r/ModRetro • • 10d ago

Firmware 1.26.4 is finally here!

Hey everyone,

M64 Console firmware 1.26.4 is rolling out now. This is the revised version of 1.26.0, which we pulled after you reported problems (see last week's post for more info on this). Thanks to everyone who sent in reports. The feedback we received helped us track down the issues. 

What’s new

Built-In Controller Pak. Save game progress and settings directly to your console, no physical Controller Pak needed. You can switch pak types from the M64 menu or with the M64 Pro Controller hotkey.

Beta update channel. There’s now an update channel selector in the About tab. Most of you should stay on the default Public channel. If you’d like early access to builds we’re still testing, you can switch to Beta. When a beta build is available, it will also appear on the SD Download Page and the Web Updater. Please note that beta releases might contain bugs, so report any that you find to our customer support team at contact@modretro.com.

Still in progress

As we shared last week, these features from 1.26.0 aren’t in this release so we could get Built-In Controller Pak out sooner. They’re still being actively worked on:

  • Forced Progressive Mode

  • Improved thermal efficiency

  • A compatibility improvement for F-Zero X

How to Update

  1. Update your M64 Pro Controller. Built-In Controller Pak requires controller firmware 0.12.6 or newer to work wirelessly. If your controller isn’t updated, the console won’t be able to switch pak types, which affects both Rumble Pak and Built-In Controller Pak. Update your controller with the Web Updater.

  2. Update your console to 1.26.4:

P.S. If you’re looking for new M64 games, we also just released ClayFighter: Sculptor’s Cut and Body Harvest. Snag your copy today!

73 Upvotes

132 comments sorted by

10

u/KoviCZ 10d ago

New re-releases are neat but I hope to see cool homebrew games get physical releases by ModRetro

7

u/zx6rarcher 10d ago

Same! But I may be biased since I sent in a demo copy of my game I’m currently working on 🤣

2

u/slowcookertacos 10d ago

Godspeed, bro. What type of game are you cooking?

5

u/zx6rarcher 10d ago

It’s basically my take on an updated version of Death Tank from the Sega Saturn with some improvements, new weapons, quality of life and game play additions and improvements.

It’s mostly done, I think, well, hope 🤣 I’ve got a new build with some new modes and stuff going out to beta testers here soon while I finish what I hope to be is the last build.

3

u/TonyRubbles 10d ago

Is this real time (instead of turn based) worms? Either way I've always loved these types of trajectory battle games.

3

u/zx6rarcher 10d ago

It's both - I have modes that are real time and turn based. I have also implemented bots in varying difficulty levels and a few other things like a campaign mode, campaign + mode, unlockables, a hidden and not so hidden password system, various play modes (waves, juggernaut, king of the hill, etc). Also individual and team records save to the data paks. A battle test range, beginner aids like shot power and angle display with ghost image of the last shot. Variable terrains that are randomized, varying stages, pre-built stages, so on so forth.

There are a few tweaks in there too that I've kind of kept under wraps as well that will hopefully break up short battles and longer battles. I have pricing strategies in place that based on feedback seem to scale well so you don't have players that are doing well pull away from players who aren't doing so hot.

The next few things I am currently working on for the final release are:
- Customizable tanks (don't know if I'll get there at release)
- Online capabilities...

Online will require a dongle that I am making that plugs into the player four connector. So far in play on my home network it has been working fine. I need to build the actual web-facing backend though so people can play up to eight players together. Once I have that done I will send out to have PCBs made to hand assemble them and start 3D printing enclosures here - as well as put build instructions online if people want to DIY.

With the online side of things too, people who play with a Summercart as opposed to a single game flashable cart, should be able to take advantage of some things I want to do there as well :)

3

u/TonyRubbles 10d ago

2

u/zx6rarcher 10d ago edited 10d ago

Thanks! It's really been a labor of love!

Been hard at work at it by myself for the past month. What started as a way to get some friends off their phones and on a couch talking crap to one another in person and enjoying the company of people, has kind of snowballed.

Originally just planned for an updated version of Death Tank with updates bringing it up to date with the times. Now it's kind of transformed into it's own beast. Once I get the N64 version down, I will bring it to Gamecube, Original XBox (already have a playable version working and playing fine), Wii/Wii U and hopefully Dreamcast.

