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Patcher64+ Tool v12.0.1 (2021-02-17)
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Patcher64+ Tool v12.0.1 (2021-02-17)
06-04-2020, 09:02 PM
#11
Chester1994 Offline
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5 stars my man. You are doing God´s work.
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06-06-2020, 05:50 PM (This post was last modified: 06-07-2020, 01:05 AM by Admentus.)
#12
Admentus Offline
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Patcher64+ Tool has been updated to 06-06-2020.

Changelog:

Code:
04-06-2020
- Clear RAM after patching
- Fixed Ocarina of Time not being able to accept rev0 ROM in Nintendo 64 mode
- Only load in files that are currently required
- Fixed Ocarina of Time not accepting rev1 or rev2 ROM Files for Dawn & Dusk in Nintendo 64 mode
- Fixed hashsums not properly checking

05-06-2020
- Changed Main GUI
- Fixed patching... Again...
- Ensure generated files are deleted after patching is concluded
- Extension.psm1 has been removed, all files are now included separately

06-06-2020
- Reduced and optimized CPU and RAM usage
- Optimized patching process
- Added additional warnings
- Each dialog window now holds it's own icon, through still duplicates for now...
- Included a compiled .exe
- Most patches are now applied on compressed ROM files again
- Fixed the Polish Translation for Majora's Mask not passing the hashsum check
- Fixed patches other than REDUX being broken... Again...
- Fixed patches not having their assigned GameID
- Added missing files check

This should now reduce some of the performance issues. Ohh... And you can run a binary .exe as well now if that's easier. The binary likely only works on Windows 8 or higher.

EDIT 1: Really quick update today.
EDIT 2: Apparently I completely broke patching. It should be restored again... I hope... And thanks to GhostlyDark for pointing out that performance might be better without the need for the Extension.psm1 file. All files are now included with the patcher outside of the Extension.psm1 file.
EDIT 3: Second update today.
EDIT 4: Hosting on GitHub now instead (https://github.com/Admentus64/Patcher64Plus-Tool)
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06-08-2020, 02:34 PM
#13
wizagab Offline
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Does this allow me to use the 30fps cheat dpad toggle on Majora's Mask Wii VC ? I'm using a X1 controller with the emulated remote set as "classic controller" but when I hit dpad up it doesn't change to 20FPS. With your patcher, can I do it and if so how ?
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06-08-2020, 04:58 PM (This post was last modified: 06-08-2020, 05:03 PM by Admentus.)
#14
Admentus Offline
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(06-08-2020, 02:34 PM)wizagab Wrote: Does this allow me to use the 30fps cheat dpad toggle on Majora's Mask Wii VC ? I'm using a X1 controller with the emulated remote set as "classic controller" but when I hit dpad up it doesn't change to 20FPS. With your patcher, can I do it and if so how ?

30 FPS on Majora's Mask VC is an AR Code, not a ROM hack. Check out my AR Codes collection at https://forums.dolphin-emu.org/Thread-zelda-64-uhd-v4-3-2020-05-02.

You need to add and enable both part 1 (Gecko) and part 2 (AR) of the 30 FPS code. 30 FPS will then automatically be enabled. Use D-Pad Up to then toggle back and forth.

Keep in mind that the AR Codes require you the set your controller as an Emulated GameCube controller. The codes were not programmed around the Classic Controller. AR Codes are programmed on a per-game basis, while a ROM hack should work universal regardless of being played on the Virtual Console or an N64 emulator such as Project64. Majora's Mask Redux mostly accepts the same AR Codes as the regular Majora's Mask VC version, through some of it has been outdated by now (almost every AR Code in my collection is going to be updated with some small tweaks). A lot of AR Codes for Majora's Mask (Redux) VC are going to be removed since they can be patched instead. That which can not be patched yet will remain as an AR Code. Majora's Mask Redux is also going to utilize the Classic Controller instead, for it's additional - button which will then be used to toggle the FPS.

The 30 FPS code likely won't be a ROM hack. It's probably too complex to implement that into the ROM. If I do manage to make that well... Well... Rejoice I guess, since then it will work on Project64 as well.

Otherwise check out my Disord server from below my tags to stay updated on the latest news. Or to just ask around. Or help out. Or just chill out. Or whatever everyone prefers to do in there.
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06-09-2020, 02:31 AM
#15
wizagab Offline
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(06-08-2020, 04:58 PM)Admentus Wrote: 30 FPS on Majora's Mask VC is an AR Code, not a ROM hack. Check out my AR Codes collection at https://forums.dolphin-emu.org/Thread-zelda-64-uhd-v4-3-2020-05-02.

You need to add and enable both part 1 (Gecko) and part 2 (AR) of the 30 FPS code. 30 FPS will then automatically be enabled. Use D-Pad Up to then toggle back and forth.

