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

WobblingPixels

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My first post here. Thanks for all the great work and research. :)
I am currently trying to figure out what the best way is to disable the filter and I am loosing track. So we have 3x methods as far as I can tell:

1.replace all 08080A0C0A0808 with 04041010100404

2. replace 41 82 00 40 with 48 00 00 40

3. Using python script.

Sorry as new member I can't post any links. What is currently the best way to do it? (if there is one).
 
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Maeson

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The best way is just to disable GXSetCopyFilter, then you don't need to edit video filters.

The string to modify is on previous pages, I am on the phone and I can't quite look for it now, but that should be the easiest way. That or wait for USB Loader GX to update, as it will add in an option to remove filters on the fly thanks to the research done here.

Has anyone figured out how to remove dithering on GameCube and Wii games on the Wii?

On pages from several weeks ago NoobletCheese found that for RE 4. Other games don't seem to use dithering. If anythinh, RE4 does it for being a port of a 6th gen game where that might be used to pretend to have more depth.



Besides that, I got Samurai shodown anthology at last, so I'll take a look at what Brand Newman asked for.
 

Maeson

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The dithering? No idea.

If you ask about the deflicker filter, if you force video modes (like ntsc or pal60) on Nintendont, pretty much every game will work without the filter.

The only two that do not that I know are Soul Calibur 2, and R Racing Evolution, and we found ways to edit them.
 
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ReveriePass

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I just tried Mive's python script with half dithering on Animal Crossing City Folk. The dithering is very apparent, but it looks much sharper. Going to try with no dithering now.
 

SaulFabre

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Howdy! Just KO'd the NES VC palette issue today-- it's mildly off topic but I'll keep it concise since there's demand for it.
The actual palette is stored as RGB5A3, 0x80 bytes long, and starts with 'A529 800D 840C 940B' (for a few games I checked, anyway)
For reference, in SMB2 USA the loop mapping palette ram => colors is at 0x8000F18C, and the default palette is at 0x80163BB0 (offset 0x15FCB0). Might be useful if any extra research is required-- though it really shouldn't be.
I've attached a python script to convert your favorite NES palettes to VC's format, ready to be pasted over or turned into a cheat code. If you don't want to use that, or need a quick reference, here's FirebrandX's 'Composite Direct' palette pre-formatted:
B18C804F8C119810A80BAC03A4009C608CC080E0810080E280AA800080008000D6B58D39A0BCB47AC875CC6BCCC0BD20AD8091E0820081E781B1800080008000FFFFB2BFC63FD9DFF1BFF5B8FA0DEE65DEC1C321AF47A74FA719A52980008000FFFFE39FEF7FF75FFF3FFF3EFF59FF76F7B4EBD4E3F7DFDADFDEDEF780008000

Conversion script (Python3, supports drag-n-drop):
Code:
#!/usr/bin/python3
import os, sys, argparse, struct


def main(ext_args = None):
    parser = argparse.ArgumentParser(description='Convert a NES .pal palette to Virtual Console RGB5A3 format.')
    parser.add_argument('fn_input', metavar='input',
        help='Input .pal palette file, will output to [file.pal].bin')
    args = parser.parse_args(ext_args) # if == None, will decay to sys.argv
 
    fn_input = os.path.normpath(args.fn_input)
    fn_output = fn_input + '.bin'
 
    palette = bytearray()
    with open(fn_input, 'rb') as f:
        palette = f.read()
 
    vc_palette = bytearray()
    for i in range(64):
        # get values and shift them down to 5 bits
        r = palette[(i*3) + 0] >> 3
        g = palette[(i*3) + 1] >> 3
        b = palette[(i*3) + 2] >> 3
        vc_palette +=  struct.pack(">H", (1<<15) | (r << 10) | (g << 5) | b)
 
    print("VC palette (hex string):")
    print(vc_palette.hex())
 
    with open(fn_output, 'wb') as f:
        f.write(vc_palette)
 

    print('Successfully completed!')
 
if __name__ == '__main__':
    main()

