Hacking WiiU VC game injection working on 5.3.2

AlanLC

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1 picture = ForceFilterPoint = 1 No blur - jaggy
2 picture = ForceFilterPoint = 0 Blur - no jaggy
 

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Neouni

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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
 
Last edited by Neouni,

ShadowOne333

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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
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.
Those clip and canvas options look interesting. :P
 
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VinsCool

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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
Very interesting. Some of these are very new to me, and I've been tracking down all options a while ago.
 

the_randomizer

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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.
 
Last edited by the_randomizer,

VinsCool

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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.
 

the_randomizer

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Ouch my ears.

There's definitely some missing interpolation here.

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.

Edit: Looking at the template, I noticed that DK64 is running a sampling frequency of 31.9 kHz, which is kind of odd, but as for what kind of audio buffer it uses, that remains to be seen.
 
Last edited by the_randomizer,

VinsCool

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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.
 
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the_randomizer

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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.

That's sad, very sad, Nintendo doesn't really focus on accuracy, granted, as far as the RDP instructions go, the Wii U emulation is more accurate then their emulator the Wii, effects such as alpha dithering are emulated (the pixel dissolving effect in many first party games). The Wii didn't have the power to emulate it (Mario 64's invisibility effect is merely a translucent model, Wii U gets the fuzzy pixel dissolving effect); that being said, when it comes to audio emulation, they dun screwed up big time.
 

Neouni

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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
 

the_randomizer

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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

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. Nice going, Nintendo :P
 
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VinsCool

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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.
 

VinsCool

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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.
 

Neouni

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Comparison:
322277-DK64.png


It seems there is something way off on the audio, there is a major ripple in the emulated audio,
the wii u does have the benefit that it does not cap the frequency range at around 12Khz.
 
Last edited by Neouni,

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