Mupen64plus ios port Problems

hy guys, I was thinking of making a thread where we can post our issues with the ios port of this wonderful core. Being able to play n64 games on the go has a been a long-time dream for me and mupen64plus does a great job at making that dream become reality.

In order to collect substation info, we should try to add as much relevant information as possible. I will try to collect them all here in a ordered fashion (ordered by games) in the first post.

I think it would be good to include:

(The colorcoding of the Gamename should help indicate how playable the game is, however that may vary across diffrent devices) Not playable playable Full speed, mostly glitch free emulation Perfect Emulation

Game Retroarch Version: Core Version: Ios Version and Device:

Use this as a template for your own posts. Ill try to set one up as an example after Darnassuspost.

Mario 64 Retroarch Version: 1.0.0.2 Core Version: From stable 1.0.0.2 Package / 03.08.2015 Ios Version and Device: iPad Mini non Retina 16GB, iOS 8.4 TaiG

Resolved in 05.2015 and later Revision: -Textures and Shadows flicker (Glide64) Known Issues: -No shadows and random crash after some time (gln64) (1.0.0.2) -Completely unusable gln64 in 05.2015 and later revisions (Geometry is not displayed at all) -Can`t see (alpha?) transitions between doors/ see where you aim with the cannon; black/white frame is displayed instead (Glide 64, 1.0.0.2 and latest Version) <—Game breaking bug

See: http://libretro.com/forums/showthread.php?t=3563&p=26469&viewfull=1#post26469

Zelda OoT Retroarch Version: 1.0.0.2 Core Version:? Ios Version and Device: iPhone 5s, iOS 8.4 TaiG

Known issues: -Pause Menu is scrambled. -ground flickers

See:http://libretro.com/forums/showthread.php?t=3563&p=26354&viewfull=1#post26354

To be continued… ;D

I’m on iOS 8.4 TaiG and Retroarch 1.0.0.2.1 as well and Zelda OOT makes a rainbow screen when I pause. The ground flickers too.

Also on Zelda MasterQuest the ground still flickers but no rainbow when pause, however… it takes 10 sec to load the pause menu.

I updated the start-post. It’d be great if as many of you as possible contributed here. Eventually, when a iOS dev would surface he might just check this thread out and try to fix the problems :slight_smile:

It will however also help newcomers to see what they can and what they can’t play on Retroarchs n64 core.

So just to show how I’d like the errorreports to be done, here’s mine done again.

Mario 64 Retroarch Version: 1.0.0.2 Core Version: From stable 1.0.0.2 Package / nightlies 03.08.2015 Ios Version and Device: iPad Mini non Retina 16GB, iOS 8.4 TaiG

Mario 64 exhibits a gramebreaking bug with all the Mupen Cores I’ve tried so far: You can’t see where you aim with the Cannons. It only displays a black frame instead. The same happens with Door/Level transition (the silhouettes of mario/stars etc). Otherwhise Emulation is perfect. It worked in gln64 of 1.0.0.2, but that would crash randomly after some time (along with some other known issues of this graphics core). gln64 is however completely broken since 05.2015, not displaying any geometry.

Some Texture/Shadowflickering in Glide 64 was resolved with the latest Nightlies, but the aforementioned Cannon Aim bug is still pressent.

I’ve done a little research apparently MasterQuest’s long pause screwup is fixable by implementing a cheat code…

Can’t wait for 1.2 for iOS though maybe that’ll have some better fixes! :3