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i know this is an old post but it says compatibility list, so I figured I would slip something in here having to do with compatibility of roms:)
REVOLT for n64, I tried getting this one working for quite a while…
If any one has any better performance settings for this rom please post :) or other roms that aren't in current compatibility lists, these are better settings for the rom then I could find any where else. Running newest 6.1 surreal64, but I would like to know if any one else has gotten it running any smoother then these settings.

Revolt
Stable but very slow settings:
Emu:1964x085
Dyn 9
page 0
lasted with no crashing with max video mem 5or4, so far only setting that does not crash)

Best full speed of the rom I could trouble shoot is:
Emu:pj64x16
video plug: rice 5.6.0
dyn: 9mb
Page:12mb
actually plays normal speed for 10 seconds or more after "GO" on starting a race. Max video Mem 5, plays longer in stunt arena)

Re: Compatibility List by MarcoosioMarcoosio, 01 Nov 2016 04:06

If any one has any better performance settings for this rom please post :) or other roms that aren't in current compatibility lists, these are better settings for the rom then I could find any where else. Running newest 6.1 surreal64, but I would like to know if any one else has gotten it running any smoother then these settings.

Revolt
Stable but very slow settings:
Emu:1964x085
Dyn 9
page 0
lasted with no crashing with max video mem 5or4, so far only setting that does not crash)

Best full speed of the rom I could trouble shoot is:
Emu:pj64x16
video plug: rice 5.6.0
dyn: 9mb
Page:12mb
actually plays normal speed for 10 seconds or more after "GO" on starting a race. Max video Mem 5, plays longer in stunt arena)

Wonderfull!!!

Finaly i found the solution, i just updated my bios with the IND-BIOS-5003!! A have no modchip so i flashed the TSOP (Windbond 256k) using Flashmenu in Gentoo Loader application!!

Surreal64 CE B6.0 works like a charm, lauching Zela Ocarina of Time in 720p with no problem, run very well, best compatibility!!

A friends run Surreal CE B6.0 on his Xbox v1.6 without touching the bios, so i think this solution is good for the older version of Xbox 1.0 to 1.5 because the bios is too old for the newest application and emulators created now.

Greetings from Switzerland!

Re: Won't start by schkreuvissotschkreuvissot, 22 Mar 2015 02:37

Hi,

I know Surreal64 from the beginning, i followed all changes and added the new one in my Xbox ,all time.
My last working edition is the Surreal64 FDB 4 version, but few of games runs with bugs and lags,…especially the Zelda's games.

This last days i updating to Surreal64CE B5 - B5.5 - B6 (the last one, 2015), but no one will load!!
My Xbox simply freeze on black screen when i load the emulator, i deleted all the Surreal saves, wipping the Xbox Z temp directory….
No change at all….won't load.

For info i have a :

PAL Xbox v.1.4 (FOCUS)
CPU: 733MHZ
RAM : 64MB
Softmodded (OriginalBios_5101_retail)
Xbmc4Xbox 3.5 (oct.2014) installed

Greetings from Switzerland!

Re: Won't start by schkreuvissotschkreuvissot, 22 Mar 2015 00:01

Delete your TDATA/64CE64CE and UDATA/64CE64CE folders in E and try again. You can get more advice on emuxtras if you still need help.

Re: Won't start by weinerschnitzelweinerschnitzel, 27 Feb 2015 08:06

Hi! You'll need to copy the save from Surreal64 1.0 to Surreal64CE. We changed it to go by CRC so different regions wouldn't overlap. Look up the CRC of your game in Surreal.ini, and then rename your old save to CRC1\CRC1-CRC2-REGION.EXT like: 2F700DCD\2F700DCD-176CC5C9-45.mpk

Don't start
RivsterRivster 23 Aug 2014 08:41
in discussion Surreal64 CE / Discussion » Won't start

I can't get my surreal to launch it opens the launch meny and then it goes back to the original Xbox meny any help?

Don't start by RivsterRivster, 23 Aug 2014 08:41

Disclaimer: Kinda new to the whole emulation thing. Recently turned my OG Xbox classic into a 1-stop gaming system with all the emulators; Surreal 64 being one of them.
Embarrassingly enough, I just found out I've been using an outdated version, and I'm trying to update to the latest version.

I've already downloaded and installed the new Surreal 64 5.5, and set up my Roms folder…
My issue is, how do I get my save file from 'Zelda: Ocarina of Time Master Quest' over from v1.0 to 5.5?
I didn't have to use save states with 1.0, and I'm having trouble trying to figure out where the saves end up going in my HDD.

I tried to FTP the game file back to my PC and re-upload it to the new Surreal folder i created for the latest version (i didn't want to delete the old one until I was sure I wouldn't lose all my data, as I'm about to face off against Ganandorf in the castle at the end of the game, and I'd be inconsolable if I lost all my progress), but the my file wasn't there when I started the game.

Any help would be greatly appreciated.

(Update: I just found the 'RomlistCache.dat' and RomlistState.dat' files… Not sure if that could possibly have something to do with being able to save my game through Zelda instead of using a Save State?)

Updating from v1.0 to CE by FarnelFarnel, 04 Aug 2014 07:20

One idea I just got.

Between the times when Mario Kart ran fine and didn't I tried it in Surreal 5.0. Might the settings have been changed by that?

Re: Mario Kart 64 by olindolind, 13 Aug 2012 11:49

I installed 5.5 (beta?), rebooted and played mario kart 64 for about an hour and didn't notice any problems. The next time I started my xbox the game was all clogged up (around 12 fps in the debug info). How is that? Any ideas for what I can do to fix it?

Thanks in advance

Strange. I did just reset surreal + the mario kart 64 rom & now it works again.