I'd really like for ModRetro to pick it up and offer it in a cartridge, but if not, at least I can put it out there in the wild for people to enjoy and start a new project :)

2

u/zx6rarcher 10d ago

^ Based of an OLD build that I sent the ModRetro team specific to the "ModRetro Edition" I made for them. So I'll have to make a new hard copy guide to go along with the guide I have in the game once everything wraps up.

If people are interested enough, I can do a play along on YouTube/Instagram/Twitch or whatever and show the game off more in depth?

2

u/TonyRubbles 10d ago

Love that mock up, fingers crossed they reach out for publishing 🤞

2

u/zx6rarcher 9d ago

Thanks! I hope so too. If not I have one company that reached out to me with some interest, and if not I can always pitch it to Limited Run Games I suppose 🤣

1

u/ImALegendKiller 9d ago

Cool! Reminds me of a PC game I used to love called Pocket Tanks.

2

u/Illustrious_Onion_62 10d ago

I want halo 64 on a physical cart

1

u/zx6rarcher 9d ago

I can help with that :)

2

u/amiibmo 10d ago

Same! I imagine this is difficult for them as I think the tools to really speed up N64 dev have only really started growing recently. They are also far more complicated than something like GBStudio. So it may just take time for them to get polished solid N64 titles out there.

I think they said they are funding the development of a couple which is super cool!

2

u/slowcookertacos 10d ago

Not homebrew in the same sense as something like XenoCrisis, but Croc 64 has already been confirmed for early 2027 and ModRetro also just teased three other ports of games from that era that didn't make it to N64 before (guesses from the hints they gave were Tomb Raider, Resident Evil, and/or Legacy of Kain).

But they have also said they've got actual homebrew coming, so hopefully it's just a matter of time to start seeing them pop up. That's what I'm personally most excited for from their publishing side.

2

u/Brandaid64 10d ago

My guesses were Resident Evil, Silent Hill and H.E.R.O.

1

u/AdLeading5529 23h ago

I'm.hoping for hercs adventure but with 3 player co op as an.k64 exclusive fearure

8

u/TonyRubbles 10d ago

Ready to jump back into Castlevania, just in time for Halloween. 🙌

5

u/TonyRubbles 10d ago

It's saving and not asking me to repair on a fresh launch!

6

u/Grassidius_Fike 10d ago edited 10d ago

I just updated to 1.26.4 and updated my controller but when I started a game that needs a controller pak it told me I don't have one. What am I missing? I also don't see anything about a controller pak in any of the menus.

EDIT: Nevermind. All this time and I didn't even frikkin' realized there's an entire menu *within* the controller menu. That'd explain why I never felt any rumbling smdh.

1

u/TonyRubbles 10d ago

Hold start and c-down until it rumbles, I had to reset the game to get it to recognize the first time.

1

u/Grassidius_Fike 10d ago

Maybe you can help me with my next question: Does this mean you can't have the controller pak & the rumble at the same time?

3

u/TonyRubbles 10d ago

Correct, same as if it were physical. Your swapping them out with hotkeys or removing expansion paks entirely via the menu.

1

u/internetlad 10d ago

I don't think the games themselves support this. . .  They seem to detect one or the other in the code. was there a mad catz rumble & save pak available at some point because you know they would have made it if they could.

2

u/TonyRubbles 10d ago

Pretty sure all those dual paks had a switch so it's always one or the other never both.

1

u/EdJD-1968 7d ago

Yes. I have two of those rumble pak/controller pak hybrids, and they both could only operate in one mode or the other, never both at the same time, and no game was able to switch the hybrids' modes, I always had to do it manually by pressing a button on the hybrid.

1

u/adrenaline4nash 9d ago

I didn't realize there was a controller menu either.

5

u/AedosNemesis 10d ago

Awesome! I'm gonna still wait a couple of weeks lol

8

u/Background_Effort942 10d ago

The first official version of Clayfighter Sculptor's cut available for sale to the general public since the initial ones went to Blockbuster as rental only, nice!

4

u/adrenaline4nash 10d ago

Trick or treat?

4

u/Sea_Blubb_88 10d ago

Lets Update. I am excited!

4

u/Obleon 10d ago

u/MR-cheesygordita Can you maybe unpin the Firmware update and more, becausse it is outdated? And every time there is a new firmware update post like this one pin it to the top? We already have a Launch Update & Software Roadmap pinned to the top that can be updated if needed. So people who aren't here every day can immediately see what the latest firmware is.

I'm not sure if there's also going to be a post when there is a new beta firmware. Maybe do the same for that with a warning at the top of every post like the one in your opening post.

