Maybe they enabled it for the PAL ver because 50hz is a slower refresh rate and flickers even worse on a CRT than 60hz?
unlikely as the channel shows a hint which says 60hz 480i/480p onlyMaybe they enabled it for the PAL ver because 50hz is a slower refresh rate and flickers even worse on a CRT than 60hz?
C20CF210 00000009
3E408063 625249E0
8272001C C0228D90
2C130001 41820014
3E803F80 9282CE44
3E803F40 48000014
3E803F80 62940000
9282CE44 3E803F80
9282CE3C 60000000
60000000 00000000
C24E4930 00000002
C162CE3C ED0B4024
60000000 00000000
0408e4a0 38000001
0408e4cc 38000001
0414a064 38000001
0428892c 38000001
042897f8 38000001
042de078 38000001
042de290 38600001
042fcf34 38000001
044e4908 c162CE44
I know it's now possible to patch the game through WiiFlow Lite, but I'd like to do it manually just to learn the thing. But what if the *.dol file has more than one of these occurences, for example the Metroid Trilogy dols get more than one of 06060606060606060606060606060606060606060606060608080A0C0A0808Just search for every occurance of 060606060606060606060606060606060606060606060606 and 03020906030A03020906030A09020306090A09020306090A in main.dol, and look at the following 7 bytes which is the vertical filter setting, according to GXRModeObj definition in https://github.com/devkitPro/libogc/blob/master/libogc/video.c
00001516150000 = no filter
08080A0C0A0808 = Ntsc480ProgSoft
04080C100C0804 = Ntsc480ProgAa
07070C0C0C0707 = Mario Kart Wii
05050F0E0F0505 = Mario Kart Wii
20002000000000 = Mario Galaxy 1&2
The number says how much to blend the source pixel with the above/below pixel.
I'm not sure why there are 3 values for the source pixel (is it the mix of RGB?) and 2 values each for above/below pixel (luma/chroma?).
In any case, we can see the leading and trailing 0's in [0000][151615][0000] means don't blend any above/below pixels, and the middle 3 numbers sum to 64 (0x40) which is the largest 6-bit value*, so the source pixel gets passed through unmolested.
* actually 63 (0x3F) if we start from 0, so I'm not sure why the middle number is 16 instead of 15.
I have been trying to patch Donkey Kong Country without success.
I found the block which the game uses at offset 57F306, as I can modify some of the parameters there and change display mode to interlace or split the frame in 2 like in Superrsonic's image.
By default its filter is already set to 00001516150000 (disabled) but visually it still appears a bit softened and the system menu overlays are showing that too, just like Mario Kart Wii and Mario Galaxy.
No matter what values I put in there, there is no change to the image. Also tried putting values in every other video mode block to no effect. The game appears to be completely ignoring the filter setting.
I speculate the game may be calling some other API function which sets the filter manually without referencing a GXRModeObj, so changing the GXRModeObj won't work.
I think we need to use a break point with Dolphin find the address of that function so we can patch it, but I lack the knowledge to do this. Someone like @SuperrSonic or @Extrems might know...
Don't you mean prevents blurring on 480p? Interlaced TV need the deflicker or am I wrong?Hey everyone, I'm adding the new deflicker priiloader hack to ModMii, and in it's custom guides it includes a table describing each system menu hack, similar to the one seen at the bottom of this page: https://wii.guide/priiloader
This is what I have drafted so far:
Remove Deflicker: Prevents "blurring" on 480i video signals which were originally meant to prevent "flickering" on CRT TVs.
Does anyone suggest any adjustments?
I thought the deflicker was used in 480i mode to blur between odd and even lines to prevent flicker.Don't you mean prevents blurring on 480p? Interlaced TV need the deflicker or am I wrong?
@NoobletCheese and @Maeson , are you able to weigh in on this plz and thank you