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Zelda Four Swords Adventures texture pack and aspect ratio mod
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Zelda Four Swords Adventures texture pack and aspect ratio mod
08-17-2015, 07:34 AM (This post was last modified: 08-05-2016, 07:52 AM by masterotaku.)
#1
masterotaku Offline
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While I was doing aspect ratio mods for this game and others, I suddenly wanted to make a texture pack for this game. Luckily, it shares a bunch of textures with Zelda Wind Waker, so I could make use of them for this pack. Credits to hypatia (http://onthegreatsea.tumblr.com/).

The pack consists of this:

- Some textures made by me (using high resolution artworks as the source).
- Many HUD and menu elements from the Wind Waker texture pack, as well as some effects.
- Environments, characters and a few remaining weapon icons upscaled with xBRZ x5 as an experiment. It doesn't cover everything (the game dumps dozens and dozens of tiles of different colors every once in a while, so I would have to play the entire game while dumping to be sure I got everything). It's normal if you see 80% of the levels not scaled.

If you don't like texture upscaling (I'm not especially a fan of it), characters and environment textures are in a folder called "xBRZ", so you can delete that folder if you want.

For 16:9, check the code here: https://wiki.dolphin-emu.org/index.php?title=The_Legend_of_Zelda:_Four_Swords_Adventures

OUTDATED:

I'm also providing download links for the aspect ratio mod. It uses 3Dmigoto and these shaders only work with the Ishiiruka builds and only with the DX11 backend (I'm using the latest one at the creation date of this post). It doesn't only work in 16:9, it can be whatever aspect ratio you want. You can change one line in most shaders, where I multiplied something "*0.75".  You can use fractions for that. Examples: 3/4 for 16:9 AR, 12/21 for 21:9 AR.

Keep in mind that the "Auto" aspect ratio option in the video config won't detect the aspect ratio fix.



Advantages:



- You can see more at the sides!

- Unstretched HUD and menus.



Disadvantages:



- Water reflections and cloud shadows only cover the 4:3 area.

- Fire heatwaves have an incorrect part of the image reflected inside. I couldn't find a way to fix this, but it's a minor problem.

Screenshots:

Spoiler: (Show Spoiler)
[Image: Dolphin2015081615592.png]
[Image: Dolphin2015081622582.png]
[Image: Dolphin2015081622554.png]
[Image: Dolphin2015081622574.png]

More here:
http://u.cubeupload.com/masterotaku/Dolphin2015081622580.png
http://u.cubeupload.com/masterotaku/Dolphin2015081615590.png
http://u.cubeupload.com/masterotaku/Dolphin2015081622561.png


Download links:

Texture pack: https://www.dropbox.com/s/i0fxyx3v0ia8ljz/ZeldaFS_v1.7z?dl=0

Aspect ratio mod: https://www.dropbox.com/s/7sow5pkp5lrt5st/ZeldaFS_2D.7z?dl=0


Instructions for the texture pack:

- Decompress the contents of the texture pack in "Dolphin Emulator\Load\textures\".
- Rename the uncompressed folder to the Game ID of your region. It comes with the PAL name (G4SP01).
- Enable "Load Custom Textures" in the graphics configuration.

Instructions for the aspect ratio mod:



- Decompress its contents in the same folder as "dolphin.exe".

- Enable "Per-Pixel Lighting" in the graphics configuration.

- The shaders are in the "ShaderFixes" folder. Those files will interfere with other games. Rename the folder or delete its files when you want to play another game.
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
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08-18-2015, 05:58 AM (This post was last modified: 08-18-2015, 06:01 AM by masterotaku.)
#2
masterotaku Offline
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I forgot to say that you need to enable the "Per-Pixel Lighting" option in the graphics configuration for the aspect ratio mod. It doesn't improve the lighting in this game, but I forgot to disable it when I dumped the shaders because I always keep it enabled for most games.
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
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09-12-2015, 09:32 AM
#3
formfactor Offline
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Oh hell yea, I was just getting ready to play through this.
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11-19-2015, 05:49 PM
#4
Xatzimi
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I actually rather liked the xBRZ upscaling. It gives the game a unique art style. (And it reminds me more of Triforce Heroes's chat animations.) Any chance to run the rest of the textures through the filter?

Also, the HUD text still looks blurry. Is that just me, or did you not change the text yet?
And is there any way to change the textures on the GBA screens?
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11-20-2015, 06:18 AM
#5
masterotaku Offline
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(11-19-2015, 05:49 PM)Xatzimi Wrote: Any chance to run the rest of the textures through the filter?

You can use the xBRZ filtering in real time with the Ishiiruka builds, but that causes slowdowns. I was using it to dump those upscaled textures and then I used them as custom textures (it's a lot faster than dumping the default textures and filtering them afterwards, because there are hundreds). Tino limited the maximum resolution of filtered textures lately, and I didn't check what the limit is yet. I'll ask him, in case we can get an option to turn that limit off :p.

(11-19-2015, 05:49 PM)Xatzimi Wrote: Also, the HUD text still looks blurry. Is that just me, or did you not change the text yet?

I didn't change those texts. They didn't look good (and those sentences are textures, instead of using the general font). Making custom textures from scratch would be far better.

(11-19-2015, 05:49 PM)Xatzimi Wrote: And is there any way to change the textures on the GBA screens?
I don't know why, but they aren't dumped. So they can't be replaced. What a mystery.
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
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11-20-2015, 01:33 PM
#6
Bighead Offline
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(11-20-2015, 06:18 AM)masterotaku Wrote:
(11-19-2015, 05:49 PM)Xatzimi Wrote: And is there any way to change the textures on the GBA screens?
I don't know why, but they aren't dumped. So they can't be replaced. What a mystery.

I would imagine that the GBA emulator would have to support dumping/loading custom sprites. So far Shonumi's emulator GBE is the only one in existence that can do that, and only for the original Gameboy. He is working on a successor called GBE+ which will have this feature, but I don't know too much about it yet and I think it's still in very early stages (here is his blog, it's a really good read). Maybe endrift would be interested in implementing this into mGBA, but it's doubtful that it would be any time soon because it looks like he already has his hands full with a long to do list, including getting linking with Dolphin to work in the first place.
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08-05-2016, 05:38 AM (This post was last modified: 08-05-2016, 05:40 AM by Lumbeeslayer.)
#7
Lumbeeslayer Offline
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Please help i'm using Dolphin 5.0. I copied the Aspect Ratio Mod to the dolphin folder but when I try to open the graphics configuration Dolphin makes a beeping noise then closes.
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08-05-2016, 05:40 AM
#8
gamemasterplc Offline
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Use the gecko code on Dolphin's wiki.
Website is gamemasterplc.com. Youtube Channel is gamemasterplc.
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08-05-2016, 07:52 AM
#9
masterotaku Offline
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(08-05-2016, 05:40 AM)gamemasterplc Wrote: Use the gecko code on Dolphin's wiki.

Great! I didn't know it was already region free. Last time I saw it, it only was for the American version. I have edited the OP to avoid confusion.
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
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03-12-2017, 02:44 AM
#10
Thirteen1355 Offline
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I seem to be unable to get all the new textures to load, mainly the level textures.

I seem to be unable to post a screenshot of it on here, and my Photobucket has been locked down. 
The HUD and most of the characters work.
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