Controller Pak emulation seems functional in N64 Switch Online so I don't get it, it just needs file management I believe... but when I looked even further I found out something else about it.
They can literally make a combination of Controller Pak and Rumble Pak with some hacks, I don't see any addressing that actually conflicts with each other.
The N64 Transfer Pak emulation is just turn the power on and off. That's it.
But since they do have the basic Controller Pak and Rumble Pak read/write logic, this should be mostly easy to implement...
Now emulating Controller Pak is one thing, but I can guess reasons why it's not used: It's a save per controller, and therefore, user. How would it be possible to manage saves in this manner?
Should we discard saves for Player 2 and up in local?
Should they manage only one Controller Pak per user and therefore maybe use them for netplay for each user?
These can be tough questions to bother but honestly they should just discard player 2 and up, and use the unique user Controller Pak for each player on netplay?
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My opinion on N64 Switch Online is this:
- I don't necessarily expect the most accurate emulation, because N64 emulation is genuinely hard to do.
- However I expect an attempt that respects the original game so the fog and other graphical issues are frankly unacceptable.
- Ocarina of Time seems to be an outlier overall in terms of emulation compared to the rest, but it's still unacceptable for such a game.
- Controller Pak emulation is a thing and they didn't use it. Save states are supposed to be an alternative, not the way to save for Winback.
- Still no functioning 64DD emulation. So I'm not giving much hopes about F-Zero X Expansion Kit.
- This version of the emulator has a lot to make the job seemingly easier to support games (Lua script for game hacks, RPT files for Texture Replacements, etc).
Anyway here's the thing I have to say about N64 Switch Online:
They have bothered to hack every game to run on their emulator with less issues (with more or less success), some with even more complicated hacks to pull.
What this means is that the emulation team is actually actively reverse engineering games to fix issues with Lua scripts and other means...
They should do hacks about the Controller Pak then, in ways that allows seamless transitions between that and Rumble Pak without asking the user to do anything. Save states are cool, but they're there to give help, not to be mandatory to use for certain titles...
One day before I datamine the shit out of the retro NSO apps
Expect a system update as well, maybe 13.1.0 because the system doesn't have icons for N64 and Genesis (it does seemingly support them though)
I'd look at the System Update closely as well on Switchbrew (there's no way I can do it and understand by myself) as 13.0.0 has interesting dormant features.
Limited Run Games Wikipedia page: "The company, [...] was based on the preservation of video games"
NO. THEY'RE NOT DOING PRESERVATION.
Just releasing LIMITED runs of physical games is NOT preservation. Physical games, while easier to preserve for longer spans of time, is still ephemere by all accounts, and while that means you can play your game regardless if the system is still alive or way past end of life...
...it's still very much not preservation on its own. Preservation is much more than just physical games, and I dare say it's as much of an ignominy as saying FPGA is not emulation (hi Analogue)