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Zelda 64 UHD V5.1 (2021-02-10)
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Zelda 64 UHD V5.1 (2021-02-10)
04-03-2019, 04:21 AM
#11
e2zippo Offline
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(04-03-2019, 04:19 AM)Admentus Wrote: The Temple of Time has several areas. Only a child Link at daytime at the second screen is the background upscaled with Gigapixel. Nighttime, Adult and the first screen for Daytime, Nighttime and Adult remains unchanged. The same goes for the market.

Ah, that explains it, are they ment to be upscaled later on as well?

Cheers!
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04-03-2019, 05:07 AM
#12
Admentus Offline
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(04-03-2019, 04:21 AM)e2zippo Wrote: Ah, that explains it, are they ment to be upscaled later on as well?

Cheers!

Perhaps. No plans for now.

If I aim to do so, it will be after Majora's Mask has been completely concluded.
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04-08-2019, 09:37 AM
#13
darkludx Offline
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Thanks for this new update of the texture pack!

I'll only make a recommendation, for Ocarina of Time it's enough 250% overclock and you get perfect audio and game speed at 100%.
For Majora's Mask, you need a 295% overclock, you get a little bit crackling audio, but you get better game speed.

With 295% overclock in Ocarina of Time, you will also get a crackling audio, and this is not necessary.
The best codes for TLOZ are in the first post of my only thread.
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04-08-2019, 04:30 PM (This post was last modified: 04-08-2019, 04:32 PM by Admentus.)
#14
Admentus Offline
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(04-08-2019, 09:37 AM)darkludx Wrote: Thanks for this new update of the texture pack!

I'll only make a recommendation, for Ocarina of Time it's enough 250% overclock and you get perfect audio and game speed at 100%.
For Majora's Mask, you need a 295% overclock, you get a little bit crackling audio, but you get better game speed.

With 295% overclock in Ocarina of Time, you will also get a crackling audio, and this is not necessary.

Perfect! Thanks for the recommendation. I immediately adjusted the second and third posts. I would recommend to disable the Audio Stretch option and to use the Cubeb backend in addition. If you can maintain full-speed the Audio Stretch option is only going to be annoying when working at 30 FPS with the CPU Clock Override.
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04-09-2019, 01:05 AM
#15
darkludx Offline
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I updated my Dolphin build to Dolphin-master-5.0-9913, downloaded your new texture pack Zelda 64 4K v3.0, what a big update, and put the game ini's with the codes in his place. Then the fun begins.
I want tell you thank you very much for the work that you do with the codes, so convenient and easy to use. And all is clean and perfectly arranged.
I must thank Nerrel for his hard work in Majora's Mask texture pack, right now I'm playing around Great Bay, I'm speechless, everything looks beatiful, wow!!
And no more outdated links in the first post!!

Good luck with this new thread, Admentus.
The best codes for TLOZ are in the first post of my only thread.
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04-09-2019, 03:31 AM (This post was last modified: 04-09-2019, 03:33 AM by Admentus.)
#16
Admentus Offline
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Hehe thanks.

Now it is up to Nerrel to continue with the Great Bay Temple, so it would be easy-going for a while now. Of course, texture pack updates also affect Ocarina of Time, so Ocarina users shouldn't feel left out. I certainly intend to keep the main posts up to date, when I can find the time and resources for it.

Now that Direct3D 12 is back, it might be worth considering that backend. So far Direct3D 12 performs wonderfully, just like Vulkan.
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04-22-2019, 07:47 AM
#17
deejus679 Offline
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Thank you for providing us with this amazing texture package, and game configurations. This truly enhances the experience of playing some of these classics-- I'm really digging the revamped look of Majora's Mask! 

I do have a quick question. I use a frontend (Launchbox) to launch up games, and try to stay out of the direct emulators as much as possible. I have recently learned how to use the AR codes through Dolphin. My question is, is there any way to activate these codes through the configuration code alone, or do the AR and Gecko codes have to be enabled through Dolphin first?


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04-22-2019, 05:00 PM (This post was last modified: 04-22-2019, 05:05 PM by deejus679.)
#18
deejus679 Offline
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I encountered a strange bug playing Majora's Mask using the GameCube version.