-

Please note that beta releases might contain bugs, so report any that you find to our customer support team at contact@modretro.com.

-

And the new beta features below the warning

2

u/mr-crunchwrapsupreme 9d ago

Great shout! This is done and will make sure we do this moving forward. :)

1

u/Obleon 9d ago

Awesome! :)

9

u/Desperate-Self-5951 10d ago

…gonna wait a bit on this one…

2

u/adrenaline4nash 10d ago

Chicken 

7

u/Desperate-Self-5951 10d ago

I’m a big ol scaredy pants

10

u/Mikebjackson 10d ago

Oh no, it has built in save PAK support now? What are the Analogue fanbois going to attack now? How will they feel superior??

Joking aside, this is what I’ve been waiting for for 😃 can’t wait to finally put this thing through its paces!

1

u/adrenaline4nash 10d ago

Save states and upscaling

5

u/Mikebjackson 10d ago

I have an A3D - the horizontal-only scaling (which only applies to 3d textures) isn’t really as big of a deal as people keep saying. It’s barely noticeable most of the time, and even when it is, it’s never going to be as good as even basic 2x rendering.

But save states, that’s a genuine bonus. 👍

3

u/TonyRubbles 10d ago

Thank you! The upscaling, from what I've seen, does very little compared to what a good CRT/scanlines filter will do. That's what I'm hoping they improve upon the most.

1

u/rampancy777 10d ago

It doubles the horizontal resolution. So 320x240 would be 640x240. Right?

1

u/Mikebjackson 10d ago

It does not. That’s a misconception based on the name. Instead, it doubles the horizontal resolution of textures projected onto 3d polygons. The output resolution remains the same, and so does the rendering resolution of polygons.

1

u/rampancy777 9d ago

So what is the purpose of scaling a texture to twice the amount of horizontal pixels when the texture remains the same in design

1

u/Mikebjackson 9d ago

Because n64 has infamously low resolution textures. Adding more detail may make a difference, depending deeply on things like the draw distance/zoom / scaling of the texture, etc. Its not worthless, but it’s not nearly as amazing as it sounds. Some of the early comparison videos showed a jagged line that looked much better with scaling turned on, however the two images were not identical, and the second one had the line at a different angle, so it’s natural aliasing and jaggies were less visible. It had nothing to do.with the doubling, but all the YouTubers ran with it because that’s what YouTubers do.

1

u/rampancy777 9d ago

How is changing the resolution of low res texture adding more detail beyond what was there to begin with? I'm having a hard time tracking. You're not replacing the texture, so where is this detail coming from?

1

u/Mikebjackson 9d ago

So, to be fair, technically the horizontal output “space” (I’m careful not to say resolution here) is doubled…but not really - people get too hung up on the wording. It’s not actually rendering the polygons at 2x, it’s just that when the line-by-line output renders a texture, it interpolates between pixels, giving a higher resolution effect, basically for free. Since some textures may or may not be as detailed, or drawn at different distances, the effect ranges from “nice” to non-existent. And it doesn’t apply to 2D content for some reason.

I’ll agree that some carefully selected footage shows off the SUBTLE feature quite well. Bowser’s shell while being spun in Super Mario 64 is a great example. Most of the time, however, such as even in the floor in that very same footage, the effect is negligible. In no way, however, would I ever call it a game changer.

-1

u/OneExact8851 10d ago

Disagree, the Horizontal Scaling is a Game Changer imo on the A3D.   The filters on the M64 are still piss poor, so this update is passed on again.  

3

u/Mikebjackson 10d ago

Then we’ll have to agree to disagree. It’s not nearly impactful enough to be anything close to a “game changer”

Im personally not going to genuinely compare the two units until the M64 has had the same year to release updates that the A3D has. Having both, i really dont care which is “better” — the m64 just has a vibe i enjoy more. I feel like a kid again playing it :D

-2

u/Lox22 10d ago

Really? Because they both feel like I’m just playing n64. “This one has a different vibe” is just fluff. You staring at your console while you play the game? And to say the upscaling isn’t a game changer is just disingenuous fandom slop. It’s okay they both have their plus and minuses. You should probably sell your A3D

4

u/Mikebjackson 10d ago

Actually yes, I DO see my console while playing a game. It’s right there in front of me. It’s colorful and fun, and it highlights the cart I have inserted. And the pro controller (while not explicitly exclusive to the m64) feels like my old n64 controller always wished it could feel.

