Hacking Possible to Disable the Wii's (De)Flicker Filter?

NoobletCheese

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Assuming you replaced all 18 of them with your custom 000015XX150000, there is nothing more I can help you unfortunately as the solution would require writing a custom GXSetCopyFilter function which is beyond my pay grade.

Instead of writing a custom GXSetCopyFilter it seems we could just overwrite the parts inside it which process the 7 vfilter coefficients (in red)

8001E9E0: 41820040 beq *+64 ; 0x8001EA20
8001E9E4: 88860000 lbz r4,0(r6)
8001E9E8: 88060004 lbz r0,4(r6)

8001E9EC: 508B06BE insrwi r11,r4,6,26 ; rlwimi r11,r4,0,26,31
8001E9F0: 88660001 lbz r3,1(r6)
8001E9F4: 500C06BE insrwi r12,r0,6,26 ; rlwimi r12,r0,0,26,31
8001E9F8: 88A60002 lbz r5,2(r6)
8001E9FC: 506B3532 insrwi r11,r3,6,20 ; rlwimi r11,r3,6,20,25
8001EA00: 88660005 lbz r3,5(r6)
8001EA04: 88860003 lbz r4,3(r6)

8001EA08: 50AB63A6 insrwi r11,r5,6,14 ; rlwimi r11,r5,12,14,19
8001EA0C: 88060006 lbz r0,6(r6)
8001EA10: 506C3532 insrwi r12,r3,6,20 ; rlwimi r12,r3,6,20,25
8001EA14: 508B921A insrwi r11,r4,6,8 ; rlwimi r11,r4,18,8,13
8001EA18: 500C63A6 insrwi r12,r0,6,14 ; rlwimi r12,r0,12,14,19
8001EA1C: 48000020 b *+32 ; 0x8001EA3C

i.e replace the red lines with something like a lis or addis with our custom values such as 0,0,15,31,15,0,0.


The hard part will be confirming which one corresponds to which coefficient [edit: it appears to be going 1-5-2-3-6-4-7 judging by the address offset before the (r6)] and the correct opcodes as I noticed sometimes lis has opcode 3C or 3D depending on which register it's loading to... I think it might be due to the opcode being < 8 bits wide?
 
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SMB3 and Metroid appear to have 18 vfilters each, and they are all either 00001516150000 or 08080A0C0A0808.

Assuming you replaced all 18 of them with your custom 000015XX150000, there is nothing more I can help you unfortunately as the solution would require writing a custom GXSetCopyFilter function which is beyond my pay grade.

Instead of writing a custom GXSetCopyFilter it seems we could just overwrite the parts inside it which process the 7 vfilter coefficients (in red)

8001E9E0: 41820040 beq *+64 ; 0x8001EA20
8001E9E4: 88860000 lbz r4,0(r6)
8001E9E8: 88060004 lbz r0,4(r6)

8001E9EC: 508B06BE insrwi r11,r4,6,26 ; rlwimi r11,r4,0,26,31
8001E9F0: 88660001 lbz r3,1(r6)
8001E9F4: 500C06BE insrwi r12,r0,6,26 ; rlwimi r12,r0,0,26,31
8001E9F8: 88A60002 lbz r5,2(r6)
8001E9FC: 506B3532 insrwi r11,r3,6,20 ; rlwimi r11,r3,6,20,25
8001EA00: 88660005 lbz r3,5(r6)
8001EA04: 88860003 lbz r4,3(r6)

8001EA08: 50AB63A6 insrwi r11,r5,6,14 ; rlwimi r11,r5,12,14,19
8001EA0C: 88060006 lbz r0,6(r6)
8001EA10: 506C3532 insrwi r12,r3,6,20 ; rlwimi r12,r3,6,20,25
8001EA14: 508B921A insrwi r11,r4,6,8 ; rlwimi r11,r4,18,8,13
8001EA18: 500C63A6 insrwi r12,r0,6,14 ; rlwimi r12,r0,12,14,19
8001EA1C: 48000020 b *+32 ; 0x8001EA3C

i.e replace the red lines with something like a lis or addis with our custom values such as 0,0,15,31,15,0,0.


