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Rice
March 8th, 2005, 04:34
I don't want to release it as an official version, but rather as a beta version, so you guys can try and see if it can solve the base texture replication problems which was encountered in Super Smash Brothers 64.

The new debugger version has also been uploaded to the official 6.1.0 thread.

To fix the problem I am talking about here for SSB 64, you need to redump the related textures. The plugin will dump the base textures, not the replicated and enlarged textures. Texture enhancement works should be done on these new dumpped base textures.

If you want to use the debugger DLL to dump the texture, you need to find the base texture files under your D:\. The image shown in the popup image viewer window is not the base texture, but the whole replicated and enlarged texture.

You still need to enable the option "Try to Use Smaller Textures (faster)" in order for the new hires textures to work. You must also disable the option "Alternative texture size calculation".

EDIT #1:

Fix the CI bmp dump/reload problem for texture scan lines not 32bit aligned
EDIT #2:

Beta 3 fixes the mirror texture replication problem when using the "Use smaller textures" option for SSB64. it also supports for JPEG image format, and generates screen shot image files in JPEG instead of PNG. For hires project, JPEG files can be used only for *_rgb and *_a files, not for *_all or *_ci files. Paired *_rgb and *_a files must be both in same format (JPEG, PNG or BMP). To use the new beta, you need to copy the BMGlib.dll file to your emulator folder. Filename extensio for JPEG files is ".jpg", not ".jpeg".

Note:

When comparing to PNG, JPEG does not give better texture quality since it uses lossy compression. The intention to support JPEG format is to provide the 2nd option for large textures. Even JPEG files are smaller on disk (for large textures), such textures will take the same amount of memory after loaded. JPEG works better for screen shot feature then PNG. JPEG screen shot files are usually much smaller than PNG files, and we don't need a lossless screen shot anyway.


EDIT #3:

Beta 4 fixes a stupid bug (misplacing a single line) which causes the mirror hires texture replication problem with opengl.

EDIT #4:

Beta 5 adds the ability to load RGBA texture in PNG format for CI textures. Please see my following post (http://www.emutalk.net/showthread.php?p=264189#post264189) for more details about how to use it.

EDIT #5: Beta 6

Try to solve the mirrored texture replication problem again, and the minor texture dump bug reported for beta 5. The minor bug is actually a big one, especially for games using CI mirror texture but not using the "Using smaller texture" option.
Sorry for some of you. If you find some of your hires textures stop working after this beta, check the dumpped texture with the new plugin against the textures you created. The plugin need you to provide replicated textures, you may need to mirror-replicate your texture as the newly dumpped texture. (It should not be a big deal for you.)
This beta should also fix some weired problems that half dumpped texture is black, and problems with hires textures won't load because of the mirror/non-mirror texture size mismatch.


EDIT #6: Beta 7

Fix the hires texture problem with clamped textures as the bug reported by _pm_ for the link shield in SSB 64.



EDIT #7: beta 8

Try to solve the hires texture loading problem at mirroring and clamping situations (again).
Forget about the changes in beta 6. We are now back to use the base textures, not the mirror-replicated textures for the mirroring situation. This is for both CI and RGBA textures. Beta 5 was in this way for CI textures only.

The new beta 8 works in all situations as I tested.

Again, if your texture stop working after beta 8 but was working before it, try to dump it again and check your texture against the dumpped one. You may need to half your textures.

Please don't complain about the such changes. This is the reason why I call the release as a beta, which is supposed to change. And I am sure that each change is making the plugin to a better direction.


To dump a perticular texture, it is much easier to use the debugger version. This is the reason why I am included the debugger version in the release.


