r/MiyooMini • u/Schiess-dem-Fenster • 1h ago
Ports Perfect Dark is out on the Miyoo Mini (native port, no emulation) + proper Mini Flip / v4 full-screen support and fixes to all 9 other N64 games
Hey all! Big update today: Perfect Dark is out as the 10th native N64 port, every game now properly fills the Mini Flip / Mini v4 screen, and all nine other games got fixes. Same as the others, Perfect Dark is a native port built from the decompilation, not an emulator, so it runs the game's own code directly on the Mini.
Download: https://miyoo-n64.pages.dev (Bring your own ROM: Perfect Dark (USA) Rev 1, as a .z64 dump (the site has the exact version)).
If the link above doesn't work, grab them directly from GitHub: https://github.com/mr-finster/miyoo64/releases/latest
What you get
- The full solo campaign, every mission
- Save states (9 slots plus an auto save) and resume after a power-off, same menu as the other games (MENU button)
- Missions unlock as you play, like on the N64 (want everything open? set
Game.UnlockAll=1inApp/PerfectDark/data/pd.iniafter the first start) - GoldenEye-style controls tuned for the Mini (hold Y to aim with the d-pad, L1/R1 strafe), full list on the site
- Plays smooth on the Mini, the busiest firefights can dip a bit
Also in this update (all games)
- Proper Mini Flip and Mini v4 support. Every game now fills the whole bigger screen instead of sitting in the middle with a border. I don't have a Flip to test on, so if you do, let me know how it goes (and if it ever looks wrong,
<GAME>_FLIPFILL=0in the game's launch.sh brings back the old picture). - Fixed: the black border on the Mini v4. Some of you saw the picture shrink with a black border around it, on and off (thanks u/The_Shoe1990 for the details!). The v4's screen is sometimes left in its bigger mode by whatever ran before, and the games drew a smaller picture in that mode. Now it's full screen every time.
- Fixes checked against the N64 for every game. I went through all nine with a cycle-accurate N64 emulator side by side with the Miyoo builds and fixed what didn't match:
- Paper Mario: the glows are back (Star Rod, Kammy's orb, lightning flashes), the Star Spirits' glow cloud is white, and no more white box on Bowser's face in the intro.
- F-Zero X: machine decals no longer paint wrong-coloured panels, the red attack rim shows, the static fade into a race and explosion debris look like the N64.
- Star Fox 64: space and fades are the N64's dark grey instead of pure black.
- GoldenEye: the shadows on the Runway snow are soft ovals again instead of dark blocks.
- The rest (Mario Kart 64, Diddy Kong Racing, Ocarina of Time, Smash Bros., Super Mario 64) already matched.
- Nothing changes on a regular Mini or Mini Plus apart from those fixes: same picture, pixel for pixel.
- Changelog and known issues for every game are on the site now (under each game's Download).
- Ports section on Onion: the games already show up in Ports as well as Apps (turn on the Ports Collection in Apps > Package Manager if you don't see it). Want them in Ports only? Delete
config.jsoninApp/<Game>. - To update, just unzip the new zips over the old ones: your saves carry over.
How it was made (short version)
Perfect Dark has a full decompilation (the game's code rebuilt as C by the community) and a PC port built on it. I swapped the PC port's OpenGL renderer for the software renderer from the other Miyoo ports, which draws using both of the Mini's cores, and got audio, controls and save states working.
Then I went through the solo missions one by one: for each of the 20 main missions I captured the intro and the start of gameplay on a cycle-accurate N64 emulator and in the Miyoo port, matched them frame by frame and fixed anything that didn't line up. Things that got fixed along the way: the cutscene static (it now reads the game's memory like the N64 does instead of being plain noise), night vision and infrared, sun flares showing through walls, the health bar box, dark menu text, black frames after the inventory, plus audio crackle and a resume crash.
What's next, what might happen, and what can't
Every one of these ports is built on a finished (or nearly finished) decompilation, so that's what decides what's on the list. Here's the short version:
| Games / features | Why |
|---|---|
| Next | Button remapping in the menu |
| Importing emulator saves (.sav/.srm/.fla) | |
| Good candidates | Majora's Mask, Banjo-Kazooie, Doom 64, Pilotwings 64, Pokémon Snap, Dr. Mario 64, Harvest Moon 64, Snowboard Kids 1 & 2, Excitebike 64, The New Tetris |
| Possible later | Donkey Kong 64, Kirby 64, Conker's Bad Fur Day, Pokémon Stadium, Wave Race 64, Body Harvest, Blast Corps |
| Needs a decomp first | Banjo-Tooie, Jet Force Gemini, Mario Party 1–3, 1080° Snowboarding, Rogue Squadron, Star Wars Episode I: Racer |
| Not possible | 4-player split screen / multiplayer |
| The PC "Recompiled" versions (Zelda 64: Recompiled etc.) |
The full list of 111 N64 games, with where each decomp is at and a link to it, is here: https://miyoo-n64.pages.dev/outlook
If your favourite isn't on there, it almost certainly doesn't have a decomp yet. Once one gets finished I'm happy to take a look!
Big thanks to the decomp communities for making all of this possible, and to everyone who's been testing. 😊



