Homebrew FCE Ultra GX Mod [Preview + WiiUPro + ScreenShot button]

niuus

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All the other palettes do a very poor job at replicating the original colors of the NES. They display properly in my build, but their not accurate and I question why we keep them around.
(For info on why we need RGB pallets for NES emulation in the first place, read this thread)
http://forums.nesdev.com/viewtopic.php?t=9027
Unsaturated-V5 was made via a direct composite captures from the NES and is an all-digitally produced palette (no human guessing game).
I think we should make Unsaturated-V5 the default palette and remove all others besides 3DS & Wii VC colors (just to have Nintendo's official RGB as an option). Maybe keep YUV-V3 for Nestopia lovers.

AKA, there is no need for all these extra palettes ( which are old and game specific) cluttering the interface when their antiquated.
Well, excellent explanation! I just assumed for years they were weird options to experiment and set the games to other colors. I guess this would eliminate the need to have a different page for the palettes.

Only the zapper bug remains, for the moment. Would that be fixed too by only porting one file from main? I certainly hope it is that simple...
 

Zopenko

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All the other palettes do a very poor job at replicating the original colors of the NES. They display properly in my build, but their not accurate and I question why we keep them around.
(For info on why we need RGB palettes for NES emulation in the first place, read this thread)
http://forums.nesdev.com/viewtopic.php?t=9027
Unsaturated-V5 was made via direct composite captures from the NES and is an all-digitally produced palette (no human guessing game).
I think we should make Unsaturated-V5 the default palette and remove all others besides 3DS & Wii VC colors (just to have Nintendo's official RGB as an option). Maybe keep YUV-V3 for Nestopia lovers.

AKA, there is no need for all these extra palettes ( which are old and game specific) cluttering the interface when their antiquated.

Thats a very good point. I do not use half of these palettes my idea with these mods is to add as much options as posible.

So to the end users what palettes do you use. Which should we remove? I use YUV V3
 

nateify

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I think game-specific palettes should be removed. YUV-V3 should remain as I use it on a real CRT via component, and this looks closest to a real NES via composite on the same CRT. Unsaturated looks closer to an NES via composite but on an LCD.
 

nakata6790

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I personally reverted to 3.3.4 atm, for lightgun games and FDS ones. Hopefully the new builds manage to fix the lightgun issues and along with the palette options, should be a best of both words scenario.
 

Burnt Lasagna

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YUV-V3 should remain as I use it on a real CRT via component, and this looks closest to a real NES via composite on the same CRT. Unsaturated looks closer to an NES via composite but on an LCD.
What you say confuses me. Unsaturated is a direct capture from the composite port (before reaching a CRT) and YUV-V3 is simply the default Nestopia/NESRGB palette (produced off pictures taken from a CRT) with the darker green and cyan colors corrected. Unsaturated-V5 should look more natural on a CRT while YUV-V3 is a more a vivid alternative (and one that the emulation community has been used to for a while now).

I propose we give 4 options for palettes and provide a new name system so the end-user understands better what he/she is changing.
(The original name on the left, what the emulator will display on the right)
  • Unsaturated-V5 (default) = Accurate
  • YUV-V3 = Vivid
  • Wii VC = Wii VC
  • 3DS VC = 3DS VC
Include credits and official names in a readme or something. The above names should make things simple for the average user.
 
Last edited by Burnt Lasagna,

niuus

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I propose we give 4 options for palettes and provide a new name system so the end-user understands better what he/she is changing.
(The original name on the left, what the emulator will display on the right)
  • Unsaturated-V5 (default) = Accurate
  • YUV-V3 = Vivid
  • Wii VC = Wii VC
  • 3DS VC = 3DS VC
Include credits and official names in a readme or something. The above names should make things simple for the average user.
I have been keeping an updated changelog for historic reasons, i'll share it for your new releases @Zopenko, if you'd like to use it in your zip. It's been updated up to the future 3.3.8 release. Feel free to check it and edit it to your needs.

