Hacking WiiU Virtual Console finally fixed! [No More dark filter, and widescreen support!]

JacobM

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[RELEASE] Super Smash Bros. 64 Widescreen Patch
SSB64 widescreen patch file compatible with emulators and the WiiU!

Credits to Danny_SsB for developing the individual stage gameshark codes & Cyjorg for porting a rom patch version to his Mod 19XXTE in 2015

A fresh SSB.z64 rom was modified via hexeditor at the following offsets:
Offset AA37C has 4 blocks replaced with 3FEF311A
Offset 51C80 has 4 blocks replaced with 3FEF311A
Offset 891B4 has 4 blocks replaced with 00000000
CRC was updated using command "rn64crc SSB.z64 -u"

To some extent, the widescreen width can be modified by replacing both instances of 3FEF with 3F60, 3F80, 3F94, 3FA0, 3FD9, 311A (narrowest to widest). A narrower viewport will allow left/right KO to remain in the bubbles/magnifier circles on the larger stages.


An xDelta file was generated and can be used to modify your own original SSB.z64 for the widescreen patch.

1. Download xdelta UI from the internet
2. Download the SSB64WidescreenPatch.zip below
3. Make a backup of your rom in .z64 format
4. In xdeltaUI.exe apply the SSB64WidescreenPatch.xdelta file to your .z64 file to generate a modified .z64 file
5. Replace/rename the modified .z64 file to match the name of your injected base located in content/rom folder

I would recommend using the FZero base with the SSB config! I set scaling to 1.06 by 1.06 to maximize screen space. Enjoy!
 

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  • SSB64WidescreenPatch.zip
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Last edited by JacobM,

RyzaJr

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[RELEASE] Super Smash Bros. 64 Widescreen Patch
SSB64 widescreen patch file compatible with emulators and the WiiU!

Credits to Danny_SsB for developing the individual stage gameshark codes & Cyjorg for porting a rom patch version to his Mod 19XXTE in 2015

A fresh SSB.z64 rom was modified via hexeditor at the following offsets:
Offset AA37C has 4 blocks replaced with 3FEF311A
Offset 51C80 has 4 blocks replaced with 3FEF311A
Offset 891B4 has 4 blocks replaced with 00000000
CRC was updated using command "rn64crc SSB.z64 -u"

To some extent, the widescreen width can be modified by replacing both instances of 3FEF with 3F60, 3F80, 3F94, 3FA0, 3FD9, 311A (narrowest to widest). A narrower viewport will allow left/right KO to remain in the bubbles/magnifier circles on the larger stages.


An xDelta file was generated and can be used to modify your own original SSB.z64 for the widescreen patch.

1. Download xdelta UI from the internet
2. Download the SSB64WidescreenPatch.zip below
3. Make a backup of your rom in .z64 format
4. In xdeltaUI.exe apply the SSB64WidescreenPatch.xdelta file to your .z64 file to generate a modified .z64 file
5. Replace/rename the modified .z64 file to match the name of your injected base located in content/rom folder

I would recommend using the FZero base with the SSB config! I set scaling to 1.06 by 1.06 to maximize screen space. Enjoy!
Hey, thanks. I applied your patch and used injectiine to make the loadiine files and the game still starts up in a 3:4 aspect ratio. In-game during a fight the characters are slightly stretched vertically as if it it wanted to be wide screen. Do you know what I did wrong?
 

JacobM

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Hey, thanks. I applied your patch and used injectiine to make the loadiine files and the game still starts up in a 3:4 aspect ratio. In-game during a fight the characters are slightly stretched vertically as if it it wanted to be wide screen. Do you know what I did wrong?
This thread is about removing the dark filter and adding widescreen support. The first post in the thread explains the needed steps to do that. You need to modify the FrameLayout.arc file.
 

RyzaJr

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This thread is about removing the dark filter and adding widescreen support. The first post in the thread explains the needed steps to do that. You need to modify the FrameLayout.arc file.
Oops, sorry about that. I followed the first post and it worked. The game looks great wide screen! Thanks!
 

LumInvader

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MelonSpeedruns = WiiU Sherlock Holmes

Well done!

The darkened appearance of VC games has confounded users since day 1. The fact that this can finally be fixed is extraordinary. Out of curiosity, does this solution work on the original Wii?
 

RyzaJr

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Anyone manage to get Majora's Mask looking good wide screen?

Care to share the rom?

- EDIT -

Nevermind! Thanks to gamemasterplc over at YouTube, I was able to get Majora's Mask, Ocarina of Time, and Mario Party 3 looking good widescreen. His patches are in the description of his videos.

Here's a screenshot of Majora's Mask:
Pa5LCjf.jpg
 
Last edited by RyzaJr,

JacobM

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I spent some time this morning going through the N64 ini files looking for undocumented variables.

The following options are missing from the template available in the wiki (https://wiki.gbatemp.net/wiki/WiiU_VC_N64_inject_compatibility_list\Ini_Template)

Code:
[RomOption]
BootPCChange = 0

[Input]
AlwaysHave = 0

[RSPG]
RDPDelay = 81250
RIntAfterGTask = 0
Skip = 1
GTaskDelay = 0, 1481250, 1024

[Render]
CopyColorBuffer = 0
ClearVertexBuf = 0
NeedPreParse = 1
CopyAlphaForceOne = 1
CheckTlutValid = 1
DepthCompareLess = 1
TileSizeCheckSpecial = 1
PreparseTMEMBlock = 1

I increased the resolution of Smash 64, and made the analog stick a little less sensitive with the following additions to the JPN .ini file (UNALJ0.354). These changes are compatible with the widescreen mod posted last week.

