Hacking WiiU VC game injection working on 5.3.2

AlanLC

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Doubt about N64 VC , old RPX not work some configurations , but each RPX is optimized for a specific ROM or can use RPX recent old VC ?
If recent RPX use in Mario 64 and Star Fox 64 can change the scale to remove the black edges by editing the config file (Cliptop...),
but I would lose something ?
 
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Neouni

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Doubt about N64 VC , old RPX not work some configurations , but each RPX is optimized for a specific ROM or can use RPX recent old VC ?
If recent RPX use in Mario 64 and Star Fox 64 can change the scale to remove the black edges by editing the config file (Cliptop...),
but I would lose something ?

The wiiu N64 vc is a standalone emulator vessel.rpx with setting files for all the roms Nintendo tested.
Doubt the optimizations go further then the setting files.

Could be the wii n64 vc was sort of the same, but we never figured it out.
 
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AlanLC

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The wiiu N64 vc is a standalone emulator vessel.rpx with setting files for all the roms Nintendo tested.
Doubt the optimizations go further then the setting files.

Could be the wii n64 vc was sort of the same, but we never figured it out.

So I can change the old with the new vessel.rpx without problem Emulation (
with the correct config) ?
 

Neouni

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So I can change the old with the new vessel.rpx without problem Emulation (
with the correct config) ?

Yes, you can for example use the mariokart vessel.rpx to get all the options I listed on the wiki.
I believe paper mario is an even higher version, but I don't own it.
 
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AlanLC

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1 Super Mario 64 eShop
2 Super Mario 64 with MK64 .rpx, and config ClipTop,ClipBottom,ClipLeft,Clipright = 16
 

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Last edited by AlanLC,
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Neouni

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1 Super Mario 64 eShop
2 Super Mario 64 with MK64 .rpx, and config ClipTop,ClipBottom,ClipLeft,Clipright = 16

Can I ask how you changed that resolution/screen size?

Code:
[Render]
ClipBottom = 16
ClipLeft = 16
ClipTop = 16
ClipRight = 16

Only works on higher vessel.rpx build.
Haven't actually worked out which versions adds what since it's best to just use latest for all roms.

edit:
This makes me wonder if you can negative clip and make my TV autoresize...

edit2:
Nope, can't go negative unsigned integer
 
Last edited by Neouni,
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VinsCool

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Anyone know which VC has Canvaswith configurations , or which VC uses the latest SVN ?
I would assume it's the latest game release? I own a legit purchase of Yoshi's story, which was one of the latest, I will see if it has it.
 

solidsnake2

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Hi to all. I have a question about progress compatibility injecting StarCraft 64. Steel no progress? It's realy make to do? Or it's absolutely impossible? And I have empty hope? Somebody make any moves to this? or not? But I can do this myself if know how do this)))
 

DiscostewSM

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Can the emulator portion of an SNES RPX file differ between various SNES VC (aside from those that emulate enhancement chips)? I obtained a title that was Loadiine-ready with Secret of Evermore, and while it works and plays well, it couldn't play some sound effects and even music tracks. I was wondering if using a different RPX could help.
 

the_randomizer

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Can the emulator portion of an SNES RPX file differ between various SNES VC (aside from those that emulate enhancement chips)? I obtained a title that was Loadiine-ready with Secret of Evermore, and while it works and plays well, it couldn't play some sound effects and even music tracks. I was wondering if using a different RPX could help.

I don't know, I've tried RPX injection by using games with special chips as templates (Mario RPG being one), but haven't had any success. I think the missing sound is due to the emulator itself, as the SPC700/S-SMP emulation isn't all that accurate. Other games like Earthworm Jim 2 have the same issue as Secret of Evermore. I've dinked around with RPX/ELF injection myself, Nintendo doesn't really like to focus on accuracy it seems.
 

DiscostewSM

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I don't know, I've tried RPX injection by using games with special chips as templates (Mario RPG being one), but haven't had any success. I think the missing sound is due to the emulator itself, as the SPC700/S-SMP emulation isn't all that accurate. Other games like Earthworm Jim 2 have the same issue as Secret of Evermore. I've dinked around with RPX/ELF injection myself, Nintendo doesn't really like to focus on accuracy it seems.
Perhaps they only give it enough accuracy to not be noticeable for those they release, since neither SoE and EJ2 have Wii U VC releases. Not even in Japan.
 

the_randomizer

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Perhaps they only give it enough accuracy to not be noticeable for those they release, since neither SoE and EJ2 have Wii U VC releases. Not even in Japan.

That and EWJ2 uses some really weird kind of audio streaming as part of the SPC700, I remember either Byuu or Blargg saying something about that game requiring cycle-accurate audio emulation to get right. I noticed some games are missing ADSR as well, like Clay Fighter, it doesn't even get the Lavos Scream from Chrono Trigger right either. Only Blargg's S-SMP core gets it right and so far, Bsnes and Snes9x are the only ones to use it.
 

VinsCool

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That and EWJ2 uses some really weird kind of audio streaming as part of the SPC700, I remember either Byuu or Blargg saying something about that game requiring cycle-accurate audio emulation to get right. I noticed some games are missing ADSR as well, like Clay Fighter, it doesn't even get the Lavos Scream from Chrono Trigger right either. Only Blargg's S-SMP core gets it right and so far, Bsnes and Snes9x are the only ones to use it.
Oh well. Now it's just about waiting for a Snes9x port. It might happen eventually, regarding all the progress done in WiiU homebrew stuff.
 
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