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Super Mario 64 HD Texture Pack V1.7 (2019-11-08)
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Super Mario 64 HD Texture Pack V1.7 (2019-11-08)
12-25-2018, 11:09 AM
#271
Dilapidated Offline
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It's been awhile since I checked in. Good to see you're still around and supporting this @Admentus

Recently I seen a lot of talk about AI Neural Networks being used to enhance older games. It's kind of like texture filters such as xbrz and waifu but apparently is giving much better results. Not sure if it could be of use to you or anyone else on these forums but found it interesting.

https://www.resetera.com/threads/ai-neural-networks-being-used-to-generate-hq-textures-for-older-games-you-can-do-it-yourself.88272/

Some results from it:
[Image: 8LIWXH6.gif]
[Image: CnPtldt.gif]
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12-27-2018, 06:17 AM (This post was last modified: 12-27-2018, 06:20 AM by razius.)
#272
razius Away
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I was thinking about train the AI first using some modern renders (wallpapers/promo artwork) or even screenshots from Mario + Rabbids, Mario Kart 8, Mario Party, Mario Galaxy, etc...

Not sure if you can train it from scratch or just tune it but the post said that

Quote:ESRGAN’s default networks were trained on a very specific type of image.
[...j]
It may be possible to “tune” it by training it on specific categories of images. I’ve had some success adding small amounts of noise to the images to help it out, or blurring out color banding or sharp edges.

You should give it a try if you have the time.


I know a game that would shine with ESRGAN: Rayman 3.
[Image: zScEJ0p.png]
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12-27-2018, 11:34 AM (This post was last modified: 12-27-2018, 11:44 AM by Dilapidated.)
#273
Dilapidated Offline
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(12-27-2018, 06:17 AM)razius Wrote: I was thinking about train the AI first using some modern renders (wallpapers/promo artwork) or even screenshots from Mario + Rabbids, Mario Kart 8, Mario Party, Mario Galaxy, etc...

Not sure if you can train it from scratch or just tune it but the post said that


You should give it a try if you have the time.


I know a game that would shine with ESRGAN: Rayman 3.

From my understanding you're completely correct in your AI training assumption.

Here's a excerpt from the setup page: https://kingdomakrillic.tumblr.com/post/178254875891/i-figured-out-how-to-get-esrgan-and-sftgan

Quote:Final update: I’ve spent the night training ESRGAN on the Manga109 dataset. Compared to the default model, it’s more soft and more subtle, but it handles dithering well You can also interpolate it with the existing networks by modifying net_interp.py. There’s a lot of room for improvement. If you want to train it yourself, read https://github.com/xinntao/BasicSR and https://github.com/xinntao/BasicSR/tree/master/codes/data
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01-04-2019, 02:56 AM
#274
Abyssion Offline
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Can someone help me? I dont see the point of this texture one if I cant find the rom anywhere. Ive searched everywhere, even torrent. Cant find the VC version to use this texture pack anywhere. DOlhpin doesnt recognize the n64 version so I need the WII VC one, but its like its gone
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01-04-2019, 03:01 AM
#275
JosJuice Offline
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We do not discuss piracy here.
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01-05-2019, 12:08 AM
#276
MrCrabs Offline
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Ok,this is epic.
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04-04-2019, 07:52 PM (This post was last modified: 04-06-2019, 12:27 AM by Admentus.)
#277
Admentus Offline
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Since I seemed to do well with my Hero Mode Boss codes for Ocarina of Time - Master Quest and Majora's Mask...