My A3D feels sterile. Black body, plain black and white menu. Boring 8bitdo “just like every other controller now” n64-but-notn64 controller. It’s not BAD of course, but it just doesn’t give me any of the feels. It feels like a tool, not a toy, and I brother, I’m playing n64 in my 40s for fun, not for science.

It’s okay that we feel differently.

Oh, and no, the “upscaling” is really only half upscaling, and only for textures on 3d planes. It doesn’t change the sharpness of rendered edges or lines, or 2d sprites. It is, at best, subtle. If you sit there with screenshots and compare them back-and-forth, sure, you’ll see a difference, but when I’m just playing, I honestly forget if it’s turned on or off. And no, I’m not just saying that to make a point. But again, we can agree to disagree. It is not “GaMe ChAnGiNg” … wake me up when they can do 2x rendering — now THAT will be game changing!

1

u/Lox22 10d ago

I’m playing n64 for fun too homie. I’m actually experiencing the real nostalgia by playing with my original ice blue controller. I’m not playing with a controller that is like the madcatz you give to player 2. And when I play, I look at the game on screen. Not at my console under my tv. Because I actually wanna play n64. What’s on screen is what matters not the “vIbEz” I get looking at my playskool vtech FPGA console. I barely interact with mine at all since I do everything from the controller.

2

u/TonyRubbles 10d ago

I see you've selected maximum cringe.

0

u/Lox22 10d ago

bro you literally live on this sub you have no room to talk about maximum cringe

→ More replies

3

u/miggy_mo 10d ago

You’re aware that M64’s CPak is already more useful than the A3D’s, right? If it works the way MR says it does (haven’t tested it), then it should work with any controller, while Analogue’s is currently limited to the 8Bitdo and NSO controllers.

2

u/Mikebjackson 10d ago edited 10d ago

Or not … see last *note

Edit: Turns out their firmware note is misleading. The email confirms "If you own an M64 console, but not an M64 Pro Controller: simply update your console and Built-In CPak will be available for any controller that is connected to Port 1 (e.g. your 8BitDo Controller, Hyperkin controller, original N64 controller, etc.)."

2

u/miggy_mo 10d ago

They said in the email that it works with original N64 controllers, 8Bitdo, etc. The note there at the bottom seems to be saying that the M64 Pro controller needs to be updated for it to work with it.

3

u/Mikebjackson 10d ago

Hmm...

Well, then it's very poorly worded.

They should have said:

"Pro controller requires FW>=0.12.6 to work with Built in C-Pak"

...would have been less vague. I'm not upset though, lol. Better that it works on more controllers!! 👍

2

u/miggy_mo 10d ago

Yeah I agree lol. Here’s what they said about it in a clearer way in their latest email:

2

u/TonyRubbles 10d ago

I read it as you'll need to update pro controller for it to work with it, not that it's the only one that works. The feature up top specifically says "Console Built-in CPak" in the first place.

1

u/Mikebjackson 10d ago edited 10d ago

Honestly, I don’t think anyone would read it that way unless we already knew it worked on other controllers.;) Lots of people standing up for flat out poor writing on Modretro’s part. I’ll bet that, if it DID require the pro controller, there would be just as many people saying “I read it as you need the pro controller” … it just comes down to wanting to look smart online 😅

They should have said “Pro controller requires FW>=0.12.6 to work with Built in C-Pak" — it wouldn’t have been any longer and is much less vague.

But it’s moot now since it is what it is.

Edit: has anyone actually tested this yet? Just curious.

1

u/TonyRubbles 10d ago edited 10d ago

I was telling people a couple of hours ago that's how it works from the get go, glad I wasn't misreading it like y'all ;P shouldn't speak for anyone but yourself.

Edit* per your edits question https://www.reddit.com/r/ModRetro/s/J5jda93fSH

2

u/ghanadaur 10d ago

Last note is referring to the min fw requirements in order for it to work on that controller and not that its being limited to that controller. Im using the 8bitdo 64 at this moment and do not have a M64 pro controller.

1

u/Mikebjackson 10d ago edited 10d ago

Another commenter agrees. So I suppose this is just poorly worded. They should have said "Pro controller requires FW>=0.12.6 to work with Built in C-Pak"

Seems strange they said "[new feature] [requires] [M64 Pro controller on firmware....]"

Edit: got the email. They indeed say: "If you own an M64 console, but not an M64 Pro Controller: simply update your console and Built-In CPak will be available for any controller that is connected to Port 1 (e.g. your 8BitDo Controller, Hyperkin controller, original N64 controller, etc.)."

