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

Osakasan

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Wii Classic Controller is pretty good for me for Snes, Megadrive, etc, but I tried Ocarina of Time last night, and my thumb started to hurt bad :lol: Just found my Wii U pro charging cable, and now that N64 games look freaking amazing on Wii U, heh, looking forward to it :P May buy a couple more games on the eShop, dump them, and then remove the filter.

To be fair the best way to play them is using a Gamecube controller. My memory is hazy since it's been log from the last time i used it (Using the browser while HIDtoVPADing hardlocks the console, and i LOVE to upload screenshots to twitter) but it has like the same input lag as the Wii classic controller

Also, the original classic controller (I always talk about the pro classic, wich i currently use) is pretty horrible for N64 and 3D games in general xd Funny thing is, it seems like it was going to be used to play gamecube games on Wii (Shoulder buttons are two stage analog buttons, just like Gamecube's)
 
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the_randomizer

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To be fair the best way to play them is using a Gamecube controller. My memory is hazy since it's been log from the last time i used it (Using the browser while HIDtoVPADing hardlocks the console, and i LOVE to upload screenshots to twitter) but it has like the same input lag as the Wii classic controller

Also, the original classic controller (I always talk about the pro classic, wich i currently use) is pretty horrible for N64 and 3D games in general xd Funny thing is, it seems like it was going to be used to play gamecube games on Wii (Shoulder buttons are two stage analog buttons, just like Gamecube's)

Oh, I was confused lol, I don't have the Classic Pro (didn't think about that, I could get one though), I've had no issues with the Wii U Pro, feels good to me :P

Really wish we could get rid of that damn point-sample interpolation though, in DK64, absolutely unnecessary.
 
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Osakasan

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Oh, I was confused lol, I don't have the Classic Pro (didn't think about that, I could get one though), I've had no issues with the Wii U Pro, feels good to me :P

Really wish we could get rid of that damn point-sample interpolation though, in DK64, absolutely unnecessary.

If the pro feels good for you then i don't think it would get better with the Classic pro. Also, the button placemet is the same in boths Wii classic controllers, it's just that the pro has different shoulder buttons and the handles. It's more comfy overall

I would like to get a Wii U pro controller, but it's too expensive nowadays.
 
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the_randomizer

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If the pro feels good for you then i don't think it would get better with the Classic pro. Also, the button placemet is the same in boths Wii classic controllers, it's just that the pro has different shoulder buttons and the handles. It's more comfy overall

I would like to get a Wii U pro controller, but it's too expensive nowadays.

Fair enough, not as bad as a Switch Pro controller price, though, but if you can, it's worth it for VC :P
 

xLothwenx

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But the input lag on N64 games with the GamePad is INSANE. The only playable game with it in my small collection is Paper Mario, and I still fail all the timed button presses.

Once i Switch to the Wii classic controller it's buttery smooth
Are you sure there's a difference between the Gamepad and Wii U Pro? And then are you sure there's a difference between the Wii U Pro and the Wii Classic? It's hard to compare just by feeling and looking because physical buttons even on the same model of controllers have different characteristics. The A button on the Wii Classic definitely feels less mushy than the Wii U A buttons, but you have to press it down farther. Someone should whip out a high speed camera or something.

On that note, I wonder why there isn't a "HID to WPAD" homebrew. In case the VPAD vs. WPAD software interface mattered.
 

Osakasan

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Are you sure there's a difference between the Gamepad and Wii U Pro? And then are you sure there's a difference between the Wii U Pro and the Wii Classic?

I don't know about the Wii U pro since i don't have it, but between the Gamepad and the Wii classic? Absolutely. I would not be so persistent if i did not notice such a difference.

Hell, even when i want to play using the gamepad screen i use the Wii Classic since the gamepad itself makes N64 games unplayable.
 

MelonSpeedruns

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You guys might want to look at the "config" folder in N64 VC games. There's a bunch of .ini files for multiple games, and they're all modifiable in Notepad! Just gotta edit the file that has the same name as the rom. Let me know what you guys find!

