090b153 / 27-07-2021
m64p uses mupen64plus-gui front-end written in Qt5. It supports all things you’d expect from a frontend (savestate management, pausing, screenshots, etc.), netplay and comes bundled with ParaLLEl-RDP as the graphics plugin.
Starting with a fresh config
If you’ve ever used any version of mupen64plus before, you might have a configuration file saved on your computer. I suggest starting with a fresh config if this is your first time here.
Go to Settings -> Core and Plugin Settings. At the bottom click on Reset All Settings.
Check here for last build with GLideN64.
Windows: 64-bit required
Linux: 64-bit required
Most Recent Changes
Fix for Dinosaur Planet crashes when loading a new game
Just some minor fixes for the dynamic recompiler
Just some minor fixes for the dynamic recompiler
Linux builds now built using Ubuntu 20.04
Fix for corrupt screenshots and/or crashing when using non-native window resolutions
IS Viewer support. You can view the output from IS Viewer by going to Emulation->View Log. This log view is now updated live, so you can leave that window open while you play
Some bug fixes for the dynarec, including Indiana Jones crashes and Densha de Go (English) not booting.
Improvements to VRU speech recognition
Fix for flickering in San Francisco Rush
This release now includes mupen64plus's "new dynarec". It's enabled by default for new installs. For existing installs, you can enable it by going Settings->Core and Video Settings and setting "R4300Emulator" to "2". This should reduce the load on the CPU for most games.
A first for any N64 emulator: VRU (Voice Recognition Unit) support! Only 2 games made use of it: Hey You, Pikachu! and Densha de Go! (English translation here. Both of these games expect the VRU to be connected to controller port 4:
Once you click "Emulate VRU", it will begin to download an English language voice model, which is required for speech-to-text recognition. It only does this the first time.
It will download the model into the same directory as the EXE, so that directory needs to be writeable.
You need a microphone to use the VRU. You can search on YouTube for some gameplay footage of Hey You, Pikachu! to see how it's used.
Only English is supported.
A couple of minor emulation accuracy improvements for PI and RSP DMAs. I'm not aware of any impact on games.
Widescreen support (you'll find it in the ParaLLEl Video options). This is the equivalent of setting your TV to "force 16:9". This would normally be used on a game like GoldenEye, which has a widescreen option in the pause menu. Using this on a regular 4:3 game is just going to stretch the image.
There are quite a few games created with this toolchain, you can google "N64 homebrew" to find some.
If you know of other homebrew games that have issues, I'd be curious to hear about them!
Hopefully some more audio improvements (popping & crackling)
Fix saving in Pokemon Puzzle League
Full support for Unicode characters in filepaths on Windows
Fix for shaking video when interlacing is enabled
Fix for crash at 8x upscaling.
Performance improvements when using upscaling in ParaLLEl-RDP.
Some tweaks to the audio code to try and reduce crackling in some cases.
GLideN64 (and Angrylion Plus) has been replaced by ParaLLEl-RDP
You can read about ParaLLEl-RDP here.
The emulator now requires Vulkan 1.1 to run. This means if you have an Intel GPU, you generally need a Skylake or newer processor. If you have an Nvidia GPU, you generally need it to be Kepler series or newer. If you have AMD, I have no idea. You may want to update your graphics drivers if it's not working.
By default, ParaLLEl-RDP displays the game in native resolution, you can change this by going to Settings->Core and Video Settings->ParaLLEl Video->Upscaling, and changing the value of "1" to "2", "4", or "8".
I understand that this will be very exciting news for some, and for others, it will be disappointing. ParaLLEl-RDP has higher system requirements than GLideN64. I know some people will wonder why I didn't just include both. From the beginning, I set out to create a very easy-to-use, accurate emulator. Since the dawn of time, the plugin system has been a source of complexity and confusion in the N64 scene. Most of all, I am creating an emulator that I enjoy using.
I am trying to reduce the complexity and provide an accurate and playable emulator for a majority of people. It's not going to be perfect for everyone. Both Project64 and RetroArch provide good N64 emulators that include GLideN64 bundled in.
Fix issue loading ROMs/settings when the path contains non-Latin characters
A number of improvements to GLideN64
Smash Remix 0.9.7 performance settings
Some bug fixes for GLideN64
Improvements to the speed limiter, should improve netplay performance
Just a small fix for Dinosaur Planet that was affecting the player's ability to hit enemies.
Contains some improvements for Dinosaur Planet, a recently discovered prototype/beta ROM.
GLideN64 software vertex clipping, mostly an improvement for mobile devices, shouldn't make much of a difference on the desktop:
64DD save improvements
Improvement to the way mempaks are formatted (accuracy improvement)
Some minor setting improvements to some games
Updates to Angrylion :
A few updates for GLideN64, including pixel coverage emulation support. It's off by default, there is a new option in the video settings if you want to try it out.
