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Hi dev thanks for your work on this I was streaming this today and got to the something fishy level
the water cuts to black and only bubbles become visible when you try to move the fish forward (something thing to do with the water fog?), a similar thing happened in the sewer level but I was able to push threw that, this however is totally game breaking and ended my run threw as I cannot see where I'm going, weirdly the first area works until you swim towards the monitor or jump over the wall then just black and bubbles. spent many hours trying to find a work around to no avail.
I should mention my card is a 3070 RTX Nvidia
And I am using the correct rom version of USA v1
also minor thing but the volume is very quiet I had to set mine to 400x in the sound .json but that's not game breaking like this
levels error.
Edit: been playing with the debug menu and maybe its frame buffer 2 causing the issue or the fog multiplier or depth buffer unsure really have zero clue what I'm looking at and no option seems to allow me to disable it
have tried both Vulkan and d3d12 and also trying to edit d3d11 manually but it just reverts to 12 or Vulkan
something fishy is the only level where this is a major issue for me so far though a similar thing happened on Stinky sewers when going under the fan area and also when going into the deep pool (haven't been able to get further so unsure about later levels) maybe a conflict with S2DEX/fog volume code used in the stage, would be nice if the F1 menu wasn't just read only 2 could have fixed it myself maybe (has no idea lol)
It could be a RTX 30 series issue though I doubt this. I'm sorry for the epic long post just trying to help you fix this asap
hoping a resolution can be found thanks again for the recompiled version.
Sorry for the late reply, was on a vacation trip for almost two weeks ^^'
I noticed this bug as well while playing during my vacation trip and this one will be definitely fixed in the next Release!
awesome mate glad to know its been spotted hopefully it gets fixed soon i was really enjoying my playthrough, as i said only others bug's i found was sound being really low and some weirdness with evo and dans heads in cutscenes, i noticed there's a texture dumper in the debug menu hoping to use this in future to make a hi res texture pack for the game.
I'll see if I get to fix the the gamebreaking visual bug this weekend and check out the audio issue as well.
I'm planning to add modding templates later on.
So is the debug tool able to export and import textures? I made a texture pack for the game years ago on glide n64, lost now of course but itd totally be a fun project to work on the recomp. Thank you for you fast response i look forward to continuing my playthrough hope i helped somewhat
The debug tool can dump raw texture data while the game runs, but it doesn't export actual PNG files, that feature isn't implemented yet in RT64. So you can't directly "open" the dumps and see/edit the textures.
The classic way to get proper PNGs is Project64 + Rice video plugin, just enable "Dump textures to files" in the graphics settings, play through the game, and it outputs PNGs named with Rice hashes. The good news: RT64 supports those same Rice hashes, so a pack made that way would work with the recomp directly.
I also wrote a Python script that extracts textures straight from the SSSV ROM, but honestly it's pretty buggy and not reliable enough to use as a real workflow, so Project64 + Rice is probably the cleaner route for now.
If your old GlideN64 pack is still floating around somewhere, the hashes might even still be compatible. Either way, making a texture pack for SSSV Recomp would be awesome, happy to help if you want to get into it!
Hi, I have also been enjoying this recomp, thank you for creating it! But I am also at the part where the original author is and cannot reasonably continue.
Im playing on an Xbox Ally (non x) so I don't think it's an nvidia issue, I believe it appears to be when the camera is at a certain axis? I have some other scenarios that reproduce this "everything goes invisible" visual bug:
The something fishy level as discussed
The sewer level in the same parts as the original author
The level where you are a camel and have to kill all the desert foxes and speakers, if you press Z to center the camera behind the camel, sometimes it will make everything go black (which is what lead me to believe its to do with the camera being at a certain angle?)
"Sting in the tail" (3rd desert level), basically starts out black and so you cant continue (i think you start as a desert fox here so maybe camera angle again?) - I did try and leave the creature and walk around but nothing makes the level render for me
I can share my save file if it helps - but also want to say that for a 0.2 release this is remarkably playable already - great job!
