The VC version if you are OK with playing in 20/17 FPS. The 17FPS is for the PAL version.
Website is gamemasterplc.com. Youtube Channel is gamemasterplc.
Zelda: Collector's Edition HD Texture Pack V2.1 (2018-03-27)
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12-24-2016, 05:09 AM
(This post was last modified: 12-24-2016, 05:10 AM by gamemasterplc.)
The VC version if you are OK with playing in 20/17 FPS. The 17FPS is for the PAL version.
Website is gamemasterplc.com. Youtube Channel is gamemasterplc.
Master Quest obviously, since it remixes the dungeons for a hard mode difficulty (you should use the AR code for double damage too). I mean, who does not want to fight against two Iron Knucles at once in Ganon's Castle. But yea... It is a harder version of Ocarina of Time if you want to tackle that.
12-24-2016, 05:13 AM
(This post was last modified: 12-24-2016, 05:14 AM by gamemasterplc.)
It's widescreen is honestly the worst with the misaligned targeting indicators and item selection and it only being available for the NTSC-U version. The VC version's widescreen patch is available for NTSC-U, PAL, and NTSC-J.
Website is gamemasterplc.com. Youtube Channel is gamemasterplc.
01-11-2017, 10:45 PM
Hello community, got back into Ocarina and am loving the new textures. Also CryZENx has some awesome work on YouTube and that fan made Major movie.
Currently playing OoT on Ishiiruka 737 at 60FPS with widescreen gecko codes. Is there anyway to run at a higher framerate as I have a Korean panel (QX2710) that does 110hz. Many thanks for all the hard work you guys and gals have done over the years. 01-15-2017, 12:18 AM
(01-11-2017, 10:45 PM)KaijuHK Wrote: Is there anyway to run at a higher framerate as I have a Korean panel (QX2710) that does 110hz. The game already has a lot of unresolved issues at 60fps. If for example you want to play at 120fps: 1- You would have to use double speed in Dolphin, because the game itself can only be unlocked to 60fps, like all emulated games. 2- Someone has to find codes to modify the speed of ALL animations, time counters, etc, of the entire game. Especially in the case of using above 60fps (some animations are OK at 60fps, but if you use double speed, then they aren't OK).
CPU: Intel Core i5 4670k @ 4.4GHz
GPU: GAINWARD GeForce GTX 1080 Phoenix "GLH" RAM: G.SKILL Ripjaws X DDR3 16GB 1600MHz CL7 OS: Windows 7 Ultimate x64
60 FPS is way too buggy. 120 FPS is way out of the question. However, you could try using the 30 FPS code found at this thread: https://forums.dolphin-emu.org/Thread-ar...ora-s-mask. Make sure you use the latest version of the 30 FPS code. Normally the game runs at 20 FPS so 30 FPS should quite a step up with a 50% speed improvement. Playing the whole game in 30 FPS is a no-go. Luckily the latest version of the 30 FPS can use the D-Pad Up button to switch between 20 FPS and 30 FPS mode, so use this when 30 FPS mode is giving issues.
Noticeable issues with higher FPS include timers going to fast, bombs blowing faster, object such as bombs being thrown less far and high, enemies getting stuck (such as the Lizalfos in Dodongo's Cavern), bosses going nuts (such as Barinade's lighting attacks), the boomerang's range being too short and so the list can go on. The 30 FPS already fixes quite a few things such as the hookshot/longshot, day cycles, jumping height, crawling in holes and Z-targeting. In a few instances the code would automatically revert back temporary to 20 FPS to avoid issues (such as crawling in holes). If you do switch to 20 FPS mode the pause menu will also be stuck at 20 FPS (which normally runs at 30 FPS while the rest of the game is 20 FPS). Just switch to 30 FPS mode so the pause menu also acts at full speed. For most of the game, the 30 FPS code works fine. There are just these specific instances were you should temporary switch to 20 FPS mode such as during bosses and timers (Dampe's race is one such example). So far 30 FPS mode can not break your save file, through you might get stuck so you should reset and load your save file again. There is still room for some improvements for the 30 FPS code, most noticeable bombs, bombchu's, timers, throwing objects at the correct height/distance and the boomerang's range. Do not count on a solid working 60 FPS code. 30 FPS is already quite buggy, so 60 FPS would only intensify the issues 3 times if not completely soft-block the game (the Volvagia boss is a prime example). As far as I am aware, only Ocarina of Time has a solid working 30 FPS code. There is no solid working 30 FPS code for Majora's Mask to my knowledge (which would be awesome, you know you agree with me). 01-16-2017, 01:32 AM
Wow, cheers for the lengthy and informative post Admentus and masterotaku!