Full research process for the curious-- it's more accessible than you might think:
I took a few stabs at finding RGB888 => RGB565 converted values at first, to find the palette directly, but didn't have any luck. (This makes sense as it turned out to be RGB5A3)
Next, I decided to find palette ram => color mapping happening in the emulator. I booted up a debugging NES emu, noted some of the current palette bytes, and searched for that in a Wii VC ram dump.
I found three instances-- one which was within the bounds of the rom, another which matched that section of the ROM entirely, and a third which didn't. I suspected the third was the palette ram, so with Dolphin I put a breakpoint-on-memory-read on its first bytes. This led to finding the palette mapper func, and without even unpausing the debugger I was able to find the active palette buffer from there. Finally a simple search for this palette in the binary itself was needed, since it was in a non-static buffer, to ensure it wasn't transformed/crushed on the fly-- which it isn't.
In 01.app find
A529800D840C940Bxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Replace with
B18C804F8C119810A80BAC03A4009C608CC080E0810080E280AA800080008000D6B58D39A0BCB47AC875CC6BCCC0BD20AD8091E0820081E781B1800080008000FFFFB2BFC63FD9DFF1BFF5B8FA0DEE65DEC1C321AF47A74FA719A52980008000FFFFE39FEF7FF75FFF3FFF3EFF59FF76F7B4EBD4E3F7DFDADFDEDEF780008000

x = wildcard, may vary between games

edit: although if different games are using different palettes to begin with, replacing them all with the same palette would result in wrong colours. In that case the best option may be to modify the game's original palette to increase the peak brightness only. eg. export palette from game's 01.app, then increase brightness using a tool like this http://drag.wootest.net/misc/palgen.html , then import it back into 01.app.

Working here in code form. Using the original palette as base, and applying exposure 1.07 with PS.

33aiVJf.png
VuQcoqb.png


The waterfalls in the starting level of SMB2 are not affected by the palette, this should be expected considering that if you take the rom and try it on other emulators it uses one of the blank colors.

Code:
Super Mario Bros. 3 NTSC-U

Restored brightness palette
061e0bd0 00000080
b18c8012 88119c0f
ac0db000 ac009c60
90c08102 810080e2
80ab8000 80008000
d2748117 a01eb419
c415c80a c8a0bd00
ad8091e0 89e081e8
818f8842 80008000
fbdeb67f c5ffdddf
f1def997 fe2de668
d687bee0 a708a30f
ab18a529 80008000
ffffe37f e31eef1f
f6fffb1b fb58ef35
ef74e7b5 dfb5d777
d358ef7b 80008000

Widescreen Correction using VI
281c7cea 00000028
021c7cea 00000068
021c7cee 00000200
021c7cea 00000068
021c7cee 00000200
021c7d62 00000068
021c7d66 00000200
e0000000 80008000

No DF in HOME Menu/eManual
061c7e02 00000007
00001516 15000000
061c7e7a 00000007
00001516 15000000
061c7ef2 00000007
00001516 15000000
061c7f6a 00000007
00001516 15000000
Great work with that @SunkenSkunk, @NoobletCheese and @SuperrSonic
So i think now we can also get the original NES colors and brightness on Wii VC? Awesome and sweet! :D

So, I've tested @SunkenSkunk's new code for replacing the old values of the "dark NES color pallete" with the new colorful and bright NES color pallete, with some guidelines from @NoobletCheese.

Well, I only tried with Super Mario Bros. 3 (NTSC-U) but I think it will work on more NES Wii WADs.

@Zorg1996, have you tried these mods on your real Wii? Because I only test them in Dolphin since I can't have a Wii console :P

Here's some Dolphin screenshots of that in this comparison:

SMB3 NES Wii VC DARK.PNG SMB3 NES Wii VC NO DARK yay TESt2 WITH NES COLORS.PNG

So now it looks so colorful, and better of all, it doesn't brighten too much the HOME Menu nor the original emanual, only the game is affected by the brightness. I hope @Zorg1996 get this running successfully in his Wii.

Greetings to all :)
 
Last edited by SaulFabre,
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RE: Replacing NES dark color pallete on Wii VC

EDITED: 29-06-2021 10:12 am (GMT -05:00)

@NoobletCheese @SunkenSkunk @SuperrSonic @Zorg1996

So I decided to figure out if the same procedure can be done with more NES Wii VC games. I tested to brighten Mega Man 5 (NTSC-U), which 1.app is LZ77-compressed. I uncompressed it with wwcxtool, then searched for the A529800D840C940B values but I didn't find anything.

