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- This topic has 7 replies, 3 voices, and was last updated 9 years ago by dankcushions.
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10/30/2015 at 10:33 #108779cyborgukParticipant
Hello,
Has anyone got Mario Kart of the n64, running smoothly? If so can you share your settings?
Also how do you change the shaders? I did read you need to set a hot key, but I’m not sure where or how I set this.
Thanks in advance for your time.
10/30/2015 at 12:34 #108787dankcushionsParticipantruns pretty fine for me at 1080p – even 4 player! some slowdown on some stages (eg the desert one with the train), but it’s makes the sound stutter more than affect the gameplay, really.
i use the mupen64plus emulator (NOT the retroarch version, which seems worse for me). the sound seems to have a slight amount of latency, but i’ve never managed to get to the bottom of that.
i don’t use shaders since it’s running at a native 1080p – it looks really crisp.
10/30/2015 at 17:09 #108810cyborgukParticipantWhat do you mean you don’t use the Retroarch one? I hit the X key on start and I have 4 emulators to choose from:
Ir-Mupen64plus
Mupen64plus-gles2n64
Mupen64plus-glesrice
Mupen64plusGLideN64Ir-Mupen64plus is the only one that plays sound, the other don’t but play smooth. At the start of Mario Kart the Nintendo logo comes up and spins with the sound of a car, but the sound is awful, hows yours?
Retropi 3.2.1
10/30/2015 at 17:12 #108811dankcushionsParticipantIr-Mupen64plus is the retroarch one. i’m pretty sure i use Mupen64plus-gles2n64 (gles2n64 is the graphics plugin). I don’t remember the sound being awful but i’ll try it tonight and post my config file :) i seem to remmeber it takes AGES to load, though.
10/30/2015 at 18:17 #108817cyborgukParticipantYeah no sound at all for some reason. Thanks by the way.
10/31/2015 at 12:34 #108888dankcushionsParticipantbelow is my mupen64plus.cfg. i’ve tried mario kart again and it’s fine
# Mupen64Plus Configuration File # This file is automatically read and written by the Mupen64Plus Core library [Audio-OMX] # Mupen64Plus OMX Audio Plugin config parameter version number Version = 1 # Frequency which is used if rom doesn't want to change it DEFAULT_FREQUENCY = 32000 # Swaps left and right channels SWAP_CHANNELS = False # Audio output to go to (0) Analogue jack, (1) HDMI OUTPUT_PORT = 1 # Audio Output Frequncy mode (when NATIVE_MODE=false): 0 = Rom Frequency, 1 ROM Frequency if supported (HDMI only), 2 = Standard frequency < Rom Frequency, 3 = Standard frequency > Rom Frequency, [N] Force output frequency DEFAULT_MODE = 0 # Point OMX to the raw N64 audio data region instead of copying audio into buffer. Overrides SECONDARY_BUFFER_SIZE, DEFAULT_MODE and LATENCY NATIVE_MODE = False # Number of output samples per Audio callback. This is for hardware buffers. BUFFER_SIZE = 2048 # Desired Latency in ms LATENCY = 300 # Underrun Mode, 0 = Ignore, 1 = Report, 2 = repeat audio when latency < LATENCY/2 UNDERRUN_MODE = 1 [Core] # Mupen64Plus Core config parameter set version number. Please don't change this version number. Version = 1.010000 # Draw on-screen display if True, otherwise don't draw OSD OnScreenDisplay = False # Use Pure Interpreter if 0, Cached Interpreter if 1, or Dynamic Recompiler if 2 or more R4300Emulator = 2 # Disable compiled jump commands in dynamic recompiler (should be set to False) NoCompiledJump = False # Disable 4MB expansion RAM pack. May be necessary for some games DisableExtraMem = False # Increment the save state slot after each save operation AutoStateSlotIncrement = False # Activate the R4300 debugger when ROM execution begins, if core was built with Debugger support EnableDebugger = False # Save state slot (0-9) to use when saving/loading the emulator state CurrentStateSlot = 0 # Path to directory where screenshots are saved. If this is blank, the default value of ${UserConfigPath}/screenshot will be used ScreenshotPath = "/home/pi/RetroPie/roms/n64" # Path to directory where emulator save states (snapshots) are saved. If this is blank, the default value of ${UserConfigPath}/save will be used SaveStatePath = "/home/pi/RetroPie/roms/n64" # Path to directory where SRAM/EEPROM data (in-game saves) are stored. If this is blank, the default value of ${UserConfigPath}/save will be used SaveSRAMPath = "/home/pi/RetroPie/roms/n64" # Path to a directory to search when looking for shared data files SharedDataPath = "/opt/retropie/configs/n64" # Delay interrupt after DMA SI read/write DelaySI = True # Force number of cycles per emulated instruction CountPerOp = 0 [CoreEvents] # Mupen64Plus CoreEvents config parameter set version number. Please don't change this version number. Version = 1 # SDL keysym for stopping the emulator Kbd Mapping Stop = 27 # SDL keysym for switching between fullscreen/windowed modes Kbd Mapping Fullscreen = 0 # SDL keysym for saving the emulator state Kbd Mapping Save State = 286 # SDL keysym for loading the emulator state Kbd Mapping Load State = 288 # SDL keysym for advancing the save state slot Kbd Mapping Increment Slot = 0 # SDL keysym for resetting the emulator Kbd Mapping Reset = 290 # SDL keysym for slowing down the emulator Kbd Mapping Speed Down = 291 # SDL keysym for speeding up the emulator Kbd Mapping Speed Up = 292 # SDL keysym for taking a screenshot Kbd Mapping Screenshot = 293 # SDL keysym for pausing the emulator Kbd Mapping Pause = 112 # SDL keysym for muting/unmuting the sound Kbd Mapping Mute = 109 # SDL keysym for increasing the volume Kbd Mapping Increase Volume = 93 # SDL keysym for decreasing the volume Kbd Mapping Decrease Volume = 91 # SDL keysym for temporarily going really fast Kbd Mapping Fast Forward = 102 # SDL keysym for advancing by one frame when paused Kbd Mapping Frame Advance = 47 # SDL keysym for pressing the game shark button Kbd Mapping Gameshark = 103 # Joystick event string for stopping the emulator Joy Mapping Stop = "J0B6" # Joystick event string for switching between fullscreen/windowed modes Joy Mapping Fullscreen = "" # Joystick event string for saving the emulator state Joy Mapping Save State = "" # Joystick event string for loading the emulator state Joy Mapping Load State = "" # Joystick event string for advancing the save state slot Joy Mapping Increment Slot = "" # Joystick event string for taking a screenshot Joy Mapping Screenshot = "" # Joystick event string for pausing the emulator Joy Mapping Pause = "" # Joystick event string for muting/unmuting the sound Joy Mapping Mute = "" # Joystick event string for increasing the volume Joy Mapping Increase Volume = "" # Joystick event string for decreasing the volume Joy Mapping Decrease Volume = "" # Joystick event string for fast-forward Joy Mapping Fast Forward = "" # Joystick event string for pressing the game shark button Joy Mapping Gameshark = "" [Input-SDL-Control1] # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number. version = 2 # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic mode = 2 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = 0 # SDL joystick name (or Keyboard) name = "USB,2-axis 8-button gamepad " # Specifies whether this controller is 'plugged in' to the simulated N64 plugged = True # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak plugin = 2 # If True, then mouse buttons may be used with this controller mouse = False # Scaling factor for mouse movements. For X, Y axes. MouseSensitivity = "2.00,2.00" # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes. AnalogDeadzone = "4096,4096" # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value AnalogPeak = "32768,32768" # Digital button configuration mappings DPad R = "axis(0+)" DPad L = "axis(0-)" DPad D = "axis(1+)" DPad U = "axis(1-)" Start = "button(7)" Z Trig = "button(4)" B Button = "button(1)" A Button = "button(0)" C Button R = "button(2)" C Button L = "button(99)" C Button D = "button(3)" C Button U = "button(99)" R Trig = "button(5)" L Trig = "button(99)" Mempak switch = "key(109)" Rumblepak switch = "key(114)" # Analog axis configuration mappings X Axis = "axis(0-,0+)" Y Axis = "axis(1-,1+)" [Input-SDL-Control2] # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number. version = 2 # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic mode = 2 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = 1 # SDL joystick name (or Keyboard) name = "USB,2-axis 8-button gamepad " # Specifies whether this controller is 'plugged in' to the simulated N64 plugged = True # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak plugin = 2 # If True, then mouse buttons may be used with this controller mouse = False # Scaling factor for mouse movements. For X, Y axes. MouseSensitivity = "2.00,2.00" # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes. AnalogDeadzone = "4096,4096" # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value AnalogPeak = "32768,32768" # Digital button configuration mappings DPad R = "axis(0+)" DPad L = "axis(0-)" DPad D = "axis(1+)" DPad U = "axis(1-)" Start = "button(7)" Z Trig = "button(4)" B Button = "button(1)" A Button = "button(0)" C Button R = "button(2)" C Button L = "button(99)" C Button D = "button(3)" C Button U = "button(99)" R Trig = "button(5)" L Trig = "button(99)" Mempak switch = "key(109)" Rumblepak switch = "key(114)" # Analog axis configuration mappings X Axis = "axis(0-,0+)" Y Axis = "axis(1-,1+)" [Input-SDL-Control3] # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number. version = 2 # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic mode = 2 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = -1 # SDL joystick name (or Keyboard) name = "" # Specifies whether this controller is 'plugged in' to the simulated N64 plugged = True # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak plugin = 2 # If True, then mouse buttons may be used with this controller mouse = False # Scaling factor for mouse movements. For X, Y axes. MouseSensitivity = "2.00,2.00" # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes. AnalogDeadzone = "4096,4096" # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value AnalogPeak = "32768,32768" # Digital button configuration mappings DPad R = "axis(0+)" DPad L = "axis(0-)" DPad D = "axis(1+)" DPad U = "axis(1-)" Start = "button(7)" Z Trig = "button(4)" B Button = "button(1)" A Button = "button(0)" C Button R = "button(2)" C Button L = "button(99)" C Button D = "button(3)" C Button U = "button(99)" R Trig = "button(5)" L Trig = "button(99)" Mempak switch = "key(109)" Rumblepak switch = "key(114)" # Analog axis configuration mappings X Axis = "axis(0-,0+)" Y Axis = "axis(1-,1+)" [Input-SDL-Control4] # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number. version = 2 # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic mode = 2 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = -1 # SDL joystick name (or Keyboard) name = "" # Specifies whether this controller is 'plugged in' to the simulated N64 plugged = True # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak plugin = 2 # If True, then mouse buttons may be used with this controller mouse = False # Scaling factor for mouse movements. For X, Y axes. MouseSensitivity = "2.00,2.00" # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes. AnalogDeadzone = "4096,4096" # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value AnalogPeak = "32768,32768" # Digital button configuration mappings DPad R = "axis(0+)" DPad L = "axis(0-)" DPad D = "axis(1+)" DPad U = "axis(1-)" Start = "button(7)" Z Trig = "button(4)" B Button = "button(1)" A Button = "button(0)" C Button R = "button(2)" C Button L = "button(99)" C Button D = "button(3)" C Button U = "button(99)" R Trig = "button(5)" L Trig = "button(99)" Mempak switch = "key(109)" Rumblepak switch = "key(114)" # Analog axis configuration mappings X Axis = "axis(0-,0+)" Y Axis = "axis(1-,1+)" [UI-Console] # Mupen64Plus