(06-27-2019, 08:06 PM)CYB3RTR0N Wrote: [ -> ]I see. thanks for the info, the only other question I have is that Link in the pause menu is blurry and pixelated a bit. Is there anything I can do about that?
Nope, nothing sadly. The Pause Menu Background as well as Link's Equipment Model are snapshots rather than actual models. The Pause Screen Menu is completely impossible. Every single position in the game world will result in a different Pause Menu background snapshot, meaning millions and millions of possible backgrounds to re-texture. That's plainly insane.
As for Link's Equipment model. Well... The weird thing is that Link's model actually exists in the Pause Screen, just out of view (which you can see with the use of a widescreen code). Why Nintendo didn't use the actual model instead of a snapshot... I don't know...
Anyway, Link's model snapshot is kinda tricky as well. Each possible equipment load-out results into a different set of textures that would have to match seamlessly, which all have to be re-textured. It might be possible, it might be not. I rather focus on the remainder of Majora's Mask and later the in-game backgrounds from Ocarina of Time.
The snapshots are of course taken in the original resolution of the game, which would be 320x240, which would explain the blurriness and pixelation.
It might almost be more practical to hack the game to trick it into making snapshots at a 1080p / 4K resolution.
That’s too bad I was hoping it was an easy fix. It shows up fine in Project 64 maybe it’s emulated differently on GameCube?
(06-28-2019, 06:14 AM)CYB3RTR0N Wrote: [ -> ]That’s too bad I was hoping it was an easy fix. It shows up fine in Project 64 maybe it’s emulated differently on GameCube?
Well... The Pause Menu background works quite interestingly on Project64, at least with GlideN64. It does seem to take a snapshot of the same internal resolution, so that's great. Through it still tiles it in 40 different pieces, so upscaling those won't be doable.
Link's pause screen snapshot seems to be in high-res indeed. No idea why. Perhaps Link's render model is actually been used. I haven't seen yet there (probably due the lack of a proper widescreen code). Perhaps the snapshot of Link is taken at it's boosted internal resolution as well.
Dolphin does a few things differently, such as the dumping of textures of a few area's. Most noticeable The Deku Shrine Race, Pirate's Fortress and the Ikana Canyon graveyard in Majora's Mask. Dolphin loves to dump every imaginable texture surface over and over. Luckily in relative limited and fixed amounts. Like I mentioned before, it might be more doable to hack the game to render the snapshots at full internal resolution. It's an issue with more games. Super Smash Bros. Brawl does this too in Classic Mode.
As for Link's snapshot. Dolphin tends to keep redumping new textures for Link's Equipment snapshot and keeps going on. Luckily the only textures that might seem to matter are fixed. Child Link has about 13 different textures for his loadout. Soo... It might work upscaling them. It seems all the other textures are some form of garbage. Since Link only has a few select loadouts, the amount of textures should be fixed.
EDIT:
Welp... With some further investigations, re-texturing Link's Equipment snapshot will be a no-go. Another case of infinite dumping textures.
Not sure if this has been touched on already, but I'm running the OpenGL backend with Asynchronous (Ubershaders) and the textures on NES games are still corrupted. I'm on the latest nightly and have attached my settings. Audio works fine, however.
If you set your anti-aliasing to 1x does the problem go away?