01-18-2015, 07:23 PM
01-18-2015, 09:43 PM
Yeah; it will work the same.
01-18-2015, 10:11 PM
So, all texture packs which were created for N64 games should also work with Dolphin, only I guess they would have to be renamed, eh?
01-19-2015, 12:13 AM
Yeah, they would have to be renamed (gl with that)
01-20-2015, 02:16 PM
Some n64 textures have a full alpha channel but most have a single bit alpha channel... Problem when using custom textures in Virtual Console is that if the original N64 texture has only a 1bit alpha then even if my custom texture has full alpha it will still be loaded as 1-bit alpha...
The toad on the left is how it appears in game when i load the full alpha texture on the right as a custom texture. Ii photoshoped the toad on the right because that's how it was supposed to appear in game.
Any way to add the option to force full alpha when loading custom textures? Is that gonna screw the performance a lot? Main issue is the fact that the edges are rough when textures have only a 1-bit alpha channel (the rough edges of the toad on the left are noticeable even in this picture).
![[Image: 1d5c6e383005360.jpg]](http://thumbnails112.imagebam.com/38301/1d5c6e383005360.jpg)
The Tayce T. i used is the one in this picture by Nelde.
The toad on the left is how it appears in game when i load the full alpha texture on the right as a custom texture. Ii photoshoped the toad on the right because that's how it was supposed to appear in game.
Any way to add the option to force full alpha when loading custom textures? Is that gonna screw the performance a lot? Main issue is the fact that the edges are rough when textures have only a 1-bit alpha channel (the rough edges of the toad on the left are noticeable even in this picture).
The Tayce T. i used is the one in this picture by Nelde.
01-20-2015, 02:44 PM
Depends on how the N64 Emulators in the VC Wad act. They may not emulate alpha the same way; thus the same texture may not work exactly the same.
Packersfan9113
06-25-2015, 09:27 AM
I have the game running fine on Dolphin with no graphical or texture errors. However, I can't seem to run it above 25 frames using the Nvidia backend or OpenGL. They both lock in about 23-26 fps consistently without drops. Any ideas?
Specs are:
Windows 7 Pro SP1 x64
Processor/CPU: Intel i7 960 @3.20
Video Card/GPU: NVIDIA GeForce GTX 780
Memory/RAM: Patriot Memory PSD34G16002 x6 (4GB DDR3) (24 GB)
Dolphin Revision Currently Using: 4.0-6565 x64
Specs are:
Windows 7 Pro SP1 x64
Processor/CPU: Intel i7 960 @3.20
Video Card/GPU: NVIDIA GeForce GTX 780
Memory/RAM: Patriot Memory PSD34G16002 x6 (4GB DDR3) (24 GB)
Dolphin Revision Currently Using: 4.0-6565 x64
Auro
04-07-2016, 07:21 AM
The game runs ok in Dolphin but certain areas dip from 30fps to 17fps, and a lot of areas dip to 25fps, the game is very tough to play at this framerate. I've tried Direct3D11 and OpenGL and neither seems to help this issue. I'm currently running Dolphin 4.0-9198
04-15-2016, 10:53 PM
Try enabling the CPU Clock Overclock at around 150%. Atleast that helps for me to maintain a solid 30 FPS, especially when using enhancement filters such as XBRZ through the Ishiiruka build. DirectX12 seems to work perfectly for me with Paper Mario for the Virtual Console. Of course I assume you use the NAEE01, NTSC-U (USA) version of Paper Mario.
07-22-2016, 09:58 PM
(07-22-2016, 09:53 PM)Dolphin.GC.Wii Wrote: [ -> ]How to play this game on Dolphin? I can play this game on N64 emulator but not on Dolphin because it doesn't support .z64 files.
You need the Wii Virtual Console release.