16:9 Adjusted backgrounds still continue. To be used with the Patcher64+ Tool.
To be included in V4.4.
Market Drawbridge - Day:
OoT & MM Reloaded (2023-08-13)
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16:9 Adjusted backgrounds still continue. To be used with the Patcher64+ Tool.
Market Drawbridge - Day: 06-30-2020, 03:29 AM
Amazing work, thanks so much for this. I'm setting this up and never used dolphin before and I'm trying to verify I did things correctly before I start playing.
I put PZLE01.ini in my dolphin folder then enabled the following AR codes/gecko codes: Ocarina of Time > 16:9 Aspect Ratio Fix + Extended Draw Distance + Hires Ocarina of Time > 16:9 Aspect Ratio + Extended Draw Distance + Hires (Not sure if I need both?) Ocarina of Time > Lag Fix (Not sure what this is.. assume I want it?) Ocarina of Time > 30 FPS Switch (Part 1) Ocarina of Time > 30 FPS Switch (Part 2) Ocarina of Time > 30 FPS Switch (Part 3) Majora's Mask > 16:9 Aspect Ratio Fix + Extended Draw Distance Majora's Mask > 16:9 Aspect Ratio + Extended Draw Distance (Not sure if I need both?) Majora's Mask > Lag Fix (Not sure what this is.. assume I want it?) Majora's Mask > Bomber's Notebook Fix (Not sure what this is.. assume I want it?) Majora's Mask > 30 FPS Switch (Part 1) Majora's Mask > 30 FPS Switch (Part 2) Majora's Mask > 30 FPS Switch (Part 3) Is this right? Anything else I should be enabling? Thanks! (06-30-2020, 03:29 AM)argus74 Wrote: Amazing work, thanks so much for this. I'm setting this up and never used dolphin before and I'm trying to verify I did things correctly before I start playing. Sorry for the late reply. I am not checking the forums that regularly anymore since I tend to be more active at my Discord channel. As for the codes you can enable. You can safely enable codes for either game. There's a built-in protection in each code that prevents codes from activating for the wrong game. You only need one 16:9 code. You can pick either one. Both have different results, while still being in 16:9. It's mostly the HUD that looks different. You shouldn't enable both of them, since that would get you twice 16:9, which is probably something like 21:9? As for the Lag Fix codes. It's just optional. I am not even sure it really works that well or not. Lag Fix is meant to fix the lag when opening and closing the Pause Menu. Perhaps you might notice something with it. I kinda forgot what the Bomber's Notebook fix actually did. I just ported it over. I think it did something with the framebuffer. Again, you might or might not notice anything. As for the 30 FPS codes. Yes, you need to enable all parts. Part 1 is the actual 30 FPS code. Part 2 is the toggle. Part 3 are the timer adjustments (aka, minigames on the clock, drowning, burning to death, block puzzling on the clock, etc). There's probably a lot more you can activate. This is probably as far as the GC discs come. Thanks to the Patcher64+ Tool, a lot more is possible with the VC versions. Yeah, no rumble, I know. The biggest reason I have for supporting the VC versions now is because of the Redux patch and all the optional smaller patches (aka, Patcher64+ Tool) and this will improve your experience with both games a lot (hurray for the D-Pad!). I do need to port over the AR Codes to the new OoT Redux version as a result of that. While MM Redux on the VC mostly shares the same AR Codes with the regular MM on the VC, some AR codes will be adjusted for MM Redux (some are completely redundant now, such as using the D-Pad for Mask Transformations, Ocarina and Arrow Toggling as Redux does a much better job at that). I will also be trimming some of the AR codes for the MM US VC version since the Patcher64+ Tool already covers some of them. It's probably cleaner to have them patched into the ROM rather than into the RAM. Not everything will be ported into the ROM through, like 30 FPS. That's uhh... Quite complex. Other than that, I still need to figure out how to optimize the overscan for the OoT VC version. 07-26-2020, 05:11 AM
This might not be the best place for this but is the "Missing Link" mod available for use with the GC version of the game? I don't own the VC version
(07-26-2020, 05:11 AM)iwubcode Wrote: This might not be the best place for this but is the "Missing Link" mod available for use with the GC version of the game? I don't own the VC version Hmm... I don't think it will work since it relies on the Expansion Pak (8MB Memory). You could try extracting the GC disc (through Dolphin's File System GUI) so you get an extracted folder format (you should end up with a "sys" and "files" folder). Extracting the biggest .TGC file (the one for Ocarina of Time) from the .ISO GC disc and then extract that .TGC file once more. Once you have an extracted folder format try replacing the .N64 ROM file in it. Give the ROM Hack the same name as the .N64 ROM (extension as well) and then try booting the game. You should replace the ROM Hack on an Ocarina of Time version. The Master Quest disc contains both a Ocarina of Time ROM and Master Quest ROM (both will work) and the Collector's Edition contains an Ocarina of Time ROM and Majora's Mask ROM (in addition to the two NES ROMs). So for example, using a NTSC-U Master Quest disc, extract "zlj_f.tgc" from the .ISO and then fully extract that .TGC file. Then replace the "urazle_f.n64" ROM (Master Quest) in it. That might work or not. I can definitely confirm that the VC version works, since I have been testing it. And I might up ending supporting it in the Zelda 64 UHD texture pack? The next Patcher64+ Tool V7.0 update will include support for The Missing Link (.Z64 or .WAD) in addition to a large array of other new features (such as patched in Master Quest dungeons into the regular Ocarina of Time). Since the next update is by far the largest update yet it will require more testing time before a public release. Because of that the next Zelda 64 UHD update has been delayed as well, through the next WIP 2 texture pack build is already up and running.
It has been a while, but some big changes are about to happen for Zelda 64 UHD
One of the revamped areas: Deku Shrine: Code: - Texture pack is now split up into modules to reduce the RAM and loading requirement There's no ETA on the next update yet. It's big. Definitely big, and it has been worked on for quite a while now. Currently about 90% planned for the next update should be done. With thanks to GhostlyDark for his awesome quality control. 09-02-2020, 03:44 AM
Is anyone else having an issue with not all of the Gecko codes showing up? I'm only seeing a few. I'm using Dolphin 5.0-12511. Both PZLE01 and D34E01 do the same thing.
True Widescreen: @mrhanman If you need help, please join the Discord. I and the others can help you there.
More widescreen magicz!
Back Alley: Back Alley - House:
Update V5.0 is finally online! Yup. V4.4 got skipped in favor or V5.0.
Go check it out! The changelog: Code: --- V5.0 --- Download links can be found on the mirrors on the main post: Google Drive Mirror #1 (contains DDS BC7 main pack only): https://drive.google.com/drive/folders/1...ZPvSpyEDwp Google Drive Mirror #2: https://drive.google.com/drive/u/1/folde...aycxFMf6be Mega (contains DDS BC7 main pack only): https://mega.nz/#F!6uxUCY5J!4vMXh8hG_AZcu_tMRuOtVQ OneDrive (contains DDS BC7 main pack only): https://1drv.ms/u/s!Aii8tQNUbVimlRgWBBIlDqZNzPpF With thanks to GhostlyDark as usual for his assistance and debugging. This update is absolutely massive. Ranging from Redux to the Virtual Console to languages to backgrounds to a bit of ROM hacks to Patcher64 and probably more. The pack has become considerable larger as well... Oooof... Another key feature is the usage of modules so that not the whole texture pack is loaded in at once. Just the stuff that each version would require. This reduces RAM usage when prefetching. |
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