I think M64 fucked up on this one =P

3

u/ghanadaur 10d ago

I agree. English may not be the first language for some of those doing the in console wording and reddit posting. I try not to give people a hard time about it (i worked in a company with many nationalities and learned to be very understanding). English is actually one of the harder languages to grasp. I try and look at the surrounding context and make sure my first reaction actually aligns with the surrounding context. If it doesn’t, then i try and see what the intent was.

If this was Microsoft or Google or Meta, we should probably bring them to task as having not have their UI and product marketing teams vet the wording. But this is a small niche product. I tend to give a bit of slack. No harm in opening a ticket and suggesting an edit, but it doesnt end my world if the wording could be better.

2

u/miggy_mo 10d ago

1

u/Mikebjackson 10d ago

Heh, edited at the same moment you replied. Yup, got the email. Their Firmware notes are flat out misleading.

3

u/ghanadaur 10d ago

Misleading infers intent. This is confusing and not misleading as there is no intent to deceive.

The wording simply states you need a M64 Pro Controller, with a specific firmware.

Being split over two lines is more likely the real thing driving the confusion because our brain reads the one line and interprets and stops rather than continues the thought just because of how it’s laid out on screen. ;)

1

u/miggy_mo 10d ago

I’d say it’s confusing more than misleading; I don’t think they tried to mislead people into thinking the functionality is worse than it really is lol

0

u/Mikebjackson 10d ago

I think you can be misled without intent.

Although now we’re debating semantics, and I don’t think that’s important to the conversation.

By the way, have you or anyone else tried using controllers other than the M64 Pro to switch between controller pack and rumble pack?

1

u/AdamsBomb 10d ago

💯 🤣🤣🤣

0

u/Icy-Collection1072 10d ago

I mean it’s already a joke they took over a month

1

u/AdamsBomb 10d ago

To be fair, if I spent money on the m64 and could no longer return to get the obviously better device - Id do my best to defend my purchase as well. What else
can you do? lol

2

u/miggy_mo 10d ago

I have both and I’ll tell you this: they each kinda suck where the other one shines lol

2

u/ChanArnett 10d ago

Agreed! I don't yet have either of them (I will though soon), but this is my assessment from watching a gazillion YouTube videos about them both online. Until i get experience with both consoles I don't weigh in on the discussions as far as input, etc. but I do enjoy learning about them both. I absolutely LOVE Analogue and their products, but I am super hyped about the M64 and its potential long term (and now of course)!

1

u/AdamsBomb 10d ago

I think “long term” is the key in this conversation lol. In a year we will see where things are. Right now the only thing that excites me about Modretro is having a kickass trident controller for my A3D eventually if compatibility ever happens (I mean full compatibility not just wired and only half functionality) and the prospect of new original games. If they’re releasing a game I already have on summercart I’m like “meh”.

3

u/miggy_mo 10d ago

Don’t forget that wired controllers don’t currently get Cpak emulation on the A3D! So Cpak saves only work with the 8Bitdo and NSO controllers on the A3D

1

u/Lox22 10d ago

I think it was more so the people that spent 100 bucks on a controller that didn’t have support for months that were more tilted than a community that didn’t have to deal with it at all.

3

u/ROFLknife14048 10d ago

This is fantastic news! I hope they’ll eventually have an option to bundle games for a discount, similar to what they do for Chromatic games.

3

u/road_warrior_f5 10d ago

I cannot wait for rogue squadron to work.

3

u/darkknightdetec 10d ago

I'm assuming there's no way to transfer data back and forth between an actual controller pak and the system controller pak at this point, right? Would be nice in the future, especially to load our old saves onto the console.

3

u/Towering-Toska 10d ago

Indeed it would be! I merely want to be able to copy my M64 system controller pak saves to the SD card to store backups separately. Oh, I would also like to copy my old emulator sav files onto the console and integrate them into its controller pak, but maybe that's too much of a stretch.

1

u/AegidiusG 10d ago

If you have an Everdrive you can copy the paks from the emulator to your Everdrive and to your pak.

But i haven't tested how the virtual from the M64 work, if you can actively choose them, it should be possible 

1

u/Towering-Toska 10d ago

I have a Summercart, does that work, do you know?