I can confirm editing those files have an impact on the games.
 
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xLothwenx

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I wonder what "UseTimer" does:

Code:
;Mario64 E
[RomOption]
;BackupType 0 Auto 1 SRAM 2 Flash 3 EEPROM
BackupType = 3
;BackupSize  2048 16K 4K 512
BackupSize = 512
Rumble = 0
UseTimer = 1
;PlayerNum = 1
PDFURL = "http://m1.nintendo.net/docvc/NUS/USA/NSME/NSME_E.pdf"
 

the_randomizer

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You guys might want to look at the "config" folder in N64 VC games. There's a bunch of .ini files for multiple games, and they're all modifiable in Notepad! Just gotta edit the file that has the same name as the rom. Let me know what you guys find!

I can confirm editing those files have an impact on the games.

Speaking of config files, I noticed Hyrbid Heaven and using mempak =1 forces the game to save with the mempak. Is there a way to do the same with Mystical Ninja 64 without it getting stuck in a loop? Enabling the mempak on that crashes the game.
 

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You guys might want to look at the "config" folder in N64 VC games. There's a bunch of .ini files for multiple games, and they're all modifiable in Notepad! Just gotta edit the file that has the same name as the rom. Let me know what you guys find!

I can confirm editing those files have an impact on the games.

There's several .ini files here that were prepared for injections and some notes on the functions in the template:

https://wiki.gbatemp.net/wiki/WiiU_VC_N64_inject_compatibility_list
https://wiki.gbatemp.net/wiki/WiiU_VC_N64_inject_compatibility_list\Ini_Template

I don't really know how to convert the gameshark codes but I was hoping we could apply the widescreen hack codes in the config.ini, for example:

https://gbatemp.net/attachments/untitled-1-jpg.50712/ (found here: https://gbatemp.net/threads/wiiu-vc-game-injection-working-on-5-3-2.395930/page-81#post-6385106)

Hopefully someone knows how to do that and then we could use the gameshark widescreen codes that haven't been converted to ips or xdelta patches yet and it would also save on patching roms in the first place. I posted some sources for these codes and patches earlier in the thread: https://gbatemp.net/threads/wiiu-vi...widescreen-support.517158/page-7#post-8270910

I was also hoping we could redirect the PDF url locally for offline manuals but it doesn't seem to work (probably by design for the security of the browser), unless there's some specific syntax that would work for local files on the Wii U.
 
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Sonic Angel Knight

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The Wii U gamepad is pretty garbage for N64 games, to be honest :P Pro controller all the way.

Edit: It's a nightmare to play a platform game with this controller, esp. Mario 64.
I can concur, I Beat Donkey Kong 64 with the gamepad alone. But it took me three years since the day one I bought it on eshop it was announced in 2015 (Just 100% the game monday and beat it that night.) Also Curse you dumb mini games that aren't fun and swear is broken as the rest of the game. One of the low points for Rare as a nintendo partner in my opinion. :blink:
 

the_randomizer

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I can concur, I Beat Donkey Kong 64 with the gamepad alone. But it took me three years since the day one I bought it on eshop it was announced in 2015 (Just 100% the game monday and beat it that night.) Also Curse you dumb mini games that aren't fun and swear is broken as the rest of the game. One of the low points for Rare as a nintendo partner in my opinion. :blink:

I never could get into DK64, but I would be willing to try it if the game's bad audio emulation didn't rape my ears :lol:
 

Sonic Angel Knight

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I never could get into DK64, but I would be willing to try it if the game's bad audio emulation didn't rape my ears :lol:
Don't do it. If you ever try, you'll notice how bad the game aged. I was a dumb kid who was impressed by big open worlds and 3D graphics, and thought the game was good. It's a impressive feat for a game on the system yes, but the game play is going into the quality territory of older games rare used to make (i'm talking LJN old) before nintendo patterned with them for some exclusives.

