Homebrew Question High-res N64 texture importing to Retroarch?

Csmrcc

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You say "Now put them into:
\retroarch\system\mupen64plus\cache\"

But shouldnt the htc file go into \retroarch\cores\system\Mupen64plus\cache\ ?
That's right, maybe the tutorial was for another version or just little misclick
 

p1w1x

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Okay here we go:

VERY important ! I use the configs form the Master himselfe @m4xw provided here: https://m4xw.net/nextcloud/index.php/s/g663mit7LA3RwcW

1. DL the nightly build here: http://buildbot.libretro.com/nightly/nintendo/switch/libnx/
You NEED the one from 14.01.2019 (yes that IS the right format to write a date!)
NOT the one from 13.01.2019 or the one from 15.01.2019! ONLY TESTET with the one from 14.01.2019!

2. Then DL those textures:
https://emulationking.com/djipis-2016-cellshade-oot/
https://emulationking.com/djipis-2016-celda-majoras-mask-texture-pack/

3. The names have to be:
THE LEGEND OF ZELDA_HIRESTEXTURES.htc
and
ZELDA MAJORA'S MASK_HIRESTEXTURES.htc

NOTHING ELSE!!! THAT IS IMPORTANT!!!

4. Now put them into:
\retroarch\cores\system\mupen64plus\cache\
"cores" was missing Thanks to @magelof :yay:

THATS on the "root" of your SD card from the Switch!
If there is no "cache" folder ..... make on!

(One at a time not more than one! You have to decide what you want to play)

5. Now the last part:

You NEED to use this How To:
https://gbatemp.net/threads/use-atmosphere-to-access-full-ram-with-homebrews-without-nsp.521240/

Otherwise you will have RAM problems by loading RetroArch from the HB menu!

When RetroArch is running:
Start up Zelda (not important which one first! Remeber what *.htc you put into the "cache" folder!) and let it load ....... be patient!
Let it load!
Can you see the intro? Let it RUN! Patient! Now (IF you use the configs from m4xw) press booth sticks and you are in the menu.

Now look for the "Options" menu and press A

(We are ALMOST there!)

Look for "Use High-Res textures" and "Use High-Res Full Alpha Channel" and set both to TRUE

(We are ALMOST there)

Now get back with B and click A on "Close Content".

(We are ALLMOST there!)

Now load the Zelda game again ..... Looks better now does it :grog:

I hope it works for you it does for me and i'am happy with it!


P.S THANKS to all the BIG and little helpers who made the "Emulation" on th Switch possible! (From Hacking stuff to the Homebrew Dev's! You are the heroes of the Switch scene :ha:)


A last word of advice:
If you use the configs from m4xw take a look at the CPU overclock and set it to 1581MHZ it is enough i think.
You don't need the 1785MHZ ...... even if there will be no harm to your Switch! (It's a personal meaning .... so don't bite me ..... or yeah "Bit Me" :wacko:)
It works perfectly! I really appreciate it :yayswitch: I tried to run Master Quest but it seems that .rom extension is not supported by retroarch? Any help with that?
 

CameronCataclysm

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Okay here we go:

VERY important ! I use the configs form the Master himselfe @m4xw provided here: https://m4xw.net/nextcloud/index.php/s/g663mit7LA3RwcW

1. DL the nightly build here: http://buildbot.libretro.com/nightly/nintendo/switch/libnx/
You NEED the one from 14.01.2019 (yes that IS the right format to write a date!)
NOT the one from 13.01.2019 or the one from 15.01.2019! ONLY TESTET with the one from 14.01.2019!

2. Then DL those textures:
https://emulationking.com/djipis-2016-cellshade-oot/
https://emulationking.com/djipis-2016-celda-majoras-mask-texture-pack/

3. The names have to be:
THE LEGEND OF ZELDA_HIRESTEXTURES.htc
and
ZELDA MAJORA'S MASK_HIRESTEXTURES.htc

NOTHING ELSE!!! THAT IS IMPORTANT!!!

4. Now put them into:
\retroarch\cores\system\mupen64plus\cache\
"cores" was missing Thanks to @magelof :yay:

THATS on the "root" of your SD card from the Switch!
If there is no "cache" folder ..... make on!

(One at a time not more than one! You have to decide what you want to play)

5. Now the last part:

You NEED to use this How To:
https://gbatemp.net/threads/use-atmosphere-to-access-full-ram-with-homebrews-without-nsp.521240/

Otherwise you will have RAM problems by loading RetroArch from the HB menu!