EDIT: for beta 9

- Display initialization messages to tell the status of texture file searching progress
- Won't remember the texture dump option value anymore. This option will be disabled when the plugin is loaded. In order to use the texture dump feature, you have to manually turn it on every time after you restart the emulator. This prevents the texture dump option is accidentally left on.
- Fix the graphic tearing problem at Super Mario head (This is a general bug in many games) and related polygon depth bias problems.
- Textures are now dumpped into subfolders and texture dump will also check into the subfolders.
- Using sorted list to manage the texture info, and using binary search to speed up texture checking/loading process. This should speed up the game when texture dump is enabled, also speed up hires texture loading a little bit.
- Palette CRC calculation is only up to the maximum palette values really used by a texture. This will reduce the duplicated texture dump for different palette CRC values.
- Other extra checking to reduce duplicated texture dump
- For Mario Kart. You want to enable the option "Fast loading tiles". The new beta will give you much better texture dump for this game because of new implementation and extra check on texture size for this game. For most textures used by this game, you can have them dumped in complete textures instead of broken sub-textures.


Edit for beta 10

I don't know why beta 9 has the bug. C++ template didn't do the job as it should do. So I have to add extra check on the Sorted List search result to make sure it is valid.
And there was no problem with the DEBUG build.
Now beta 10 should be work as beta 9 should.

I really wish this beta is the final beta.

Edit 03/26/2006

Source code is released.

Rice
March 8th, 2005, 04:40
Screen shots to show how the new beta version works.

Shot #1: No texture replacement
Shot #2: With texture replacement (I just enlarged the orginal texture by 4 times, and added some dark lines)

optimus$prime
March 8th, 2005, 10:34
great!

so i have to redump the textures
but how does this work with your 6.1.1 debugger?

_pm_
March 8th, 2005, 13:56
Thanks Rice, I'll give it a try :)

EDIT #1: Great!! The textures are dumped correctly now. :bouncy:

The screenshots below show the modified textures (4X resized and with some numbers to identify them better).

However, there is one texture that seems to be ignored (second shot). Take a look at the RAR, it seems to be that one in PNG format, and it is also a replicated version of the "Number 5" texture. Considering that it has a different filename, I think you're working on something else, so I'm not going to ask about this. Just a comment. :plain:

EDIT #2: Rice, sorry to bother again, but I didn't realize about this before :(

It seems that the beta fix adds a new bug with some textures which are replicated where they shouldn't. Please take a look at the third screenshot, at Mario's 'M' and Pikachu's face. Hope this helps. :plain:

Federelli
March 13th, 2005, 23:40
Rice, could you make it so that CI textures are dumped to a CI folder, ALL textures to ALL, rgb to rbg, and alpha to alpha?
It takes about 30 mins to load the folder with over 10000 files.

Also, if the dump folder is filled with textures (and the dump feature is enabled), the game will take hours to load, it seems as if it's checking each file inside the dump folder, for X reason. Can anything be done?

Rice
March 14th, 2005, 00:01
Federelli

All the texture files in the dump folder need to be checked in order to prevent duplicated dumpping.

cloudscapes
March 16th, 2005, 01:38
Rice:
I thought that this would make a nice feature, an option (possibly a checkbox) for the texture dump to not dump a texture if it already exists in the hires folder. Would make post-dump-cleanup a lot easier. :) Just an idea.

Thanks so much for all your hard work!

_pm_
March 17th, 2005, 04:07
Thanks a lot, Rice!! :bouncy: It seems you've finally fixed all those annoying texture replications problems! :happy:

The screenshots below show some textures which have mirrored replications (the Bonus Stages are good for this). I took at texture at random and added a yellow square to make sure the plugin was loading it.

The first is from 6.1.0. The other screenshots were taken from 6.1.1beta3, one with the DirectX renderer and the other with OpenGL.

I posted screenshots for both renderers because I found a bug in the OpenGL renderer. Maybe you already know about it, but I wanted to inform anyways. (third screenshot)
EDIT: Fixed in beta4, thanks! :)

Also, thanks for adding JPEG support to your plugin. I'll give it a try later :)
Keep the good work :)

spork9
March 18th, 2005, 06:32
Im getting an error that makes it so that all the hires textures dont show up sometimes. Whars up with that?

elitejavi
March 20th, 2005, 02:35
well, i think the problem that _pm_ was talking is gone, here is the screenshot



seeya

_pm_
March 21st, 2005, 02:38
Rice, is there any difference in speed using JPEG RGB textures instead of PNGs? Maybe it was my imagination, but using JPEG textures seem to be a bit slower here. Just asking.
Thanks.

