Yup sprite and other stuffs works now. Just have some bugs and getting custom texture not crash. Sorry not a lot of updates lets just say ive been way to busy farming OW lootboxes (´・ω・`)
Yea i didnt mess with the ticks so any part of the game thats not 3d polygon heavy should run smoothly.
Probably PNG tho since JPG is a lossy compression so while it'll have smaller file size it'll lose the small details and add noise
How the texture dumping works it that every game textures that are currently on display will be dumped in .bmp or .png format (i still havent decided).
U can use replace the ingame textures to what ever you want. U can even change all to textures to memes if u want :P . But the main reason is so others can make their own better upscaled texture for the game.
yes i do have a github but for now most of the latest changes are on my local repo because the code is messy. i'll put it there once im satisfied with it and make a PR
Try my texscale build it has an auto FMV speedup builtin its not a general tickspeed hack as it specifically targets the video threads and speeds it up so the rest of the game stays stable. As for your question i remember valentincanelslande had something like that but idk.
On a side note...
Im pretty sure DLC arent implemented in citra (yet) bcuz tickets for the DLC arent saved. I had a semi-working implementation but i havent touched it bcuz im working in texture upscaling :P. Maybe i'll get that to work again
They are upscaled but im 'trying' to turn them off. Trying because telling the difference between a video and a texture is hard e.g poke oras video still gets upscaled cuz it escaped my detection. Bcuz unless u have a super powerful PC upscaling a texture 30x a second is almost impossible
in xbrz if a pixel has 0 alpha it completely iqnores it and just returns 0 even if it has other color data inside it. i just made some color data checking instead of immediately returning 0. Also idk if its bcuz the ETC1 compression or its just like that, some texture has alpha holes that xbrz...
Just a small update to the texture scaling feature. I finally figured out whats causing all the artifacts, turns out 3ds does some weird texture data stuff that xBRz doesnt expect. I patched the xBRz to account for these edge cases so everything should be fine.
Have some screenshots...
its getting there basicly everything is working theres just some special cases i need to handle like this weird blue artifacting. (Left is how its supposed to be right is the current state)