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. smoke monster

    smoke monster Rapidly Rising Member

    Joined:
    May 2, 2013
    Messages:
    93
    Likes Received:
    17
    That's my setup too (THS7314 RGB to Sony PVM-2030). It just shows that everyone will have their own preference. I probably prefer disabling AA on 90% of the games that I've tested so far.
     
  2. xadox

    xadox Member

    Joined:
    Jan 18, 2016
    Messages:
    5
    Likes Received:
    0
    Until now I have only quick tested some default games for less than 5 mins with @saturnu patcher.
    And there I only disabled the Dither Filter:
    ditheroff.JPG
    Maybe I have to test a little bit more to get excited :)
     
  3. Poregon

    Poregon Member

    Joined:
    Feb 17, 2016
    Messages:
    18
    Likes Received:
    10
    I guess I should specify that in the package of IPS/APS files I posted earlier, all flags were set to OFF.

    Interestingly, some games became too dark to play... I can't remember which off the top of my head, but a friend and I went through each game quickly and noticed that. I will try to catalog it next time. I wish I had a better screenshot setup.
     
  4. Visor4

    Visor4 Newly Registered

    Joined:
    Mar 6, 2016
    Messages:
    2
    Likes Received:
    0
    Hi Poregon,

    Thank you so much for posting these, as well as giving people on the krikzz forum the heads-up.

    I was wondering if you could possibly build a set that only disables AA, but leaves the dithering filter enabled. The reason I ask is because I've found some games have a "meshy" appearance, depending on the color being shown. Good examples are during fade ins/outs as well as darker games such as Goldeneye. FYI, I'm playing all of my N64 games on a 32" Sony Wega CRT via S-Video.

    Based on what I've read from some of the other posts here, I understand that YMMV when leaving the dithering filter enabled, but I'm willing to take that risk in favor of a more pleasing non-AA image.

    EDIT: Sorry, I totally missed your most recent post. It sounds like you're already aware and may be working on things.

    Cheers,
    Visor
     
  5. APE

    APE Site Supporter 2015

    Joined:
    Dec 5, 2005
    Messages:
    6,417
    Likes Received:
    141
    I get the feeling it was more a management decision and less a developer decision. It's well known that RGB was the least used connection in the US due to a lack of RGB inputs on consumer TVs. Why bother including it at all then? With the N64 they left off a handful of components effectively disabling it on the 03 and 04 boards. Later the encoder was changed and there was simply no analog RGB output anywhere.

    I doubt any engineer made this decision. It feels like a management one.
     
  6. mdmx

    mdmx Familiar Face

    Joined:
    Nov 3, 2005
    Messages:
    1,303
    Likes Received:
    29
    a few more GameShark codes.

    Cruis'n Exotica (US):
    F1047A00 2400 (M)
    8005354D 0000
    8005357D 0000
    8005354E 0032
    8005357E 0032

    Cruis'n World (PAL):
    does only work when Code-Generator is active
    DE2AD400 0000 (M)
    F12FE5E0 1000 (M)
    8034CFAD 0000
    8034CFDD 0000
    8034CFAE 0032
    8034CFDE 0032

    Donald Duck Quack Attack (PAL):
    code does only work without Expansion Pak
    8001B67D 0000
    8001B6AD 0000
    8001B67E 0032
    8001B6AE 0032

    Hydro Thunder (PAL):
    F12500C0 2400 (M)
    802679AE 0032
    802679DE 0032

    Mystical Ninja 2 (JP):
    80039B8D 0000
    80039BBD 0000
    80039B8E 0032
    80039BBE 0032

    Perfect Dark (PAL):
    FF75C000 0000 (M) - requires GS v3.3
    8006056D 0000
    8006059D 0000
    8006056E 0032
    8006059E 0032

    Rayman 2 (PAL):
    code does only work without Expansion Pak
    8001B5DD 0000
    8001B60D 0000
    8001B5DE 0032
    8001B60E 0032

    Snowboard Kids 2 (JP):
    8009B95D 0000
    8009B98D 0000
    8009B95E 0032
    8009B98E 0032

    Star Wars Episode 1 Racer (US):
    code does only work without Expansion Pak
    800A7EFD 0000
    800A7F2D 0000
    800A7EFE 0032
    800A7F2E 0032

    The following games are in 2D only. I cannot see any difference on my CRT when the codes are active.