Code:
[RomOption]
RamSize = 0x800000

[Input]
StickLimit = 90

[Render]
CanvasWidth = 800
CanvasHeight = 600

I've gotten Smash64 to run up to 864x648, but I decided to drop the rendering resolution slightly to make sure the game remains at a consistent frame-rate in 4-player/high action/items mode.

For me, the removal of the dark filter among the widescreen/rendering tricks puts the WiiU above the UltraHDMI mod for output with the short list of compatible games. I'd be curious if anybody had the ability to do an updated side by side profile like the one at the bottom of the UltraHDMI page (http://retrorgb.com/ultrahdmi.html)
 
Last edited by JacobM,

nekromantik

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Hi I read the whole thread but couldn´t get even the injection as such to work... Could someone share the Wup Installer Files for Mario Kart 64 with Widescreen and removal of DarkFilter? Would be really nice.
 

Jimmy_Threecocks

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Anyone manage to get Majora's Mask looking good wide screen?

Care to share the rom?

- EDIT -

Nevermind! Thanks to gamemasterplc over at YouTube, I was able to get Majora's Mask, Ocarina of Time, and Mario Party 3 looking good widescreen. His patches are in the description of his videos.

Here's a screenshot of Majora's Mask:
How did you get Majora's Mask working? Every time I try it freezes at the menu.
I got OoT working with the widescreen patch by the same guy. I tried patching the original VC rom as well as another one and both do the same thing. It's not the FrameLayout.arc causing it either, since it loads fine if I put the original rom back.
 

xs4all

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Anyone else having trouble getting this to work right? I'm using CajeASM, and the US ROM is actually being patched, but the listed results aren't happening.

Save yourself the trouble in trying to get that to work, search gamemasterplc's "Mario Kart 64 HD Widescreen Playthrough" video on YouTube. There you will find a link to the IPS patch file.
 

Citrusblur

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How did you get Majora's Mask working? Every time I try it freezes at the menu.
I got OoT working with the widescreen patch by the same guy. I tried patching the original VC rom as well as another one and both do the same thing. It's not the FrameLayout.arc causing it either, since it loads fine if I put the original rom back.

If you're still interested, I can provide you a link to download Majora's Mask in widescreen.
 

ScottQB4

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Code:
[Render]
CanvasWidth = 800
CanvasHeight = 600

Is this for the internal resolution or does it stretch the image? I set them to 1920 and 1080 respectively for Pokemon Stadium, but the models are still jagged.
Also, would modifying the scale in RootPane (or any of its options) help besides adjusting the image?
 

JacobM

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Is this for the internal resolution or does it stretch the image? I set them to 1920 and 1080 respectively for Pokemon Stadium, but the models are still jagged.
Also, would modifying the scale in RootPane (or any of its options) help besides adjusting the image?

Internal/Native resolution changes. Setting it to 1080p doesn't mean there wont be any jaggies, thats the job of anti-aliasing which I don't think the n64 emulator supports. If you aren't noticing "finer" (greater number, but smaller) jaggies then you may have too high of a resolution configured and the emulator is defaulting back to a standard resolution 240/480p. Here is an example of SSB at 480p and ~640p.

@CORE might know more! He has been studying the n64 emulator on his blog and is more experienced with INI configurations (https://gbatemp.net/entry/wii-u-virtual-console-n64-research.15301/)

EDIT: Just to be clear, it WILL stretch the image if you did not patch the game rom for widescreen support as well!
 
Last edited by JacobM,

ScottQB4

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Internal/Native resolution changes. Setting it to 1080p doesn't mean there wont be any jaggies, thats the job of anti-aliasing which I don't think the n64 emulator supports. If you aren't noticing "finer" (greater number, but smaller) jaggies then you may have too high of a resolution configured and the emulator is defaulting back to a standard resolution 240/480p. Here is an example of SSB at 480p and ~640p.

@CORE might know more! He has been studying the n64 emulator on his blog and is more experienced with INI configurations (https://gbatemp.net/entry/wii-u-virtual-console-n64-research.15301/)

Just tried a lower resolution to see if it did anything (320x240) and it still looks the same, though the filter options work.
 

CORE

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The Render Canvas setting does indeed affect the Internal Resolution I recommend 800 x 600 854 x 480 or 640 x 480 or 320 x 240.

Higher Resolutions can affect FPS and I believe their is two or more lower Resolutions but they will look terrible but may speed some games up but not really worth playing.

Unfortunately Jaggys is just a side effect in quite a few games playing with Render settings can get you some clearer results but still limited I will be cleaning up my blog eventually which Build uses what ini settings etc along with some custom ini's and compatibility list update.

*Anti Aliasing* as @JacobM said is the problem the Emulator is designed per Game basis and to run natively.
 
Last edited by CORE,
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THEMIGHTYMONARCH

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Using ftpiiu, I was able to successfully edit Super Mario 64s FrameLayout.arc and replace it. It crashed first time running, then worked every other time. Afterwards I replaced the framelayouts of F-Zero X, Mario Kart 64, Bomberman 64 and Mario Party 2. None of them ran after this. I reinstalled Mario Kart 64 and edited its FrameLayout only to get the same result. I put the files where they should be, I don't know what I could have gotten wrong.
 

Cloud9Skywalker

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Does this work for Wii titles as well? I noticed that playing a downloaded eShop version of Skyward Sword seems like they added this extra layer to the game as well. Does this go for every Wii Mode title?
 

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