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@alice@mk.nyaa.place

Post #3434656

2025-09-07 02:12 UTC

And more TV filter improvements: after finding a video showcasing N64 composite on PAL I noticed the colorburst on standard PAL was completely wrong, and it's fixed now (I think). Wow standard PAL dot crawl is wacky compared to NTSC. It's even visible on 60 Hz screens. I also noticed the height and aspect ratio were wrong for PAL N64 games. All of this is fixed now, but yeah, I suspect there will be plenty of PAL bugs like that, since I don't test it nearly as regularly :/

Replies (1)

  • @alice@mk.nyaa.place 2025-09-08 02:47

    I slightly redrew the N64 stick to resemble the physical one more, in both the 8BitDo 64 layout and the N64 touch overlay. I also started implementing snapping to the octagon corners (the original N64 gamepad had an octagonal cutout around its stick rather than circular, so that pushing it all the way in cardinal directions or diagonals will make the stick perfectly aligned) for the touch overlay (it really helps in these games which are often really boxy and expect you to run in a straight line; @luna@lunar.place had a lot of trouble with narrow bridges and such in Ocarina of Time because of that - it's even worse on touch as it's harder to keep your thumb steady, so this should help. Another thing I noticed is that according to an N64 input test ROM (usb64), when nudging this gamepad's stick into a diagonal corner of its octagonal shape (yes, it replicates that, that's a part of its appeal), the distance doesn't match what N64 expects - meh. The distance I get is 57 (the distance in cardinal directions is 80 and 57 is just 80 \times \sin({\pi \over 4}), rounded up - so basically same as what a gamepad with a circular cutout would report. I'm not sure what the value it actually expects is, but sth needs to be adjusted in the m64p port, we'll see tomorrow. And - Sega 3D Control Pad needs a deadzone, oops.

    Open ##3434655