    Dr. Mario 64 (US):
    F100D2E0 2400 (M)
    800107ED 0000
    8001081D 0000
    800107EE 0032
    8001081E 0032

    Puyo Puyo Party (JP):
    F10D2930 2400 (M)
    800E376E 0032
    800E379E 0032

    Tetris 64 (JP):
    8004919D 0000
    800491CD 0000
    8004919E 0032
    800491CE 0032
     
    Last edited: Mar 10, 2016
  7. Poregon

    Poregon Member

    Joined:
    Feb 17, 2016
    Messages:
    18
    Likes Received:
    10
    I guess I should post this here too...

    For anyone who wants to see what difference each flag makes, I built a set of all 82 combinations of flags for Star Fox 64 (attached, also on the site).

    Just a word of advice: It's easier on the Everdrive to pre-prepare 82 patches of the rom from your PC, opposed to manually patching the rom 82 different times from the Everdrive. I also did not calculate checksums on this set, so you need to disable CRC check.
     

    Attached Files:

    Last edited: Mar 10, 2016
  8. marshallh

    marshallh N64 Coder

    Joined:
    Mar 16, 2006
    Messages:
    663
    Likes Received:
    30
    I did some benchmarks with MGC Demo to see about the impact of enabling various render options.

    For all tests, VI features were disabled except for color noise dither and alpha dither in some cases (these are free operations). Audio was disabled to minimize rdram interference. Zbuffer is unused except for a few cases.

    Baseline execution time is roughly 3 minutes.
    With AA enabled at render time in the BL, but VI AA postprocessing disabled, render time averaged 90% longer.
    With AA enabled plus VI AA processing, render time averaged about 190-200% longer than baseline.
    Screenshot: http://retroactive.be/img/i/ra56d34391aaf1d7e42.png
    This is with triple buffering which allows for more effective use of render time as opposed to most N64 games which are double buffered.

    The trick is that if you are intending to fully disable AA to get notable performance gains you'll also have to go into the game's displaylists and patch all render mode calls (G_SETOTHERMODE_L gSetRenderMode and mask off 0x8). I'd guess you could even prevent some games from dropping from 30fps to 15/20fps with just this (the other common cause is too much zbuffer usage)
     
    Poregon likes this.
  9. mdmx

    mdmx Familiar Face

    Joined:
    Nov 3, 2005
    Messages:
    1,303
    Likes Received:
    29
    Castlevania Legacy of Darkness (PAL):
    code does only work in low resolution mode
    800BCA8D 0000
    800BCABD 0000
    800BCA8E 0032
    800BCABE 0032

    Shadowgate 64 (PAL):

    F109E050 2400 (M)
    800AB9AD 0000
    800AB9DD 0000
    800AB9AE 0032
    800AB9DE 0032

    Sin & Punishment (JP):
    F1046150 2400 (M)
    80060C0D 0000
    80060C3D 0000
    80060C0E 0032
    80060C3E 0032

    Zelda: Majora's Mask (PAL v1.1):
    F10969C0 2400 (M)
    FF000220 0000 (M) - requires GS v3.3
    8109825C 0000
    8109828C 0000
    8109825E 3216
    8109828E 3216

    Donkey Kong 64 (PAL):
    Must Be On (M):
    F1000204 27BD
    F1000206 FFE4
    F1000208 AFA8
    F100020a 0014
    F100020C AFA9
    F100020e 0018
    F1000210 3C1A
    F1000212 A05F
    F1000214 375A
    F1000216 3E00
    F1000218 3C08
    F100021a A07C
    F100021C 3508
    F100021e 5C00
    F1000220 241B
    F1000222 0040
    F1000224 8D09
    F1000226 0000
    F1000228 237B
    F100022a FFFF
    F100022C AF49
    F100022e 0000
    F1000230 2108
    F1000232 0004
    F1000234 1F60
    F1000236 FFFB
    F1000238 235A
    F100023a 0004
    F100023C 8FA9
    F100023e 0018
    F1000240 8FA8
    F1000242 0014
    F1000244 27BD
    F1000246 001C
    F1000248 3C1A
    F100024a A05F
    F100024C 375A
    F100024e 3E00
    F1000250 0340
    F1000252 0008
    F1000254 0000
    F1000256 0000
    81000204 3C1A
    81000206 A05F
    81000208 375A
    8100020A 3E00
    8100020C 0340
    8100020E 0008
    81000210 0000
    81000212 0000
    Dither filter & AA off:
    8001036D 0000
    8001039D 0000
    8001036E 0032
    8001039E 0032
     