So, I was seeking in other NES Wii VC WADs, checked 1.app of Super Mario Bros. 3 (NTSC-U) and I saw that 1.apps of NES VC games share a same "code" for storing the "color pallete", as shown:

hex.PNG


So I suppose every NES game stores its color pallete under these found values, if you want to see it for yourself seek for the following values in hex: 00600000426F6D426C69737300000000425921C80D5341540000000000000000

Under these values you will find a 128bytes NES VC color pallete, as shown:

hex2.PNG


So I replaced these old values of the color pallete with @SunkenSkunk's custom color pallete code, as shown:

hex3.PNG


Then saved and compressed again the resulting 1.app, inserted into the MM5 WAD, and surprisinly it worked! :O

Here's some screenshots of my test in this comparison:

Mega Man 5 NES Wii VC DARK.PNG Mega Man 5 NES Wii VC NO DARK yay.PNG

Maybe this will work on most NES VC games, I suppose? I hope so yes :)

Greetings :P
 
Last edited by SaulFabre,

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Here is a summary of patches discussed in this thread starting from most recent.

29/6 Restoring full brightness for NES VC games
Relevant posts: [1][2][3]
Credits: @SunkenSkunk @SaulFabre

25/6 Removing vfilter from Wii System Menu
Relevant posts: [1]
Credits: @SuperrSonic, @XFlak

24/6 Restoring full brightness for SNES VC games
Relevant posts: [1][2][3]
Credits: @NoobletCheese, @SuperrSonic
Note: was intended for NES games but only worked on emulator, but works for SNES games on Wii hardware.

8/6 Restoring full brightness for N64 VC games
Relevant posts: [1][2][3]
Credits: @SuperrSonic, @MaeseJesus, @NoobletCheese

10/6 Fixing various pixel issues in Mega Man 9 and 10
Relevant posts: [1][2][3]
Credits: @SuperrSonic, @MaeseJesus

4/6 Removing vfilter for GameCube games
Relevant posts: [1]
Credits: @NoobletCheese
Note: Nintendont already has pretty reliable removal of vfilter, so this should only be needed for a small number of stubborn games eg. Starfox Adventures, Soul Calibur 2.

23/5 Removing dithering for Wii games
Relevant posts: [1]
Credits: @NoobletCheese

15/5 Removing vfilter for Wii games
Relevant posts: [1][2][3][4][5 - cheat code]
Credits: @NoobletCheese, @SuperrSonic
Note: @blackb0x's lastest release of USB Loader GX implements this.

General info
Hex editing dol/app files [1][2]
Patching WADs [1][2][3]
Explanation of vfilter [1]
 
Last edited by NoobletCheese,

SaulFabre

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RE: Replacing NES dark color pallete on Wii VC

EDITED: 29-06-2021 10:12 am (GMT -05:00)

@NoobletCheese @SunkenSkunk @SuperrSonic @Zorg1996

So I decided to figure out if the same procedure can be done with more NES Wii VC games. I tested to brighten Mega Man 5 (NTSC-U), which 1.app is LZ77-compressed. I uncompressed it with wwcxtool, then searched for the A529800D840C940B values but I didn't find anything.

So, I was seeking in other NES Wii VC WADs, checked 1.app of Super Mario Bros. 3 (NTSC-U) and I saw that 1.apps of NES VC games share a same "code" for storing the "color pallete", as shown:

View attachment 268568

So I suppose every NES game stores its color pallete under these found values, if you want to see it for yourself seek for the following values in hex: 00600000426F6D426C69737300000000425921C80D5341540000000000000000

Under these values you will find a 128bytes NES VC color pallete, as shown:

View attachment 268572


So I replaced these old values of the color pallete with @SunkenSkunk's custom color pallete code, as shown:

View attachment 268571

Then saved and compressed again the resulting 1.app, inserted into the MM5 WAD, and surprisinly it worked! :O

Here's some screenshots of my test in this comparison:

View attachment 268569 View attachment 268570

Maybe this will work on most NES VC games, I suppose? I hope so yes :)

Greetings :P
I have more interesting news about that... I tested with some other NES color palletes that I converted to VC format (I was able to use @SunkenSkunk's Python 3 tool for convert the .pal pallete files to VC) with my method that I found, and they worked great.