The hard part will be confirming which one corresponds to which coefficient, and the correct opcodes as I noticed sometimes lis has opcode 3C or 3D depending on which register it's loading to... I think it might be due to the opcode being < 8 bits wide?
great work man, but now I want to know how to replace that sort of things of the "vfilter" found in the uncompressed 00000001.app file in a hex editor for increasing brightness in newer Wii VC releases of NES games (Super Mario Bros. 3, Metroid, Adventure Island 1, NES Play Action Football (4-players game), Bubble Bobble, Mega Man 2, Ninja Gaiden, Castlevania, Castlevania II: Simon's Quest and others).

I think if hex value 31 doesn't work so much on brighting you can use hex values 3C or 3D for increasing still more brightness to the game. My friend @Zorg1996 saw it in Metroid NES game injected in Kirby's Adventure NTSC

EDIT: @Zorg1996 told me that hex value 16 is number 22 in decimal number, hex value 31 is number 49 in decimal number, hex value 3C is number 60 in decimal number and hex value 3D is number 61 in decimal number.
 
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@SaulFabre

I checked USA and EUR versions of Metroid (NES WiiWare).

As you've correctly observed, this game does not respond to patching of GXRenderModeObj->vfilter (the method I advised in previous comment).

As you've also observed, when opening the Wii home menu it applies our patched GXRenderModeObj->vfilter, but after closing it, the game then explicitly loads another vfilter which isn't in any of our patched GXRenderModeObj->vfilters.

My vfilter byte sigs aren't detecting any other lone rogue vfilters inside 01.app, so my guess is the game is explicitly defining the vfilter at runtime in such way the compiler couldn't put it as a complete string in the 01.app, so we can't find it by searching for vfilter strings.

In this case the only solution I know of is to patch GXSetCopyFilter with our custom values. I would need to spend the good part of a day working on that. I'm not sure when I'll have time for it, but I'll let you know if or when I make any progress.
 
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@SaulFabre

I checked USA and EUR versions of Metroid (NES WiiWare).

As you've correctly observed, this game does not respond to patching of GXRenderModeObj->vfilter (the method I advised in previous comment).

As you've also observed, when opening the Wii home menu it applies our patched GXRenderModeObj->vfilter, but after closing it, the game then explicitly loads another vfilter which isn't in any of our patched GXRenderModeObj->vfilters.

My vfilter byte sigs aren't detecting any other lone rogue vfilters inside 01.app, so my guess is the game is explicitly defining the vfilter at runtime in such way the compiler couldn't put it as a complete string in the 01.app, so we can't find it by searching for vfilter strings.

In this case the only solution I know of is to patch GXSetCopyFilter with our custom values. I would need to spend the good part of a day working on that. I'm not sure when I'll have time for it, but I'll let you know if or when I make any progress.
Ok i will wait for it, I'm really interested in brighten NES games in Wii VC :D
With the problem of the too brighten HOME Menu, my friend @Zorg1996 solved it by only replacing the first hex values 00001516150000 with hex values 000015XX150000 (where XX is the hex value you want for increase brighting, ex. 31, 3C, 3D) and the game brightness will increase while playing without brighting too much the HOME Menu (tested in Kirby's Adventure NTSC and Super Mario Bros. NTSC).
 
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I think the 256x240 is square pixels and needs to be horizontally widened by 10% to compensate for NTSC pixels being 10% skinnier than square.

HDMI 480p has square pixels. NTSC doesn't have pixels at all as it's an analogue TV standard.

The NES can output whatever pixel shape it wants based on it's pixel clock, although it was common to pick a value that avoids interference between the luminance and chrominance in the composite signal (which means you would never choose square pixels).

People designing art for games might have been using square graph paper or a computer system with square pixels & CRT's commonly had h-size and v-size adjustments anyway, so there is no single way to display every single game as the original artist intended when they placed the pixels.

I run a commodore 64 in widescreen on my 16:9 screen and find it looks better than running in 4:3, because commodore 64 pixels are skinny and it has huge top and bottom borders in pal. The widescreen on my tv zooms and crops the image in a way that I find pleasing, but I do not dare post pictures of it online as it triggers a load of people.

So display it how you want, aesthetics are more important than technical details & it's your eyes that have to look at it.
 
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NoobletCheese

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HDMI 480p has square pixels. NTSC doesn't have pixels at all as it's an analogue TV standard. The NES can output whatever pixel shape it wants...


The HDMI spec allows arbitrary timings as well, such as those used by Retrotink and OSSC. Most displays implement only the primary and secondary timings though, which according to section 6 of the HDMI spec includes 720x480 for 480p.