    Last edited: Mar 10, 2016
  10. bobster

    bobster Active Member

    Joined:
    Nov 25, 2013
    Messages:
    44
    Likes Received:
    3
    Hi guys! I love everything that's been accomplished in this thread though I'm kind of confused. It looks like it's turned into a bit of auto patcher for ROMs? But yeah thanks for working on the gameshark codes everyone! I'm surprised I haven't seen a Super Mario 64 (US) code in the whole thread though.
     
  11. Pikmin

    Pikmin Resolute Member

    Joined:
    Dec 24, 2009
    Messages:
    936
    Likes Received:
    95
    This is quite interesting, I haven't paid too much attention before as I don't own a gameshark but now that the ROMs can be patched I can just use my 64 Drive to play these?
    Thanks for all your work!
     
  12. Poregon

    Poregon Member

    Joined:
    Feb 17, 2016
    Messages:
    18
    Likes Received:
    10
    (Download link temporarily removed.. it is reported there is a bug which I am inspecting)

    Updated archive of APS patch files. Download the attachment.
    - Only AA is disabled, all other flags are ignored.
    - Includes all patches for NTSC-U, NTSC-J, PAL Goodsets
    - Includes Aleck64 and 64DD
    - Fixed all CRCs (let me know if one does not work properly)

    Please make sure that your ROMs are in Z64 format and the names match the names of the patch files (or vice-versa).

    README.txt
    Everdrive-Ready APS patches which disable AA
    12 March 2016
    Built by Poregon
    Credits to xdaniel and saturnu for uncovering this process

    Only AA is disabled, all other flags are ignored
    Includes all patches for NTSC-U, NTSC-J, and PAL Goodsets


    DIRECTIONS:
    1. Copy the contents of this archive to the root of the SD card so that directories match.

    2. All APS patch files should go to the following directory:
    SD://ED64/AUTO/

    3. Then, press the Z button, go to Options, and enable Auto-IPS.

    4. Finally, start game normally.


    ROMS NOT SUPPORTED BY THIS RELEASE:
    NTSC_USA\007 - GoldenEye (USA).z64
    NTSC_USA\All-Star Baseball 2000 (USA).z64
    NTSC_USA\All-Star Baseball 2001 (USA).z64
    NTSC_USA\All-Star Baseball 99 (USA).z64
    NTSC_USA\Automobili Lamborghini (USA).z64
    NTSC_USA\Banjo-Kazooie (USA).z64
    NTSC_USA\Banjo-Tooie (USA).z64
    NTSC_USA\Blast Corps (USA).z64
    NTSC_USA\Conker's Bad Fur Day (USA).z64
    NTSC_USA\ECW Hardcore Revolution (USA).z64
    NTSC_USA\Extreme-G (USA).z64
    NTSC_USA\Extreme-G XG2 (USA).z64
    NTSC_USA\FIFA - Road to World Cup 98 (USA) (En,Fr,De,Es,It,Nl,Sv).z64
    NTSC_USA\FIFA Soccer 64 (USA) (En,Fr,De).z64
    NTSC_USA\Gauntlet Legends (USA).z64
    NTSC_USA\GoldeneyeX v5d.z64
    NTSC_USA\Iggy's Reckin' Balls (USA).z64
    NTSC_USA\Jeremy McGrath Supercross 2000 (USA).z64
    NTSC_USA\Ken Griffey Jr.'s Slugfest (USA).z64
    NTSC_USA\Killer Instinct Gold (USA).z64
    NTSC_USA\Kirby 64 - The Crystal Shards (USA).z64
    NTSC_USA\Legend of Zelda, The - Ocarina of Time (USA).z64
    NTSC_USA\Madden Football 64 (USA).z64
    NTSC_USA\Madden NFL 2000 (USA).z64
    NTSC_USA\Madden NFL 2001 (USA).z64
    NTSC_USA\Madden NFL 2002 (USA).z64
    NTSC_USA\Madden NFL 99 (USA).z64
    NTSC_USA\Major League Baseball featuring Ken Griffey Jr. (USA).z64
    NTSC_USA\Mario Tennis (USA).z64
    NTSC_USA\Ms. Pac-Man - Maze Madness (USA).z64
    NTSC_USA\NBA Jam 2000 (USA).z64
    NTSC_USA\NBA Jam 99 (USA).z64
    NTSC_USA\NFL QB Club 2001 (USA).z64
    NTSC_USA\NFL Quarterback Club 2000 (USA).z64
    NTSC_USA\NFL Quarterback Club 98 (USA).z64
    NTSC_USA\NFL Quarterback Club 99 (USA).z64
    NTSC_USA\NHL 99 (USA).z64
    NTSC_USA\Perfect Dark (USA).z64
    NTSC_USA\Pokemon Snap (USA).z64
    NTSC_USA\Rugrats in Paris - The Movie (USA).z64
    NTSC_USA\South Park - Chef's Luv Shack (USA).z64
    NTSC_USA\Star Wars - Shadows of the Empire (USA).z64
    NTSC_USA\Super Smash Bros. (USA).z64
    NTSC_USA\Supercross 2000 (USA).z64
    NTSC_USA\Turok - Dinosaur Hunter (USA).z64
    NTSC_USA\Vigilante 8 (USA).z64
    NTSC_USA\Vigilante 8 - 2nd Offense (USA).z64
    NTSC_USA\Virtual Chess 64 (USA) (En,Fr,Es).z64
    NTSC_USA\WWF Attitude (USA).z64
    NTSC_USA\WWF War Zone (USA).z64

