There are games that show broken graphical effects when you play them in stereoscopic 3D. After being annoyed by it for some time, I've decided to take action and start improving things.
I downloaded 3Dmigoto from here: https://github.com/bo3b/3Dmigoto/releases and then I started hunting undesirable vertex and pixel shaders. 3Dmigoto is a tool made for disabling and fixing effects while playing in 3D, but it also works in 2D.
Description of what I've done for now:
3D oriented:
- Zelda Twilight Princess: disabled water reflections, and also the waves Link produces. This last thing makes water less realistic, but it contained a reflection of Link's legs, and that was incorrect in 3D. You can only disable water reflections if ou want, because these two effects are in two separate files. Screenshots:
- Super Mario Shunshine: disabled heatwave effect, because it was misplaced in 3D. I've also disabled water reflections and wrong depth look. Screenshots:
- Luigi's Mansion: disabled shadows of environment elements and characters. This is a work in progress because I couldn't disable the shadow of the vacuum yet (I can use the hunting mode of 3DDmigoto and find the pixel shader, but once dumped I still couldn't disable its effect). Screenshots:
- Tales of Symphonia Dawn of the New World: disabled shadows below characters. They had incorrect depth.
- Zelda Wind Waker: disabled the heat effect for the PAL version (there's already a cheat code for the American version). Weird, it was supposed to be fixed since a lot of time ago, but I guess 3D made it reappear.
These also have a purpose in 2D:
- Super Mario 64 and Mario Kart 64: disabled some kind of overlay that made the games darker than they should be. This was the first thing I did and my main motivation. Screenshots:
- Star Fox 64: same as the SM64 and MK64, but this one uses a different shader.
- Tales of Symphonia: disabled the blurring effect that affected some parts of the screen. Screenshots:
- The Last Story: disabled bloom. I haven't tested this much.
- Dragon Ball Z Budokai Tenkaichi 3: a variety of fixes and some optional things, like removing the black outline on characters, or disabling the combat HUD. As with every other game, there's a description at the start of every file. There are two fixes that I had to do in the "d3dx.ini". Search the word "Dragon" and you'll find the section where you have to uncomment the lines (remove the ";", but just for this game. Annoying, I know).
- Zelda Skyward Sword: just add these lines to the "Shader manipulations without patches + shader filtering." section in the "d3dx.ini":
Remember that it can interfere with other games. If you use other games put a ";" before each line.
All these fixes seem to only work with the Dolphin build I was using, and that's the Ishiiruka 391 build. I guess different builds need different filenames for the shaders. The fixes seem compatible for all game regions. To see the screenshots of this thread in 3D, download them and rename the extension to ".jps". Then open them with the Nvidia application to see 3D screenshots.
Dowload link (updated on 2015/07/14):
https://www.dropbox.com/s/v6vsq98xm9z7vm...14.7z?dl=0
Instructions:
- Put the contents of that 7z file inside the Dolphin folder (has to be the Ishiiruka 391 build for now).
- There's a folder called "fixes", with folders dedicated to games that contain the txt files (those are the shader replacements).
- Put the files of the game you want to play inside the "ShaderFixes" folder. You shouldn't put files from different games because they can interfere.
- Play the game with the D3D backend, be it in 2D or 3D.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
NEW UPDATE!!! (2015-08-22)
Only for 3D Vision users, I made a shader fix for Zelda Twilight Princess and Metroid Prime that will let you play at any aspect ratio (including 3 monitor surround 3D) without HUD stretching.
Things to remember for Zelda Twilight Princess:
- Download the fix and unzip its contents in the Dolphin folder: https://www.dropbox.com/s/rtp3xubkbh5c0s...3D.7z?dl=0
- It works only with the Gamecube PAL version. Just a few shaders work with other regions.
- You need to use the "No Bloom Effects" code found here: http://www.gc-forever.com/forums/viewtop...=38&t=1958
- You have to not use any 16:9 code. But you'll need this "no culling" code to be able to see things at the sides:
- I may not be absolutely 100% complete. I visited all zones and temples, I even finished the game (I had to fix Ganondorf and other things at the end battles), but I didn't fight against other bosses. So it's possible that they need fixes, or maybe not. I'll replay the game from the start when the new version of this pack (https://forums.dolphin-emu.org/Thread-to...hd-project) is released.
- The "auto" aspect ratio option in Dolphin won't see the aspect ratio changes of this fix. If you play in 16:9, you need to select "force 16:9". For wider aspect ratios, unfortunately your only option is to use "stretch", but that disables the accurate aspect ratio calculation, so you may have to tweak the X axis proportion accordingly. The values I put were just the natural ones.