When RetroArch is running:
Start up Zelda (not important which one first! Remeber what *.htc you put into the "cache" folder!) and let it load ....... be patient!
Let it load!
Can you see the intro? Let it RUN! Patient! Now (IF you use the configs from m4xw) press booth sticks and you are in the menu.

Now look for the "Options" menu and press A

(We are ALMOST there!)

Look for "Use High-Res textures" and "Use High-Res Full Alpha Channel" and set both to TRUE

(We are ALMOST there)

Now get back with B and click A on "Close Content".

(We are ALLMOST there!)

Now load the Zelda game again ..... Looks better now does it :grog:

I hope it works for you it does for me and i'am happy with it!


P.S THANKS to all the BIG and little helpers who made the "Emulation" on th Switch possible! (From Hacking stuff to the Homebrew Dev's! You are the heroes of the Switch scene :ha:)


A last word of advice:
If you use the configs from m4xw take a look at the CPU overclock and set it to 1581MHZ it is enough i think.
You don't need the 1785MHZ ...... even if there will be no harm to your Switch! (It's a personal meaning .... so don't bite me ..... or yeah "Bit Me" :wacko:)
This worked perfect for me. Just couldn't get it to run super smooth. Using Dynaric.
 

Sm0k3r83

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Anyone else get random crashes with the Zelda games? They run great for awhile but then crash and force close
 

NepsyNeptune

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1. Setting Up Textures:
  • A) There are two different texture pack formats for modern texture packs:
    • a folder of raw PNG files that are usually separated into subfolders.
    • an HTC file which is essentially a cached version of PNG files that are combined into one file - This is the file type that is going to be used by Mupen64Plus on the Switch.
  • B) Sources for Textures:
    • Sources for texture packs (with some projects being raw PNGs, and others having precompiled HTC files): EmulationKing, Textures.Emulation64, Emutalk, and Emulation64.
  • C) Converting PNG Textures to HTC Files
    • If you decide to use a texture pack that has no precompiled HTC file you will need to convert it so that it is usable on Mupen64Plus. Here is great tutorial that shows how to convert PNG texture packs into HTC files. Essentially, this requires a computer running Project64 with the GlideN64 graphic plugin which reads the textures and caches them into the HTC file which allows it to run the ROM with the textures faster. This is the file we will be using on Mupen64Plus. The process is basically:
      • Download Project64.
      • Download the GlideN64 plugin.
      • Put the plugin in the GFX folder of Project64
      • Within the menu of the program manually select GlideN64 to be used
      • Direct the plugin to the 'hires_texture', 'cache', and 'texture_dump' folders
      • Make sure that 'Save enhanced texture cache to hard disk' is checked!.
      • Run the ROM.
      • Allow the textures to load, you should see yellow text loading each one.
      • Once the rom is running, close the program and wait a moment, as some of the larger texture packs take a few seconds to compile to the HTC file.
      • In the folder you set for 'cache', you will see an HTC file named after your ROM - note that this does NOT have to match the filename of the rom!.
2. Transferring the Texture Pack to Retroarch on the Switch:
  • A) Transferring the HTC file to Mupen64Plus:
    • Access your Switch's microSD card by either a card reader or an FTP program.
    • Take the HTC file you created in the 'cache' folder and transfer it to the folder 'cache' in Retroarch>cores>system>Mupen64Plus>cache (and if that folder does not exist, create it).

3. Enabling the Hi-Res Textures in Mupen64Plus:
  • A) Enable the Setting to Allow Texture Replacement in Mupen64Plus:
    • Start Retroarch by either using the NSP provided by Retroarch, The NSP forwarding method, or by using selecting it from the Homebrew Launcher while holding the R trigger (in SXOS) - this allows the program to use all available memory.
    • Load your N64 ROM
    • While the ROM is loaded, select the Quick Menu and go the Options tab for the core
    • Enable Use High-Res textures and Use High-Res Full Alpha Channel - note that I personally had to toggle these a few times after quitting Retroarch but they eventually worked.
    • Quit Retroarch and restart the program and rom

