Sounds great. I will try it once I'm back home.
Which kind of codes are? AR codes or Gecko?
Which kind of codes are? AR codes or Gecko?
Super Smash Bros. 64 HD Texture Pack V1.1.1 (04-09-2020)
|
07-15-2016, 12:01 AM
Sounds great. I will try it once I'm back home.
Which kind of codes are? AR codes or Gecko?
Seems nice retroben. To be honest, I am a great fan of your N64 gameshark codes (No frameskipping!). It always nice to have some wonderful coders bringing out the best of games. Sadly, that is not my department. I would love to try that, but not much results so far.
Lag Fix 011696BA 0000000D I am not quite sure if this does anything noticeable? It seems not to make so much of a difference? I may be mad, but the VC version seems pretty well optimized? Take Super Mario 64 for the VC as an example, I hardly notice any lag during the Submarine stage. Well, it is quite hard to measure so. As far as I know, Smash Brothers runs fairly smoothly at 60 FPS. Then again, I often have the CPU Clock Override set at 150%. If someone could test the difference, make sure the code value is correct and the type of the code (AR or Gecko), I gladly add it into the main post. About updating the texture pack. I intend for sure to finish this pack, yet don't expect an update any time soon. If I would set a date, I would place my bets somewhere near the end of August. Don't take this for granted. The reason just is that it is summer, having some time off and such. Besides, I have quite a lot on my schedule the following weeks. Again, don't worry through. There is not actually that much that is missing. Just the character skin recolors and the intro scene. After that, I try to look into if there are still for parts open for improvement.
Yeah,I remember seeing that,when swimming through the tunnel,it almost even felt like 60fps on a 30fps game.
Unfortunately,Android hates being on par with desktop Dolphin,as I still get slowdown on N64 VC games regardless of settings. Here is the "Frame Speed" code at 20fps via frameskips,I will get the Framerate Fix code ported for good measure as another one to try if it sustains the proper speeds,though that one normally causes slight audio desyncs. Terrible Skipped Two Frames 05169C78 00010003 Change 3 for un/desired skip amount and 1 for desired run speed,some example values to help too. 00010001=Force Full 60fps 00010002=Full Speed at 30fps 00020001=Half Speed at 60fps This code can make it possible for 120fps but with doubled audio speed. Quick port (tested but needs syncing changes): Half Frames (Framerate Fix) 01161D13 000000xx 01161D43 000000xx The original codes work fine for some games while it breaks the Zelda games completely. Full value is usually 001900xx if you want to use 05161D10/1D40 instead. 01=Default 02=Half Rate 03=Fourth? 40=Overly Extreme Higher=Stronger Effect Edit: Frame rates are too slow no matter what on Android using default clock along with normal desktop builds having stutters probably. Someone try both of the codes lagfix and framerate fix on Ishiiruka since it has no shader stuttering,mainly the regular lagfix address. Though I have yet to try a really low value on the lagfix address. I have come to the realization that it seems the address for lag fix usage is no longer utilized in the VC versions,by that I mean it no longer reads from it as even changing the value to a solid 00 didn't cause it to freeze or anything like it does on N64 emulators. Either that or the VC part acts like the actual N64 hardware which might ignore changes to the address to protect it from frying the real system,I wouldn't try it on a real N64 to test that fact unless someone has a disposable pile of N64s laying around and a few spare Gamesharks with at least one spare copy of SSB. In light of this,only the "Framerate Fix" code would work and that one needs audio sync in order to run at full speed,as even turning off frame limit and using unlimited emulation speed won't even circumvent it. I am super curious what would actually happen if the lagfix code for Banjo-Tooie was used along with the 60fps code on an actual N64 for that 1 guy with extra hardware at his disposal.
Shield TV Pro (stock/non-rooted OTA 6.3)
Acer Aspire E 15 E5-575G-59EE CPU: i5-6200U 2.3-2.8Ghz _ GPU: Nvidia GeForce 940MX 2GB (GDDR5) VRAM Hyundai 8GB DDR4 Dual-channel SDRAM _ 1000GB HDD New; CPU: Intel i9 9900KF_ GPU: Nvidia RTX 2060 Super | ◕‿◕ 08-03-2016, 09:16 PM
You don't need this code. Just use overclock CPU option to 200%. It works just fine. I am also testing Vulkan branch and it works very well.
Ahh yes, I see. Thanks for the information. Personally I always have the CPU Clock set at 150% (works fine for OoT and the extended draw distance). Super Smash Brothers seems to work perfectly fine at a constant 60 FPS with the CPU Clock set at 150%. I have not yet tested the Vulkan branch yet (I just wait until it gets released into the master build), but I suppose it works as good as with the D3D backends? I would say it is for the best to set the CPU Clock higher than 100% for the N64 games to counter the lag.
Yea, I could also set the CPU Clock to 200%, but it seems a bit of overkill. Besides I have an i5-4430 CPU clocked at 3 GHz, it is certainly not the best CPU available. A quick reminder, this pack (and Super Mario 64) is not yet concluded, but is on hold temporary, at least until I am done with my contributions for Majora's Mask (https://forums.dolphin-emu.org/Thread-ze...2016-04-02). V0.5. will contain the missing character reskins and the intro scene, but I have not started on that yet. I update the main post again with additional information for the CPU Clock when I start updating the texture pack again.
Long time ago, was it not? Well... Here it is! Update 1.0!
DDS: https://www.dropbox.com/s/pml5piv0cwp0hz...29.7z?dl=0 PNG: https://www.dropbox.com/s/qqr1s3a3q1jbpd...29.7z?dl=0 Basically, I am wrapping up this project. It is finished! Well... During 1P mode, there are quite a few win conditions which are not ported yet. I am bad in playing Smash Bros (that doesn't mean I don't like this game a lot!). If you are a better player than me, feel free to help out. All I need is the texture dump file names for those win conditions. Both the DDS and PNG pack includes the missing texture files, so you can just apply the name yourself and share them with me here! When they are all found, I compile an update V1.1. Just search for the files: SUPER BROTHERS#LONG_ID#ID#0_all.png. You can find them at: NAL -> Text -> Stage Finish -> Bonus. These missing textures are currently named after the Glide64 texture format for Project64. Code: V1.0:
Majora's Mask and Ocarina of Time! Well... actually... it is masterotaku's project, but I am just helping out. I am not finished with those yet. After that, I might move on towards Star Fox 64, Paper Mario 64 or Mario Kart 64.
10-11-2016, 07:29 PM
Nice too see you here again. Do you mean 1p bonus stages? I will check if I can do it .
|
« Next Oldest | Next Newest »
|