Apparently if I understand correctly NERD put a game specific hack into Paper Mario on N64 NSO with the sole effect of making the framerate worse in menus. What is wrong with them lol I'm really losing confidence that they're going to be fixing the state of this emulator
Apparently if I understand correctly NERD put a game specific hack into Paper Mario on N64 NSO with the sole effect of making the framerate worse in menus. What is wrong with them lol I'm really losing confidence that they're going to be fixing the state of this emulator
If that's the case why does only the party menu run at full speed. Also accurate would be the menus running normally not with the lag and low framerate present on the NSO version.To make it accurate most likely, pretty normal
That is not accurate my friendTo make it accurate most likely, pretty normal
Is there some reason from a dev point of view that they might have implemented it? Genuinely asking as I'm not knowledgeable about this type of thing. Maybe something like...the menus running in sync with everything caused irrevocable problems with the emulator?That is not accurate my friend
As someone who's played this game almost exclusively on OG hardware, I noticed that slowdown immediately. It's not right.
They probably didn't implement it for fun, but why it's there is anyone's guess. The only things that spring to mind are stability or power draw, but both feel like rather bizarre things to have been problems in the first place.Is there some reason from a dev point of view that they might have implemented it? Genuinely asking as I'm not knowledgeable about this type of thing. Maybe something like...the menus running in sync with everything caused irrevocable problems with the emulator?
I don't want to assume this level of incompetence but it honestly kind of feels like something done for testing that was left in the final product by mistake (note I do not have much knowledge of emulation). Paper Mario is supposedly a tricky game to emulate correctly, so it's possible they were using it for testing of N64 NSO. Regardless... it's bad and more evidence that this whole service is rushed and not of very high quality! Super disappointing.They probably didn't implement it for fun, but why it's there is anyone's guess. The only things that spring to mind are stability or power draw, but both feel like rather bizarre things to have been problems in the first place.
It seems there are 3-4 places in the original game where the menu gets that lag and they just didn’t include a trigger? I mean it’s a menu so it’s not a huge dealThey probably didn't implement it for fun, but why it's there is anyone's guess. The only things that spring to mind are stability or power draw, but both feel like rather bizarre things to have been problems in the first place.
this is the first game where I've really recognized nso doesn't handle sprites well. they need a crt filter
Given that they've been including CRT filters as standard since the NES Classic in 2016, I'd hazard a guess that they felt it was at odds with 720p native rendering - and honestly, they're right. You'd do one or the other, not both.I understand it takes time to solve emulation issues but like, does it cost too much to give an option to play without those ugly ass borders? It shouldn't have borders by default. A CRT filter is also something very simple and basically mandatory for retro games. The whole thing just feels like an afterthought for Nintendo.
I've made this mistake on other games but not Paper Mario yet lolaccidentally hit load save state instead of save save state
this is the first game where I've really recognized nso doesn't handle sprites well. they need a crt filter
As far as I'm concerned it's the most iconic track in the game, it always puts me at ease when I listen to it.On a different note. I haven't played this game in nearly 20 years and yet the Shooting Star Summit music hit me with such a huge wave of nostalgia. The sound effects and such are just ingrained somewhere deep in my brain.
Interesting, thanks for sharing.They probably didn't implement it for fun, but why it's there is anyone's guess. The only things that spring to mind are stability or power draw, but both feel like rather bizarre things to have been problems in the first place.
Apparently if I understand correctly NERD put a game specific hack into Paper Mario on N64 NSO with the sole effect of making the framerate worse in menus. What is wrong with them lol I'm really losing confidence that they're going to be fixing the state of this emulator
No it literally isn't. Paper Mario speedrunners are noticing this and flagging it as not normal behavior. While we're at it:That's how the original game was on the original cartridge. It's supposed to have slowdown in the menu.
Emulation woes continue. There are also other unexplained crashes with Paper Mario that some speedrunners are investigating. I beat the game on NSO and it was perfectly playable (except for the Lava Piranha fight where the low framerate "patch" genuinely did make attack timings way harder than they are supposed to be) but this emulator needs major fixes.
Just an update on this for everyone: Paper Mario speedrunner JCog has figured out why the game seems to crash and delete hours have save data in certain instances:
I'm sorry but this investigation makes the emulation team look frankly incompetent. Crashing only happens because of a "fix" they implemented to make the game run worse, which then broke something else that they just completely missed properly fixing on the US version. The fact that community members have to dig through and reverse engineer their mess to figure out why these problems are happening, and are even able to fix them by commenting out the bad code the devs used is pretty embarrassing. I think the N64 emulation team needs to have more staff and more work put into the emulator itself at this point.
Just an update on this for everyone: Paper Mario speedrunner JCog has figured out why the game seems to crash and delete hours have save data in certain instances:
I'm sorry but this investigation makes the emulation team look frankly incompetent. Crashing only happens because of a "fix" they implemented to make the game run worse, which then broke something else that they just completely missed properly fixing on the US version. The fact that community members have to dig through and reverse engineer their mess to figure out why these problems are happening, and are even able to fix them by commenting out the bad code the devs used is pretty embarrassing. I think the N64 emulation team needs to have more staff and more work put into the emulator itself at this point.
I wouldn't go as far as to call this aspect of the situation embarrassing. There are some games where the collective knowledge of the speed running community regarding specific aspects of code is likely more detailed than the devs who wrote it. Paper Mario is one of those games; people didn't just stumble into that Stop N' Swap route with OoT, it was a pre-planned manipulation of specific memory addresses. It speaks more to the community's passion than the devs' competence - especially because this knowledge has been built up over actual decades. The NSO devs likely had some months that had to be shared with other games.The fact that community members have to dig through and reverse engineer their mess to figure out why these problems are happening, and are even able to fix them by commenting out the bad code the devs used is pretty embarrassing.
I don't believe this is true, as I cannot find evidence of it. That same account later tweeted this:Looking at the comments, this crash is actually much worse than it looks: It apparently has a chance to delete your SRAM in the process (Save States are safe, but your "physical" save for the game, on the other hand...):