4. F.A.Q:
  • A) Larger Texture Pack Incompatibility
    • Some texture packs larger than 1 gigabyte, such as the Majora's Mask N64HD Project, seem to approach the 1.5 gigabyte texture cache memory limit for Mupen64Plus. As such they seem to freeze (for me, at least). For this particular pack I have personally downsized some of the larger environmental texture folders by 33% and left other elements such as the UI, characters, effects, and other smaller folders untouched. This reduced the size to around 750 megabytes which works on the Switch, albeit with a long initial load time. Here is my reduced size version.
  • B) Does My Texture Pack File Name Have to Match my ROM File Name?
    • NO!, if Project 64 loads the textures and you use the identical ROM on your switch that you used to cache those textures into the HTC file, it will work regardless.
  • C) Do Dolphin Textures Work on Mupen64Plus?
    • NO!, only HTC files can be used. I don't believe that you can convert a PNG texture pack made for Dolphin's Virtual Console games to HTC without considerable effort.
Do you still Happen to have this 33% smaller MMHD pack? Or is it possible to make a new one ?
 

p1w1x

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Okay here we go:

VERY important ! I use the configs form the Master himselfe @m4xw provided here: https://m4xw.net/nextcloud/index.php/s/g663mit7LA3RwcW

1. DL the nightly build here: http://buildbot.libretro.com/nightly/nintendo/switch/libnx/
You NEED the one from 14.01.2019 (yes that IS the right format to write a date!)
NOT the one from 13.01.2019 or the one from 15.01.2019! ONLY TESTET with the one from 14.01.2019!

2. Then DL those textures:
https://emulationking.com/djipis-2016-cellshade-oot/
https://emulationking.com/djipis-2016-celda-majoras-mask-texture-pack/

3. The names have to be:
THE LEGEND OF ZELDA_HIRESTEXTURES.htc
and
ZELDA MAJORA'S MASK_HIRESTEXTURES.htc

NOTHING ELSE!!! THAT IS IMPORTANT!!!

4. Now put them into:
\retroarch\cores\system\mupen64plus\cache\
"cores" was missing Thanks to @magelof :yay:

THATS on the "root" of your SD card from the Switch!
If there is no "cache" folder ..... make on!

(One at a time not more than one! You have to decide what you want to play)

5. Now the last part:

You NEED to use this How To:
https://gbatemp.net/threads/use-atmosphere-to-access-full-ram-with-homebrews-without-nsp.521240/

Otherwise you will have RAM problems by loading RetroArch from the HB menu!

When RetroArch is running:
Start up Zelda (not important which one first! Remeber what *.htc you put into the "cache" folder!) and let it load ....... be patient!
Let it load!
Can you see the intro? Let it RUN! Patient! Now (IF you use the configs from m4xw) press booth sticks and you are in the menu.

Now look for the "Options" menu and press A

(We are ALMOST there!)

Look for "Use High-Res textures" and "Use High-Res Full Alpha Channel" and set both to TRUE

(We are ALMOST there)

Now get back with B and click A on "Close Content".

(We are ALLMOST there!)

Now load the Zelda game again ..... Looks better now does it :grog:

I hope it works for you it does for me and i'am happy with it!


P.S THANKS to all the BIG and little helpers who made the "Emulation" on th Switch possible! (From Hacking stuff to the Homebrew Dev's! You are the heroes of the Switch scene :ha:)


A last word of advice:
If you use the configs from m4xw take a look at the CPU overclock and set it to 1581MHZ it is enough i think.
You don't need the 1785MHZ ...... even if there will be no harm to your Switch! (It's a personal meaning .... so don't bite me ..... or yeah "Bit Me" :wacko:)
Now a days something changed for this tutorial? I still need the nightly build and the m4xw config instead using the latest stable version of retroarch?
 

m4xw

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Got the HTC File. Will Post it on MEGA for other Users, since you can hardly find them in that Format.

Mario 64 and Starfox

https://mega.nz/#!bB0iWI6Z!QqheGt4oEtDdyv0x_QfwdX68n6SH-2VXvJMNWdl8gJU
You can generate the HTC / HTS in mupen next just fine from PNG files, no need for PC tools, the tutorial should be fixed.

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

Also "Larger Texture Pack Incompatibility" does no longer apply, nerrel's pack works just fine (it requires the "Enhanced High-Res Texture" core options enabled in addition to the normal HD options).
Bonus points for disabling TX Cache compression in the next nightlies, to reduce stutter at the cost of bigger cache files.
 

ReacH18

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You can generate the HTC / HTS in mupen next just fine from PNG files, no need for PC tools, the tutorial should be fixed.

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

Also "Larger Texture Pack Incompatibility" does no longer apply, nerrel's pack works just fine (it requires the "Enhanced High-Res Texture" core options enabled in addition to the normal HD options).
Bonus points for disabling TX Cache compression in the next nightlies, to reduce stutter at the cost of bigger cache files.
i tried using Nerrels pack.hts but the game always crashes, do i need the pack as .htc?
 

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