Is there any ar codes for widescreen hack/draw distance/no black bars on n64 virtual console majoras mask version? I cant find any compatible codes like I can find for the disk version
OoT & MM Reloaded (2023-08-13)
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(08-01-2019, 06:31 PM)jaddey23 Wrote: Is there any ar codes for widescreen hack/draw distance/no black bars on n64 virtual console majoras mask version? I cant find any compatible codes like I can find for the disk version Nope. The Virtual Console version of both Ocarina of Time and Majora's Mask aren't really supported. It's mostly only the NTSC-U GameCube discs. Maybe I find the time someday to port the codes for the PAL GameCube discs as well, but not currently. As for the Virtual Console versions. I wouldn't know. Perhaps, perhaps not. There have been some technical limitations, but it might seem possible to do so. That being said, the GameCube versions are technically better if you use the CPU Clock Override to effectively kill all lag. Including Rumble Support of course, an actually working Free Cam function. The Virtual Console versions tend to re-allocate the RAM quite differently, and in some ways prevent certain codes or parts of them to be properly ported. I still have to research it further. So far it has become quite clear that porting one-on-one with a specific RAM off-set isn't going to work. What makes porting codes from Master Quest (D43E01) to Regular Quest (D43E01) so easy is that Regular Quest almost always has a RAM off-set of 20 or 40. Ocarina of Time (PZLE01) tends to have a RAM off-set of 1540 or 1560. In other words, codes can be easily ported by just adding of subtracting the required off-set and in most cases work as intended immediately from the go. For the most part, the PAL GameCube versions don't seem to be that different and seem to fellow specific RAM off-sets as well. The 30 FPS code is functional on the PAL versions because the PAL versions run at 60 Hz as well and have no option for 50 Hz. Since the Virtual Console versions have their RAM re-arranged completely different all correct RAM values have to be searched for again, provided that their structure hasn't changed to much that prevent them from finding it. That could be particular tricky for finding 32-bit RAM addresses. If we're talking PAL versions here it would likely become an even bigger issue. The PAL VC versions run at 50 Hz just like the original PAL N64 versions, meaning 17 FPS instead of 20 FPS. Which means that a 30 FPS code is out of the question. The structure is just too different because of that. Everything in the game is tied to the FPS. Animations, timers, patterns, gravity, and a lot more. Hence why these 30 FPS codes are already so complicated to compensate for the increased FPS. This would not only mean that the PAL VC versions will have to be compensated even more (where in some cases these compensations are already to their limits) but also mean the structure in which the FPS is being calculated for the animations, timers, patterns, gravity, etc has been changed as well, making those more difficult to find. Perhaps that the NTSC-U VC might be supported some day, the PAL VC versions likely would be never supported. Long story short, no, there is no support for the Virtual Console versions. Don't count on it for now. It's just a matter of finding the time to do so for it, which currently isn't about to happen any time soon. The priority currently is to ensure the NTSC-U GameCube versions are fully functioning, followed by the PAL GameCube versions in the distant future. No to forget of course that the texture pack itself has the biggest priority. So... That's too. And then I would also like to work on my other projects, both with textures and codes. I mean... I am not even finished with my work on Super Mario 64 yet... So yeah... PAL support is likely out of the question as well.
So yeah... Ocarina of Time has definitely some issues with seams in HD... But... It's in HD I guess? The textures themselves should be seamless. Somehow Ocarina of Time does some weird trickery to come up with seams.