Square pixels for 16:9 would be 854x480, so if you've captured some HDMI 480p and seen that resolution, I'd wager it's the capture device/software stretching it to 854 for display on a square pixel monitor. 4:3 square pixels is 640x480, but this wouldn't be sufficient for games with viWidth > 640 eg. Mario Galaxy, or content like broadcast SDTV or DVD which can use up to 720 wide.

Then there is the curious case of 704x480. According to a Wikipedia article it's supposed to be pillarboxed into the center of 720x480. But no source is given for this claim, and it contradicts some of my own observations. I suspect it's poorly standardised where some devices are treating 702 and 720 interchangeably and others aren't, such as SMPTE 259M which specifies 720 'active' pixels for SDI (digital format used by TV broadcasters).

Pixel just means picture element, so when the analogue waveform changes, that signals the start of a new picture element. The data is fuzzy and noisy due to the compression/encoding, but it's still trying to convey a discrete colour at a discrete location on the screen.

So display it how you want


Artistic intent tho.
 
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@NoobletCheese any progress with brighten the newer NES Wii VC WADs?

These are some of the confirmed NES Wii VC WADs which procedure you told me for increase brightness doesn't work: (NTSC & PAL versions)
  • Super Mario Bros. 3
  • Metroid
  • Adventure Island 1
  • NES Play Action Football (4-players game)
  • Bubble Bobble
  • Mega Man 2
  • Mega Man 5
  • Ninja Gaiden
  • Castlevania
  • Castlevania II: Simon's Quest
  • Metal Slader Glory (Japan)
  • Double Dragon
  • Double Dragon II: The Revenge
  • some other WADs
I really want to see these NES VC games for Wii with the original NES brightness :)
 
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@SaulFabre
Wow that's a lot of games — good discovery. Before this it seemed GXSetcopyfilter patching was largely unnecessary but now I'm not so sure :unsure:

Should have something for you by the end of the week.

edit: btw if it does work, it will affect everything including the Wii sysmenus.
 
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Then there is the curious case of 704x480. According to a Wikipedia article it's supposed to be pillarboxed into the center of 720x480.

It's left over from crt overscan. There seem to be some competing standards that disagree with each other http://renomath.org/video/linux/aspect/

I suspect that TV manufactures have implemented it randomly.

Pixel just means picture element, so when the analogue waveform changes, that signals the start of a new picture element.

Not really, the NES still thinks it's outputting 256x240 pixels even if they are all black and there are no changes in the analogue waveform. There really is no concept of a pixel in analogue video, you could have each pixel a slightly different width and the analogue receiver would not care. You'll run into the dot mask on a color CRT, but I don't think they were standardized sizes. The LCD will be sampling the analogue signal, which a cheap "sample once per pixel and just display it" will look terrible (again I don't think this sampling is standardized, but I guess it would have some kind of bilinear filter).

Artistic intent tho.

If you want to ask each artist how he intended the image to look then go ahead, but don't assume their intent was for it to appear how it appeared on a NES in the 1980's. I doubt they cared as long as they got $$$.
 

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[QUOTE = "NoobletCheese, publicación: 9503226, miembro: 460917"] [USER = 562049] @ void89 [/ USER]

En caso de que se quede atascado, aquí hay un resumen rápido del procedimiento.

- Debe ser la versión NTSC del juego.

- Si su consola no es NTSC, necesitará parchear el WAD del juego con Custom NAND Loader

- Cree un archivo llamado WR9E.txt y pegue los códigos de trucos de Superrsonic en él:

[código]
WR9E
Mega Man 9 NTSC

Fuerza 480p
28295b94 00000280
00295b93 00000002
00295ba7 00000000
e0000000 80008000

Desactivar el filtro antiparras
28295bc2 00000808
06295bc2 00000007
00001516 15000000
e0000000 80008000

16: 9 corrección de píxeles, parte 1
203016b0 028001e0
043016b0 029a01e0
e0000000 80008000

16: 9 corrección de píxeles, parte 2
2039b264 028001e0
0439b264 029a01e0
e0000000 80008000

4: corrección de 3 píxeles, parte 1
203016b0 028001e0
043016b0 020001e0
e0000000 80008000

4: corrección de 3 píxeles, parte 2
2039b264 028001e0
0439b264 020001e0
e0000000 80008000
[/código]


- Copie WR9E.txt a SD: / txtcodes

- En la configuración de ULGX para Megaman 9, abra Ocarina y habilite los primeros 4 códigos de trampa (o intercambie los últimos 2 si su Wii está configurado en 4: 3) y haga clic en Crear

- En la configuración de carga de juegos ULGX para Megaman 9, habilite Ocarina

- En la configuración de carga de juego ULGX para Megaman 9, configure el modo de video en NTSC480p (por alguna razón, esto es necesario, de lo contrario, las pantallas negras del juego para mí, incluso si parcheo la 01.app del juego a 480p)

- En la configuración del cargador global ULGX, asegúrese de que el lanzador de canales esté configurado en dol principal (debería serlo de forma predeterminada).


