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Zelda 64 UHD V5.1 (2021-02-10)
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Zelda 64 UHD V5.1 (2021-02-10)
04-22-2019, 07:48 PM (This post was last modified: 04-22-2019, 08:10 PM by Admentus.)
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(04-22-2019, 07:18 PM)deejus679 Wrote: 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!

Disabling a code (when it was enabled during gameplay) does not necessarily reset the game's RAM. Sometimes it does, but it depends on what the game does. Every action performed in the game affects the RAM in some way, such as the position of the cursor in the Pause Menu.



Taking the Pause Menu Cursor as an example. Moving the cursor on a subscreen changes a value in the RAM that determines which item is currently being positioned at (which causes the item text to display). The cursor and the positioned item are however two separate values. Let's say the cursor is at the Ocarina of Time (so that the positioned index has a value of 0). Moving the cursor one position right (Hero's Bow) increases the index value with 1. Moving the cursor one position down (Bombs) increases the index value with 6.

So here comes the fun part. Let's say we modify the RAM index for the currently displayed item in the Pause Menu to 1 (the Hero's Bow) while the cursor still is at position 0 (the Ocarina of Time). Then we disable the code. You would assume that moving the cursor one position to the right would restore the index value (so the cursor and the current displayed item are in sync again). However, the index only increments or decrements. It does not set the index value equal to that of the cursor. So the cursor always stay one position behind the actual displayed item.

This can however easily be restored by swapping sub-screens and then come back, which puts both values in sync again.



So, what's the importance of this example? Applying AR Codes modifies RAM values (which is never as intended by the game itself, hence why it is a modification). If everything goes right we can keep track of it and ensure the proper values are being used. AR Codes can and will mess up the game's RAM, sometimes leading to undesired effects, hence why it is important to know what these codes try to modify.

AR Codes can even affect the save data of your game. Now this seems like a huge red warning. But in reality it is quite easy to figure when it affects the RAM. Most RAM changes don't affect save data. By rebooting Dolphin and the game you restore the RAM as intended by the game (unless you leave codes enabled).

So when does a code affect the save data? Like I mentioned before, everything the game does and keeps track of is stored in the game's RAM, such as obtaining new items, masks, quest items, songs and so on. Majora's Mask saves for example which sword you have in the RAM into the save data. To be safe, codes that modify properties in the Pause Menu likely affect the save data. The code to upgrade your sword or shield does so for example. But that code that lowers the maximum capacity of the quiver and bomb bag does not. We don't actually change which quiver of bomb bag you have (you won't notice any differences in the Pause Menu), but rather the capacity value of each bag is modified (which is not being stored in the save data).

The 30 FPS code does not affect the save data (which it really shouldn't). But enabling the code and then disabling can and will leaves traces in the game's RAM which might not get restored to their intended values unless the game is rebooted. Ideally we would want to prevent that. In most cases it isn't such a big deal, but sometimes it might lead to issues where doors might not unlock (if the 30 FPS is the wrong-doer, I still can not confirm that for sure).

For example in Ocarina of Time there is a code that allows Link to equip any sword or shield at any age. However the code itself causes the game to freeze when in-game, so a check in the code has been put into place to ensure the code that allows to equip any sword or shield is only activated when in the Pause Menu. These checks can not modify the game's RAM, they only allow the RAM altering codes lines to activate when the check is passed. These checks can range from matching a specific value, or between a range of values and some more.
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04-23-2019, 04:31 PM (This post was last modified: 04-23-2019, 07:06 PM by deejus679.)
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Well that sure is over my head. I had no idea how much work and effort went into emulation, graphics overhauls, and AR codes. I wouldn't have never guessed that just the position of the cursor on an item would use "x" amount of RAM, and that it varies from position, screen, and item. I'm just glad that I am able to use the enhancements and codes for most of the game Smile

I'm not sure whether or not you'll know the answer to this-- I would imagine you would, but does Dolphin use any type of cache building shader system similar to what is used in Cemu and the RPCS3?

Lastly, which would you say provides the must optimal experience for using these enhancements: emulating these games through GameCube or N64?
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04-24-2019, 01:47 AM (This post was last modified: 04-24-2019, 01:56 AM by Admentus.)
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(04-23-2019, 04:31 PM)deejus679 Wrote: Well that sure is over my head. I had no idea how much work and effort went into emulation, graphics overhauls, and AR codes. I wouldn't have never guessed that just the position of the cursor on an item would use "x" amount of RAM, and that it varies from position, screen, and item. I'm just glad that I am able to use the enhancements and codes for most of the game Smile

I'm not sure whether or not you'll know the answer to this-- I would imagine you would, but does Dolphin use any type of cache building shader system similar to what is used in Cemu and the RPCS3?

