mupen64plus-libretro-nx
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INI Keys for GLideN64.Custom.ini changed
With the normal GLideN64 plugin paired with mupen64plus or Project64, lots of games have custom settings specified in a file named GLideN64.custom.ini that fix many game-specific compatibility issues. Examples include black lines on portraits in Mario Kart 64 at non-native resolutions, black bars during Paper Mario menu transitions, and camera depth issues in Donkey Kong 64.
All these fixes apparently seem to be present in this repo here, but I don't see these settings applied in-game for some reason. This forces me to create overrides for nearly every game that needs these settings tweaked. I'm fine with that, but it seems like I shouldn't need to do that.
Please let me know if I'm missing something obvious here, thanks!
You turned the ini off. See gliden ini behaviour option.
You turned the ini off. See gliden ini behaviour option.
I definitely did not do that, that was the first thing I checked.
I also deleted the core and all core / setting overrides to make sure I was starting from a clean slate.

Edit: Screenshot taken BEFORE I deleted all cores / configs.
Then its not the issue, ini works.
Also what you showed isnt a clean state. Especially Fullspeed framerate is a hack
Then its not the issue, ini works.
I edited my post above: Screenshot was taken before I deleted all cores / configs.
Is the physical INI supposed to exist somewhere similar to mupen64plus.ini, or are the settings baked into the core?
https://github.com/libretro/mupen64plus-libretro-nx/blob/develop/custom/GLideN64/mupenplus/Config_mupenplus.cpp#L35-L218
I could only think of a missing dep. Like the dk fix wont work if fbemu is off, which isnt covered by the ini, simliar stuff for others.
https://github.com/libretro/mupen64plus-libretro-nx/blob/develop/custom/GLideN64/mupenplus/Config_mupenplus.cpp#L35-L218
So then the GLideN64.custom.ini file should be present at RetroArch\system\Mupen64plus and just load?
I chose Mario Kart 64 for testing; that's just about the most basic test to run since it only relies on native resolution textures.
https://github.com/libretro/mupen64plus-libretro-nx/blob/develop/custom/GLideN64/mupenplus/Config_mupenplus.cpp#L35-L218
So then the GLideN64.custom.ini file should be present at RetroArch\system\Mupen64plus and just load?
no its embedded in the core
Then I don't see how it's supposed to be working. I guess I'll try duplicating the issue on another system.
I don't have a non-Windows device to test with at the moment, but I tested on another computer and exact same issue.
Steps to re-produce:
- Download RetroArch Stable
- Download Mupen64Plus-Next Core
- Load Mario Kart 64
- See lines in character portraits
This can be easily worked around by setting Native Res. 2D texrects to Unoptimized (For some reason in the Core version compared to the plugin version of GLideN64 this causes weird menu issues unless I also enable Less Accurate Blending Mode aka Legacy Blending), but again, I'm trying to avoid having to create per-game overrides for a bunch of games if these fixes are supposed to be natively implemented.
You will have to create per game settings no matter what, lol. These do not occur at native res, so if you change to custom res, change the correct option or stick to native res factor
I think you're missing the point. graphics2D\enableNativeResTexrects=1 exists in GLideN64.custom.ini for the sole purpose of being able to play Mario Kart 64 at higher than native resolution. I shouldn't have to be enabling this option manually.
Also when comparing against standalone, make sure to match the versions.
I checked the ini, you have a point here, the keys changed

Seems this one is wrong in the upstream ini too
Did a quick fix here, but gonna leave the Issue open till i go over each tomorrow or so https://github.com/libretro/mupen64plus-libretro-nx/commit/9b9121e51172f33827e36b157ce7837cc49bf4bc
https://git.libretro.com/libretro/mupen64plus-libretro-nx/-/pipelines/17700/builds
Thanks for investigating. Looking at the latest GLideN64.ini generated by standalone if one doesn't exist, it seems like the following three options have been changed from generalEmulation to graphics2D at some point:
- correctTexrectCoords
- enableNativeResTexrects
- bgMode
Results of testing below:
Mario Kart 64: The game is now pulling in the enableNativeResTexrects settings, so for the purposes of this ticket that's now working as intended. An unintended side-effect, this now breaks menu and portrait animations unless I enable Legacy Blending. I can't duplicate this issue with standalone.
Paper Mario: The issue I'm having with this game is out-of-scope for this ticket. There are menu transition visual bugs at the save select screen that can't be duplicated with standalone, but that has nothing to do with reading the GLideN64.custom.ini settings.
Donkey Kong 64: The camera depth issue fixed via GLideN64.Custom.ini can't realistically be tested without playing half of the game, so we'll assume this is working as intended.
Sorry my original ticket description was kind of a snake pit. I (incorrectly) assumed that no custom ini settings were making it through when in reality only a couple were affected.
Paper Mario: The issue I'm having with this game is out-of-scope for this ticket. There are menu transition visual bugs at the save select screen that can't be duplicated with standalone, but that has nothing to do with reading the GLideN64.custom.ini settings.
there were a few fixes lately that arent in here yet.