Si todavía está atascado con 480i o el filtro deflicker activado, entonces tendrá que parchearlos manualmente fuera de 01.app usando wwcxtool.exe y un editor hexadecimal (hice esto, pero no creo que sea necesario ya que el los códigos de trucos deberían encargarse de eso de todos modos, @ yo si no funciona para ti). [/ QUOTE]
View attachment 266430 View attachment 266432
View attachment 266431 View attachment 266429

I got to create a Gecko Code that let us fix the width of Mega Man 10, so now we can play 9 and 10 correctly, combined with the 480p modification and removing the VFilter! It looks so much better now...

Here's the code:

Code:
WRXE
Mega Man 10

Game width1 640 to 512 4:3 [SuperrSonic & Maeson]
2046bb24 028001e0
0446bb24 020001e0
e0000000 80008000

Game width2 640 to 512 4:3 [SuperrSonic & Maeson]
2050d680 028001e0
0450d680 020001e0
e0000000 80008000

It is a variation of SuperrSonic's code for MM10. It took a bit to find the right spot, but it was worth it!
The first code is for 4:3, and it works great on real hardware.

Funny thing is, both 4:3 and 16:9 grab the data from the same place, but each require a different code to be made. My Wii is set to 4:3 so I haven't tried it yet. Just in case, here's a preliminar 16:9 code that might work:

Code:
WRXE
Mega Man 10

Game width1 492 to 512 16:9 [SuperrSonic & Maeson]
2046bb24 028001e0
0446bb24 029a01e0
e0000000 80008000

Game width2 492 to 512 16:9 [SuperrSonic & Maeson]
2050d680 028001e0
0450d680 029a01e0
e0000000 80008000

Here's SS' code for MM9, before it gets buried on the USB Loader GX thread:

Code:
WR9E
Mega Man 9

Game width1 640 to 512
203016b0 028001e0
043016b0 020001e0
e0000000 80008000

Game width2 640 to 512
2039b264 028001e0
0439b264 020001e0
e0000000 80008000
//Both must be enabled to work correctly. Wii must be set to 4:3 mode.

Game width1 492 to 512 (Wii set to 16:9)
203016b0 028001e0
043016b0 029a01e0
e0000000 80008000

Game width2 492 to 512 (Wii set to 16:9)
2039b264 028001e0
0439b264 029a01e0
e0000000 80008000
//Both must be enabled to work correctly. Wii must be set to 16:9 mode.
Hello, I am interested in this too, I would like that the Mega Man 9 PAL that is in Spanish language can also make those changes such as removing the filter and showing it at 480p, do you think it can be done?
 

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@SaulFabre @Zorg1996

For WiiWare Metroid (NES) the max RGB value appears to be 182
ZCK00Q.png


Calculate middle coefficient
(((255 / 182) x 64) - 21 - 21) = 48 = 0x30

New vfilter
00 00 15 30 15 00 00
AA BB CC DD EE FF GG


Rearrange to
AA EE BB CC FF DD GG
00 15 00 15 00 30 00


In 00000001.app find
418200408886000088060004508B06BE88660001500C06BE88A60002506B3532886600058886000350AB63A688060006506C3532508B921A500C63A648000020

Replace with
60000000388000AA380000EE508B06BE386000BB500C06BE38A000CC506B3532386000FF388000DD50AB63A6380000GG506C3532508B921A500C63A648000020

This should work for most games as it's a mod of GXSetCopyFilter which is found in all games so far.

As mentioned, the Wii sysmenu overlays will also get the new vfilter which is undesirable in this case. It may be possible to workaround this by sacrificing the first half of GXSetCopyFilter which sets antialiasing which is not used for these games, and replacing it with some custom code to set a different filter if the sysmenu is calling it (determined by arg3 being true/false -- in the case of Metroid the game calls it with false; the sysmenu with true). This may need to be adjusted per-game so I'm not sure it's worth the effort.
 