Hyrule Market Town - Day (HD): Hyrule Market Town - Day (SD): (08-01-2019, 07:03 PM)Admentus Wrote: Nope. So I should switch back to collector's edition disk for majoras mask (USA version)? I had noticed terrible lag on that version and barely any lag on the virtual console version. Also, if I do what cpu clock override should i set for it using widescreen and extra draw distance codes? and is there a way to set it in dolphin for only that game so I do not always have to remember to turn it on and off. (08-02-2019, 05:14 AM)jaddey23 Wrote: So I should switch back to collector's edition disk for majoras mask (USA version)? I had noticed terrible lag on that version and barely any lag on the virtual console version. Also, if I do what cpu clock override should i set for it using widescreen and extra draw distance codes? and is there a way to set it in dolphin for only that game so I do not always have to remember to turn it on and off. If you want to use the wonderful collection of AR and Gecko Codes you will be forced with using the NTSC-U GameCube versions. Both the Collector's Edition (PZLE01) and Master Quest (D43E01) discs are completely supported. Check the second and third page of this thread for Game Ini File instructions, which will let you use specific settings for a specific game, through the codes posted there have been outdated by now (codes posted over at https://forums.dolphin-emu.org/Thread-ar...ora-s-mask will be included in this thread once I release update V3.2 of the texture pack). If you leave the CPU Clock Override at 250% for Ocarina of Time and 295% for Majora's Mask you won't have any issues with any kill, including with AR and Gecko Codes. 08-02-2019, 09:56 AM
(08-02-2019, 07:58 AM)Admentus Wrote: If you want to use the wonderful collection of AR and Gecko Codes you will be forced with using the NTSC-U GameCube versions. Both the Collector's Edition (PZLE01) and Master Quest (D43E01) discs are completely supported. Check the second and third page of this thread for Game Ini File instructions, which will let you use specific settings for a specific game, through the codes posted there have been outdated by now (codes posted over at https://forums.dolphin-emu.org/Thread-ar...ora-s-mask will be included in this thread once I release update V3.2 of the texture pack). If you leave the CPU Clock Override at 250% for Ocarina of Time and 295% for Majora's Mask you won't have any issues with any kill, including with AR and Gecko Codes. Alright so at 295 it works pretty well but there is considerable stutter at times. Much worse than virtual console majoras mask. I am using 16:9 mod with extended draw distance and the 30 fps mod. What are the hardware requirements for such a config (I can run all of my large collection of dolphin games at 60 or 30 fps quite solid)? I have a i5 6500, 16 gb ddr4 ram running at 2133mhz (cant enable xmp with dumb cpu lol, I am hoping to upgrade to a r5 2600x by black friday), and a vega 56 that I flashed to a vega 64 bios and heavily overclocked (24 percent improvement over stock, beats stock 2070, is stable) 08-02-2019, 10:55 AM
(08-02-2019, 09:56 AM)jaddey23 Wrote: Alright so at 295 it works pretty well but there is considerable stutter at times. Much worse than virtual console majoras mask. I am using 16:9 mod with extended draw distance and the 30 fps mod. What are the hardware requirements for such a config (I can run all of my large collection of dolphin games at 60 or 30 fps quite solid)? I have a i5 6500, 16 gb ddr4 ram running at 2133mhz (cant enable xmp with dumb cpu lol, I am hoping to upgrade to a r5 2600x by black friday), and a vega 56 that I flashed to a vega 64 bios and heavily overclocked (24 percent improvement over stock, beats stock 2070, is stable)ok so i disabled 30 fps code and that fixed a lot (less stutter, things were also moving too fast like skultulas flipping, deku scrub flight flowers, platforms moving, water flowing etc; also big bug with 30 fps affecting how long to deploy deku flight flowers after hitting head on ceiling from getting launched out of ground flower, making certain parts of woodfall temple impossible to complete in terms of fairies) Im torn if I want to play disc or virtual console, I have beaten woodfall temple on both loads. Great work on textures, like they are the best hd textures availible for dolphin I love the OOT ones too and just realized you had made other 64 games which I just got and enjoy as well. Two small questions i liked the way the stray fairies looked on virtual console (icon was same though) but they look stock on disc. And also is there any alternate textures for the fire, such as fire from fire breathing lizalfos. It