UI-Console config parameter set version number. Please don't change this version number. Version = 1 # Directory in which to search for plugins PluginDir = "./" # Filename of video plugin VideoPlugin = "mupen64plus-video-n64.so" # Filename of audio plugin AudioPlugin = "mupen64plus-audio-omx.so" # Filename of input plugin InputPlugin = "mupen64plus-input-sdl.so" # Filename of RSP plugin RspPlugin = "mupen64plus-rsp-hle.so" [Video-General] Fullscreen = True # If true, prevent frame tearing by waiting for vsync before swapping VerticalSync = True # Width of output window or fullscreen width ScreenWidth = 640 # Height of output window or fullscreen height ScreenHeight = 480 # Rotate screen contents: 0=0 degree, 1=90 degree, 2 = 180 degree, 3=270 degree Rotate = 0 [Video-Glide64mk2] # Wrapper FBO wrpFBO = False # Enable full-scene anti-aliasing by setting this to a value greater than 1 wrpAntiAliasing = 0 # Card ID card_id = 0 # If true, use polygon offset values specified below force_polygon_offset = False # Specifies a scale factor that is used to create a variable depth offset for each polygon polygon_offset_factor = 0 # Is multiplied by an implementation-specific value to create a constant depth offset polygon_offset_units = 0 # Vertical sync vsync = True # TODO:ssformat ssformat = False # Display performance stats (add together desired flags): 1=FPS counter, 2=VI/s counter, 4=% speed, 8=FPS transparent show_fps = 0 # Clock enabled clock = False # Clock is 24-hour clock_24_hr = True # Wrapper resolution wrpResolution = 0 # Wrapper VRAM wrpVRAM = 0 # Wrapper Anisotropic Filtering wrpAnisotropic = True # Texture Enhancement: Smooth/Sharpen Filters ghq_fltr = 0 # Texture Compression: 0 for S3TC, 1 for FXT1 ghq_cmpr = 0 # Texture Enhancement: More filters ghq_enht = 0 # Hi-res texture pack format (0 for none, 1 for Rice) ghq_hirs = 0 # Compress texture cache with S3TC or FXT1 ghq_enht_cmpr = False # Tile textures (saves memory but could cause issues) ghq_enht_tile = 0 # Force 16bpp textures (saves ram but lower quality) ghq_enht_f16bpp = False # Compress texture cache ghq_enht_gz = True # Don't enhance textures for backgrounds ghq_enht_nobg = False # Enable S3TC and FXT1 compression ghq_hirs_cmpr = False # Tile hi-res textures (saves memory but could cause issues) ghq_hirs_tile = False # Force 16bpp hi-res textures (saves ram but lower quality) ghq_hirs_f16bpp = False # Compress hi-res texture cache ghq_hirs_gz = True # Alternative CRC calculation -- emulates Rice bug ghq_hirs_altcrc = True # Save tex cache to disk ghq_cache_save = True # Texture Cache Size (MB) ghq_cache_size = 128 # Use full alpha channel -- could cause issues for some tex packs ghq_hirs_let_texartists_fly = False # Dump textures ghq_hirs_dump = False # Alternate texture size method: -1=Game default, 0=disable. 1=enable alt_tex_size = -1 # Use first SETTILESIZE only: -1=Game default, 0=disable. 1=enable use_sts1_only = -1 # Use spheric mapping only: -1=Game default, 0=disable. 1=enable force_calc_sphere = -1 # Force positive viewport: -1=Game default, 0=disable. 1=enable correct_viewport = -1 # Force texrect size to integral value: -1=Game default, 0=disable. 1=enable increase_texrect_edge = -1 # Reduce fillrect size by 1: -1=Game default, 0=disable. 1=enable decrease_fillrect_edge = -1 # Enable perspective texture correction emulation: -1=Game default, 0=disable. 1=enable texture_correction = -1 # Set special scale for PAL games: -1=Game default, 0=disable. 1=enable pal230 = -1 # 3DFX Dithered alpha emulation mode: -1=Game default, >=0=dithered alpha emulation mode stipple_mode = -1 # 3DFX Dithered alpha pattern: -1=Game default, >=0=pattern used for dithered alpha emulation stipple_pattern = -1 # Check microcode each frame: -1=Game default, 0=disable. 1=enable force_microcheck = -1 # Force 0xb5 command to be quad, not line 3D: -1=Game default, 0=disable. 1=enable force_quad3d = -1 # Enable near z clipping: -1=Game default, 0=disable. 