Here's some additional hex codes of NES color palletes converted to VC format:

Nestopia Emulator's YUS color pallete:

B1 8C 80 B1 88 54 9C 14 AC 0F B4 08 B4 00 A8 60 98 C0 85 20 81 40 81 21 81 09 80 00 80 00 80 00 D6 B5 89 7B A1 1F B8 9F D0 79 D8 6F D8 C4 CD 20 B5 A0 9E 00 86 40 82 26 81 F1 80 00 80 00 80 00 FF FF B2 DF CA 5F E1 DF F9 BF FD B9 FE 0E F6 64 DE E0 C7 60 AF 86 A3 90 A7 3B A5 29 80 00 80 00 FF FF E3 7F EB 5F F7 3F FF 1F FF 1D FF 38 FB 74 F3 92 E7 B2 DF D5 DB D9 DB BE DE F7 80 00 80 00

Nestopia Emulator's RGB color pallete:

B5 AD 80 92 80 1B B5 3B C8 0D D8 0D D8 80 C9 20 B5 20 91 20 81 A4 82 40 81 29 80 00 80 00 80 00 DA D6 81 BB 81 3F C8 1F D8 1F FC 12 FC 00 ED A0 C9 A0 92 40 82 40 82 CD 82 52 90 84 80 00 80 00 FF FF B6 DF CA 5F ED BF FC 1F FD BF FE 40 FE C0 EF 60 B7 60 83 E0 A7 FB 83 FF A5 29 80 00 80 00 FF FF DB 7F EE DF FE DF FE 5F FE D6 FF 72 FF E9 FF ED DB E9 CB ED A7 FB CB 7F CA 52 80 00 80 00

Restored NES Wii VC color pallete (thanks to @SuperrSonic):

B5 AD 80 13 84 11 9C 0F AC 0D B4 00 AC 00 9C 60 90 E0 81 02 81 00 80 E2 80 AC 80 00 80 00 80 00 D2 94 81 17 A0 1E B4 1A C4 16 CC 0A CC A0 C1 00 AD A0 92 00 89 E0 81 E9 81 B0 88 42 80 00 80 00 FF FF B6 9F C5 FF DD DF F5 DF FD B7 FE 2D EA 89 DA 87 C3 00 AB 28 A3 30 AB 39 A9 4A 80 00 80 00 FF FF E7 9F E7 3F EF 3F F7 1F FF 3C FF 59 EF 36 EF 94 EB B6 DF B6 DB 97 D3 59 EF 7B 80 00 80 00

FireBrandX's FBX Composite Direct color pallete:

B1 8C 80 4F 8C 11 98 10 A8 0B AC 03 A4 00 9C 60 8C C0 80 E0 81 00 80 E2 80 AA 80 00 80 00 80 00 D6 B5 8D 39 A0 BC B4 7A C8 75 CC 6B CC C0 BD 20 AD 80 91 E0 82 00 81 E7 81 B1 80 00 80 00 80 00 FF FF B2 BF C6 3F D9 DF F1 BF F5 B8 FA 0D EE 65 DE C1 C3 21 AF 47 A7 4F A7 19 A5 29 80 00 80 00 FF FF E3 9F EF 7F F7 5F FF 3F FF 3E FF 59 FF 76 F7 B4 EB D4 E3 F7 DF DA DF DE DE F7 80 00 80 00

FireBrandX's NES Classic Mini color pallete:

B1 8C 80 11 8C 33 98 4F A8 4C AC 02 A8 20 9C 81 90 C1 85 01 89 02 80 E3 80 AA 80 00 80 00 80 00 D6 B5 85 38 A4 9B B4 59 C8 55 CC 69 C8 C0 B9 40 AD A2 89 E2 8A 01 89 C9 8D 92 80 00 80 00 80 00 FF FF B2 7F C5 FF D9 BF ED BE F1 D5 F2 0B E6 64 D6 C0 BB 00 AF 29 9B 11 A6 F9 A1 08 80 00 80 00 FF FF DF 5F E7 3F EF 1F F7 1F FF 1C FB 38 F3 34 EF 73 E7 93 DF 97 DB B9 DB 9D D6 B5 80 00 80 00