Code:
$All Bosses Have 1 HP (NAAE01) (AR Code)
091B83EF 00000003
011B83EF 00000001
091AF30F 00000003
011AF30F 00000001
091A7C4F 00000004
011A7C4F 00000002
091AA96F 00000004
011AA96F 00000002
091A778F 00000003
011A778F 00000001

$All Bosses Have 2x HP (NAAE01) (AR Code)
091B83EF 00000003
011B83EF 00000008
091B83EF 00000004
011B83EF 00000002
091AF30F 00000003
011AF30F 00000008
091AF30F 00000004
011AF30F 00000002
091A7C4F 00000004
011A7C4F 00000009
091A7C4F 00000005
011A7C4F 00000003
091AA96F 00000004
011AA96F 00000009
091AA96F 00000005
011AA96F 00000003
091A810F 00000001
011A810F 00000003
091A810F 00000002
011A810F 00000000
911A778F 00000000
4A002FC2 00000000
811A778F 00000001
02002FC2 00000001
00000000 40000000
491A778F 00000000
0A002FC2 00000001
02002FC2 00000000

$All Bosses Have 3x HP (NAAE01) (AR Code)
091B83EF 00000003
011B83EF 0000000B
091B83EF 00000004
011B83EF 00000002
091AF30F 00000003
011AF30F 0000000B
091AF30F 00000004
011AF30F 00000002
091A7C4F 00000004
011A7C4F 0000000C
091A7C4F 00000005
011A7C4F 00000003
091AA96F 00000004
011AA96F 0000000C
091AA96F 00000005
011AA96F 00000003
091A810F 00000001
011A810F 00000004
091A810F 00000002
011A810F 00000000
911A778F 00000000
4A002FC2 00000000
811A778F 00000002
02002FC2 00000001
00000000 40000000
491A778F 00000000
0A002FC2 00000001
02002FC2 00000000

King Bob-Omb, Whomp King, both Eyerok hands and all three Bowser fights are included.

The Bowser fights are a bit interesting. For the first two encounters Bowser should not have more than 4 HP, since there are only four mines to throw him against. Bowser has only 1 HP in both the first and second encounter. The third Bowser encounter shares the same code addresses for the HP used in his second encounter... So yeah... I got to be creative there. In the second encounter he has 1 HP, but in the third encounter he has 3 HP. Once he reaches 1 HP in the third encounter the stage will get smaller. Of course we already check if Bowser's HP is at 1 so that it can be increased. In the third encounter there are five mines to throw Bowser against, meaning that Bowser can not have more than 5 HP. So the third Bowser encounter is the exception here, for both the Double and Triple HP codes his HP will be increased with 1 or 2 instead of doubling it. There is not much I can do sadly to decrease the size of the arena earlier.

Eyerok was a bit tricky to find at first. I assumed the HP of both hands were 3 since three hits were required. It turned out their initial HP is 4. Once the HP of one of the hands reaches 1 it will enter a defeat state. The right hand will stay at 1 HP (likely for the boss conversation to hand over the star), but the left hand will get to 0 HP.

Wiggler? Ohh boy... I don't want to discuss him. What an annoying piece of @!$€. First of all, he requires three hits and each time he is being hit he stops and opens a textbox once Mario lands on the floor. With each hit Wiggler gets a bit faster. At first I throught his HP was at 3, but it turned out to be 4 instead (hence why I also figured out why I couldn't find Eyerok). Once the Wiggler is defeated he doesn't die but decreases in size instead, falls down and then eventually dies. Second, his HP can not be higher than 4 since the Wiggler will get confused and has absolutely no idea anymore what to do. He just stands still. When hit while being above 4 HP he just opens the craziest of textboxes, like the Pink Bob-Omb introduction in Bob-Omb Battlefield. His HP does not decrease when being hit but after the textbox closes. An annoying little part was that the music will stop after the textbox close when the textbox opens while at 2 HP. Luckily I managed to increase his HP before the textbox would open, prevent the sudden stop of the music, which is being used to make way to cue the star. And all of that would have worked, although a bit long code-wise if the Wiggler didn't decide to use a different code addresses after rebooting the game. So far the bosses stick to the same code addresses, but no the Wiggler, oh no, not the Wiggler.

So yeah... No harder Wiggler. It would get annoying too since he would interrupt you twice as much for textboxes.

Yeah... The other bosses such as the Big Bullies, Chill Billy, Big Boes and Big Mr. I obviously won't work here. So yeah, the code is finished, sadly without the Wiggler.



