Is it possible to replace the models of Link in OoT and MM with the 3DS ones from PwnzLPs and me Jimmyoftime?
http://forums.zelda64.net/topic/10473840/1/
http://forums.zelda64.net/topic/10473840/1/
Zelda: Collector's Edition HD Texture Pack V2.1 (2018-03-27)
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04-01-2017, 06:37 AM
Is it possible to replace the models of Link in OoT and MM with the 3DS ones from PwnzLPs and me Jimmyoftime?
http://forums.zelda64.net/topic/10473840/1/ 04-01-2017, 06:57 AM
(04-01-2017, 06:37 AM)tyl2704 Wrote: Is it possible to replace the models of Link in OoT and MM with the 3DS ones from PwnzLPs and me Jimmyoftime? Don't count on it happening. But what do I know. In any case, it would be easier to stick to the N64 version rather than the Virtual Console Version if modding of models is your aim. 04-01-2017, 07:46 AM
@Admentus you can inject arbitrary N64 ROMs in WADs as long as its the same size as the original ROM or smaller.
Website is gamemasterplc.com. Youtube Channel is gamemasterplc.
Ahh well, that could work. Through I suppose the AR / Gecko codes longer no work since it will be a different game version. I am fine with the Master Quest disc as it is.
In any case this texture pack project will not do any actual modding, just textures. Just not me. Unless someone else is willing to contribute to that and provide a better experience because of it. 04-03-2017, 12:22 PM
How do I use the upscaled backgrounds? Using the forum's thread search tool wasn't particularly helpful.
04-20-2017, 09:31 PM
04-20-2017, 11:54 PM
(04-20-2017, 09:23 PM)kroos Wrote: i get only 20 fps is this normal? 20 FPS is intended for the N64 Zelda games. Back in the day, the Nintendo 64 was not able to run both these games at 30 FPS. The Collector's Edition (as well as all other versions) are basically emulated versions of the original N64 games. In other words, the games are exactly the same as on the N64. The Collector's Edition disc and Master Quest disc however have some small differences for both games such as the color scheme for the buttons, some grammar fixes and so forth. The Virtual Console versions however are once again exactly the same as the original N64 releases. However, there is a great cheat code that tries to make Ocarina of Time (and Master Quest) playable in 30 FPS. Check out this thread: https://forums.dolphin-emu.org/Thread-ar...ora-s-mask (check the latest page for updates on the code). The 30 FPS code gets updated once in a while. Keep in mind Ocarina of Time was never intended to be playable at 30 FPS (the 3DS release which runs at 30 FPS is actually a different game, the first real remake since the original release). You can play through most of the game in 30 FPS but from time to time you will be forced to switch back to 20 FPS. Luckely the 30 FPS code has a built-in toggle button which can be used to switch between 20 FPS and 30 FPS at any point during gameplay, so there is no need to disable the code. Most of the game pretty works well in 30 FPS. Issues with 30 FPS which requires to toggle back to 20 FPS include: * Most (mini)bosses, such as bosses being too fast or the Lizalfos in Dodongo's Cavern (the enemy itself is not bugged at 30 FPS, only because of the way how it interacts with the environment in the dungeon). * Timers going to fast (counting up or down) * Throwing items such as bombs or Princess Ruto. * The Frogs minigame. * Torches fade out to quickly. * Some cutscenes will softblock the game (such as during Volvagia). There are some more issues, but these are some of the more prominent issues. The code already fixed quite a few issues such as crawling through holes, the day/night cycle time, the hookshot/longshot range, the boomerang range and recently charging the spin attack too. Other than the 30 FPS code, you might also be intrested in the code for increasing the draw distance. There is also a similar code for that for Majora's Mask for the Collector's Edition disc. Most codes are meant for either the Collector's Edition NTSC-U disc or Master Quest NTSC-U disc. There is no (actually these codes exist, even for 60 FPS but these are not playable at all because of many occuring issues) proper code for 30 FPS for Majora's Mask yet. 05-22-2017, 01:04 PM
Choppy audio: Solved.
I wanted to share my experience in case it helps anyone. I was getting fairly regular slowdowns in audio and FPS, in between bouts of steadiness. If I kept Link still, the sound was great, but as I moved around, every 5 to 10s the sound would get lurchy, and FPS would drop to 16-18. This was with XAudio2; OpenAL was much worse. The main thread post recommends setting CPU overclock to "at least 200%". Just to keep things simple, when I initially configured dolphin in prepration for the HD texture pack, I threw the overclock slider all the way to max (currently 400%). This choice is what ruined the audio, perhaps by occasionally allowing CPU to starve other pipelines. When I dropped this back to 200%, performance became rock-solid. It took me a while to figure this out, as it's not a symptom I expected from overclocking. I wonder if there is a benefit to exceeding the absolute minimum overclocking amount required to keep up with the HD textures? |
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