Wavebeam color pallete (thanks to FireBrandX):

B5 AD 80 71 90 13 A0 11 B0 0C B0 03 AC 20 A4 40 94 C0 81 00 81 21 81 03 80 CB 80 00 80 00 80 00 DA D6 89 5A A0 DD B8 9B CC 77 D4 2C D4 A0 C5 20 B1 A0 92 00 82 20 82 08 81 D2 80 00 80 00 80 00 FF FF B2 DF BE 7F E1 FF F5 DF F9 D9 FA 2D EE 85 DE E1 C7 41 AF 67 A7 70 A7 3A A9 4A 80 00 80 00 FF FF DF 7F EB 5F F3 3F F7 1F FF 1C FF 38 FB 75 F7 94 EB B4 DF D6 DB D9 DB BE DE F7 80 00 80 00

Nintendo 3DS Virtual Console without dark enabled color pallete (thanks to @SuperrSonic):

B9 CE 90 71 80 15 A0 13 C4 0E D4 02 D0 00 BC 20 A0 A0 81 00 81 40 80 E2 8C EB 80 00 80 00 80 00 DE F7 81 DD 90 FD C0 1E DC 17 F0 0B EC A0 E5 21 C5 C0 82 40 82 A0 82 47 82 11 88 42 80 00 80 00 FF FF 9E FF AE 5F D2 3F F9 FF FD D6 FD CC FE 67 FA E7 C3 42 A7 69 AF F3 83 BB 9C E7 80 00 80 00 FF FF D7 9F E3 5F EB 3F FF 1F FF 1B FE F6 FF 75 FF 94 F3 F4 D7 D7 DB F9 CF FE C6 31 80 00 80 00

Animal Crossing NES Emulator color pallete (thanks to @SuperrSonic):

C2 10 80 17 98 17 C0 14 DC 0D D8 03 D8 00 C8 80 BC A0 80 E0 81 21 80 E4 80 AC 80 00 80 00 80 00 E7 39 81 7F A0 FF D8 D9 FC D5 FC CB FC C3 E9 20 E1 80 9D E0 8E 02 82 4C 82 18 88 42 80 00 80 00 FF FF 82 5F B6 1F E9 BF FD D9 FD B3 FD EB FE 4B FE 86 D2 E0 AB 6D A7 55 83 7F B1 8C 80 00 80 00 FF FF C2 FF DE FF EA FF FE FD FE F9 FF 16 FF 35 FF 74 E7 93 D7 B6 D7 DD DB BF EF 7B 80 00 80 00

Greetings ;)
 
Last edited by SaulFabre,

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Here is a summary of patches discussed in this thread starting from most recent.

29/6 Restoring full brightness for NES VC games
Relevant posts: [1][2]
Credits: @SunkenSkunk

25/6 Removing vfilter from Wii System Menu
Relevant posts: [1]
Credits: @SuperrSonic, @XFlak

24/6 Restoring full brightness for SNES VC games
Relevant posts: [1][2][3]
Credits: @NoobletCheese, @SuperrSonic
Note: was intended for NES games but only worked on emulator, but works for SNES games on Wii hardware.

8/6 Restoring full brightness for N64 VC games
Relevant posts: [1][2][3]
Credits: @SuperrSonic, @MaeseJesus, @NoobletCheese

10/6 Fixing various pixel issues in Mega Man 9 and 10
Relevant posts: [1][2][3]
Credits: @SuperrSonic, @MaeseJesus

4/6 Removing vfilter for GameCube games
Relevant posts: [1]
Credits: @NoobletCheese
Note: Nintendont already has pretty reliable removal of vfilter, so this should only be needed for a small number of stubborn games eg. Starfox Adventures, Soul Calibur 2.

23/5 Disabling dithering for Wii games
Relevant posts: [1]
Credits: @NoobletCheese

15/5 Disabling vfilter for Wii games
Relevant posts: [1][2][3]
Credits: @NoobletCheese, @SuperrSonic
Note: @blackb0x's upcoming release of USB Loader GX is planned to implement this.