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SaulFabre

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@SaulFabre @Zorg1996

For WiiWare Metroid (NES) the max RGB value appears to be 182
ZCK00Q.png


Calculate middle coefficient
(((255 / 182) x 64) - 21 - 21) = 48 = 0x30

New vfilter
00 00 15 30 15 00 00
AA BB CC DD EE FF GG


Rearrange to
AA EE BB CC FF DD GG
00 15 00 15 00 30 00


In 00000001.app find
418200408886000088060004508B06BE88660001500C06BE88A60002506B3532886600058886000350AB63A688060006506C3532508B921A500C63A648000020

Replace with
60000000388000AA380000EE508B06BE386000BB500C06BE38A000CC506B3532386000FF388000DD50AB63A6380000GG506C3532508B921A500C63A648000020

This should work for most games as it's a mod of GXSetCopyFilter which is found in all games so far.

As mentioned, the Wii sysmenu overlays will also get the new vfilter which is undesirable in this case. It may be possible to workaround this by sacrificing the first half of GXSetCopyFilter which sets antialiasing which is not used for these games, and replacing it with some custom code to set a different filter if the sysmenu is calling it (determined by arg3 being true/false -- in the case of Metroid the game calls it with false; the sysmenu with true). This may need to be adjusted per-game so I'm not sure it's worth the effort.
@NoobletCheese
When tried to replace those hex values with the new hex values you told me, the HxD hex editor throws me "a hex vaue is invalid". I think it's the GG value, which doesn't exist in hex.
Can you correct these hex values please?
EDIT: I'm using HxD Hex Editor

EDIT2: Nevermind, I've saw how that "hex values" you told me work

Taking from the "vfilter" and your rearrangement, i've saw what does the hex values AA, BB, CC, DD, EE, FF and GG mean.

Your example code was:

60000000388000AA380000EE508B06BE386000BB500C06BE38A000CC506B3532386000FF388000DD50AB63A6380000GG506C3532508B921A500C63A648000020

So I took the hex values of the "vfilter" that you rearranged and replaced the letters you said and I got:

600000003880000038000015508B06BE38600000500C06BE38A00015506B3532386000003880003050AB63A638000000506C3532508B921A500C63A648000020

Okay, I've got these values and replaced the strings you told me with your new code that I now understood and this happens when tried that sort of things in the USA (NTSC) Wii VC release of Super Mario Bros. 3: (i didn't test it in Metroid but maybe later I will)

SMB3 NES Wii VC DARK.PNG SMB3 NES Wii VC NO DARK yay TEST1.PNG

But, again, the HOME Menu also brightens too much, even the emanual files are too bright, which is so annoying, as shown here:

too bright HOME Menu SMB3 Wii.PNG

However it doesn't brighten too much the Wii System Menu, only brightens the game and, by any reason, the HOME Menu, NOT the Wii System Menu.

Tell me if you can solve the bug of the brightness of the HOME Menu for make only the game brighten.

Greetings
 
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@NoobletCheese
When tried to replace those hex values with the new hex values you told me, the HxD hex editor throws me "a hex vaue is invalid". I think it's the GG value, which doesn't exist in hex.
Can you correct these hex values please?
EDIT: I'm using HxD Hex Editor

The values AA BB CC DD etc. are to show the order in which to paste the values in after rearranging them.

So where it says GG, paste 00, since:
AA EE BB CC FF DD GG
00 15 00 15 00 30 00

^
 
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The values AA BB CC DD etc. are to show the order in which to paste the values in after rearranging them.

So where it says GG, paste 00, since:
AA EE BB CC FF DD GG
00 15 00 15 00 30 00

^
Ah ok thanks i've understood it
I've edited again my last post before this post ;)

Look at this edit
@NoobletCheese
When tried to replace those hex values with the new hex values you told me, the HxD hex editor throws me "a hex vaue is invalid". I think it's the GG value, which doesn't exist in hex.
Can you correct these hex values please?
EDIT: I'm using HxD Hex Editor

EDIT2: Nevermind, I've saw how that "hex values" you told me work

Taking from the "vfilter" and your rearrangement, i've saw what does the hex values AA, BB, CC, DD, EE, FF and GG mean.