Lastly, which would you say provides the must optimal experience for using these enhancements: emulating these games through GameCube or N64?

Yes, Dolphin does store Shader Cache (check My Documents/Cache/Shaders). Each backend compiles it's own shader per game. I don't know if that is entirely accurate anymore. A little less than two years ago Dolphin implemented UberShaders (you should definitely read the article for it if interested: https://dolphin-emu.org/blog/2017/07/30/ubershaders). You can find the UberShader settings in the Graphics config panel in the General tab.

There are four options:

- Synchronous
The old approach, where Dolphin generates shaders per backend per game.

- Asynchronous (Ubershaders)
A mix of using the old approach and ubershaders. Ubershaders are being used while Dolphin generates the shaders per backend per game. Once the shader is ready, those will be used the next time it is called upon rather. Ubershaders are essentially used each time a new shader is being introduced. This is likely your option to go for. Since ubershaders aren't used at all times, the demands aren't that high.

- Synchronous (Ubershaders)
Exclusively user ubershaders which effectively eliminates any stutter... Through it has incredible GPU demands, so no shame in not using it.

- Asynchronous (Skip Drawning)
Basically skips waiting for shaders and just continues running the game. I suppose the shaders are still being generated and will be used once available instead of skipping them. I never use this option. There are quite a lot of issue you will encounter with this option. Such as missing Mii Heads during Mario Kart Wii, which are shader related. Obviously, there isn't any stuttering nor are GPU demands high. But the graphical issues aren't worth it.




To answer your question which version to use (GC or N64). It depends. The GameCube versions (or Virtual Console versions) is a lot more demanding since the Nintendo 64 versions, due the fact you will be using an emulator (Dolphin) that emulates an emulator (Virtual Console) to run your game. If you got the proper hardware for it, you should read on, otherwise you should stick to Project64 for example if you are having issues staying at full-speed.

I won't really claim the GC version is the best version as fact (but for me it is), but it does a few things otherwise not possible. The first benefit is undoubtedly the emulator itself. Dolphin is in any way superior over Project64. Project64 isn't that bad, but it is lacking (you should read the recent blog article: https://dolphin-emu.org/blog/2019/04/01/the-new-era-of-video-backends which explains the nature of Plugins for example). Dolphin as a piece of software is simply said coherent and Project64 sometimes feels like it is stitched together out of various parts. I mean, for crying out loud, GlideN64 still isn't included with their Nightly builds.

For me as a texture pack author Dolphin has instant texture re-loading (which takes minutes on Project64) and is much more organized. Both emulators (assuming you use GlideN64) support increased Internal Resolutions, Anti-Aliasing, Anisotropic Filtering and the basics. Dolphin has some solid Audio Backends as well (such as Cubeb with Dolby Pro Logic for 5.1 surround). A big feature for Dolphin is undoubtedly the CPU Clock Override. I am not sure how Project64 does it. But the CPU Clock Override (while it does increases the demands of your CPU even more) can and will eliminate any lag both Zelda 64 have. The CPU Clock Override definitely helps texture packs (use Prefetch Custom Textures if you have sufficient RAM), 30 FPS, widescreen, extended draw distance, and so on to remain at 100% fullspeed.

A big issue with Project64 simply is that the texture pack is too large to be loaded. So you will be required to patch Project64 to be allowed more than 2 GB RAM. That after so many years Project64 still isn't a 64-bit application baffles me.

Since I started working on improving both Zelda 64 games (and with the awesome help of darkludx!) these quality enhancement codes started to created. I think that the GameCube versions offers the easiest method for users to have all "useful and quality enhancing" codes into a single place. Sure, all these codes can be adjusted for Project64 as well, and it is likely most of them already exist in some form. However, keep in mind that Ocarina of Time has 3 NTSC-U revisions, plus the NTSC-U Master Quest version (which is actually from the GameCube version) and the leaked Master Quest Dev version. Codes are all over the place for these different versions. My aim has to been focus on Ocarina of Time / Master Quest for the Master Quest GC disc and Majora's Mask from the Collector's Edition GC disc. So that these version will be complete with everything it should have. I would like ensure that eventually Ocarina of Time for the Collector's Edition GC disc will also be on par. The Virtual Console versions might likely not see that much love from me except aside from the texture pack to be working.

One core concept with the texture pack is that the same and only texture pack can be used on every version of Ocarina of Time and Majora's Mask. You would only need to change the texture pack folder to match the first three characters of the game disc ID.