I was going through the Windfall temple , and went through one of the doors where the door locks behind you and opens after you defeat all of the monsters. Well, I did this and the door wouldn't open. I tried reloading several times and still was not able to get through the area... this happened in two separate rooms within the temple.

To get through it, I pretty much had to remove the Game Settings .ini file thus removing all of the enhancements.

Now that I've cleared the said areas I can turn everything back on.

I'm not sure if such reports are useful, but I thought I would bring it to your attention.
It's looks fantastic by the way!

Just in case it's help, here is what I remember having enabled:
Suped up graphics from this page-- upscaled graphics x8
Widescreen Hack from the Wiki page
30 fps hack which I had toggled off
The balanced method of controlling time
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04-22-2019, 06:34 PM (This post was last modified: 04-22-2019, 06:40 PM by Admentus.)
#19
Admentus Offline
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(04-22-2019, 07:47 AM)deejus679 Wrote: Thank you for providing us with this amazing texture package, and game configurations. This truly enhances the experience of playing some of these classics-- I'm really digging the revamped look of Majora's Mask! 

I do have a quick question. I use a frontend (Launchbox) to launch up games, and try to stay out of the direct emulators as much as possible. I have recently learned how to use the AR codes through Dolphin. My question is, is there any way to activate these codes through the configuration code alone, or do the AR and Gecko codes have to be enabled through Dolphin first?

Just boot Dolphin once regularly and activate the settings and cheats for your games. I never uses something like Launchbox but if Dolphin immediately boots a game (which can also be done with shortcut command lines) it should still retain it last settings and the settings and cheats assigned to that game which are stored in the game's ini config file. So basically, once your game's ini config file is configurated, Dolphin will use apply those settings automatically each time that game is being booted. Stored settings in the ini config file include cheat which are active, the cheats themselves, graphical settings, and just basically everything else you like to adjust that can be done from Dolphin's graphical user interface (and more).



(04-22-2019, 05:00 PM)deejus679 Wrote: I encountered a strange bug playing Majora's Mask using the GameCube version.

I was going through the Windfall temple , and went through one of the doors where the door locks behind you and opens after you defeat all of the monsters. Well, I did this and the door wouldn't open. I tried reloading several times and still was not able to get through the area... this happened in two separate rooms within the temple.

To get through it, I pretty much had to remove the Game Settings .ini file thus removing all of the enhancements.

Now that I've cleared the said areas I can turn everything back on.

I'm not sure if such reports are useful, but I thought I would bring it to your attention.
It's looks fantastic by the way!

Just in case it's help, here is what I remember having enabled:
Suped up graphics from this page-- upscaled graphics x8
Widescreen Hack from the Wiki page
30 fps hack which I had toggled off
The balanced method of controlling time

Ohh yeah. Woodfall Temple. I had the exact same issue once. Somehow I resolved it by restarting both Dolphin and Majora's Mask in order to refresh the RAM (don't load the save state again, as it will get you the same RAM). There was probably an issue with a code that affected the RAM. Weirdly, since I use the game codes and this time it did work. Well uhh... I think I did toggle on or off some codes before, which obviously affects the RAM. Anyway, my issue was with the room with the compass. Defeating the enemies did spawn the chest but did not unlock the door. Only occurred once through.

I am not sure what exactly caused the issue. The 30 FPS Hack is likely the wrong-doer here since running at 30 FPS prevents the cutscene for unlocking the doors not to occur. Of course once the issue happend, I retried the same room (with a save state prior to entering the room) in 20 FPS, but that didn't help (which shouldn't cause the same issue then). It might be likely that the 30 FPS code still changes some RAM values in 20 FPS mode.
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04-22-2019, 07:18 PM
#20
deejus679 Offline
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Thank you for your response.

After clearing the temple which I just did (yay!), I encountered the problem each time there was such a trapped/locked door. Fortunately was able to continue forward with my save state that I created prior to entering the room.

The quickest solution I could come up with was to just delete the config file, get the treasure, unlock the door, save (state), quit, restore the config, and fire it up again. It sounds much involved then what it really is, but disabling the cheats through Dolphin didn't have an impact. Perhaps it was, as you said, something to do with the used RAM/cache. Fortunately I was able to just press forward. I am curious to see if the same workaround will work with having a save state in the same room.

Anyways, thanks again. Have an awesome day!
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