Your example code was:

60000000388000AA380000EE508B06BE386000BB500C06BE38A000CC506B3532386000FF388000DD50AB63A6380000GG506C3532508B921A500C63A648000020

So I took the hex values of the "vfilter" that you rearranged and replaced the letters you said and I got:

600000003880000038000015508B06BE38600000500C06BE38A00015506B3532386000003880003050AB63A638000000506C3532508B921A500C63A648000020

Okay, I've got these values and replaced the strings you told me with your new code that I now understood and this happens when tried that sort of things in the USA (NTSC) Wii VC release of Super Mario Bros. 3: (i didn't test it in Metroid but maybe later I will)

View attachment 267912 View attachment 267913

But, again, the HOME Menu also brightens too much, even the emanual files are too bright, which is so annoying, as shown here:

View attachment 267914

However it doesn't brighten too much the Wii System Menu, only brightens the game and, by any reason, the HOME Menu, NOT the Wii System Menu.

Tell me if you can solve the bug of the brightness of the HOME Menu for make only the game brighten.

Greetings

--------------------- MERGED ---------------------------

@NoobletCheese
When tried to replace those hex values with the new hex values you told me, the HxD hex editor throws me "a hex vaue is invalid". I think it's the GG value, which doesn't exist in hex.
Can you correct these hex values please?
EDIT: I'm using HxD Hex Editor

EDIT2: Nevermind, I've saw how that "hex values" you told me work

Taking from the "vfilter" and your rearrangement, i've saw what does the hex values AA, BB, CC, DD, EE, FF and GG mean.

Your example code was:

60000000388000AA380000EE508B06BE386000BB500C06BE38A000CC506B3532386000FF388000DD50AB63A6380000GG506C3532508B921A500C63A648000020

So I took the hex values of the "vfilter" that you rearranged and replaced the letters you said and I got:

600000003880000038000015508B06BE38600000500C06BE38A00015506B3532386000003880003050AB63A638000000506C3532508B921A500C63A648000020

Okay, I've got these values and replaced the strings you told me with your new code that I now understood and this happens when tried that sort of things in the USA (NTSC) Wii VC release of Super Mario Bros. 3: (i didn't test it in Metroid but maybe later I will)

View attachment 267912 View attachment 267913

But, again, the HOME Menu also brightens too much, even the emanual files are too bright, which is so annoying, as shown here:

View attachment 267914

However it doesn't brighten too much the Wii System Menu, only brightens the game and, by any reason, the HOME Menu, NOT the Wii System Menu.

Tell me if you can solve the bug of the brightness of the HOME Menu for make only the game brighten.

Greetings
Have you saw my edit? And do you know how to avoid this method brighten too much the HOME Menu and the emanual?
 
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NoobletCheese

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However it doesn't brighten too much the Wii System Menu, only brightens the game and, by any reason, the HOME Menu, NOT the Wii System Menu.

Sorry, yes I meant Home menu. When you exit the game, System Menu will set its own vfilter 08080A0C0A0808 -- I'd really like to remove this too, but I think it's only possible with modifying PriiLoader, and risky because it would modify sysnand I presume?

Tell me if you can solve the bug of the brightness of the HOME Menu for make only the game brighten.

I'll look into it, but I'm not confident of finding a solution that would work for all games.
 
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SaulFabre

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Sorry, yes I meant Home menu. When you exit the game, System Menu will set its own vfilter 08080A0C0A0808 -- I'd really like to remove this too, but I think it's only possible with modifying PriiLoader, and risky because it would modify sysnand I presume?



I'll look into it, but I'm not confident of finding a solution that would work for all games.
Oh ok thanks
I will try to see if i can do that until I wait for your answer
Later I will also try with other NES VC games such Metroid and Castlevania II :)
 

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And do you know how to avoid this method brighten too much the HOME Menu and the emanual?


Here is a solution for Metroid to keep the home menu at normal brightness, but I don't know if it will work for those other NES games.

It just happens to work for Metroid because the game sets the vfilter on during the home menu, and off during the gameplay. Otherwise I would have no way of telling whether it was being applied from the home menu or gameplay, and this solution wouldn't work.