- To change the aspect ratio in real time (which starts at 16:9 by default), press the "k" key. It will cycle through 4 aspect ratios: 4:3, 16:9, 21:9, 32:9 (lol, no one will use this), and 48:9.
- As a bonus, in the "d3dx.ini" file you can find this:
The "x =" line defines the X axis of the aspect ratio, used to correct it from the original 4:3 aspect ratio. 1 means 4:3, and lower than that means a wider aspect ratio. You can add or delete values from that line, experiment all you want. The "k" key will cycle through them ingame. The "y" variable controls the Y axis of the aspect ratio. By default I left it at 1, so the "k" key only changes the aspect ratio. If you comment the "y = 1, 1, 1, 1" line and uncomment the ";y = 1.33333, 1, 0.76190476, 0.5, 0.3333333" line, it will change the field of view instead of the aspect ratio (assuming 16:9 AR as the base. For other aspect ratios, these values would need to be changed).
Screenshots speak better than words, so here they are:
Aspect ratios (the blurriness of the wider ones is because these images are edited from a 16:9 stretched one):
FOV:
As you can see, I didn't make the HUD retain its size with the FOV options. It would have made me release this later and it would have complicated the fix. So maybe for later.
Considerations for Metroid Prime:
- Download link: https://www.dropbox.com/s/6x8q8dhvuov5p5...3D.7z?dl=0
- Its functionality is the same as with Zelda TP.
- I may be incomplete because of the same reason (bosses). Or it may be, I don't know.
- Remember, don't enable any widescreen hack. Use the "no culling" code:
- I have only tested the Gamecube PAL version. It may not work with other regions.
Screenshots:
The Legend of Zelda: The Wind Waker (both PAL and USA versions):
- Download link: https://www.dropbox.com/s/8jf9ybyjaffc77...3D.7z?dl=0
- You need to not use any 16:9 code. Instead, and only for the American version (unfortunately I didn't find any ode for PAL), you have to use these "no culling" codes:
- I also recommend this one to improve the resolution:
- This time I took into account the accurate aspect ratio of the game, so you should play it with the "stretch" option enabled. This way you won't have vertical black bars if your monitor is 16:9, for example.
- Screenshot:
The only different things between these three games is the "d3dx.ini" and the "ShaderFixes" folder. You can keep the remaining files for both games.
I downloaded 3Dmigoto from here: https://github.com/bo3b/3Dmigoto/releases and then I started hunting undesirable vertex and pixel shaders. 3Dmigoto is a tool made for disabling and fixing effects while playing in 3D, but it also works in 2D.
Description of what I've done for now:
3D oriented:
- Zelda Twilight Princess: disabled water reflections, and also the waves Link produces. This last thing makes water less realistic, but it contained a reflection of Link's legs, and that was incorrect in 3D. You can only disable water reflections if ou want, because these two effects are in two separate files. Screenshots:
Spoiler:
Spoiler:
Spoiler:
- Zelda Wind Waker: disabled the heat effect for the PAL version (there's already a cheat code for the American version). Weird, it was supposed to be fixed since a lot of time ago, but I guess 3D made it reappear.
These also have a purpose in 2D:
- Super Mario 64 and Mario Kart 64: disabled some kind of overlay that made the games darker than they should be. This was the first thing I did and my main motivation. Screenshots:
Spoiler:
- Tales of Symphonia: disabled the blurring effect that affected some parts of the screen. Screenshots:
Spoiler:
- Dragon Ball Z Budokai Tenkaichi 3: a variety of fixes and some optional things, like removing the black outline on characters, or disabling the combat HUD. As with every other game, there's a description at the start of every file. There are two fixes that I had to do in the "d3dx.ini". Search the word "Dragon" and you'll find the section where you have to uncomment the lines (remove the ";", but just for this game. Annoying, I know).
- Zelda Skyward Sword: just add these lines to the "Shader manipulations without patches + shader filtering." section in the "d3dx.ini":
Code:
[ShaderOverrideBlur]
Hash=de7e2cb2ae26a445
Handling=skip
Remember that it can interfere with other games. If you use other games put a ";" before each line.
All these fixes seem to only work with the Dolphin build I was using, and that's the Ishiiruka 391 build. I guess different builds need different filenames for the shaders. The fixes seem compatible for all game regions. To see the screenshots of this thread in 3D, download them and rename the extension to ".jps". Then open them with the Nvidia application to see 3D screenshots.
Dowload link (updated on 2015/07/14):
https://www.dropbox.com/s/v6vsq98xm9z7vm...14.7z?dl=0
Instructions:
- Put the contents of that 7z file inside the Dolphin folder (has to be the Ishiiruka 391 build for now).
- There's a folder called "fixes", with folders dedicated to games that contain the txt files (those are the shader replacements).
