago). I've very fussy with how things look so spend hours/days playing around with the shaders to get the look i want. For 240p stuff my technique was to put the PVM/BVM I prefer next to my screen and load up the same games on hardware and emulation, then try to get the shaders to look like the CRT.

    Couple of comparison pics below. It's kind of hard to get a decent photo of the crt, but you get the idea. The crt photo colours don't quite match the screenshot, but in real life they look the same. You'll probably need to click the images to see the full size.

    Retroarch Screenshot
    s8ILDHv.jpg

    Photo of PVM Screen
    TCy3dqD.jpg


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