Hi, I have also been enjoying this recomp, thank you for creating it! But I am also at the part where the original author is and cannot reasonably continue.
Im playing on an Xbox Ally (non x) so I don't think it's an nvidia issue, I believe it appears to be when the camera is at a certain axis? I have some other scenarios that reproduce this "everything goes invisible" visual bug:
The something fishy level as discussed
The sewer level in the same parts as the original author
The level where you are a camel and have to kill all the desert foxes and speakers, if you press Z to center the camera behind the camel, sometimes it will make everything go black (which is what lead me to believe its to do with the camera being at a certain angle?)
"Sting in the tail" (3rd desert level), basically starts out black and so you cant continue (i think you start as a desert fox here so maybe camera angle again?) - I did try and leave the creature and walk around but nothing makes the level render for me
I can share my save file if it helps - but also want to say that for a 0.2 release this is remarkably playable already - great job!
Heyhey!
I'm glad you're enjoying my recomp 😁
I've a big Update in the pipeline, but had to finish some other projects first.
Most levels has been fixed except the third desert level, which is currently on my table
I'll push an update hopefully next week or the next week after 😁
Any news on when the update will be coming? I was so so so stoked to start playing this, but the something fishy level stopped me in my tracks. The fact that I could acquire the trophy on Fat Bear Mountain after 28 years was a monumental moment, I really want to finally 100% one of my favorite games, hope you can put out the update soon, thank you SO MUCH for your hard work!
Hey @Ursus-Ebrius!
Thank you again so much for your words ❤️
I had a lot of RL-Stuff to do over the last few months (e. g. moving, new job).
But don't worry, I plan to push a handful of updates in the new future :3
Of course, man, I know life comes first, wasn't trying to push, just was hoping you were still planning to update and hadn't entirely moved on! Looking forward to the updates whenever you can put them out, be well and thanks again for all your work on this amazing project!
I looked into this on Linux (Mesa Intel Vulkan, US 1.0 ROM) and I think #7 fixes it.
Cause. With SSSV_PATCH_DISABLE_LOD / SSSV_PATCH_DISABLE_FAR_AWAY_CULL on, v0.2.0 forces both visibility classifiers (classify_object_visibility_6FA0A0, classify_dynamic_visibility_6FA26C) to return visible for everything in a loaded cell. The game also acts on those results beyond drawing. The same override makes the camera shake, which is how I found it.
Test. Built from a4dbfe4 with a temporary test patch that loads another level in place of Smashing Start, and compared against Mupen64Plus-Next:
Sting in the Tail, aspect ratio Expand, v0.2.0 lod_patches.c: the screen is black from the start, with only stars/particles and the HUD visible (same as described above).
In 4:3 (aspect ratio Original) I didn't see the black screen.
Not tested: Stinky Sewers and the camel level.
One remaining difference in Something Fishy: the wall monitors show TV static on the original, but they're black in the recomp. That one is separate and cosmetic. I'm looking into it, see #4.
Activity
[-]Something fishy level doesn't render[/-][+]Something fishy level depth/frame/fog buffer issue?[/+]Cellenseres commentedon Apr 9, 2026
Sorry for the late reply, was on a vacation trip for almost two weeks ^^'
I noticed this bug as well while playing during my vacation trip and this one will be definitely fixed in the next Release!
monsterinabox commentedon Apr 9, 2026
awesome mate glad to know its been spotted hopefully it gets fixed soon i was really enjoying my playthrough, as i said only others bug's i found was sound being really low and some weirdness with evo and dans heads in cutscenes, i noticed there's a texture dumper in the debug menu hoping to use this in future to make a hi res texture pack for the game.
Cellenseres commentedon Apr 9, 2026
If you want, take a look into https://github.com/Cellenseres/SSSV_Recomp/tree/main/mods
There's a mod for a higher res Titlescreen background.
Here are a few screenshots: https://imgur.com/a/UkWjpM8
I also made one for the LCD Score Element, but I didn't really like the result.
I'll see if I get to fix the the gamebreaking visual bug this weekend and check out the audio issue as well.