EDIT 1: Added Whomp King.
EDIT 2: Added all three Bowser fights and changed the logic for King Bob-Omb and Whomp King.
EDIT 3: Added Eyerok.
EDIT 4: Finished
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07-09-2019, 12:28 AM (This post was last modified: 07-09-2019, 12:31 AM by Admentus.)
#278
Admentus Offline
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This might be huge... Hopefully it does work properly.

Code:
Force Hires Mario Model (AR Code) (NAAE01)
030E1304 00001000

A bit tedious to get it to work. I just ported the code from Project64. Just had to find the correct off-set.
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07-09-2019, 07:59 PM (This post was last modified: 07-09-2019, 10:43 PM by Admentus.)
#279
Admentus Offline
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Ok. Remember that Force Hires Mario Model codes from yesterday? I basically did the same thing for Ocarina of Time as well. Well... This is going to be absolutely bonkers.

So I managed to successfully port the following code from Project64. A bit too successfully I am afraid...

Code:
$Extended Draw Distance + Force HD Models (AR Code) (NAAE01)
0517410C 10000006
051EDBF0 00000000
051EDCB8 00000000
051EDCD0 00000000
030E1304 00001000
030E76D2 00004098
031F0078 00001000
051EDC9C 00000000
0514F52C 00000000
0117410C 00000010
05174078 00000000
051693CC 00000000
0316954A 00004979
011160B3 00000000
05169E08 00000000
0316AAE2 0000497A
030E1304 00001000
030E76D2 00004098
031F0078 00001000
051EDC9C 00000000
0514F52C 00000000
0117410C 00000010
05174078 00000000
051693CC 00000000
0316954A 00004979
011160B3 00000000
011160D6 00000049
05169E08 00000000
0316AAE2 0000497A
0110E71F 00000000
010E5FA5 000000A0
*HD Enhanced for almost all objects.
*Certain stages such as Bob-Omb Battlefield can cause texture corruptions in certain locations due overflow of objects. The pause screen for example can not display properly.
*Cannot be used with the Widescreen Aspect Ratio Fix for 16:9 (Gecko Code), as it requires too much of the 4MB RAM.

The problem is that almost all objects are being displayed in their hi-res models with the maximum draw distance. Super Mario 64 was designed without the Expansion Pack that increases the RAM of the Nintendo 64 from 4MB to 8MB. And that means that is a lower limit of objects and polygons that can be displayed at once. Forcing the hi-res models at all times means more polygons at once. The maximum draw distance means more objects at once. Combine both and you quickly run into the 4MB RAM limit.

Once the object limit is about to be hit you will start to notice some visual glitches, such as text not displaying properly, the pause menu hiding it's elements. Pushing the object limit ever further and the HUD interface elements will start to disappear. Pushing it even further and the game will softlock. This was the issue with the previous Extended Draw Distance AR code combined with the Widescreen gecko code as well. Stages such as Bob-Omb Battle will start to act out since these already use quite the amount of objects, while other stages appear to function perfectly fine due the lower use of the object count.

Funny thing is, Majora's Mask uses the 8MB RAM thanks to the Expansion Pack, and as a result it seems that Link's hi-res model is always being used, unlike in Ocarina of Time.

Code:
$Widescreen Render Fix for 16:9 (AR Code) (NAAE01)
030E76DE 00004740
030E45D6 000046C0
*Required Widescreen Hack.
*Text alignment is not perfect, such as in the File Select Menu or Star Select Menu.

I had to specifically port a different widescreen code in order to reduce on the 4MB RAM limit. This widescreen code definitely is a bit worse than the Gecko Code version, but for the gameplay itself looks consistent. It's just the text alignment in the menus.

