Umm, ok? Just use the codes without the master >.>
[Wii] New Super Mario Bros. Wii
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05-25-2013, 03:00 AM
I think it is possible to fix the hidden blue coins issue with efb2tex. It isn't easy to fix the rotating coins, but we can provide static images for the blue ones.
nsmbw uses efb copys to update a big texture with all game elements (coins, boxes, ...). Most of this dynamic elements are already shown in this texture, but eg the blue coins are not. So the easiest way to show them is to use a custom texture with all elements pregenerated. It could also be upscaled :-) btw: also the upscaled coins can be dumped as texture, so it's only required to figure out where to copy the image - maybe also texture dump with efb2ram? So who wants to have fun? 05-28-2013, 03:16 AM
Ok, it wasn't smart to create a proove of concept in the first level as there are no blue coins, but look at the nice upscaled yellow coins:
http://markus.members.selfnet.de/dolphin...e4b3_5.png So I think this must be done for every level as they seems to have generated textures :-( 05-28-2013, 03:23 AM
(This post was last modified: 05-28-2013, 03:23 AM by ExtremeDude2.)
*waits for hashless/texcache rewrite (not sure if there is any point in both together or one over the other)*
05-28-2013, 03:41 AM
texcache rewrite wouldn't affect nsmbw as it don't use indexed textures, but hashless would speed up efb2ram.
I'm waiting for efb2subtex (update parts of already cached textures), it should be as fast as efb2tex - and I think it is possible to show rotating and upscaled coins :-)
Thanks to all who are working to fix this problem.
GO GO GO coins fix.
Serbian Racing Team @ www.SERT-LFS.net
05-29-2013, 05:14 PM
Yeah, atm, no one is working to fix this problem. I still suggest the workaround with custom textures, but I'm to lazy to create all textures for all maps :-P
btw, when can we expect a efb2subtex, that's the plan for one of the next versions?
Serbian Racing Team @ www.SERT-LFS.net
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