General info
Hex editing app/dol files [1][2]
Uncompressing 00000001.app in WADs [1][2]
Explanation of vfilter [1]
I think that this info oughta be copied to another thread and pinned, because there's a lot of relevant stuff.
 

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Yeah, I think so too, if only so all the info is in a first message, quick and easy to see. I think the information is more than worth of being pinned, all these things have been stuff people have wanted to do for years.

@Brand Newman Hey, i got a bit of time to look at Samurai Shodown Anthology, but I do not bring good news.

Unlike the Metal Slug Anthology, in which the filter was put by the "Wii" itself, on Samurai Shodown Anthology it seems to be part of the individual games. Or, should I say, it's like the emulators running each game has Bilinear Filter turned on.

When editing the Main.dol I get the menu to look cleaner and sharper, so the change itself works, but the games inside the collection do not. The games are also stored in a different way than other compilation games.

Each title is stored as a AFS file, with a BIN associated, that I suppose has information on how the emulator should run the game. Also, very, very curious too, there are two copies for each game...

For each one, let's say "wii_sam1.afs" there's also a "wii_u_sam1.afs". They are almost the same size, the second one a few kb larger. It has to be a coincidence, because the game released on 2009. Still, weirded me out.

I'm honestly quite lost on what we could do, because I don't think any of what we've learnt would work.

Edit: Looking again, only 1 to 5 seem emulated. But Samurai Shodown 6 does show a difference, and it looks overall better, but you were right, the main characters look blurry (as if they used low quality sprites, or used small sprites and just stretched them with the game engine). Everything looks quite sharp except the characters battling.

I will never understand this choice. I've seen it many times across systems and years but I will never understand why they let these things slip. 6 would look great overall if not for that...
 
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It's not over yet -- stay tuned :)




The patching tool was either going to give you a [ID6].dol to launch separately with ULGX, or make you a patched copy of your original iso/wbfs, so you could always revert to your originals. But I guess it wouldn't hurt to also add an 'unpatch me' option as well.

This article shows the brightness control in Metroid and menu screen fades in Soul Calibur not working when GXSetCopyFilter is disabled
https://ppltoast.wordpress.com/2018/05/11/a-small-look-into-the-gamecubes-copy-filter/

Not a dealbreaker for me personally -- I'd still rather not have the filter -- but enough to preference the vfilter patching method as the default method, and revert to patching GXSetCopyFilter as a last resort.

Would Patch viwidth get rid of overscan?
 
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I have more interesting news about that... I tested with some other NES color palletes that I converted to VC format (I was able to use @SunkenSkunk's Python 3 tool for convert the .pal pallete files to VC) with my method that I found, and they worked great.

Here's some additional hex codes of NES color palletes converted to VC format:

Nestopia Emulator's YUS color pallete:

B1 8C 80 B1 88 54 9C 14 AC 0F B4 08 B4 00 A8 60 98 C0 85 20 81 40 81 21 81 09 80 00 80 00 80 00 D6 B5 89 7B A1 1F B8 9F D0 79 D8 6F D8 C4 CD 20 B5 A0 9E 00 86 40 82 26 81 F1 80 00 80 00 80 00 FF FF B2 DF CA 5F E1 DF F9 BF FD B9 FE 0E F6 64 DE E0 C7 60 AF 86 A3 90 A7 3B A5 29 80 00 80 00 FF FF E3 7F EB 5F F7 3F FF 1F FF 1D FF 38 FB 74 F3 92 E7 B2 DF D5 DB D9 DB BE DE F7 80 00 80 00

Nestopia Emulator's RGB color pallete:

B5 AD 80 92 80 1B B5 3B C8 0D D8 0D D8 80 C9 20 B5 20 91 20 81 A4 82 40 81 29 80 00 80 00 80 00 DA D6 81 BB 81 3F C8 1F D8 1F FC 12 FC 00 ED A0 C9 A0 92 40 82 40 82 CD 82 52 90 84 80 00 80 00 FF FF B6 DF CA 5F ED BF FC 1F FD BF FE 40 FE C0 EF 60 B7 60 83 E0 A7 FB 83 FF A5 29 80 00 80 00 FF FF DB 7F EE DF FE DF FE 5F FE D6 FF 72 FF E9 FF ED DB E9 CB ED A7 FB CB 7F CA 52 80 00 80 00