Mario Kart 64 by olindolind, 12 Aug 2012 20:14

Every time I did it in say F-Zero I just had both controllers plugged in and just turn on the game. The settings can be changed when you click the right analog stick from that menu, maybe the main menu too. Same with Mario Party 2 and 3.

Re: Two players game by archedmaidarchedmaid, 10 Aug 2012 14:46

I made an Surreal binary update in my Xbox.

After this update all game status was lost. I made a backup of previous version but I was expecting game history would remain since only binary was updated.

Anyone could help in how to restore or check game pack information? Where is it stored? How it works?

I would like support to identify how to play with more than one player in Surreal /n64.

There are games where each player plays at once and others where both could play together.

Is there anyone that could point if there is any requirements to play with 2 players? Like configure controller and packs?

Two players game by rlvcostarlvcosta, 09 Aug 2012 14:38

I´m using Surreal N64 emulator in a former Xbox console. I´m having some issues with Pokemon Stadium initialization screens and selection.

Some screens appears with missing parts and very fast, including audio. This same behavior doesn´t happen in Super Mario game.

The game itself, when in combat, appears to have a better speed but the game is very still. Sometimes audio stops to work and never come back.

I was wondering if could be a configuration that could improve these issues since Super Mario is not having the same issues.

Any ideas?

Pokemon Stadium too fast by rlvcostarlvcosta, 09 Aug 2012 14:17
Yabause
archedmaidarchedmaid 08 Aug 2012 17:56
in discussion General Discussion / Open Discussion » Yabause

So I have been seeing the YCE feed any news on if NiGHTS is playable or not. Since the Saturn was one of those "Thats not possible" things I might as well ask if there will be an attempt at a dreamcast emulator.

Yabause by archedmaidarchedmaid, 08 Aug 2012 17:56

I sent Hacktarux a PM on emutalk to see if he still had the source for UltraHLE 2064. I did not receive a response. UltraHLE's only real use is for GoldenEye, but there are random crashes that are above us to solve.

Mupen64/Plus is a possibility. Ari64 did some great work with the dynarec. We've been hoping for a VS compliant version of his recompiler before settling with the original dynarec. Mupen64Plus's new API is not something I would be interested in inheriting either so that leaves us at 1.5 variants

Maybe this is just as a result of ignorance, but instead of focusing on just adding on the latest variety of emulators, why not instead try and improve UltraHLE?

Aside from the softmod, my xbox is stock. While Project64 and 1964 can emulate the appearance of games pretty perfectly, I always get a slower framerate as gameplay becomes more intense. UltraHLE, on the other hand, has an awesome framerate, and while it doesn't support too many games, the ones it does support play very well despite a few minor graphics issues.

So why not focus on making UltraHLE support more games for the xbox? Then again, that begs the question of why UltraHLE wasn't continued in the first place. Sure, the source code for later versions has been lost, but older source code for UltraHLE is still available on Zophar's Domain.

Then if not UltraHLE, then maybe we could transition from Project 64 and 1964 to Mupen64 Plus? Mupen sucked years ago, but now I actually consider it superior to Project 64. And it is open source, and still being developed.

Developing UltraHLE by MozenrathMozenrath, 25 Mar 2012 04:46

I am unsure of those specific issues with rom hacks, but they generally require the latest emulator definitions/techniques when the current standing of Surreal64 is built off of old emulator cores.

High resolution texture packs would require rewriting the Hi-res texture filter to use .xpr compressed textures instead of using unsupported DirectX functions like D3DXLoadTextureInfoFromFile() Wii64 (www.emulatemii.com) rewrote this feature to cache preformatted hi-res textures from the SD card. I'm looking forward to this, and it may provide some good direction. Not impossible…

Re: Soo... by weinerschnitzelweinerschnitzel, 15 Jan 2012 20:38

Hi mwaterbu,

As per optimal memory configs for an XBox with upgraded RAM, You will be able to decrease Paging Memory to 0 as the whole ROM is cached in memory. You may also make use of higher Anti-Aliasing settings to consume your extra RAM. Further, you may allocate more memory for the Dynamic Recompiler in 1964 and PJ64 via the 'Surreal Menu' (X - in Launcher) UltraHLE CodeMem and GroupMem can be modified via ini.

XXX Paging method is necessary, and is auto-set on an XBox with 128mb of RAM unless otherwise changed.

As per tweaks with an upgraded CPU, you may decrease the Counter Factor value for a better experience. 2 is the default on PC and 1 would be optimal on a fast machine.

Mario Kart performs some overclocking by the ROM itself, like DK's Jungle Parkway, SkyScraper, etc. Can you be more specific?

Super Smash Brothers can have a different experience with 1964 or PJ64 for speed, but I would think the AI slowdowns in PJ64 would subside with an upgraded CPU.

-Saw your post on EmuXtras, sorry for any perceived negligence!

Re: Memory Settings by weinerschnitzelweinerschnitzel, 15 Jan 2012 20:25

Hello, I was wondering if there is an optimal way to set memory for most games since I have a 128mb xbox. I know that the surreal.ini file has default configs for most games, but how should I change these to improve performance since I have more memory to use? Is maxing out all types of memory a good idea?
Also, I would want to use XXX rom paging method, right? Does surreal auto-detect this, or does it need to be set for each game?
I have been having trouble with the speed of Mario Kart (plays way too fast) and Super Smash Bros (very slow), each with 4 players, and wonder if memory settings are to blame. With 1 or 2 players everything is fine oddly enough.
Thank you for the help!

EDIT: I also have a 1.4ghz cpu in my xbox. Could this affect game speed? Would changing the counter factor be something that could remedy these issues?

Memory Settings by mwaterbumwaterbu, 07 Jan 2012 06:33
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