    NTSC_JAPAN\007 - GoldenEye (Japan).z64
    NTSC_JAPAN\Banjo to Kazooie no Daibouken (Japan).z64
    NTSC_JAPAN\Banjo to Kazooie no Daibouken 2 (Japan).z64
    NTSC_JAPAN\Blastdozer (Japan).z64
    NTSC_JAPAN\Extreme-G (Japan).z64
    NTSC_JAPAN\Extreme-G XG2 (Japan).z64
    NTSC_JAPAN\FIFA - Road to World Cup 98 - World Cup e no Michi (Japan).z64
    NTSC_JAPAN\Gauntlet Legends (Japan).z64
    NTSC_JAPAN\Hoshi no Kirby 64 (Japan).z64
    NTSC_JAPAN\Iggy-kun no Bura Bura Poyon (Japan).z64
    NTSC_JAPAN\Itoi Shigesato no Bass Tsuri No. 1 Kettei Ban! (Japan).z64
    NTSC_JAPAN\J.League Live 64 (Japan).z64
    NTSC_JAPAN\Jikuu Senshi Turok (Japan).z64
    NTSC_JAPAN\Mario Tennis 64 (Japan).z64
    NTSC_JAPAN\Nintendo All-Star! Dairantou Smash Brothers (Japan).z64
    NTSC_JAPAN\Perfect Dark (Japan).z64
    NTSC_JAPAN\Pokemon Snap (Japan).z64
    NTSC_JAPAN\Saikyou Habu Shougi (Japan).z64
    NTSC_JAPAN\Star Wars - Teikoku no Kage (Japan).z64
    NTSC_JAPAN\Super Speed Race 64 (Japan).z64
    NTSC_JAPAN\Tokisora Senshi Turok (J) [!].z64
    NTSC_JAPAN\Zelda no Densetsu - Toki no Ocarina (Japan).z64