1=enable clip_zmin = -1 # Enable far plane clipping: -1=Game default, 0=disable. 1=enable clip_zmax = -1 # Use fast CRC algorithm: -1=Game default, 0=disable. 1=enable fast_crc = -1 # Adjust screen aspect for wide screen mode: -1=Game default, 0=disable. 1=enable adjust_aspect = -1 # Force strict check in Depth buffer test: -1=Game default, 0=disable. 1=enable zmode_compare_less = -1 # Apply alpha dither regardless of alpha_dither_mode: -1=Game default, 0=disable. 1=enable old_style_adither = -1 # Scale vertex z value before writing to depth buffer: -1=Game default, 0=disable. 1=enable n64_z_scale = -1 # Fast texrect rendering with hwfbe: -1=Game default, 0=disable. 1=enable optimize_texrect = -1 # Do not copy auxiliary frame buffers: -1=Game default, 0=disable. 1=enable ignore_aux_copy = -1 # Clear auxiliary texture frame buffers: -1=Game default, 0=disable. 1=enable hires_buf_clear = -1 # Read alpha from framebuffer: -1=Game default, 0=disable. 1=enable fb_read_alpha = -1 # Handle unchanged fb: -1=Game default, 0=disable. 1=enable useless_is_useless = -1 # Set frambuffer CRC mode: -1=Game default, 0=disable CRC, 1=fast CRC, 2=safe CRC fb_crc_mode = -1 # Filtering mode: -1=Game default, 0=automatic, 1=force bilinear, 2=force point sampled filtering = -1 # Fog: -1=Game default, 0=disable. 1=enable fog = -1 # Buffer clear on every frame: -1=Game default, 0=disable. 1=enable buff_clear = -1 # Buffer swapping method: -1=Game default, 0=swap buffers when vertical interrupt has occurred, 1=swap buffers when set of conditions is satisfied. Prevents flicker on some games, 2=mix of first two methods swapmode = -1 # Aspect ratio: -1=Game default, 0=Force 4:3, 1=Force 16:9, 2=Stretch, 3=Original aspect = -1 # LOD calculation: -1=Game default, 0=disable. 1=fast, 2=precise lodmode = -1 # Smart framebuffer: -1=Game default, 0=disable. 1=enable fb_smart = -1 # Hardware frame buffer emulation: -1=Game default, 0=disable. 1=enable fb_hires = -1 # Read framebuffer every frame (may be slow use only for effects that need it e.g. Banjo Kazooie, DK64 transitions): -1=Game default, 0=disable. 1=enable fb_read_always = -1 # Render N64 frame buffer as texture: -1=Game default, 0=disable, 1=mode1, 2=mode2 read_back_to_screen = -1 # Show images written directly by CPU: -1=Game default, 0=disable. 1=enable detect_cpu_write = -1 # Get frame buffer info: -1=Game default, 0=disable. 1=enable fb_get_info = -1 # Enable software depth render: -1=Game default, 0=disable. 1=enable fb_render = -1 [Video-Rice] # Control when the screen will be updated (0=ROM default, 1=VI origin update, 2=VI origin change, 3=CI change, 4=first CI change, 5=first primitive draw, 6=before screen clear, 7=after screen drawn) ScreenUpdateSetting = 7 # Frequency to write back the frame buffer (0=every frame, 1=every other frame, etc) FrameBufferWriteBackControl = 1 # If this option is enabled, the plugin will skip every other frame SkipFrame = False # If this option is enabled, the plugin will only draw every other screen update SkipScreenUpdate = False # Force to use texture filtering or not (0=auto: n64 choose, 1=force no filtering, 2=force filtering) ForceTextureFilter = 2 # Primary texture enhancement filter (0=None, 1=2X, 2=2XSAI, 3=HQ2X, 4=LQ2X, 5=HQ4X, 6=Sharpen, 7=Sharpen More, 8=External, 9=Mirrored) TextureEnhancement = 6 # Secondary texture enhancement filter (0 = none, 1-4 = filtered) TextureEnhancementControl = 0
11/14/2015 at 22:37 #109927edakParticipantCyborguk, if you still have sound issues you might be using an analog headphone output instead of HDMI sound? If so then in the mupen64plus config file you need to change the output port to 0.the setting is near the top of the file.
I have Mario kart running well on my arcade system, not 100% but very close. Here is a picture of my cab.
11/16/2015 at 04:47 #110001dankcushionsParticipantwow that arcade cabinet is so nice!! amazing job!
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