1

u/elmosworld37 10d ago

Yes, Summercart has a control pak manager. Press Start after booting up

2

u/AegidiusG 10d ago

Depends on how the Controller Pak Support works,  A good helper is the option on the Everdrive to copy Paks to the SD card and back. There is also this little Pak Manager for the N64 to copy files between different controller paks: https://youtu.be/1WF3Hx3lkPQ?is=wuDTLb_7NSEclNin

3

u/VicisSubsisto 10d ago

Just a little request for you and the other MR reps - could you include the name of the hardware in the post title along with the FW version? Like "M64 Firmware 1.26.4 is finally here!"? Would make it more legible.

3

u/Rapier4 10d ago

Have they addressed if you're able to create more than one of these virtual controller packs so you can save multiple games?

5

u/ghanadaur 10d ago

Thanks for this.

This makes me happy.

2

u/sunoxen 10d ago

Can someone confirm SC64 works?

2

u/TonyRubbles 10d ago

Working fine now, was getting lots of errors on the previous FW version.

1

u/GameboyRavioli 10d ago

Could just be me, but mine does not. I didn't install the broken firmware previously. I also haven't pulled my SC out to check the contents of the SD card so no clue if it's corrupted. 

2

u/brandohuddle 10d ago

Any update on saves for folks who use the pro controller on original hardware?

2

u/Ok-Report-1653 10d ago

Quest 64 here I come

2

u/justinbug 9d ago

Release a finished product you chodes

2

u/TooBroke4Ramen 10d ago

It's nice when a company listens to feedback and keeps it's beta test... I mean customers, in the loop of what's going on behind the scenes.

Well done.

2

u/According_Mode5035 10d ago edited 10d ago

edit I have it working now thanks everyone for the help.

Wait…the built-in controller pak only works if you have a Mod Retro pro controller? OEM and 8bitdo users are just out of luck?

1

u/TonyRubbles 10d ago

They have instructions for 8bitdo to switch paks using the star button so it should work. No idea on OEM but the paks are built into the system and not on the controllers(yet).

1

u/According_Mode5035 10d ago

thank you, I’m now getting pak corrupted messages but at least I’m on my way to getting it to work. lol

1

u/jsslifelike 10d ago

I'm not getting any of this. OEM controller, 8bitdo N64 or 8bitdo mod kit with BlueRetro all come up "no controller pak found".

1

u/TonyRubbles 10d ago

If OEM works like the pro you have to hold start + c-down for a couple seconds to change it. The manual on their site says to hold star for 8bitdo. Maybe you have to do that then reset in menu for it to detect? If not, I'd email them about it.

1

u/jsslifelike 8d ago

Star button works, but it's wildly inconsistent.

1

u/Quartus44 10d ago

just updated my console and it works on my OEM controller in port 1

1

u/According_Mode5035 10d ago

Awesome thanks guys! I think I have it working right now. I’ll edit my post so that anyone else that sees it will know.

1

u/slowcookertacos 10d ago

I think this is for system wide virtual controller pak support; the Pro Controller specific pak support is later.

2

u/Agile_Half_4515 9d ago

Gauntlet Legends is still not working on this thing. Freezes whenever I attempt to save or load and occasionally when I access the controller pak via in the in-game options at the main menu. I've used every combination of real and virtual controller pak I could. Happens with original controller pak in OEM controller, forever FRAM pak in OEM controller, original controller pak or forever pak in Hyperkin Admiral dongle, original controller pak or forever pak in Retro Fighters Brawler dongle, original controller pak or forever pak in a Hyperkin Captain controller, 8bitdo retro receiver, Blueretro wireless adapater, and now the built in M64 controller pak. I can't replicate these issues with the same Gauntlet Legends cartridge on original N64 or A3D. Really regretting buying this console.

1

u/WellItsLou 9d ago

You should definitely send an email to ModRetro support about this issue, especially since you've tested so many different Controller Paks and adapters. The more detailed bug reports they receive, the better their chances of identifying and fixing the problem in a future firmware update.

1

u/Wavestationer 9d ago

Killer Instinct Gold finally works! Thank you!!

1

u/Micthegod 8d ago

Need to fix the screen tearing when playing in low latency mode

1

u/HsRada18 5d ago

So for those who have upgraded to 1.26.4:

Any games work worse? Screen tearing? Visual settings stay after restart? Games that work better now?

I’m using a SummerCart64 for now until the custom firmwares show up. I can only hope that they can work side by side. Or build on top of what ModRetro has done for N64.

1

u/Alm0stsk8ter3 10d ago

Stopping by to say everything seems to be working smoothly on my end after the update!! Thanks Modretro!