    PAL\007 - GoldenEye (Europe).z64
    PAL\All-Star Baseball 2000 (Europe).z64
    PAL\All-Star Baseball 99 (Europe).z64
    PAL\Automobili Lamborghini (Europe).z64
    PAL\Banjo-Kazooie (Europe) (En,Fr,De).z64
    PAL\Banjo-Tooie (Europe) (En,Fr,De,Es).z64
    PAL\Blast Corps (Europe) (En,De).z64
    PAL\Conker's Bad Fur Day (Europe).z64
    PAL\ECW Hardcore Revolution (Europe).z64
    PAL\Extreme-G (Europe) (En,Fr,De,Es,It).z64
    PAL\Extreme-G XG2 (Europe) (En,Fr,De,Es,It).z64
    PAL\FIFA - Road to World Cup 98 (Europe) (En,Fr,De,Es,It,Nl,Sv).z64
    PAL\FIFA Soccer 64 (Europe) (En,Fr,De).z64
    PAL\GameBooster 64 (Europe) (v1.1) (Unl).n64
    PAL\Gauntlet Legends (Europe).z64
    PAL\Iggy's Reckin' Balls (Europe).z64
    PAL\Jeremy McGrath Supercross 2000 (Europe).z64
    PAL\Killer Instinct Gold (Europe).z64
    PAL\Kirby 64 - The Crystal Shards (Europe).z64
    PAL\Madden Football 64 (Europe).z64
    PAL\Madden NFL 99 (Europe).z64
    PAL\Mario Tennis (Europe).z64
    PAL\NBA Jam 2000 (Europe).z64
    PAL\NBA Jam 99 (Europe).z64
    PAL\NFL Quarterback Club 2000 (Europe).z64
    PAL\NFL Quarterback Club 98 (Europe).z64
    PAL\NFL Quarterback Club 99 (Europe).z64
    PAL\NHL 99 (Europe) (En,De,Sv,Fi).z64
    PAL\Perfect Dark (Europe) (En,Fr,De,Es,It).z64
    PAL\Pokemon Snap (Europe).z64
    PAL\Rugrats in Paris - The Movie (Europe).z64
    PAL\South Park - Chef's Luv Shack (Europe).z64
    PAL\Star Wars - Shadows of the Empire (Europe).z64
    PAL\Super Smash Bros. (Europe) (En,Fr,De).z64
    PAL\Supercross 2000 (Europe) (En,Fr,De).z64
    PAL\Turok - Dinosaur Hunter (Europe).z64
    PAL\Vigilante 8 (Europe).z64
    PAL\Vigilante 8 - 2nd Offense (Europe).z64
    PAL\Virtual Chess 64 (Europe) (En,Fr,De,Es,It,Nl).z64
    PAL\WWF Attitude (Europe).z64
    PAL\WWF War Zone (Europe).z64

    64DD\Sim City 64 (J) v1.1 NESWorld.n64


    Thanks!
     
    Last edited: Mar 12, 2016
    smoke monster likes this.
  13. derekb

    derekb Well Known Member

    Joined:
    Jan 7, 2009
    Messages:
    1,964
    Likes Received:
    44
    looking forward to the fixed archive
     
  14. mdmx

    mdmx Familiar Face

    Joined:
    Nov 3, 2005
    Messages:
    1,303
    Likes Received:
    29
    The auto patcher always disables the dither filter and anti-aliasing. Some games look worse when the dither filter is disabled. With the GameShark codes you can choose which feature you'd like to disable.
     
  15. saturnu

    saturnu Spirited Member

    Joined:
    Dec 8, 2011
    Messages:
    143
    Likes Received:
    29
    Hm you can select what you want to patch, take a look at the available parameters.
     
  16. Gentlegamer

    Gentlegamer Active Member

    Joined:
    Dec 14, 2014
    Messages:
    34
    Likes Received:
    6
    Will there be a central resource for Gameshark codes, like a Google Doc or something?
     
  17. retrorgb

    retrorgb Spirited Member

    Joined:
    Jul 20, 2013
    Messages:
    160
    Likes Received:
    39
    I'd be willing to host a shared Google Doc, as well as a dedicated page on my website. Would anyone be interested? I'd planned on adding a page to my site about this anyway, as well as links to Poregon's patches...but a shared GDoc is a great idea.
     
    Gentlegamer and bobster like this.
  18. zouzzz

    zouzzz Site Supporter 2013

    Joined:
    Mar 24, 2008
    Messages:
    362
    Likes Received:
    56
    Last edited: Mar 21, 2016
    smoke monster likes this.
  19. Fandangos

    Fandangos <B>Site Supporter 2013</B>

    Joined:
    Sep 19, 2012
    Messages:
    604
    Likes Received:
    23
    Is it possible to get anamorphic widescreen via game shark codes?
     
  20. zouzzz

    zouzzz Site Supporter 2013

    Joined:
    Mar 24, 2008
    Messages:
    362
    Likes Received:
    56

Share This Page