is good quality and everything just reminds me of windwaker fire and feels barely out of place as it reminds me of cartoon cel shaded style. Again amazing work on both games and other 64 games they are amazing. (08-02-2019, 09:56 AM)jaddey23 Wrote: Alright so at 295 it works pretty well but there is considerable stutter at times. Much worse than virtual console majoras mask. I am using 16:9 mod with extended draw distance and the 30 fps mod. What are the hardware requirements for such a config (I can run all of my large collection of dolphin games at 60 or 30 fps quite solid)? I have a i5 6500, 16 gb ddr4 ram running at 2133mhz (cant enable xmp with dumb cpu lol, I am hoping to upgrade to a r5 2600x by black friday), and a vega 56 that I flashed to a vega 64 bios and heavily overclocked (24 percent improvement over stock, beats stock 2070, is stable) You might want to check your Dolphin settings. Try overriding Store EFB Copies To Texture Only for example. It's safe to enable. It only causes the Pause Screen Menu to display a black blackground but increases your emulation speed considerably. Try using either the Vulkan or Direct3D 12 backend. Settings such as Enable Dual Core, Backend Multi-Threading, GPU Texture Decoding, Fast Texture Cache, Asynchronous Ubershaders might all help. I don't know if you use Anti-Aliasing or anything? That can be quite demanding. And make sure you use DSP HLE audio of course. As for the texture pack itself. Make sure you use the DDS BC7 pack which has much less stuttering and enable Prefetch Textures if you got the RAM to spare for it (16 GB). Your hardware seems to be fine. I managed to do this all perfectly on my previous system which has an Intel i5-4430 and a GTX 660, with 16 GB RAM. (08-02-2019, 10:55 AM)jaddey23 Wrote: ok so i disabled 30 fps code and that fixed a lot (less stutter, things were also moving too fast like skultulas flipping, deku scrub flight flowers, platforms moving, water flowing etc; also big bug with 30 fps affecting how long to deploy deku flight flowers after hitting head on ceiling from getting launched out of ground flower, making certain parts of woodfall temple impossible to complete in terms of fairies) Ohh yeah... I forgot to tell you but, the 30 FPS code has it's issues. Nothing I can do about that sadly. However, the 30 FPS code has a toggle button built-in. Use D-Pad Up (GameCube controller config) to toggle between 20 FPS and 30 FPS. A decent chunk of the game can be run in 30 FPS. However, you will be forced at times to switch over to 20 FPS as during the issues you described. Just press D-Pad Up to switch back to 20 FPS, continue beyond the issues and then switch back to 30 FPS by pressing D-Pad Up again. Depending on how skilled you are you could complete certain sections at 30 FPS as well. Most of the overworld is basically safe to do at 30 FPS. Ohh and, 30 FPS does NOT affect your save file. So you're save there. Nothing permanent. (08-02-2019, 10:55 AM)jaddey23 Wrote: Two small questions i liked the way the stray fairies looked on virtual console (icon was same though) but they look stock on disc. And also is there any alternate textures for the fire, such as fire from fire breathing lizalfos. It is good quality and everything just reminds me of windwaker fire and feels barely out of place as it reminds me of cartoon cel shaded style. Again amazing work on both games and other 64 games they are amazing. Not currently no. Work is still in progress, and everything is still subject to change for improvement. 08-03-2019, 07:45 AM
(08-02-2019, 03:30 AM)Admentus Wrote: So yeah... Ocarina of Time has definitely some issues with seams in HD... But... It's in HD I guess? The textures themselves should be seamless. Somehow Ocarina of Time does some weird trickery to come up with seams. Looks considerably better! Didn't the RE2/RE3 texture packs guys have the same issues with seams? https://www.reshdp.com/re2/#frequently-asked-questions Looks like the developed a tool that solved it, maybe it can be used here as well? "Our solution was to create a tool that analyzes the game data to regenerate completely new mask textures from the upscaled background textures. The original mask textures are not used or processed in any way."
They aren't the same. Those RE games use texture masks to align the backgrounds. The N64 zelda games overlap the edges of the textures.
Edit: To illustrate what I mean, there is 1 pixel of overlap between each texture. Although, the situation is much worse than 6 tiles. And it gets tricky when increasing resolution. If you do a custom texture 8x scale, now 8 pixels overlap. Spoiler: |
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