And to add insult to injury. :blink:

Donkey Kong 64 contains a variety of glitches, to a degree that the game is often considered to be one of the most broken games on the Nintendo 64, lag issues were very common, most noticeably in Frantic Factory and few other places, the developers noticed that, and implemented a movement speed-to-lag system, where the more lag there is, the faster characters move. This led to there being a lot of wall clips in this game. Oranges explosion causes massive lag, and the fact that the player can enter first person mode and throw oranges faster allowed the use of many more sequence breaks and wall clips. Most of the lag issues were fixed in the Virtual Console release of the game, but due to this, timed challenges in the game were considerably harder, because there was less lag. The first person mode allows even more glitches, like swimming through most walls, and clipping through stairs.

https://www.mariowiki.com/List_of_Donkey_Kong_64_glitches

And for the finishing touch :wtf:



 
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the_randomizer

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Don't do it. If you ever try, you'll notice how bad the game aged. I was a dumb kid who was impressed by big open worlds and 3D graphics, and thought the game was good. It's a impressive feat for a game on the system yes, but the game play is going into the quality territory of older games rare used to make (i'm talking LJN old) before nintendo patterned with them for some exclusives.

And to add insult to injury. :blink:



https://www.mariowiki.com/List_of_Donkey_Kong_64_glitches

And for the finishing touch :wtf:





And the funny part is, in order to counter a game-breaking bug that they never managed to fix, they used the Expansion Pak to get around it, leaving the issue unresolved for 18 years *shrug*. They can emulate the Expansion Pak but not proper mempak emulation? Pathetic. What's weird is that if you inject Banjo Kazooie into a VC ROM, it will exhibit the same garbage point-sampled audio issues DK64 has, even if it's not the base game; it's a part of their emulator and is very hard to pinpoint.
 
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Osakasan

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Speaking of config files, I noticed Hyrbid Heaven and using mempak =1 forces the game to save with the mempak. Is there a way to do the same with Mystical Ninja 64 without it getting stuck in a loop? Enabling the mempak on that crashes the game.

I guess it accesses the mempak in a non conventional way?

It was Konami's first N64 game, wasn't it?
 

the_randomizer

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GerbilSoft

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So the real reason WIi U VC games are dark is because Nintendo did it intentionally for some unknown reason, and not because of some misguided attempt at "CRT emulation".

For reference: https://www.reddit.com/r/wiiu/comments/40pxwp/the_reason_virtual_console_is_dark_and_blurry/ - claims that it's dark because of interlacing artifacts, and the reason why the same games on Wii VC weren't dark is because Wii U is more "powerful" and therefore can make it "more accurate". (Except it isn't. If you've ever used a real CRT, you'd know that it doesn't produce ridiculously dark images.)
 
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ShadowOne333

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So the real reason WIi U VC games are dark is because Nintendo did it intentionally for some unknown reason, and not because of some misguided attempt at "CRT emulation".

For reference: https://www.reddit.com/r/wiiu/comments/40pxwp/the_reason_virtual_console_is_dark_and_blurry/ - claims that it's dark because of interlacing artifacts, and the reason why the same games on Wii VC weren't dark is because Wii U is more "powerful" and therefore can make it "more accurate". (Except it isn't. If you've ever used a real CRT, you'd know that it doesn't produce ridiculously dark images.)
Wasn't the main reason of darkening the image on pre-2000 games because of possible seizure inducing images?
I believe there was some law or prevention in place when the DS hit the market that prevented games from using seizure inducing flashes/colours.
And N did it to avoid having those colours/flashes be as strong to cause seizures.

I hardly believe it's because of "accuracy". The seizure prevention seems like the most plausible cause.
(Still stupid af tho)
 

Sonic Angel Knight

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Dark screen = less chance of epilepsy from flashing lights?

But some games have intentionally been modified to remove or reduce flashing effects for epilepsy. :wtf:

upload_2018-9-13_14-17-26.png


Now it's just them being lazy to do on a case by case basis.
 

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