Commenti
discussione: Super Mario 64
Richmond, VA, USAApianbelle3 years ago

hi, I recently(as of today) switched over from pj64 1.6 to mupen64plus cause I was having input lag issues on pj64. but I used the project64 spy to show input on stream. is there anything like it? I tried nintendospy, but the n64 controller skins don't work. only the generic pc gamepad skins, and I use the neon n64 skin. I tried gamepadviewer.com as well, and it worked, however, it didn't have any n64 controller skins.

discussione: Super Mario 64
Richmond, VA, USAApianbelle3 years ago

I had issues with interpreter mode, and recompiler mode works fine for me. try that. if that doesn't work, consult the usamune discord. it's there is the resources page.

galactic92 piace questo
discussione: Super Mario 64
Richmond, VA, USAApianbelle3 years ago

what category are you running? for most, the japanese is faster.

discussione: Super Mario 64
Richmond, VA, USAApianbelle3 years ago

hmm.. if you're on EMU, then check the cheats. if you're on console, idk what to tell you. try to find another copy?

discussione: Super Mario 64
Richmond, VA, USAApianbelle3 years ago

hmm... do you have anything running other than pj64 on your PC while you have usamune open?

that would make sense why it's bad some days, good others.

discussione: Super Mario 64
Richmond, VA, USAApianbelle3 years ago

There is a little bit on the wii. wiiUVC is horrible though in terms of input lag. it takes a full 2 seconds before anything registers. it's stupid.

TobiiSR piace questo
discussione: Super Mario 64
Richmond, VA, USAApianbelle3 years ago

I totally agree. there could be some huge potential for VC in stage RTAs. I think the input lag makes up for the fact that there are little dropped frames in both Wii/Wii U VC. anyways, you only really see it in the Japanese version in certain text boxes, like at the beginning of BoB, and the toad star right before HMC. on emulator and VC 1.0 inject on wii, there's a lot of lag, even in TASing. the toad star more than not, but still.

keap3 piace questo
discussione: Super Mario 64
Richmond, VA, USAApianbelle3 years ago

ah gotcha. I misread lol. I thought you said input lag. no. the VC versions do not have as many dropped frames as console. same goes for EMU. it still has some dropped frames, but yeah. kinda an advantage in a category like this.

keap3 piace questo
discussione: Super Mario 64
Richmond, VA, USAApianbelle3 years ago

first off, I am getting a console setup soon yay!, second, I would like to know if there is a way to intentionally make the input lag/video lag closer to the console runs on p64 v1.6 so I can start practicing on this?

discussione: Super Mario 64
Richmond, VA, USAApianbelle3 years ago

hey peachy, just to let you know, at least in my experience, the wii and wiiu VC have the same amout of lag, maybe just a bit more as an n64 would.

while yes. it's true that they're emulated, nintendo has somehow added the input delay and color tweaks to make it look just a bit more true to the original console.

keap3 piace questo
discussione: Super Mario 64 (PC)
Richmond, VA, USAApianbelle3 years ago

question. I have sm64 PC in full screen. every time I want to use my splits, I have to click off of sm64PC.

do I just use it in windowed mode? what do I do?

discussione: Super Mario 64
Richmond, VA, USAApianbelle3 years ago

honestly, it's only like 200ms faster, so I'd go with your gut. the japanese text has less sections, while the english one has faster scrolling, but more sections.

discussione: Super Mario 64
Richmond, VA, USAApianbelle3 years ago

hmm.. what are your gameshark settings in pj64?

discussione: Super Mario 64
Richmond, VA, USAApianbelle3 years ago

gotcha. alright. any idea why retroarch isn't allowed?

discussione: Super Mario 64
Richmond, VA, USAApianbelle3 years ago

since this is a thread about sm64 questions, I have one. is retroarch allowed? it runs a bit better on my PC (Because it uses the original resolution of the N64) than project 64. if not, that's okay, I was just wondering.

discussione: Super Mario 64
Richmond, VA, USAApianbelle3 years ago

eh, probably not, it would probably be its own separate game on speedrun.com kinda like how the PC port is listed. the Category extensions are mainly for categories that are either too hard, one-off jokes, or just too wierd like the 15 star, all signs, or all ! Boxes.

I would say it would either be a new platform choice or its own game. Who knows.

discussione: Super Mario 64
Richmond, VA, USAApianbelle3 years ago

the ps3 and ps2 ports are homebrew, so they technically aren't official. I mean, they're just emulated, right? maybe the mods can come in and clear this up, but shouldn't something like this be in the EMU Platform under the normal Categories?

discussione: Super Mario 64 (PC)
Richmond, VA, USAApianbelle3 years ago

what the title says. basically, I have a hyperkin captain, with a hyperkin n64 pc adapter, and I was wondering if it's allowed? if so, how do I connect it? im having trouble lol.

Snepy piace questo
discussione: Super Mario 64
Richmond, VA, USAApianbelle3 years ago

Usamane should work with openEMU as well, but I'm not sure. does openEMU have options to put the memory limit at 8 mb ram and/or a memory pack thing? if not then use project 64. if so then switch to those settings, and download usamane. Youtube should have a bunch of tutorials for installing usamane on different emulators :)

discussione: Super Mario 64
Richmond, VA, USAApianbelle3 years ago

it would probably be best to contact one of the moderators about this question, but I would assume it's wiiUVC regardless.

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