Keep in mind that the AR Codes require you the set your controller as an Emulated GameCube controller. The codes were not programmed around the Classic Controller. AR Codes are programmed on a per-game basis, while a ROM hack should work universal regardless of being played on the Virtual Console or an N64 emulator such as Project64. Majora's Mask Redux mostly accepts the same AR Codes as the regular Majora's Mask VC version, through some of it has been outdated by now (almost every AR Code in my collection is going to be updated with some small tweaks). A lot of AR Codes for Majora's Mask (Redux) VC are going to be removed since they can be patched instead. That which can not be patched yet will remain as an AR Code. Majora's Mask Redux is also going to utilize the Classic Controller instead, for it's additional - button which will then be used to  toggle the FPS.

The 30 FPS code likely won't be a ROM hack. It's probably too complex to implement that into the ROM. If I do manage to make that well... Well... Rejoice I guess, since then it will work on Project64 as well.

Otherwise check out my Disord server from below my tags to stay updated on the latest news. Or to just ask around. Or help out. Or just chill out. Or whatever everyone prefers to do in there.

Thanks for the detailed answer! Is it possible to set my controller as "emulated Gamecube controller" while using the Wii VC rom of Majora's Mask ? Or maybe I have to play through the GC's Collector Disc ? That's what I was trying to do yesterday. Looking forward to your advancements in Redux!
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06-09-2020, 03:51 AM (This post was last modified: 06-09-2020, 03:56 AM by Admentus.)
#16
Admentus Offline
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(06-09-2020, 02:31 AM)wizagab Wrote: Thanks for the detailed answer! Is it possible to set my controller as "emulated Gamecube controller" while using the Wii VC rom of Majora's Mask ? Or maybe I have to play through the GC's Collector Disc ? That's what I was trying to do yesterday. Looking forward to your advancements in Redux!

All versions of Majora's Mask and Ocarina of Time support the "Emulated GameCube Controller". Only the Virtual Console versions support the "Emulated Classic Controller" as well. The GameCube Discs do NOT support the "Emulated Classic Controller". In general all AR Codes I made so far specifically rely on the "Emulated GameCube Controller". However I will be changing this for the Redux versions since the the D-Pad can no longer be used for code toggles (since the D-Pad is now actually fully functional as item slots). The "Emulated Classic Controller" has the - button which is unused which will then serve as the FPS toggle.

I found out that connecting the "Emulated Classic Controller" also allows input from the "Emulated Wii Remote", so it's buttons (A, B, +, -, 1, 2, D-Pad) can also be used in extension to the "Emulated Classic Controller". This might prove useful for debug / cheat codes such as levitate. The ZL and ZR button from the classic controller both refer to the Z-button from the N64 controller, and sadly can not be separated (if you remap ZL in the VC emulator then ZR is automatically affected as well). You can therefore not bind the ZL button for example in the "Emulated Classic Controller" and bind one of your shoulder buttons on your physical controller to the A button on the "Emulated Wii Remote" which could be used for the levitate code. A bit complex and clunky perhaps, but it works as well.

I am planning on looking into increased boss hp for Redux as an additional option, which currently exists as an AR Code. Through I am expecting to work on the next texture pack update first before adding more ROM patches to it.

Keep in mind, I am not the author of the base Redux patches themselves. The Patcher64+ Tool and the additional Redux options through the Patcher64+ Tool are mine through.
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06-09-2020, 12:50 PM
#17
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Very cool tool, but I'm having trouble getting OoT Redux to patch. I am using a USA 1.0 .z64 rom but I get the message "Failed! ROM does not match the patching button target. ROM has left unchanged." Any idea what may be wrong?
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06-09-2020, 11:36 PM (This post was last modified: 06-10-2020, 12:47 AM by Admentus.)
#18
Admentus Offline
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Next update v4.1: https://github.com/Admentus64/Patcher64Plus-Tool/releases/tag/v4.1

As usual I did manage to break some stuff. Hopefully one step closer to being completely bug free.

(06-09-2020, 12:50 PM)Lucis Wrote: Very cool tool, but I'm having trouble getting OoT Redux to patch. I am using a USA 1.0 .z64 rom but I get the message "Failed! ROM does not match the patching button target. ROM has left unchanged." Any idea what may be wrong?

Verify your hashsum. The correct hashum for OoT rev0 (US) is CRC32: CD16C529

I also updated the Patcher64+ Tool to v4.1, which might or might not fix your issue. If you want to patch a .z64 directly use Nintendo 64 mode instead of Wii VC mode. For patching WAD files use Wii VC mode instead. It seems to work on my end with v4.1.

For more assistance please visit my Discord. I am able to help you out there much quicker.
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06-10-2020, 12:32 AM
#19
DolphinEmu64 Offline
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This is epic!
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06-10-2020, 05:32 PM
#20
Admentus Offline
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Next update v4.2: https://github.com/Admentus64/Patcher64Plus-Tool/releases/tag/v4.2

Getting closer...
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