Code:
$Extended Draw Distance + Force HD Models (AR Code) (NAAE01) (Overflow Version)
0517410C 10000006
051EDBF0 00000000
051EDCB8 00000000
051EDCD0 00000000
030E1304 00001000
030E76D2 00004098
031F0078 00001000
051EDC9C 00000000
0514F52C 00000000
0117410C 00000010
05174078 00000000
051693CC 00000000
0316954A 00004979
011160B3 00000000
011160D6 00000049    // Error Loading Zone
05169E08 00000000
0316AAE2 0000497A
030E1304 00001000
030E76D2 00004098
031F0078 00001000
051EDC9C 00000000
0514F52C 00000000
0117410C 00000010
05174078 00000000
051693CC 00000000
0316954A 00004979
011160B3 00000000
011160D6 00000049
05169E08 00000000
0316AAE2 0000497A
011121AF 00000000    // Error Loading Zone
0110E71F 00000000
0114F4BB 00000000    // Error Loading Zone
010E5FA5 000000A0
*HD Enhanced for all objects. Or at least it seems to be all objects.
*Requires more than the 4MB RAM of Super Mario 64. Causes levels to completely freeze.
*Cannot be used with the Widescreen Aspect Ratio Fix for 16:9 (Gecko Code), as it requires too much of the 4MB RAM.

You don't want to use this code. I removed a few of the lines in the code above so that stages can at least load.

I am fairly certain the whole code is correctly ported. I compared both Dolphin's and Project64's memory debuggers to see if all code addresses match up with the original and modified values. My guess is that it's just an overflow in the RAM. Through I am not really sure what issues the removes lines causes. They seem not to work that well in isolation either.

This leaves me to wonder, mostly my questions to developers and coders. Would there be a method to increase the 4MB RAM limit to 8MB RAM? That might be the solution so that the full complete HD Enhanced code will work simultaneously with the widescreen Gecko Code.

The widescreen code to avoid with this HD Enhanced code:

Code:
$Widescreen Aspect Ratio Fix for 16:9 (AR Code) (NAAE01)
48000000  8019E450
DE000000  80008180
14325034  3C074015
142D73D8  3C05C2F8
142D73DC  3C0643DE
142D6C64  3C0F071C
142D7E2C  3C0A071C
142D7B84  0809F999
142D7B88  00000000
142D7BE0  24190009
142D7BEC  24080007
142D7D84  254B0009
142D7E88  0809F9A7
142D7E8C  27BDFF98
142D80CC  3C0D071C
142D8284  0809F9A1
142D8288  914A1370
142D8024  25AE0005
142D8524  254B0005
142D85DC  25AC0005
142D85CC  3C0A071C
142E2E3C  3C18071C
142E2D98  248C0009
142E2FF4  248A0005
142E3098  3C0E071C
142E3BAC  256B1B60
142E3AA0  27181B60
142D6DB0  25AD1B60
142D6B58  000E78C0
142D6B5C  01EE7823
142D6B60  00000000
142D6BBC  25F80009
142D6C64  3C0F071C
142DB3C4  3C05C400
142DB3D4  3C054126
142DB708  2419019E
142E3768  2404001F
142E3784  24040028
142E37CC  240400B1
142E37E8  240400BA
142E3890  240400FB
142E387C  24010009
142E385C  24080009
142E38B8  248400FB
1427D5D0  10000044
142E389C  83A4001F
142E38A0  3C068034
142E38A4  3C078034
142E38A8  10000003
142E38F8  10000012
142E3A20  240400DC
142E3A34  240400FD
142E3A4C  24040108
142E3AAC  24040103
142E3AC0  24040115
142E3C10  24840009
142E3C30  24840009
142E3C50  24840009
1627E664  00000058
27BDFFB0  24020009
00450019  00001012
00022903  24A50047
080B5EE3  AFBF0014
240B0009  014B0019
00005012  000A5103
080B60A3  01EA5821
240E0009  01C40019
00007012  000E2103
24840047  080B5FA4
AFBF001C  AFAB0054
E0000000  80008000
*Fix UI alignment

EDIT:

Codes in actions!

