Earl_Of_Games
New member
First off, it wasn't me who tested this, so this is all second-hand information, however I suppose I could trust my brother on this. Anyway, he says he was running the Super Mario 64 (E) (M3) ROM. The ROM settings were (since he just got bored with it when it hung and didn't adjust anything afterwards, so I assume the settings would be intact):
CPU Core style: Default
Self Modifying Code Method: Change Memory and Cache
Memory Size: 8 MB
Advanced Block Linking: On
Data Save Type: Use First Used Save Type
Counter Buffer: (for some reason it's blank, so I'll assume it is set to Default)
Larger Compile Buffer: Checked
Register Checking: Checked
SP Hack: Checked
Use TLB: Checked
Delay SI Interrupt: Unchecked
RSP Audio Signal: Unchecked
I realize that some of these settings are a little n00bish when it comes to stability, but I'm not the one who set it up. However, as it is, it should be reasonably stable, as it accounts for most issues.
Anyway, the computer it was played on is a recent one: a P4 2.66 GHz, 512 MB, 64 MB NVidia card (powerful weak), SB Live! Sound Card (forget the model number), and most importantly: Project 64 version 1.6. I can look up the exact models if need be.
I almost forgot the acutal cause of the error: whenever he does this sort of dive thing (he calls it a body slam, he runs, press "A" button then "B" button, then presses "A" to stand up/jump). There is a second error: whenever he grabs onto ledges after jumping, and also when jumping into a cannon; it freezes just the same. Further, whenever he enters the Vanish Cap entrance, he must "ground pound" to enter, for should he not, it freezes whenever his foot hits the ground (this area is supposidly a hole that you fall into). It then hangs, however the music still plays. However, whenever he runs it on the (U) version (for USA), this doesn't happen and he claims it is "faster". Also, Mario's voice is more higher-pitched in the American version. Is there some sort of quality difference between the American and European versions of the game? By "faster", he means a good 10 more Frames Per Second faster, which is a good bit more, obviously. Furthermore, the text was "emboldened" (in bold, as in larger and possibly in bold). This strikes me as odd, as theoretically, all ROMs should be equal, because there would be no point in making such drastic changes (at least to the observant player) between makes of the ROM (such as European and American versions). He didn't test the (J) (Japanese) version yet (mainly because he doesn't speak Japanese), so I'm not sure of any differences in that ROM from the other versions. I got this ROM as part of a package of Super Mario 64 Roms (really don't know why, as it gave me 5 copies of each version of the mod, and that increased the file size up to almost 10 MB (could someone tell me the average size of the USA-only ROM?)).
-Earl
CPU Core style: Default
Self Modifying Code Method: Change Memory and Cache
Memory Size: 8 MB
Advanced Block Linking: On
Data Save Type: Use First Used Save Type
Counter Buffer: (for some reason it's blank, so I'll assume it is set to Default)
Larger Compile Buffer: Checked
Register Checking: Checked
SP Hack: Checked
Use TLB: Checked
Delay SI Interrupt: Unchecked
RSP Audio Signal: Unchecked
I realize that some of these settings are a little n00bish when it comes to stability, but I'm not the one who set it up. However, as it is, it should be reasonably stable, as it accounts for most issues.
Anyway, the computer it was played on is a recent one: a P4 2.66 GHz, 512 MB, 64 MB NVidia card (powerful weak), SB Live! Sound Card (forget the model number), and most importantly: Project 64 version 1.6. I can look up the exact models if need be.
I almost forgot the acutal cause of the error: whenever he does this sort of dive thing (he calls it a body slam, he runs, press "A" button then "B" button, then presses "A" to stand up/jump). There is a second error: whenever he grabs onto ledges after jumping, and also when jumping into a cannon; it freezes just the same. Further, whenever he enters the Vanish Cap entrance, he must "ground pound" to enter, for should he not, it freezes whenever his foot hits the ground (this area is supposidly a hole that you fall into). It then hangs, however the music still plays. However, whenever he runs it on the (U) version (for USA), this doesn't happen and he claims it is "faster". Also, Mario's voice is more higher-pitched in the American version. Is there some sort of quality difference between the American and European versions of the game? By "faster", he means a good 10 more Frames Per Second faster, which is a good bit more, obviously. Furthermore, the text was "emboldened" (in bold, as in larger and possibly in bold). This strikes me as odd, as theoretically, all ROMs should be equal, because there would be no point in making such drastic changes (at least to the observant player) between makes of the ROM (such as European and American versions). He didn't test the (J) (Japanese) version yet (mainly because he doesn't speak Japanese), so I'm not sure of any differences in that ROM from the other versions. I got this ROM as part of a package of Super Mario 64 Roms (really don't know why, as it gave me 5 copies of each version of the mod, and that increased the file size up to almost 10 MB (could someone tell me the average size of the USA-only ROM?)).
-Earl
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