Find
2C0500003880005339600000900980003800005439800000508BC00E99498000500CC00E906980009949800090E980009949800091098000418200408886000088060004508B06BE88660001500C06BE88A60002506B3532886600058886000350AB63A688060006506C3532508B921A500C63A648000020

Replace with
2C0500013880005339600000900980003800005439800000508BC00E99498000500CC00E906980009949800090E98000994980009109800041820040388000AA380000EE508B06BE386000BB500C06BE38A000CC506B3532386000FF388000DD50AB63A6380000GG506C3532508B921A500C63A648000020

Where new vfilter =
00 00 15 30 15 00 00
AA BB CC DD EE FF GG
 
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SaulFabre

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Here is a solution for Metroid to keep the home menu at normal brightness, but I don't know if it will work for those other NES games.

It just happens to work for Metroid because the game sets the vfilter on during the home menu, and off during the gameplay. Otherwise I would have no way of telling whether it was being applied from the home menu or gameplay, and this solution wouldn't work.

Find
2C0500003880005339600000900980003800005439800000508BC00E99498000500CC00E906980009949800090E980009949800091098000418200408886000088060004508B06BE88660001500C06BE88A60002506B3532886600058886000350AB63A688060006506C3532508B921A500C63A648000020

Replace with
2C0500013880005339600000900980003800005439800000508BC00E99498000500CC00E906980009949800090E98000994980009109800041820040388000AA380000EE508B06BE386000BB500C06BE38A000CC506B3532386000FF388000DD50AB63A6380000GG506C3532508B921A500C63A648000020

Where new vfilter =
00 00 15 30 15 00 00
AA BB CC DD EE FF GG
Ok i'm gonna trying it with Metroid NTSC
 

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Hello, I am interested in this too, I would like that the Mega Man 9 PAL that is in Spanish language can also make those changes such as removing the filter and showing it at 480p, do you think it can be done?

Sorry but I have not had luck with that. Trying to edit the European version of the game for 480p the way we know will only result on black screen and nothing more. You could try remove the filter with the information already posted weeks ago, but I would not recommend doing so because unfiltered + interlaced picture will hurt your eyes, specially with "pixel" art games.

Tried weeks and weeks ago, tried now, same result both times. The Spanish translation is not that good anyway, it's very machine-like. I mean, it's not bad on the same level as Mega Man x6 English translation but I personally don't miss it much...

Talking about those two games, I took some time to properly test them. Thankfully they're pretty short, I've been very busy lately, that's why I haven't write here in a while.

I've beat MM9 and MM10 (NTSC versions with the process already mentioned several times here and on the USB Loader GX thread) with all the edits (480p, unfiltered, Custom Nand Loader Mod patched for any region, aspect ratio correction cheat) and work perfectly, there's no glitches or anything weird.

It's such a satisfying thing...

I tried to make patches for them but they end up being ridiculous sizes, bigger than the games themselves, which is weird because all changes are made to a single file, 00000001.app.
 

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RE: Metroid NES NTSC

@NoobletCheese, I've followed your suggestions from your message:
Here is a solution for Metroid to keep the home menu at normal brightness, but I don't know if it will work for those other NES games.

It just happens to work for Metroid because the game sets the vfilter on during the home menu, and off during the gameplay. Otherwise I would have no way of telling whether it was being applied from the home menu or gameplay, and this solution wouldn't work.

Find
2C0500003880005339600000900980003800005439800000508BC00E99498000500CC00E906980009949800090E980009949800091098000418200408886000088060004508B06BE88660001500C06BE88A60002506B3532886600058886000350AB63A688060006506C3532508B921A500C63A648000020

Replace with
2C0500013880005339600000900980003800005439800000508BC00E99498000500CC00E906980009949800090E98000994980009109800041820040388000AA380000EE508B06BE386000BB500C06BE38A000CC506B3532386000FF388000DD50AB63A6380000GG506C3532508B921A500C63A648000020

Where new vfilter =
00 00 15 30 15 00 00
AA BB CC DD EE FF GG
Seeing the vfilter and replacing the letter values, I got these hex values:

2C0500013880005339600000900980003800005439800000508BC00E99498000500CC00E906980009949800090E980009949800091098000418200403880000038000015508B06BE38600000500C06BE38A00015506B3532386000003880003050AB63A638000000506C3532508B921A500C63A648000020

Replaced the values you told me for search witht the new ones I got from your code and these are the great results:

Metroid NES NTSC DARK.PNG Metroid NES NTSC NO DARK yay TEST1.PNG

And the HOME Menu is still in normal brightness:

Metroid NES NTSC NO DARK HOME Menu normal brightness.PNG

So nice, but i was wondering if this procedure can be applied to other NES VC games too... I hope so yes :)

Greetings
 
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