- Put the files of the game you want to play inside the "ShaderFixes" folder. You shouldn't put files from different games because they can interfere.
- Play the game with the D3D backend, be it in 2D or 3D.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
NEW UPDATE!!! (2015-08-22)
Only for 3D Vision users, I made a shader fix for Zelda Twilight Princess and Metroid Prime that will let you play at any aspect ratio (including 3 monitor surround 3D) without HUD stretching.
Things to remember for Zelda Twilight Princess:
- Download the fix and unzip its contents in the Dolphin folder: https://www.dropbox.com/s/rtp3xubkbh5c0s...3D.7z?dl=0
- It works only with the Gamecube PAL version. Just a few shaders work with other regions.
- You need to use the "No Bloom Effects" code found here: http://www.gc-forever.com/forums/viewtop...=38&t=1958
- You have to not use any 16:9 code. But you'll need this "no culling" code to be able to see things at the sides:
Code:
042746FC 48000148
04274844 38600000
04274848 4E800020
- I may not be absolutely 100% complete. I visited all zones and temples, I even finished the game (I had to fix Ganondorf and other things at the end battles), but I didn't fight against other bosses. So it's possible that they need fixes, or maybe not. I'll replay the game from the start when the new version of this pack (https://forums.dolphin-emu.org/Thread-to...hd-project) is released.
- The "auto" aspect ratio option in Dolphin won't see the aspect ratio changes of this fix. If you play in 16:9, you need to select "force 16:9". For wider aspect ratios, unfortunately your only option is to use "stretch", but that disables the accurate aspect ratio calculation, so you may have to tweak the X axis proportion accordingly. The values I put were just the natural ones.
- To change the aspect ratio in real time (which starts at 16:9 by default), press the "k" key. It will cycle through 4 aspect ratios: 4:3, 16:9, 21:9, 32:9 (lol, no one will use this), and 48:9.
- As a bonus, in the "d3dx.ini" file you can find this:
Code:
[Key1]
Key = k
type = cycle
x = 1, 0.75, 0.5714285714, 0.375, 0.25
;FOV Y axis, using 16:9 aspect ratio as the base.
;y = 1.33333, 1, 0.76190476, 0.5, 0.3333333
;Constant Y axis for simply changing aspect ratio.
y = 1, 1, 1, 1
The "x =" line defines the X axis of the aspect ratio, used to correct it from the original 4:3 aspect ratio. 1 means 4:3, and lower than that means a wider aspect ratio. You can add or delete values from that line, experiment all you want. The "k" key will cycle through them ingame. The "y" variable controls the Y axis of the aspect ratio. By default I left it at 1, so the "k" key only changes the aspect ratio. If you comment the "y = 1, 1, 1, 1" line and uncomment the ";y = 1.33333, 1, 0.76190476, 0.5, 0.3333333" line, it will change the field of view instead of the aspect ratio (assuming 16:9 AR as the base. For other aspect ratios, these values would need to be changed).
Screenshots speak better than words, so here they are:
Aspect ratios (the blurriness of the wider ones is because these images are edited from a 16:9 stretched one):
Spoiler:
Spoiler:
Considerations for Metroid Prime:
- Download link: https://www.dropbox.com/s/6x8q8dhvuov5p5...3D.7z?dl=0
- Its functionality is the same as with Zelda TP.
- I may be incomplete because of the same reason (bosses). Or it may be, I don't know.
- Remember, don't enable any widescreen hack. Use the "no culling" code:
Code:
0432D7A0 38600001
0432D7A4 4E800020
0432D800 38600001
0432D804 4E800020
0432D86C 38600001
0432D870 4E800020
0432D95C 38600001
0432D960 4E800020
0432D9A4 38600001
0432D9A8 4E800020
Screenshots:
Spoiler:
- Download link: https://www.dropbox.com/s/8jf9ybyjaffc77...3D.7z?dl=0
- You need to not use any 16:9 code. Instead, and only for the American version (unfortunately I didn't find any ode for PAL), you have to use these "no culling" codes:
Code:
04256888 38600000
0425688C 4E800020
Code:
042569D0 38600000
042569D4 4E800020
Code:
043FCB9C 00000000
- Screenshot:
Spoiler:
CPU: Intel Core i5 4670k @ 4.4GHz
GPU: GAINWARD GeForce GTX 1080 Phoenix "GLH"
RAM: G.SKILL Ripjaws X DDR3 16GB 1600MHz CL7
OS: Windows 7 Ultimate x64
GPU: GAINWARD GeForce GTX 1080 Phoenix "GLH"
RAM: G.SKILL Ripjaws X DDR3 16GB 1600MHz CL7
OS: Windows 7 Ultimate x64