Don't worry, most of them are tiny issues (scanlines for example), but most of the pack is just perfect!
Super Smash Bros. 64 HD Texture Pack V1.1.1 (04-09-2020)
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05-25-2016, 12:36 PM
(This post was last modified: 05-25-2016, 12:37 PM by gamemasterplc.)
16:9 Gecko Code Super Smash Bros (VC) NTSC-U:
C20B4C7C 00000005 C0230000 4182001C 92C20000 3EC03F40 92C30000 C0230000 92C30008 82C20000 60000000 00000000 The code on the front page was intended for an inject. 21:9 Gecko Code Super Smash Bros (VC) NTSC-U: C20B4C7C 00000005 C0230000 4182001C 92C20000 3EC03F12 92C30000 C0230000 92C30008 82C20000 60000000 00000000 The code on the front page was intended for an inject.
Website is gamemasterplc.com. Youtube Channel is gamemasterplc.
Ai, I must have posted the wrong code? Thank you for providing the correct code gamemasterplc, I update the main post at once! I was already thinking why the old gecko code made so less of a difference, this new code seems to work properly at 16:9 without any noticable flaws so far.
EDIT 1: Surprise, surprise. Update V0.3 is postponed again. The good news however is that some annoying issues are fixed. ppmeis compiled a nice list of issues which are being fixed, check out the upcomming changelog for the exact changes. Don't expect V0.3 too soon yet. I do not have any estimation on how long that may take, don't worry through, progress is still being made. Anyway... I still need to work on the remaining stages... Not much has being done... Well, Hyrule Castle is still next on the list. If you are eager for any updates, check out the V0.3 beta posted a few posts earlier. In case you did not notice yet, the main post is updated with an actually working Gecko code for 16:9 and 21:9 widescreen aspect ratio's. So if you find widescreen support lacking, try out the new Gecko code. Improved Gecko Codes Spoiler: Told you I would finish Hyrule Castle next. Check out the improved screenshot of the Hyrule Castle stage, which is also the first screenshot in 16:9. 16:9 works pretty good, there are some minor issues such as player indicators / stage selection / character selection being out of place, but those are easily forgiven. The next stage will be Sector Z. Yea I know, I work through the stages in the order they are listed. Spoiler: I am so stupid... Manually rescaling hundreds of backgrounds... While PaintShop Pro had a batch and recording function all that time. I just finished adjusting all backgrounds within 5 minutes this way. Just needed to manually edit one background image, record those actions and PaintShop Pro work out it's magic with the rest. Only thing left is renamning them in order for Dolphin to load them. Luckely I already dumped all the backgrounds for V0.3. Ohh yea, and I still need to retexture the stages themselves, but that is easy. Anyway it is good knowledge to take with him, perhaps with another texture pack. I just hate myself some times... hehe. The good news? This certaintly speeds up V0.3, not only that but even my expectations for V0.4 which might even be faster released than you expect. EDIT 4: Still no V0.3 release, however I just updated the beta pack for V0.3. Go check it out. Keep in mind that some stages are still incomplete (Sector Z, Saffron City, Planet Zebus and Mushroom Kingdom). There are other parts missing such as 3P and 4P textures (such as in the results screen). The 1P mode stage textures are intended for V0.4. If you see any vital textures missing or misformed (of course within the plans for V0.3), let me know so that it might be fixed for the actual V0.3 release. I added the download link on the main post too this time. The old beta build is removed. DDS pack will be released as soon as V0.3 is finished. PNGOptimize will also be applied for the V0.3 release. Download link: https://www.dropbox.com/s/cdp2q4k9gntv6v...02.7z?dl=0 EDIT 5: Almost there. Sector Z Spoiler: Spoiler:
And all stages are finished finally!
Planet Zebus Spoiler: Spoiler: After that, I will keep working on V0.4, which is going to include the 1P mode, the remaining character reskins and the missing textures for players 3 and 4. I don't have any plans yet for updating Super Mario 64 yet, I did not make that many changes yet. What could be after Smash Brothers? Mario Kart 64, Paper Mario (althrough this is a massive game, thus I keep it mostly to the interface, should I ever consider it) or maybe something else. Well... Gotta work on Smash Brothers first. One project at a time. EDIT: V0.3 is uploaded now! Both the PNG and DDS pack are available. 06-10-2016, 07:52 PM
This looks awesome. Been using Pietschie & Bad Randolphs texture pack on pj64 for a long time to smash with friends, but pj64 has always been temperamental on my system.
Can someone point me in the direction of a full save?
Use these Gecko Codes to unlock the 4 characters and the Mushroom Kingdom Stage. There isn't actually to much to unlock in the first game. There is no need for a save file with these codes, as there are only 12 characters and 9 stages in VS mode.
