ITS WORKING!!! Thank you so much!!!!!!
OoT & MM Reloaded (2023-08-13)
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(05-15-2019, 02:35 AM)jaddey23 Wrote: Sorry I meant D43E01 (Thats the full game ID for master quest disc when I click info) and I have both the master quest disc version and collectors edition disc version. I was trying to get it to work on both or either. And I have a dx11 capable rx 470 and 16gb of ddr4 ram. I only have the normal dolphin 5.0. I have to get the dev build? can i install that without overwriting my normal 5.0? Yes, you require the dev build, since the DDS BC7 pack won't work otherwise. You can use the PNG pack on the stable 5.0 build but I would not recommend it. The PNG pack has longer loading times, requires way more RAM and can cause severe stuttering issues if not pre-fetched. You should really update Dolphin. The stable 5.0 build is quite dated by now. Not only does the development builds make the DDS BC7 pack work, it also preforms much faster, has a ton of bug fixed, updated AR / Gecko codes support (I doubt the list of AR / Gecko in the Main Post is going to properly work on the stable 5.0 build). You can always use the development builds separately from your stable 5.0 build. Just keep it in a different folder. You can create and name an empty "portable.txt" file within the installation folder so that it will use it's own set of settings specifically for that folder. The settings for that folder should then also persist should you decide to update Dolphin (preferable through the auto-updater within). (05-15-2019, 02:45 AM)jaddey23 Wrote: ITS WORKING!!! Thank you so much!!!!!! Good to see it worked. Did you update Dolphin or use the PNG pack? 05-15-2019, 05:11 PM
Thank you for this amazing package.
But I have one problem with the widescreen fix for majora's mask (pal collectors edition). Somehow the A button overlay is misplaced and it is not possible to assign items to the c buttons. The game crashes right at the beginning when link gets the first deku nuts. Here is a screenshot: I also can't get the 30 fps mode to work in majora's mask. (the L + C-up toggle doesn't seem to work) 30fps in ocarina of time works fine. Is it possible to have the 30fps mode work like it does in ocarina of time? (always on and toggles itself off for certain conditions?) 295% cpu overclock doesn't work on my system either, i guess my cpu is too weak. 200% seems to work fine, atleast in ocarina of time with 30 fps. Ishiiruka builds also give me much better perfomance. (official dolphin starts to stutter at 150% and fails to compile a shader in dx11 mode) (05-15-2019, 05:11 PM)shm0 Wrote: Thank you for this amazing package. Ohh... You are using the PAL version... Yeah... Umm... Don't expect too much from 30 FPS and Widescreen and other codes for the PAL versions for both GameCube discs. They aren't that well developed, and neither can I properly support them. NTSC-U however is my primary focus. Having said that, it should still work, although with fewer fixes. L + C-Up should be correct for Majora's Mask. A few things first. Make sure you disable any codes for Ocarina of Time when running Majora's Mask and vice versa. That will only cause issues. Universal codes can be left enabled at all times. Majora's Mask might not properly run at 30 FPS if the CPU Clock Override is too much. You might experiment with what the ideal spot is, but leaving it too low and you might not reach 30 FPS. Keep in mind that 30 FPS demands more of you CPU than usual. The texture pack, extended draw distance, widescreen, those all contribute towards increasing system demands and not to forget that the Collector's Edition version of Majora's Mask is quite rough, so you really need to be able to maintain a decent CPU Clock Override to make it play smoothly. You should check you MD5 checksum and see if it matches with any database to validate it. Corrupted dumps might cause issues. Again, make sure you disable codes for Ocarina of Time when running Majora's Mask and vice versa. 05-15-2019, 06:10 PM
Thanks for your answer.
I only have the codes enabled for majora's mask. The updated widescreen code (stock pot inn crash fix, found here) from darkludx also has the same problem :| md5 checksum is also fine. Hmm I don't know... (05-15-2019, 06:10 PM)shm0 Wrote: Thanks for your answer. You added the Widescreen Code as an AR Code? Make sure that the Widescreen Hack in Dolphin's Graphic Config is being disabled, and use Force 16:9 or Stretch to Window as the Aspect Ratio. You likely have noticed this by now, but the Spanish language uses a different widescreen code. I can't say much more than this to help you sadly. Try to see if you only have the Widescreen code enabled if you issue still persists. Other codes (even if for Majora's Mask) might interfere. Also check which Gecko Codes have been enabled, both type of codes are used for Ocarina of Time and Majora's Mask. It might be very possible that the PAL version codes are simply flawed, in which case there is nothing I can do for you then. You should try and contact darkludx if he is willing to fix it for the PAL version. 05-16-2019, 07:48 PM
Hey! Just noticed that the Gamecube intro is messed up when ImmediateXFBEnable = True.
I reckon this has to be on for the games to work properly? See more info here: https://forums.dolphin-emu.org/Thread-ga...rs-edition (05-16-2019, 07:48 PM)e2zippo Wrote: Hey! Just noticed that the Gamecube intro is messed up when ImmediateXFBEnable = True. No, not really. You can leave it disabled without any real impact on the game if you like. It is enabled in order to fix the Pink Disc Loading Screen when booting a game from the disc. Other than the Pink Disc Loading Screen there are no further issues. Store EFB Copies To Texture Only being disabled is recommended for similar reasons, as it fix the black background on the Pause Menu of any Zelda 64 title. You can leave it enabled for an awesome speed boost with no real impact on the game too, but you will just have to look at a black background during the Pause Menu's. Note that the Pause Menu's itself are perfectly working and that it is just the background which normally is a low-res snapshot from being in-game. But you can both disable Store EFB Copies to RAM only and Defer EFB Copies to RAM for some kind of middle way. It fixes the black background and it isn't that drastically lower in performance. 05-16-2019, 09:55 PM
(05-16-2019, 09:15 PM)Admentus Wrote: It is enabled in order to fix the Pink Disc Loading Screen when booting a game from the disc. Other than the Pink Disc Loading Screen there are no further issues. The proper fix for the loading screen is not ImmediateXFBEnable = True, but XFBToTextureEnable = False (in combination with ImmediateXFBEnable = False). ImmediateXFBEnable = True does fix the background, but it also gets rid of the progress bar. (05-16-2019, 09:55 PM)JosJuice Wrote: The proper fix for the loading screen is not ImmediateXFBEnable = True, but XFBToTextureEnable = False (in combination with ImmediateXFBEnable = False). ImmediateXFBEnable = True does fix the background, but it also gets rid of the progress bar. Yeah, that is correct. Sadly, ImmediateXFBEnable = True does lower the Internal Resolution of the Disc Loading Screen. The Internal Resolution elsewhere remains as it should. With ImmediateXFBEnable = False you get to see the Disc Loading Screen in 4K. What effect does XFBToTextureEnable have on the Disc Loading Screen? It seems not to have any effect being enabled or disabled, with ImmediateXFBEnable enabled? |
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