There have been complaints that Majora's Mask from the Collector's Edition disc has a lot of lag in Clock Town and that the sound is lagging. However, having a sufficient CPU Clock Override fixes all that. You can even enable Speed-Up Disc Transfer for faster loading times. You can even patch out the Disc Menu so that you can go straight into booting your Zelda 64 title.

You should use either GameCube disc through and avoid the Virtual Console version if prefer the most optimal version. There is no Rumble in the Virtual Console versions, no 30 FPS and a lot of codes aren't ported and might likely never happen. The Virtual Console version should be used if you are not using the CPU Clock Override, because the Virtual Console version actually can run the Zelda 64 games at full-speed without it. But with the CPU Clock Override in either GameCube disc, you would never have to fear slowdown (if your CPU and GPU are sufficient enough).

Your Intel i7-6700 and Nvidia GTX 1080 are more, and really, more than enough to handle just about anything Dolphin can throw at your system. And with 32 GB RAM it is a no-brainer to prefetch the texture pack. You could even prefetch the PNG pack if you like which is even more demanding than the DDS BC7 pack, but really, the DDS BC7 is the version to go for as both versions differ little in quality and likely won't be noticeable.
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04-24-2019, 12:15 PM (This post was last modified: 04-24-2019, 02:57 PM by deejus679.)
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I had no idea there were so many Shader options to choose from within the emulator. Per your suggestion, I'll give the Asynchronous option a go. I'll also continue using the GC version. Since I do have slight hick ups from time to time in terms of stutter, I'm hoping the change in shader selection will lend a hand.

When it comes to AR codes in Gecko codes, do you need to enable/disable both?

Also, you had mentioned about patching the Legend of Zelda Collection to launch MM directly.
Any way you possibly send me some info or a link on that?
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04-24-2019, 06:06 PM (This post was last modified: 04-24-2019, 06:08 PM by Admentus.)
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(04-24-2019, 12:15 PM)deejus679 Wrote: I had no idea there were so many Shader options to choose from within the emulator. Per your suggestion, I'll give the Asynchronous option a go. I'll also continue using the GC version. Since I do have slight hick ups from time to time in terms of stutter, I'm hoping the change in shader selection will lend a hand.

When it comes to AR codes in Gecko codes, do you need to enable/disable both?

Also, you had mentioned about patching the Legend of Zelda Collection to launch MM directly.
Any way you possibly send me some info or a link on that?

AR codes and Gecko codes are separate from each other. Each code is being indicated if it is an AR or Gecko type. AR codes should be made as AR codes and Gecko codes as Gecko codes. It won't work the other way around. In general, feel free to enable codes from either category you like. There are a few codes which are indicated with Part 1 or Part 2. When a code is being indicated it has a part you will need to enable every code that is part of the same series (both AR and Gecko). For example, the 30 FPS code has an AR and Gecko code which need to be enabled both in order for the 30 FPS code to work properly.

Make sure the CPU Clock Override is being set at 250% for Ocarina of Time and 295% for Majora's Mask. And enable Speed-Up Disc Transfer as well if it isn't enabled yet. I think I added both options with the preset game ini included with the texture pack. Right-click your game disc and select properties to find the Speed-Up Disc Transfer option. Keep in mind that these options should be used with caution in general. Just because both work so well for the Zelda 64 games does not mean it will work well for every game.

Read the post below I wrote a while ago on how to patch out the disc menu. Make sure you are using the latest development build. This is important since the older builds can cause the disc extraction not work function properly.

(03-11-2019, 08:11 AM)Admentus Wrote: Removing the disc menu

You can also remove the Disc Menu for both The Legend of Zelda: Collector's Edition (PZL) and The Legend of Zelda: Ocarina of Time - Master Quest (D43). All you need is a development build of Dolphin that supports reading .TGC files and perhaps a HexEditor.

1. Place your game disc in a folder so that Dolphin can view it in the game list.
2. Right-click your game disc and select properties.
3. Go to the Filesystem.
4. Open the TGC folder and right-click a .TGC file to extract. .TGC you should look for are example: "majora_ENG_091003.tgc" (Collector's), "ZELDA_ENG_090903.tgc" (Collector's) or "zlj_f.tgc" (Master Quest). You could basically extract any .TGC file, even the NES Zelda's.
5. For the Collector's Edition disc, you are already finished. Now you can boot Majora's Mask or Ocarina of Time immediately without the going through the Disc Menu. But you can read further and apply the next steps for this disc as well. Both extracted N64 game .TGC's could be recognized with the Game ID RELS01.

