Nothing new here, but I updated the main post with improved widescreen codes for all regions expect the Multiplayer and some additional interface codes for the NTSC-U version. All thanks to gamemasterplc, so credits go towards him. Please remove the Zoom Out Camera code since it does not work with the improved widescreen codes. Let me know if I messed up.
GhostlyDark's SM64 Reloaded Texture Pack V2.4.0 (2021-12-12)
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01-19-2017, 07:22 AM
I got a Walk Through Walls that works in all levels for NTSC-U Super Mario 64 (VC).
Walk Through Walls Gecko Code Super Mario 64 NTSC-U: 48000000 8019E450 DE000000 80008180 14380EE0 10000004 14255C3C 10000003 143813FC 00000000 14381B98 0809000C 14240030 8FBB000C 14240034 8F7B0000 14240038 141B0008 1424003C 00000000 14240040 8FBB000C 14240044 3C058023 14240048 2404000A 1424004C A4A40000 14240050 AF650000 14240054 3C1BC5FF 14240058 449B0000 1424005C 03E00008 14240060 00000000 E0000000 80008000 Works in All Levels.
Website is gamemasterplc.com. Youtube Channel is gamemasterplc.
06-20-2017, 07:05 AM
This is an awesome pack. I'm finally playing through Mario 64 again after all these years.
Now the nitpicking: 1) I noticed the eyes are freaky and all the youtube comments also dig into you for using those textures. I ended up using Esprit Kokiri's textures to make the eyes look normal. 2) The wide red triangle on the signs is off-putting like a big red error symbol for missing textures. I used Esprit Kokiri's signs that say "bla bla bla" but are in a high resolution and have nice wood and paper textures. 3) The biggest issue I have is that when using the 16:9 aspect ratio code through gecko there are these graphic bugs: Title Screen has white bars on the sides. Level Entrance and cannon aren't covered on the sides. 4) I would like to see better optional skies for the people who don't like the crayon look. And maybe the same for the world pictures that are more paper than painting. That's all - thanks for the great compilation pack. (06-20-2017, 07:05 AM)Thrakk Wrote: This is an awesome pack. I'm finally playing through Mario 64 again after all these years. Sure, if you found a better replacement for the eyes, please share them here. I do not really know what you are meaning by issue 2, but if you have seen a replacement please post it. I might fix it for the next update. I don't really know when that will be yet through. I am still planning on fixing Mario Kart 64, the VC version of Majora's Mask, Super Mario 64 and hopefully I might be able to do something in the future with the interface for Paper Mario. I should be able to come back into the texture porting business the next month... Hopefully... Please don't burn me on the stake if not. Regarding the 16:9 Aspect Ratio Gecko Code, that is sadly out of my league. I am not really that experienced in AR or Gecko Codes. I just list the codes in this thread. There have been several iterations on the widescreen codes, perhaps something broke. But so far, the latest code version by gamemasterplc should be working the best and should be listed on this thread. The issues are minor at best. And yes. I have seen the YouTube comments, mostly about the eyes... Well... I like to replace them, through I like to maintain the same level of quality. Sadly I do not deem Esprit Kokiri's textures to be of high quality. Besides, the texture pack seems to be reusing quite some downscaled textures from both Hypatia and Razius, which are already the primary focus for this texture pack port. As of now, I have not found any suitable replacement for the eyes yet. But honestly said, the eyes never bothered me. Uhh? I did include alternative skyboxes right? Those from MollyMutt. Besides MollyMutt's and Hypatia's skyboxes I never found better replacements. MollyMutt's fits the game better but is a bit low-res, while Hypatia's is amazingly high-res but more artistic. These two sets are actually 100% complete and fits almost seamlessly with the other textures. There are other possibilities, but either they are incomplete or not seamless. The same goes word the World paintings, which should also have alternate textures included. Otherwise I did something seriously wrong with the last update. 06-21-2017, 02:06 AM
I'll post my files later today. I'm editing the sign a bit and if I get a chance I'll work on the skies.
06-21-2017, 03:38 AM
a fixed widescreen code is out for SM64
Website is gamemasterplc.com. Youtube Channel is gamemasterplc.
(06-21-2017, 03:38 AM)gamemasterplc Wrote: a fixed widescreen code is out for SM64 The new code works really great and fixes the issues mentioned by Thrakk. I did find an issue through, the pause menu cursor while in a stage does not show itself and the camera option text is bugged. The Optimized HUD for 16:9 Gecko Code should also be disabled with the fixed 16:9 Widescreen code. But the code is enough of an improvement to link it on the first post. Would you also by chance have similar working code versions for 21:9 and 48:9? Pause Menu: 06-21-2017, 04:11 AM
(06-21-2017, 04:11 AM)gamemasterplc Wrote: try disabling all other codes It seems the Extended Draw Distance code is causing the issue. Extended Draw Distance (AR Code): I am also wondering, does the 16:9 Widescreen code only work with the NTSC-U versions or do the NTSC-J, PAL and Multiplayer versions work too? 06-21-2017, 04:21 AM
(This post was last modified: 06-21-2017, 04:57 AM by gamemasterplc.)
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