Extended Draw Distance + Force HD Models + 16: Widescreen: (Show Spoiler)
[Image: ExtendedDrawDistance.jpg?raw=1]
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07-11-2019, 01:03 PM
#280
Craftyawesome Offline
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(07-09-2019, 07:59 PM)Admentus Wrote: The problem is that almost all objects are being displayed in their hi-res models with the maximum draw distance. Super Mario 64 was designed without the Expansion Pack that increases the RAM of the Nintendo 64 from 4MB to 8MB. And that means that is a lower limit of objects and polygons that can be displayed at once. Forcing the hi-res models at all times means more polygons at once. The maximum draw distance means more objects at once. Combine both and you quickly run into the 4MB RAM limit.

Once the object limit is about to be hit you will start to notice some visual glitches, such as text not displaying properly, the pause menu hiding it's elements. Pushing the object limit ever further and the HUD interface elements will start to disappear. Pushing it even further and the game will softlock. This was the issue with the previous Extended Draw Distance AR code combined with the Widescreen gecko code as well. Stages such as Bob-Omb Battle will start to act out since these already use quite the amount of objects, while other stages appear to function perfectly fine due the lower use of the object count.


I had to specifically port a different widescreen code in order to reduce on the 4MB RAM limit. This widescreen code definitely is a bit worse than the Gecko Code version, but for the gameplay itself looks consistent. It's just the text alignment in the menus.You don't want to use this code. I removed a few of the lines in the code above so that stages can at least load.

I am fairly certain the whole code is correctly ported. I compared both Dolphin's and Project64's memory debuggers to see if all code addresses match up with the original and modified values. My guess is that it's just an overflow in the RAM. Through I am not really sure what issues the removes lines causes. They seem not to work that well in isolation either.

This leaves me to wonder, mostly my questions to developers and coders. Would there be a method to increase the 4MB RAM limit to 8MB RAM? That might be the solution so that the full complete HD Enhanced code will work simultaneously with the widescreen Gecko Code.

Mario 64 has a few limits for objects. There is a hard limit of 240 objects. If an object tries to load and there is 240 important objects, the game crashes. (there are very few unimportant objects, even Mario's dust is important)

Your description seems to indicate a different problem. https://youtu.be/WYn9INBrkK4
A BUF value in SM64's debug menu goes negative when this happens, and MrCheeze says its a fast3d display list. I guess its the buffer for sending rcp commands? 
Spoiler: (Show Spoiler)
[Image: hQDp6V3.png]
[Image: 9P5gfDA.png]
[Image: paeFVKY.png]
This doesn't seem to be the main problem. The safer code still seems to crash in courses like WF and SL The overflow code crashes even with MEM and BUF being positive.
Spoiler: (Show Spoiler)
[Image: pmgaRQ9.png]

(07-10-2019, 02:00 AM)Admentus Wrote: The reason why I am searching into increasing the N64 VC RAM from 4MB to 8MB (or higher) is because I am trying to load in more objects at once in Super Mario 64. And... overdoing that causes the game to softlock. Near reaching the limit the HUD and the fonts will start to disappear or glitch out, most likely to make place for the additional objects to load in, just so to kill off popups of objects. Once the HUD starts to be replaced with black textures, you know the game is about to softlock soon. Project64 seems to have fewer issues with this, even with the expansion pack disabled. In fact, Project64 seems to do very well when increasing the draw distances. Which leaves me to wonder, why Dolphin has issues with this.

So far, I have been thinking it was due the limit of the 4MB RAM of the N64. But perhaps it is because some of object limit itself in Super Mario 64. I don't even know if the N64 RAM affects the object limit of SM64. Perhaps increasing the RAM wouldn't increase the object limit. But that still doesn't quite explain why Project64 doesn't have these issues. Does the Virtual Console N64 emulator cause any kind of overhead that further reduces the 4MB RAM?
I don't think mario 64 would even allocate the additional ram. You would have to reprogram the VC emu to allocate 8 MB for the console and the game to allocate 8 MB and effectively use it.
VC normally behaves very similar to mainstream emulators, too. The buffer overflow should happen on pj64, but the crashing is a mystery. IDK how VC and PJ64 differ. I was trying to use STROOP to try to figure out what is happening but had no luck.

What is the n64 high poly model code? I've only found draw distance.
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