The official Nintendo SDK doesn't seem to mention a 576p mode, the highest resolution PAL mode it mentions is 528i (GXPal528Int).
GXFrameBuffer.h has this note:
Code:
Revision 1.3 2006/05/18 09:40:10 urata
Added the rendermode of progressive for PAL and MPAL.
But I think it's referring to 480p 60hz PAL:
Code:
extern GXRenderModeObj GXMpal480Prog;
extern GXRenderModeObj GXEurgb60Hz480Prog;
There is no official GXPal528Prog or GXPal576Prog mode as far as I can see.
I presume blackb0x is referring to manually creating our own 576p mode by modifying the first member of GXRenderModeObj to make it VI_TVMODE(VI_PAL, VI_PROGRESSIVE) and seeing what happens, where:
Code:
#define VI_TVMODE(FMT, INT) ( ((FMT) << 2) + (INT) )
//FMT
#define VI_NTSC 0
#define VI_PAL 1
#define VI_MPAL 2
#define VI_DEBUG 3
#define VI_DEBUG_PAL 4
#define VI_EURGB60 5
//INT
#define VI_INTERLACE 0
#define VI_NON_INTERLACE 1
#define VI_PROGRESSIVE 2
i.e VI_TVMODE(VI_PAL, VI_PROGRESSIVE) = 0x06
i.e patch GXRenderModeObj->viTVMode = 0x06
Might also need to patch:
GXRenderModeObj->xFBmode (00000000=single field, 00000001=double field)
GXRenderModeObj->field_rendering (0000=off, 0001=on)
My guess is this will most likely result in a black screen or crash on game start.
@EnterpriseFreak you could try it out by patching these inside Super Mario 64 PAL's main.dol in a hex editor. I highly doubt you will get a working 576p output though, but would love to be proven wrong!
--------------------- MERGED ---------------------------
Are there any benefits to disabling the de-flicker filter in a 480i Wii game? I can't force Tenchu to 480p.
If ULGX fails to force it to 480p, it probably means we need to patch VI_Configure instead of GXRenderModeObj. I will try to do that but I'm not hopeful it won't just result in a black screen or something else, otherwise the game dev's would have just done that in the first place.