1 picture = ForceFilterPoint = 1 No blur - jaggy
2 picture = ForceFilterPoint = 0 Blur - no jaggy
2 picture = ForceFilterPoint = 0 Blur - no jaggy
Attachments
Last edited by AlanLC,
[Render]
;ZClip = 1
;CopyAlphaForceOne
;ClipBottom = 0
;ClipLeft = 12
;ClipTop = 9
;ClipRight = 4
;CanvasHeight = 375
;CanvasWidth = 600
;CopyDepthBuffer = bool
;UseColorDither = 0
;ConstValue0 = (0x238040 US, 0x230040 J Mario Tennis, 0x153380 US, 0x1583c0 J, 0x151f40 E P-Mario)
;ConstValue1 = (0x36a0 ^^, 0x2e00 ^^)
;useViewportZScale = 1 (Waverace)
;NeedTileSizeCheck = bool
;PolygonOffset = 1
;CopyMiddleBuffer
;FlushMemEachTask = bool
;ForceFilterPoint = bool, turn off smoothing filter
;ForceRectFilterPoint
;NeedPreParse = bool, seems to fix stutter/graphical glitches
;CalculateLOD = 1 (Mario)
;FirstFrameAt = 1000
;TexEdgeAlpha
;bForce720P = bool, run in 960 x 720 instead of 1080, 1440
here is some more stuff to play with for N64
Code:[Render] ;ZClip = 1 ;CopyAlphaForceOne ;ClipBottom = 0 ;ClipLeft = 12 ;ClipTop = 9 ;ClipRight = 4 ;CanvasHeight = 375 ;CanvasWidth = 600 ;CopyDepthBuffer = bool ;UseColorDither = 0 ;ConstValue0 = (0x238040 US, 0x230040 J Mario Tennis, 0x153380 US, 0x1583c0 J, 0x151f40 E P-Mario) ;ConstValue1 = (0x36a0 ^^, 0x2e00 ^^) ;useViewportZScale = 1 (Waverace) ;NeedTileSizeCheck = bool ;PolygonOffset = 1 ;CopyMiddleBuffer ;FlushMemEachTask = bool ;ForceFilterPoint = bool, turn off smoothing filter ;ForceRectFilterPoint ;NeedPreParse = bool, seems to fix stutter/graphical glitches ;CalculateLOD = 1 (Mario) ;FirstFrameAt = 1000 ;TexEdgeAlpha ;bForce720P = bool, run in 960 x 720 instead of 1080, 1440
be sure to use a build number 2043 (MK64) or later to use most of those functions
http://wiki.gbatemp.net/wiki/WiiU_VC_N64_inject_compatibility_list\Ini_Template
Those clip and canvas options look interesting.Too bad no one ever found a way to force aspect ratio stretching; some people like the borders, that's fine, but I don't. Paper Mario looks really ridiculous with a small square and huge borders.
Very interesting. Some of these are very new to me, and I've been tracking down all options a while ago.here is some more stuff to play with for N64
Code:[Render] ;ZClip = 1 ;CopyAlphaForceOne ;ClipBottom = 0 ;ClipLeft = 12 ;ClipTop = 9 ;ClipRight = 4 ;CanvasHeight = 375 ;CanvasWidth = 600 ;CopyDepthBuffer = bool ;UseColorDither = 0 ;ConstValue0 = (0x238040 US, 0x230040 J Mario Tennis, 0x153380 US, 0x1583c0 J, 0x151f40 E P-Mario) ;ConstValue1 = (0x36a0 ^^, 0x2e00 ^^) ;useViewportZScale = 1 (Waverace) ;NeedTileSizeCheck = bool ;PolygonOffset = 1 ;CopyMiddleBuffer ;FlushMemEachTask = bool ;ForceFilterPoint = bool, turn off smoothing filter ;ForceRectFilterPoint ;NeedPreParse = bool, seems to fix stutter/graphical glitches ;CalculateLOD = 1 (Mario) ;FirstFrameAt = 1000 ;TexEdgeAlpha ;bForce720P = bool, run in 960 x 720 instead of 1080, 1440
be sure to use a build number 2043 (MK64) or later to use most of those functions
http://wiki.gbatemp.net/wiki/WiiU_VC_N64_inject_compatibility_list\Ini_Template
Ouch my ears.Oh good, maybe someone can finally fix that horrendous point-sampled audio filtering in DK64, and believe me, I did isolate a sample to show how bad it sounds on the Wii U.
Real/emulated N64 - The first five notes on the intro music sound smooth, not raspy at all, as one who has played the real, this is indeed how it sounds
Wii U VC - Note that first five notes here, esp. the fourth note, it sounds "compressed" and raspy; that's not how real a N64 sounds, even PJ64 and Mupen64 get it right
I wonder if the template can let us actually have a decent audio filter. Heck, even Banjo Kazooie injected into Loadiine GX2 sounds just as bad.
Ouch my ears.
There's definitely some missing interpolation here.
What is beyond me is that they added a audio sample rate setting, but no interpolation.And people thought I was crazy when I mentioned it before, Nintendo really botched the audio/RSP emulation for sure, why other games sound filtered, but Rare games don't is beyond me. I wonder if those audio fields in that config template can be altered to fix that. Even Wii64 gets Banjo Kazooie's audio right, that's saying something.
What is beyond me is that they added a audio sample rate setting, but no interpolation.
In my opinion, a option like:
[AUDIO]
;0 = None, 1 = Linear, 2 = Gaussian, 3 = Cubic
;SoundFilter = 0, 1, 2, 3
Would have been nice.
I have to agree though.They seem to keep adding features each build,
it could get better
They seem to keep adding features each build,
it could get better
Not refuting that at all, just saying they could've done better with Rare games is all.
Rare games generally push the hardware in odd ways.
changing timings, frequencies and order of handling stuff compared to the games developed with libraries like the competition.
I also noted a weird thing, it seems barely any of the european versions have sounds and/or timing hacks
Fair thing at least we could change the TV settings to get some decent sound.But you did listen to the samples I recorded, yes? I posted them and compared them to Wii U's emulator and unofficial emulators; the latter of which sounds like the real thing; Rare games are botched in the audio dept.
Fair thing at least we could change the TV settings to get some decent sound.
Audio buffer probably doesn't do much but fixing potential sound crackling AFAIK.I don't know if that'd help, we have to change the audio buffer or something in the config file. It's using horrendous linear interpolation.
Audio buffer probably doesn't do much but fixing potential sound crackling AFAIK.