If you're using the Master Quest disc, read on:

6. The extracted "zlj_f.tgc" might be recognized with the Game ID D43J01. The game is still in English through. Right-click it in Dolphin and select properties.
7. Go to Filesystem.
8. Right-click Disc and use on Extract Entire Disc... Select a folder where you want to extract the files. Make sure you are using the Development build of Dolphin, which preforms this action properly.
9. Dolphin can boot these extracted discs folder. Go to that extracted folder and go into the files folder. You find two .N64 files. Dolphin will load the "urazle_f.n64" file when using an extracted folder, which is the Master Quest version.
10. If you want to boot the Regular Quest instead, move "urazle.tpl" and "urazle_f.n64" away and rename "zle.tpl" to "urazle.tpl" and "zle_f.n64" to "urazle_f.n64".
11. I didn't find the "final_zelda_credits_sound.thp" file to be necessary, which is quite large compared to the rest of the extracted folder.
12. You can change the Game ID by opening the "boot.bin" file from the sys folder into a HexEditor. Change the first line that contains the Game ID to a different one. For example: D43J01 can be changed back to D43E01, which also causes your save files to work again. You can also make a new Game ID such as D43E02 a Regular Quest version of the extracted folder and D43E03 a Master Quest version of the extracted folder so that both versions use their own set of codes and settings. Save when finished.

If you want you save files to work with any Game ID, read on:

13. Use GCI Maps for your GameCube save files, which makes it considerable easier (Config -> GameCube -> Slot A / Slot B -> GCI Map).
14. Go to your GameCube save files folder in My Documents/Dolphin Emulator/GC/USA/Card A (by default, if you're using PAL go to EUR, if you're using Slot B go to Card B ).
15. Load your save file into your HexEditor. Assuming you're using NTSC-U, Master Quest uses 01-D43E-Zelda.gci, Ocarina of Time (Collector's Edition) uses 01-PZLE-ZELDA1.gci and Majora's Mask (Collector's Edition) uses 01-PZLE-ZELDA2.gci.
16. Change the Game ID value in the save file through the HexEditor to your new Game ID. The Game ID is immediately found on the first line. For example, change PZLE01 to to RELS03, and save.
17. Rename the file name itself in the folder to match the new Game ID. 01-PZLE-ZELDA2.gci in the case of the example should be renamed to 03-RELS-ZELDA2.gci.
18. The Master Quest disc save file might be loaded from the JAP folder instead of the USA or EUR folder. Don't worry, the game is still in English. By default it would have to be in the Card A folder.



And that is how you can remove the Disc Menu, reduce the size of the game disc (which is incredible useful on SSD's) and set a different Game ID (useful for multiple save files and separate Game INI's so you can keep codes and settings separately). You can reduce The Legend of Zelda: Ocarina of Time - Master Quest from 1.5 GB (standard GC disc size) to a mere 34,6 MB. You can use a copy of the folder so that you can have a version of the Regular Quest and Master Quest.

AR Codes and Gecko Codes still perfectly work.
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04-25-2019, 12:53 PM
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Thank you as always Admentus for your response.

I extracted the .tgc file, but after launching the title, it seems that it is defaulting on the GC's default text and size, and is asking me if I want to create a new save file.

Is there a safe way to implement the progress I have made so far on the game in the newly extracted file. Is there also a way to apply the new textures and codes to the file?
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04-25-2019, 04:47 PM (This post was last modified: 04-25-2019, 08:31 PM by Admentus.)
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(04-25-2019, 12:53 PM)deejus679 Wrote: Thank you as always Admentus for your response.  

I extracted the .tgc file, but after launching the title, it seems that it is defaulting on the GC's default text and size, and is asking me if I want to create a new save file.  

Is there a safe way to implement the progress I have made so far on the game in the newly extracted file.  Is there also a way to apply the new textures and codes to the file?

Read this particular section from my previous reply for save files:

(03-11-2019, 08:11 AM)Admentus Wrote: If you want you save files to work with any Game ID, read on:

13. Use GCI Maps for your GameCube save files, which makes it considerable easier (Config -> GameCube -> Slot A / Slot B -> GCI Map).
14. Go to your GameCube save files folder in My Documents/Dolphin Emulator/GC/USA/Card A (by default, if you're using PAL go to EUR, if you're using Slot B go to Card B ).
15. Load your save file into your HexEditor. Assuming you're using NTSC-U, Master Quest uses 01-D43E-Zelda.gci, Ocarina of Time (Collector's Edition) uses 01-PZLE-ZELDA1.gci and Majora's Mask (Collector's Edition) uses 01-PZLE-ZELDA2.gci.
16. Change the Game ID value in the save file through the HexEditor to your new Game ID. The Game ID is immediately found on the first line. For example, change PZLE01 to to RELS03, and save.
17. Rename the file name itself in the folder to match the new Game ID. 01-PZLE-ZELDA2.gci in the case of the example should be renamed to 03-RELS-ZELDA2.gci.
18. The Master Quest disc save file might be loaded from the JAP folder instead of the USA or EUR folder. Don't worry, the game is still in English. By default it would have to be in the Card A folder.