Netplay create/join dialogs will now show your ping to your selected server (you used to have to enter a waiting room before being able to see your ping). Credit to @joeldenning for this improvement.
Improvements to 64DD saving.
A new option for netplay: Fixed Input Delay. Normally the server will dynamically set the input delay based on latency, but this allows you to set a fixed number of frames of delay. If you set this number too low, it will cause stuttering/freezing. Thanks to @joeldenning for implementing this feature.
Most players are better off leaving this option unchecked. This is mostly for players that want to play using very low input latency, the tradeoff being that you'll experience stuttering and freezing at times.
Just a few bug fixes and stability improvements for GLideN64
This is the first release with official Mac OS X support. A big thanks to @joeldenning for getting this working. Mac OS 10.14+ is required. It should support everything except the auto updater. You can netplay cross platform, meaning Mac, Windows, and Linux users can play together.
This release includes support for LLE Graphics (Settings->LLE Graphics). For the uninitiated, LLE graphics is basically "super accurate graphics mode". It is quite CPU intensive and may not work full speed on every computer. It is also supported in netplay, if the player creating the room has LLE enabled, it will be required for all others joining that match. I wouldn't recommend enabling it for netplay unless you are sure that everyone you are playing with has an adequate CPU. If someone can't run the game at full speed, they are going to experience extreme input lag.
m64p is a little late to the game with Discord support, but here it is! It supports Rich Presence, this means that your status will update with the game you're playing:
It also supports voice integration for netplay, there is a new option in the netplay wait room:
If you have the Discord app installed and running on your PC, that checkbox should make itself available. If you click that button, you're in a voice channel with the other players! That's it. Very simple. You don't need to share a server with them, or be friends on Discord. This will connect you with whoever you happen to be playing with. Pretty cool.
Unfortunately Discord currently suffers from a rather odd bug (discord/gamesdk-and-dispatch#55). There won't be any indication in Discord that you're connected to the netplay voice channel. You're just going to have to trust me that it works. Hopefully someday soon Discord will correct this bug, and a proper overlay will appear showing the voice channel members (and options like mute/volume, etc)
Small bug fix for the "auto" controller option. If you've ever had the situation where your controller worked when making a profile, but then didn't work in-game, this update is for you.
For those of you who downloaded the release yesterday, here is your chance to try the auto updater! Just open your current install, and click "yes" when it prompts you to update.
One of the most frequently requested features: an auto updater, is here! You're not going to notice anything this time, but the next time an update is available, you'll see this when you launch the emulator.
Clicking yes will download the auto updater, close the emulator, extract the new version, and relaunch the emulator. This is a very new feature, so the next time you use it, if you run into bugs, please let me know.
This releases contains a fix for some Mayflash adapters. Some of these adapters didn't work properly in the controller profile configuration wizard. Mayflash adapters still won't work with the "Auto" profile, they need a custom profile created.
Also, sometimes the controller profile wizard wouldn't work after playing a game, this has been corrected.
No need to update if you aren't having controller configuration issues.
This release contains a fix for a very pesky bug on the Windows version that would sometimes make the emulator crash when starting a game. This bug was related to the input plugin, fixing it involved re-writing how the input settings are stored. Thus, all input settings will be wiped on start, you'll need to re-create any input profiles you had.
Apologies for the back-to-back releases. As mentioned, a large amount of the underlying GUI code has been re-written. I found some last minute bugs that are addressed in this release. No reason to upgrade if you aren't having issues with the GUI
Known Issues: Sometimes the emulator will crash when launching a game in Windows. As best I can tell this seems to be a bug related to Qt. I'm hoping the next minor release of Qt will address the issue, if it doesn't I'll need to come up with an alternative solution.
Performance improvements for Smash Bros and Smash Remix
Netplay packets are tagged for QoS on Linux (Windows guide is here: https://github.com/loganmc10/m64p/wiki/Quality-of-Service)
Under the hood code improvements to GUI
Paths for core/plugins and emulator config no longer get hard coded into the config. There are new macros, $APP_PATH$ and $CONFIG_PATH$ that are put into the config file. This allows for better portability.
Changing the Config Dir Path to
$APP_PATH$allows for a portable build, which will put the emulator configs in the same directory as the EXE, instead of the users AppData/Roaming folder.
Given the large amount of code that has been re-written for the GUI, bugs are possible. Please report any bugs you find here: https://github.com/loganmc10/m64p/issues
I've also been working quite a bit on the netplay backend to improve performance and stability, as well as improve logging.
If you are able, please consider subscribing to the Patreon here: https://www.patreon.com/m64p . I've updated the goals, my focus as of late has been better netplay support. My main goal is to raise enough money to connect the service to AWS Global Accelerator which would greatly reduce latency.
Just a few minor GLideN64 updates in this release. Also updates to dependencies like Qt.
The N64 emulation scene has been quiet this summer. This release contains some small bug fixes for GLideN64 (video) as well as updates to dependencies like Qt.
--Please check here for older releases--
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