Restored NES Wii VC color pallete (thanks to @SuperrSonic):

B5 AD 80 13 84 11 9C 0F AC 0D B4 00 AC 00 9C 60 90 E0 81 02 81 00 80 E2 80 AC 80 00 80 00 80 00 D2 94 81 17 A0 1E B4 1A C4 16 CC 0A CC A0 C1 00 AD A0 92 00 89 E0 81 E9 81 B0 88 42 80 00 80 00 FF FF B6 9F C5 FF DD DF F5 DF FD B7 FE 2D EA 89 DA 87 C3 00 AB 28 A3 30 AB 39 A9 4A 80 00 80 00 FF FF E7 9F E7 3F EF 3F F7 1F FF 3C FF 59 EF 36 EF 94 EB B6 DF B6 DB 97 D3 59 EF 7B 80 00 80 00

FireBrandX's FBX Composite Direct color pallete:

B1 8C 80 4F 8C 11 98 10 A8 0B AC 03 A4 00 9C 60 8C C0 80 E0 81 00 80 E2 80 AA 80 00 80 00 80 00 D6 B5 8D 39 A0 BC B4 7A C8 75 CC 6B CC C0 BD 20 AD 80 91 E0 82 00 81 E7 81 B1 80 00 80 00 80 00 FF FF B2 BF C6 3F D9 DF F1 BF F5 B8 FA 0D EE 65 DE C1 C3 21 AF 47 A7 4F A7 19 A5 29 80 00 80 00 FF FF E3 9F EF 7F F7 5F FF 3F FF 3E FF 59 FF 76 F7 B4 EB D4 E3 F7 DF DA DF DE DE F7 80 00 80 00

FireBrandX's NES Classic Mini color pallete:

B1 8C 80 11 8C 33 98 4F A8 4C AC 02 A8 20 9C 81 90 C1 85 01 89 02 80 E3 80 AA 80 00 80 00 80 00 D6 B5 85 38 A4 9B B4 59 C8 55 CC 69 C8 C0 B9 40 AD A2 89 E2 8A 01 89 C9 8D 92 80 00 80 00 80 00 FF FF B2 7F C5 FF D9 BF ED BE F1 D5 F2 0B E6 64 D6 C0 BB 00 AF 29 9B 11 A6 F9 A1 08 80 00 80 00 FF FF DF 5F E7 3F EF 1F F7 1F FF 1C FB 38 F3 34 EF 73 E7 93 DF 97 DB B9 DB 9D D6 B5 80 00 80 00

Wavebeam color pallete (thanks to FireBrandX):

B5 AD 80 71 90 13 A0 11 B0 0C B0 03 AC 20 A4 40 94 C0 81 00 81 21 81 03 80 CB 80 00 80 00 80 00 DA D6 89 5A A0 DD B8 9B CC 77 D4 2C D4 A0 C5 20 B1 A0 92 00 82 20 82 08 81 D2 80 00 80 00 80 00 FF FF B2 DF BE 7F E1 FF F5 DF F9 D9 FA 2D EE 85 DE E1 C7 41 AF 67 A7 70 A7 3A A9 4A 80 00 80 00 FF FF DF 7F EB 5F F3 3F F7 1F FF 1C FF 38 FB 75 F7 94 EB B4 DF D6 DB D9 DB BE DE F7 80 00 80 00

Greetings ;)
I've added some more NES color palletes that are compatible with VC. The Wavebeam pallete was requested by @Zorg1996
EDIT2: I've added VC hex codes for @SuperrSonic's NES color palletes from Animal Crossing NES emulator and 3DS VC without dark enabled.
 
Last edited by SaulFabre,
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kokenhalliwell

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Thanks, I got it working!

I tried patching Resident Evil 4 Wii Edition and the difference was huge. I also tried Super Mario Galaxy, but it made no difference. I guess that Mario Galaxy doesn't use the filter in progressive mode?

It would be awesome to start building a database of some sort. I will keep on patching games and post here if/when I have the time.

Hey how are you? could you make a tutorial or upload the .dol file? You're using the PAL version right?
 
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