Code: $Unlock All Characters [GMO] These work on NTSC-U. Right click your game -> Click on properties -> Go to the Gecko Codes Tab -> Press the "Download Codes (WiiRD Database)" button to obtain these codes. Then enable them in the Gecko Codes list. Don't forget to enable the "Active Cheats" master button in the Dolphin configuration menu (General tab). PAL seems to use / have these codes instead: Code: Unlock All Characters [GMO] VS mode is mostly retextured by now. Next update is going to be for the 1P mode and the remaining character reskins. EDIT 1: Sorry for the lack of screenshots these days. Since all nine stages are done, there isn't much to showcase. I am currently mostly working on porting as many fonts as possible. There are some new backgrounds through, such as the 1P mode stage selection and training mode. I will provide new screenshots when the 1P bonus, Metal Cavern and Master Hand stages are finished, which mostly like will be done for v0.4. The goal is that by v0.5 that at least 90% of what is visible is presented in Hi-res. After that, it will be time to wrap up the project and continue to my next projects (Mario Kart 64 and the interface for Paper Mario N64 deserve a make-over. Perhaps Star Fox 64 too after a looooong time, but I don't really know about that). Ohh, and I need to release update V1.2 for Super Mario 64 at some point. EDIT 2: Well... Still working on it, consider it work in progress. Besides not much has been done yet. The fonts takes way too much time. Currently I am working my way through 190 different font textures, even more because I still need to see the remaining font textures within the game. So far, I am not really sure about it... The game has some serious font issues. Transparency, anti-aliasing and smoothing are out of the question, Paper Mario just does not process it correctly. Well... In order to clear up the textures, I just have to make each font texture about 512x512. Then of course, there is the issue of font textures being out of scale. Originally the fonts are 16x16, wherein the actual font character occupies about 50 to 60% of the space, the spacing between letters may feel a bit of that way. After the fonts work properly I will start on the HUD and interface. Don't expect much more through, retexturing everything is far too much to do. Ishiiruka for provides a nice xbrz scaling filter up to 5 times (quite a nice idea for the master builds to have) which works quite well for the character models and environments but it is horrible with fonts, the interface and the HUD. The screenshot however only showcases the font. Let me know if you have any suggestions. Spoiler:
Joyful day, all bonus practice stages are finished!
It has been more exhausting than I initially thought. There are 12 playable characters and two different types of bonus practice stages: Smash the Targets and Board the Platforms. Each playable character has his own unique bonus practice stage for both types. In Melee each character still has it's unique Target Smash Stage, but Board the Platforms have been removed since the first game. In Brawl there were apparently so many characters they decided to have only five different Target Smash Stages, one on each difficulty. With this being said, Super Smash Bros N64 actually has 24 different bonus practice stages. Melee with 25 characters has thus 25 target smash stages. The fun thing actually about Super Smash Bros N64 is that each bonus practice stage dumps an unique set of textures. There are only four templates for textures. A set for Mario, Luigi and DK. A set for Link, Ness and Kirby. A set for Samus, Falcon and Fox and a set for Yoshi, Pikachu and Jigglypuff. Each template uses around 5 to 9 unique textures. You would guess that the four templates which are shared across all 24 stages need only to be ported once. Well... The issue is that each unique texture in each template is dumped in many different sizes: 32x32, 16x16, 32x16, 400x32, 800x8, 962x32 and almost any combinations you can think of. Ultimately this ended up being 342 different textures for all bonus practice stages. So, there you have it why it took so long. It is still not time to update through. The 1P Classic mode is not yet finished. The Race to the Finish, the Metal Cavern and the Master Hand stages are still not ported yet. This time, luckely, it is only three different stages (well... I guess 4 since the Master Hand stage is reused for the Polygon battle). And of course, the score labels for wining a match. As for the rest, that is about it before uploading V0.4. Spoiler: Spoiler: Spoiler:
Update V0.4 is uploaded. At least for the DDS pack. The PNG pack will be updated later. Without doubt this is my largest update yet so far! Current progress: 3513 / 3755 textures ported. I intend to wrap up this project by update V0.5. For now, I leave it alone for a while. I have to work on Paper Mario 64, Mario Kart 64 or Majora's Mask .
Code: V0.4: What is left to do is porting the intro scene and remaining character reskins. I believe that is all left to do. EDIT: PNG pack is uploaded too now. 06-30-2016, 08:08 PM
I just tested, and everything works just fine! Great job .
Just some suggestions: I think shield colors should match with player color (for example, red 1P is fine, but 1P shield seems pink?) and a bit more transparency, matching like original shield. Also, RAMDOM stage is not HD (I thinks), and the white cloud effect when you smash an enemy outside. Otherwise, your work is amazing!
Thinking about the better performance,I wanted to add something for testing if anyone wants to.
I attempted to port my lagfix address finding (80044EFA 000D) unwritten and without a calculator (only text typing) in case someone wanted to see what kind of results it would have on Dolphin's VC emulation-ception compared to the usual N64 emulators. I matched a calculator result for once. I went to an online one afterward to make sure it was right and it was! Code: Lag Fix I am actually super curious on how it will react compared to N64 emulators. Edit: Maybe try the simple 1byte pokes until it works,unless I was off by too much,sorry for the clutter. 011696BA 0000000D
Shield TV Pro (stock/non-rooted OTA 6.3)
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