I'm planning to add modding templates later on.
monsterinabox commentedon Apr 9, 2026
So is the debug tool able to export and import textures? I made a texture pack for the game years ago on glide n64, lost now of course but itd totally be a fun project to work on the recomp. Thank you for you fast response i look forward to continuing my playthrough hope i helped somewhat
Cellenseres commentedon Apr 9, 2026
The debug tool can dump raw texture data while the game runs, but it doesn't export actual PNG files, that feature isn't implemented yet in RT64. So you can't directly "open" the dumps and see/edit the textures.
The classic way to get proper PNGs is Project64 + Rice video plugin, just enable "Dump textures to files" in the graphics settings, play through the game, and it outputs PNGs named with Rice hashes. The good news: RT64 supports those same Rice hashes, so a pack made that way would work with the recomp directly.
I also wrote a Python script that extracts textures straight from the SSSV ROM, but honestly it's pretty buggy and not reliable enough to use as a real workflow, so Project64 + Rice is probably the cleaner route for now.
If your old GlideN64 pack is still floating around somewhere, the hashes might even still be compatible. Either way, making a texture pack for SSSV Recomp would be awesome, happy to help if you want to get into it!
jflanaganuk commentedon Jul 5, 2026
Hi, I have also been enjoying this recomp, thank you for creating it! But I am also at the part where the original author is and cannot reasonably continue.
Im playing on an Xbox Ally (non x) so I don't think it's an nvidia issue, I believe it appears to be when the camera is at a certain axis? I have some other scenarios that reproduce this "everything goes invisible" visual bug:
I can share my save file if it helps - but also want to say that for a 0.2 release this is remarkably playable already - great job!
Cellenseres commentedon Jul 5, 2026
Heyhey!
I'm glad you're enjoying my recomp 😁
I've a big Update in the pipeline, but had to finish some other projects first.
Most levels has been fixed except the third desert level, which is currently on my table
I'll push an update hopefully next week or the next week after 😁
Ursus-Ebrius commentedon Sep 17, 2026
Any news on when the update will be coming? I was so so so stoked to start playing this, but the something fishy level stopped me in my tracks. The fact that I could acquire the trophy on Fat Bear Mountain after 28 years was a monumental moment, I really want to finally 100% one of my favorite games, hope you can put out the update soon, thank you SO MUCH for your hard work!
Cellenseres commentedon Sep 17, 2026
Hey @Ursus-Ebrius!
Thank you again so much for your words ❤️
I had a lot of RL-Stuff to do over the last few months (e. g. moving, new job).
But don't worry, I plan to push a handful of updates in the new future :3
Ursus-Ebrius commentedon Sep 17, 2026
Of course, man, I know life comes first, wasn't trying to push, just was hoping you were still planning to update and hadn't entirely moved on! Looking forward to the updates whenever you can put them out, be well and thanks again for all your work on this amazing project!
BitJager-dev commentedon Oct 21, 2026
I looked into this on Linux (Mesa Intel Vulkan, US 1.0 ROM) and I think #7 fixes it.
Cause. With
SSSV_PATCH_DISABLE_LOD/SSSV_PATCH_DISABLE_FAR_AWAY_CULLon, v0.2.0 forces both visibility classifiers (classify_object_visibility_6FA0A0,classify_dynamic_visibility_6FA26C) to return visible for everything in a loaded cell. The game also acts on those results beyond drawing. The same override makes the camera shake, which is how I found it.Test. Built from
a4dbfe4with a temporary test patch that loads another level in place of Smashing Start, and compared against Mupen64Plus-Next:lod_patches.c: the screen is black from the start, with only stars/particles and the HUD visible (same as described above).lod_patches.cchange from Fix Evo's visor, camera shaking, overscan drawing, black TV screens, terminal trails, dome reflections; render to RDRAM only when needed #7 (commit e9f8d40): the level renders normally.Not tested: Stinky Sewers and the camel level.
One remaining difference in Something Fishy: the wall monitors show TV static on the original, but they're black in the recomp. That one is separate and cosmetic. I'm looking into it, see #4.