Hacking WiiU VC game injection working on 5.3.2

VinsCool

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Hmmm what?

Capture.PNG
 

the_randomizer

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Comparison:

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.

But what confuses me is that other games don't have that issue with the linear-sounding interpolation (or lack thereof), I also noticed that the game doesn't even use a 32 kHz sampling frequency, but is off by 100 Hz for some reason, which is weird. I know for a fact a real N64 doesn't sound that bad, but they could have at least added a filter.
 

Neouni

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It just cuts off part of the screen and seems to resize it like nothing happened.
Like there is a nasty 2 rows of pixels on the right side of mariokart 64 that a crt wouldn't show,
but the default profile says clipright=2.
 

the_randomizer

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It just cuts off part of the screen and seems to resize it like nothing happened.
Like there is a nasty 2 rows of pixels on the right side of mariokart 64 that a crt wouldn't show,
but the default profile says clipright=2.

But does it explain why the Wii U VC sounds so unfiltered and lacking interpolation? That's not how it should be sounding, so IDK, it's weird.
 

Neouni

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But does it explain why the Wii U VC sounds so unfiltered and lacking interpolation? That's not how it should be sounding, so IDK, it's weird.

You have to be aware it's emulating all the hardware, probably on a single processor just jumping between the tasks.
Actually most emulators cheat a bit by running some hardware for 100 cycles then jumping to the next to speed it up.

Hope you didn't record from the gamepad
 
Last edited by Neouni,

the_randomizer

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You have to be aware it's emulating all the hardware, probably on a single processor just jumping between the tasks.
Actually most emulators cheat a bit by running some hardware for 100 cycles then jumping to the next to speed it up.

Hope you didn't record from the gamepad

Nope, I recorded from a video capture, and then from a LLE plugin on an emulator, but again, I did play the actual game on actual hardware, and it doesn't sound nearly that bad; it's not how it should sound. If you look at N64 video captures (like people recording directly from hardware) you can see that the audio actually sounds normal, the Wii U does a pretty bad job emulating it for Rare games, oddly enough, other games sound perfectly fine.
 
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Neouni

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CanvasWidth used in yoshi story, seems to have no effect on other titles.
Was hoping for some widescreen stretching, haven't tested the effect on yoshi itself.

Tried getting Penny Racers to run,
wish I had a debug output stabbing blind.
 
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Neouni

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All these games are build for CRT output, could be that the emulation doesn't properly compensate for it.

Can someone check their Buildnumbers ( content\BuildInfo.txt) and check what is the latest build they can find ?
Code:
SVN: 1680 TIME: 2015/01/20 14:12:06 DK64\SM64
SVN: 1696 TIME: 2015/01/30 10:49:22 Z
SVN: 2043 TIME: 2015/08/18 10:07:52 MK64

Oh and yes, you can replace the code folder freely to update your emulator on a game,
proper ini file is the most important part.
 
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pedro702

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Bad RDP emulation really.
no it isnt bad emulation, its amde on porpose, nintendo had to o this due to the new laws of people that can have epileptic attack with bright colors, every company cant just put bright colors everywhere on their games, thats why you will never again see a game like the n64 games with bright colors everywhere, everything needs to have a darker shader until it reaches the values demanded by law.I remenber reading an entire topic about this soemwhere when that law passed in several countrys.
 

the_randomizer

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no it isnt bad emulation, its amde on porpose, nintendo had to o this due to the new laws of people that can have epileptic attack with bright colors, every company cant just put bright colors everywhere on their games, thats why you will never again see a game like the n64 games with bright colors everywhere, everything needs to have a darker shader until it reaches the values demanded by law.I remenber reading an entire topic about this soemwhere when that law passed in several countrys.

Bleh, no wonder it looks horrible, too bad we can't alter the games or RPX/ELF files to change that, or at least, removing those black border, they look really bad on TVs, especially Paper Mario, there's too much border >< XD

Now that bad audio in DK64 and Banjo Kazooie (injection), now that's bad emulation (as I made a comparison the other day).
 

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Does anyone know how to make Action Replay codes work in VC ?

Remove Dark Filter:
Super Mario 64: 0404AC50 4E800020
Mario Kart 64: 0404B7F8 4E800020
 
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Neouni

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Not sure I can use
Does anyone know how to make Action Replay codes work in VC ?

Remove Dark Filter:
Super Mario 64: 0404AC50 4E800020
Mario Kart 64: 0404B7F8 4E800020

Not sure I can use the internal cheat function of the emulator.
Many codes are defined and I can verify they are correct AR codes,
but no way to get in the debug menu to turn them on.
Ay chance you know the position inside the ROM itself instead.

That way you can patch it on the fly with
Code:
[RomHack]
; on the fly rom patching
Count = 1
Address0 = 0xf3a84
Type0 = 1
Value0 = a6:3F E3 8E 39
If you notice the code, that's a 16:9 fix for Mario 64, but doesn't really work since it's still force framed in a 4:3 box by the WiiU
 
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the_randomizer

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Not sure I can use


Not sure I can use the internal cheat function of the emulator,
any chance you know the position inside the ROM itself instead.

That way you can patch it on the fly with
Code:
[RomHack]
; on the fly rom patching
Count = 1
Address0 = 0xf3a84
Type0 = 1
Value0 = a6:3F E3 8E 39
If you notice the code, that's a 16:9 fix for Mario 64, but doesn't really work since it's still force framed in a 4:3 box by the WiiU
But does it stretch the resolution at all, removing some of the border?
 

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