Ah, got it. I'll stick with 20FPS then. I actually didn't get that reminiscent feel of Ocarina with the HD textures too, so now playing with just AA/AF. Hopefully be able to finish it and Majora by the time BotW comes out. The latest trailer brought a tear to my eyes.
Since the Virtual Console version of Majora's Mask finally works. I will be working on fixing the NTSC-U version. Currently, I just went through Clock Town during the intro. There were here and there a few missing textures. I don't know how long it would take to find all the missing stuff as I don't have the much time to work on porting as I did earlier, but it will be finished somehow. Don't worry about me being sort of slowish, it is just a cycle. Eventually I will pick up the pace again. It comes and goes.
Dropbox Mirror: https://www.dropbox.com/s/8f3nfv2qn0giiw...ix.7z?dl=1 Google Drive Mirror: https://drive.google.com/open?id=0B96P0b...C1RZFhzVzA If you don't intend to use the NTSC-U Virtual Console version, then this patch is of no use. Do you need the main V1.3 pack. Install Notes: Download the main V1.3 pack as either DDS or PNG. Download this hotfix for the V1.3 pack. Extract the hotfix. Either copy the DDS or PNG folder into the root of the V1.3 pack. Code: Majora's Mask - NTSC-U Virtual Console 02-02-2017, 02:21 AM
So I had this urge to replay Ocarina of Time and use this texture pack, but I wanted to play V1.0 of the game on Dolphin. The main reason is the GC and Wii VC versions are based on V1.2 which censor the Fire Temple music and turn Ganondorf's blood from red to green. Fearing that the sight of vomit and the new Fire Temple music would destroy my childhood memories and make my head explode, I set out on a quest to figure out how to do this. I grew up owning V1.0 of the game so this is the way I remember it and served as my motivation.
It was actually pretty simple given that there are tools out there to inject ROMs into WAD files, but there was the issue that it ran at PAL speeds which slows down the game and causes the music to skip. Using a hex editor I managed to fake the Game ID, which in turn makes the game run at the correct speed. Unfortunately, Dolphin does not see the faked ID, but the one it does show on the Info tab works in regards to texture loading. There might be another location in the ROM that has the value that I could not find in the hex editor, so maybe the method can be improved on. I know I'm probably not the first person to do this, but I like to do things myself and I couldn't find any info (I barely looked) on running a modified Zelda OoT VC on Dolphin. If anyone for any reason wants to play the original release of OoT on Dolphin (or v1.1), how I accomplished everything can be found at this link: http://bhemuhelp.co.nf/other/zeldaonwii.html I don't know if it will play to the end, but it did work up to leaving Kokiri Forest. I guess I'll just have to wait and see. It did seem to work in that the v1.0 quirks are there, such as the lower quality "N" logo and Link not having the animation to put his sword away when climbing a ladder. Oddly enough, the other VC stuff remains intact, such as the button textures and the moon symbols being changed to Gerudo symbols. Maybe the "non-ROM" data of the WAD applies some kind of patch to the game. Or... something.
It sounds like a great concept, but I am afraid you would have to give up quite a few beneficial enhancements such as the widescreen, 30 FPS and extended draw distance codes. Yeah, the changes since the original V1.0 cartridge sucks. But I don't think it did that much harm, in fact the Fire Temple music is actually even better this time (just my personal taste) and the changed Gerudo symbol was changed anyway with this texture pack to the original crest. But yeah, everyone has his own preferences.
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