-snipped changelog-
 
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niuus

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Well, here's my release.
https://dl.dropboxusercontent.com/u/47184537/Projects/fceugx-3.3.6(Burnt-Lasagna-Edition).zip
Zapper should be fixed now, FDS (as before) is fixed now, and I removed all redundant palettes and adapted my new naming system. Also, compiled with PPC 27.
Great news Burnt Lasagna, downloading now to test. One thing i should warn you, remember devkitPPC release 27 introduced many performance regressions and even some crashes in games, as this was one of the main problems with the latest SNES9x GX versions.
 

Zopenko

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I have been keeping an updated changelog for historic reasons, i'll share it for your new releases @Zopenko, if you'd like to use it in your zip. It's been updated up to the future 3.3.8 release. Feel free to check it and edit it to your needs.

Thank you niuus

The only thing missing is that i corrected the default screenshot folder location, once the "reset settings" button is pressed. I think it was on 336.

For the delete save options, as you may know the states that the emu creates are numbered from 1 upto the limit of 100. I have tested this new feature by deleting "in between" state files and have not seen any problem.
The new states that it creates will resume the numbering of the deleted files, If somebody can do anymore weird tests for bug testing,it would be much appreciated.

One last thing my photoshop skills (actualy gimp) are not as good.
Can somebody create a "delete icon" like a "X" in front of the sd card, to match the save/load one?
this is my (very bad) icon, what do you think?
https://www.dropbox.com/s/ahvnp4314atbckp/icon_game_delete.png?dl=0

Also should we include the "AspiringSquire's Real" palette on the 338 revsion?. My case to defend, it's because it was the default FCEUGX palette since the 3.1.0 release on Oct 2009, more for preserving the history of the emulator, kind of way.

Also yesterday i think i solved the weird ram files bug on the delete menu. Will test later.
 
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Zopenko

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Hello

Here's the new 3.3.7 beta, the delete save file errors should now be fixed,
also modded the palette naming within the code, testers can you please report back if I broke the new palette options :P
https://www.dropbox.com/s/kq078kj6tzyvn3z/fceugx-wii.dol?dl=0


Hey man, great work. I have a question; I am using your mod of FCE Ultra GX with WiiFlow, how would I change it so hitting Reset on the Wii will return to the loader (wiiflow) instead of resetting the game?

you would have to mod the code, to change the behavior of the wii reset button to act like the "exit button" within the emu
 
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Haloman800

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basically replace the "exit button" code to the "wii reset button" code and compile
I know it's not much but I'll send you $10 via PayPal if you'll add that. To be clear, I want the Wii "Reset" button to go back to WiiFlow, instead of resetting the ROM.
 

TeleTubby666

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I'd love to have an option to mark specific roms as favourites so I don't have to scroll the entire roms list (which is quite huge) every time I play one of my favourite games.
 

niuus

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Thank you niuus

The only thing missing is that i corrected the default screenshot folder location, once the "reset settings" button is pressed. I think it was on 336.

For the delete save options, as you may know the states that the emu creates are numbered from 1 upto the limit of 100. I have tested this new feature by deleting "in between" state files and have not seen any problem.
The new states that it creates will resume the numbering of the deleted files, If somebody can do anymore weird tests for bug testing,it would be much appreciated.

One last thing my photoshop skills (actualy gimp) are not as good.
Can somebody create a "delete icon" like a "X" in front of the sd card, to match the save/load one?
this is my (very bad) icon, what do you think?
https://www.dropbox.com/s/ahvnp4314atbckp/icon_game_delete.png?dl=0

Also should we include the "AspiringSquire's Real" palette on the 338 revsion?. My case to defend, it's because it was the default FCEUGX palette since the 3.1.0 release on Oct 2009, more for preserving the history of the emulator, kind of way.

Also yesterday i think i solved the weird ram files bug on the delete menu. Will test later.
Testing 3.3.7 beta.
 

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