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Is it possible to disable anti-aliasing in N64 games via GameShark cheats?

Discussion in 'Nintendo Game Development' started by mdmx, Feb 4, 2016.

  1. Wachenroder

    Wachenroder Member

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    nice!
     
  2. KiSM

    KiSM Newly Registered

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    Possibly dumb question does the new version of the universal patcher support PAL games?

    It doesn't seem to, nothing in the readme about it.
     
  3. saturnu

    saturnu Spirited Member

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    Sure it never was a ntsc only patcher. Some games fail to patch, there is a list some posts above.
     
    Last edited: May 8, 2016
  4. KiSM

    KiSM Newly Registered

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    The patcher doesn't state any errors, plus im using games that arent on the fail list (unless there is a second PAL list that i'm missing?).

    On both NTSC and PAL there is much more dithering visible compared to non patched however only NTSC seems to have the much sharper edges. My comparisons were done on a PVM-9044QM (which does the weird chroma horizontal offset thing when doing NTSC via my n64). Maybe this could be a 240p vs 288p issue?

    Regardless, Source checksums
    9EAD1608 | Legend of Zelda, The - Majora's Mask (Europe) (En,Fr,De,Es).z64
    E2E6823D | Legend of Zelda, The - Majora's Mask (Europe) (En,Fr,De,Es) (Rev A).z64
    B428D8A7 | Legend of Zelda, The - Majora's Mask (USA).z64


    Output Checksums (using patch.bat)

    BA1E605E | Legend of Zelda, The - Majora's Mask (Europe) (En,Fr,De,Es)_patched.z64
    E1628062 | Legend of Zelda, The - Majora's Mask (Europe) (En,Fr,De,Es) (Rev A)_patched.z64
    A918DA45 | Legend of Zelda, The - Majora's Mask (USA)_patched.z64


    Thanks a bunch for the patcher regardless <3
     
    Last edited: May 8, 2016
  5. saturnu

    saturnu Spirited Member

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    there is an output, if you use the verbose flag. you can also increase the output level by using -vv instead of -v.
     
  6. KiSM

    KiSM Newly Registered

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    Attached Files:

  7. Fandangos

    Fandangos <B>Site Supporter 2013</B>

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    When I first started collection retro games, the angry video game nerd - angry nintendo nerd back then, was the reason behind it. After so many years, so many college classes and so many jobs it was left aside.
    The RGB series made me turn on my old PVM, give life to my x-rgb mini that was stored away.

    This will sound very silly and dumb of me but: thank you for creating this show, it makes me feel good after a shit day of work. :)
     
  8. saturnu

    saturnu Spirited Member

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    both patches seems to be ok, you can ignore what's happening on 256 - the offsets should be found around line 110.

    btw. here is the de-blur bitstream for tims old RGB-DAC, maybe the pinout needs to be altered for the used cpld package.
    https://github.com/mrehkopf/n64rgb
     
  9. saturnu

    saturnu Spirited Member

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    dreimer on krikzz ed64 forum posted a more complete list including the pal ports, that are failing atm.

     
  10. KiSM

    KiSM Newly Registered

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    The five extra lines of verbose output on the NTSC rom aren't relevant?

    Here is a comparison using my Consumer Trinitron (that can handle NTSC)
    NTSC Patched | PAL Patched

    That list holds up though regardless since the patcher doesn't fail when patching the MM PAL rom and manages to produce a modified rom of sorts.
     
  11. Gentlegamer

    Gentlegamer Active Member

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    Browsing the sheet, it looks like most codes are for jp or pal versions, what's up with that?

    I need usa codes!
     
  12. Timstuff

    Timstuff Active Member

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    I picked up a Game Shark 3.3 today to play around with these AA off codes, and was initially having problems with trying to get the thing to turn on. I discovered that the reason the games weren't loading was because the carts don't like being pushed down all the way into the Gameshark, and they need a few milimeters of gap between the game cart and the GS in order to be recognized. Just throwing this little discovery out there in case anyone else picks up a GS for this, and are having the same issue.

    So far I've gotten to try Smash Bros. and Banjo Kazooie with the AA off codes. They both look great and I look forward to trying more of my library with this technique. Until someone comes out with a video deconvoluter chip for RGB, this is the next best thing.

    *EDIT* It might also be caused by the contacts being dirty. Cleaning the top slot on my GS with an N64 cleaning kit fixed the problem completely.
     
    Last edited: May 9, 2016
  13. Try4ce

    Try4ce Member

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    Thank you very much for saying so! :) It's a lot of work, but we love doing it!
     
  14. xdaniel

    xdaniel Robust Member

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    Nice work on the video, as well as the rest of the RGB series! (Actually been watching them even before this thread here; the sync episode especially was pretty enlightening, tho I still don't have the different kinds memorized :))

    Looking over the list, it seems that the majority of codes were made by mdmx, followed by myself and a few others. And while I obviously can only speak for myself - I am from a PAL country (Germany) so most of the games I own are PAL, with some US and JPN games in between - I'd assume that mdmx is in a similar situation as I am, mostly owning PAL games.

    I could theoretically try and create more US codes for games I don't own by using ROMs and the emulator method, but I wouldn't be able to test these (no 64drive, ED64, etc) and I'm not necessarily comfortable with throwing out codes that might not work properly.
     
  15. Timstuff

    Timstuff Active Member

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    I'm sure there's plenty of people here who'd be happy to help test! I've got a Gameshark and a decent number of popular US N64 games.
     
  16. saturnu

    saturnu Spirited Member

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    uu64aap v0.4.0 update

    This is just something you can experiment with and have some fun. ^^
    I don't think it's very useful nor working with a lot of games.

    Try patching Mario 64 -> go through the door of the castle and look at the carpet or the middle stairs.
    (compare the -df version with the -kdfl version) ^^

    if you are unsure add the -v flag to check, if videolist entries are found and altered. :D

    u64aap043.zip
    https://a.pomf.cat/gwahdm.zip

    v042.PNG
     
    Last edited: Sep 5, 2016
    KiSM and Poregon like this.
  17. saturnu

    saturnu Spirited Member

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    north: original
    south: videolist patch

    [​IMG]
     
  18. Gentlegamer

    Gentlegamer Active Member

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    Anyone mind if I put in requests for some USA codes?

    Super Mario 64
    Star Wars - Shadows of the Empire
    Castlevania 64
    Star Wars - Rogue Squadron
    Goldeneye
    Perfect Dark
     
  19. Timstuff

    Timstuff Active Member

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    I'd also like to request the above codes, as well as

    Star Fox 64 V1.0 (USA)
    Jet Force Gemini (USA)
    Legend of Zelda: Ocarina of Time V1.0 (USA)
    Legend of Zelda: Majora's Mask V1.0 (USA)
    F-Zero X (USA)
    Banjo Tooie V1.0 (USA)
    Donkey Kong 64 V1.0

    If anyone has any codes they want tested, if I have the cart I'll be happy to give it a try.

    It'd also be great if we could put together a wiki article with all of the confirmed AA off codes. It'd be really helpful to people new to this thread who want to check for a code before they request it.
     
  20. MRKane05

    MRKane05 Member

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    Long time lurker, first time poster, and a little late to the party.

    Really impressed with what you've done here! While I've failed at getting Gauntlet Legends to even run on the emulator (so no codes) I'd like to ask if any of us can add to the spreadsheet or if it'd be preferred that we pass any GS codes we figure out through some members in particular?
     

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