You can either use a HexEditor to set the GameID back to PZLE01 or D43E01 (depending on your original GameID) or you can use a new one and use the HexEditor to edit your save file (change the GameID in your save file to match the new GameID).

Remember, create backups in case anything goes wrong.

Rename the texture pack folder to match the name of your new GameID, and it will work. Same goes for the game's ini config file.

HexEditors such as Frhed will suffice.
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04-26-2019, 05:56 AM
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Cheers for that extraction info Admentus, works great! One question though! When you're using the regular Collectors Edition you said that you can't have codes for both Majora's Mask and OOT enabled and the same time, is causes issues. I've extracted OOT and Majora's Mask now, but they still have the same ID RELS01, so I guess I can't have codes enabled for both games even though they're extracted?
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04-26-2019, 06:59 AM (This post was last modified: 04-26-2019, 07:03 AM by Admentus.)
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(04-26-2019, 05:56 AM)e2zippo Wrote: Cheers for that extraction info Admentus, works great! One question though! When you're using the regular Collectors Edition you said that you can't have codes for both Majora's Mask and OOT enabled and the same time, is causes issues. I've extracted OOT and Majora's Mask now, but they still have the same ID RELS01, so I guess I can't have codes enabled for both games even though they're extracted?

I would recommend chaning one game to the GameID RELS02 for example. Since both extracted games share the same GameID RELS01 they will both use the same .ini config file and therefore use the same settings, which means you would need to disable and enable codes to prevent issues when switching between them. If you rename of the game's GameID both extracted games will have their own save file, .ini config file and own set of settings / codes. Remember, you can change the GameID on your save files to match the new GameID as I mentioned previously to retain your progress.

You will need a HexEditor for that. I don't think support natively supports renaming GameID's. Yet... Using GCI maps makes it definitely easier to HexEdit the GameID of your saves. Make sure that when switching to GCI Maps that you convert the save to the GCI Maps format as well. Basically instead of having a single file containing all your GameCube saves (Memory Card emulated file) you will a unique file for each game (some games have multiple files such as Tales of Symphonia which creates a file for each save slot).

I renamed Ocarina of Time to RELS02 and Majora's Mask to RELS03. Did the same for the Master Quest disc where Ocarina of Time was renamed to D43E02 and Master Quest to D43E03, so that each extracted game has it's own set of save files, settings and cheats.
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04-26-2019, 12:57 PM (This post was last modified: 04-26-2019, 01:31 PM by e2zippo.)
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(04-26-2019, 06:59 AM)Admentus Wrote: I would recommend chaning one game to the GameID RELS02 for example. Since both extracted games share the same GameID RELS01 they will both use the same .ini config file and therefore use the same settings, which means you would need to disable and enable codes to prevent issues when switching between them. If you rename of the game's GameID both extracted games will have their own save file, .ini config file and own set of settings / codes. Remember, you can change the GameID on your save files to match the new GameID as I mentioned previously to retain your progress.

You will need a HexEditor for that. I don't think support natively supports renaming GameID's. Yet... Using GCI maps makes it definitely easier to HexEdit the GameID of your saves. Make sure that when switching to GCI Maps that you convert the save to the GCI Maps format as well. Basically instead of having a single file containing all your GameCube saves (Memory Card emulated file) you will a unique file for each game (some games have multiple files such as Tales of Symphonia which creates a file for each save slot).

I renamed Ocarina of Time to RELS02 and Majora's Mask to RELS03. Did the same for the Master Quest disc where Ocarina of Time was renamed to D43E02 and Master Quest to D43E03, so that each extracted game has it's own set of save files, settings and cheats.

I changed the save files using a hex editor (HxD) but I can change the GameID for the actual .tgc file as well?

I tried opening the .tgc file in the hex editor, but the GameID wasn't in the top as with the save file, and the file is pretty huge, which editor did you use?

Edit: So I found the value by searching and changed OOT to RELS02, but in Dolphin when checking info it still says RELS01?
Edit: Nvm, I solved it, I needed to purge the game list cache! Smile
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