Rice
March 21st, 2005, 02:48
Yes, JPEG is slower than PNG, but I don't think such speed difference would affect the game speed because the textures are only decompressed once.

Rice
March 21st, 2005, 07:17
Beta 5 adds the very demanded feature to replace color index textures with RGBA textures. This feature is aimed to ease the texture enhancement works on CI textures that the color palette does not change at all.

You can check this thread (http://www.emutalk.net/showthread.php?t=26643) for more discussion about color indexed textures and about why it is difficult to manupulate them.

With beta 5, you can do for color indexed textures:
- like before, provide a color indexed BMP file which uses the same palette as the original texture.
- New, to provide a 32-bit PNG file with RGBA channels, to replace the original CI texture regardless the color palette.

The PNG filename must follow the following rule:
If the original CI texture file is named as:
"Mario Kart 64#36312DD2#2#1_ci.bmp"
Then the new PNG file must be named as:
"Mario Kart 64#36312DD2#2#1_allciByRGBA.png"
The new PNG filename is ended with "_allciByRGBA.png". It must be in 32-bit.
- New, to provide a 32-bit PNG file with RGBA channels, to replace the original CI texture if the color palette table CRC value is equal to some value.

For example, the original CI texture filename is:
'Mario Kart 64#0B4A44B1#2#1_ci.bmp"
The new PNG filename must be in the format as:
"Mario Kart 64#0B4A44B1#2#1#CBF3D34E_ciByRGBA.png"
You can see that the filename contains the 2nd CRC value which is for the color palette table. You will find the similar filenames under the "texture_dump" folder.
So there are two new ways to provide PNG RGBA texture to replace the original CI textures. The way with "_allciByRGBA.png" should be used if you are sure that the texture color palette never changes, and the other way could be used if you know that the color palette changes.
If both new PNG textures and CI textures are provided in the hires_texture folder for the same original texture, the PNG textures will be used first in the way they should be used..

Of course, no matter which way you go, the new texture size must meet the requirement as 2x or 4x of the original texture size.

There are also changes for texture dump.

You will find many new files for CI textures. CI textures are dumpped in the previous way, also dumpped in new files with color palette table CRC.

So you should not leave the texture dump option on if you don't need to, otherwise the plugin could become very slow.

optimus$prime
March 21st, 2005, 14:43
Important!!!

how to convert/save a texture in 32bit png with photoshop8?

there is only 8bit and 24bit png


rice: very nice feature :happy:

cloudscapes
March 21st, 2005, 14:58
how to convert/save a texture in 32bit png with photoshop8?

there is only 8bit and 24bit png


Include an alpha channel in the channel toolbox. ;) The extra 8 bits stands for 8-bit alpha.

optimus$prime
March 21st, 2005, 15:04
Include an alpha channel in the channel toolbox. ;) The extra 8 bits stands for 8-bit alpha.

i created an alpha channel but when saving there is still 8 or 24bit

bestbiz
March 21st, 2005, 15:39
wow~
only test image.

cloudscapes
March 21st, 2005, 17:36
i created an alpha channel but when saving there is still 8 or 24bit

Are you using Save To Web, or Save As? You can save to PNG with both. As far as I can tell, you only get 8 and 24 bit in save to web.

I *think* you can save PNG alpha as simple layer transparency as well too, instead of a conventional alpha channel.

I've been using Photoshop for 12 years, but unfortunatelly have little PNG experience. ;)

Dejital
March 21st, 2005, 18:57
Awesome! It works! :party:

The new plugin dumps plenty of them though, I had to make 4 identical pictures of this car named 4 different things to make it work, cause otherwise all it did was blink the image of the car when I only put 1. Does that mean we can also animate the karts? Since it kept blinking when I only had 1?

Rice
March 21st, 2005, 19:10
For the two new ways, were you using the way like "_allciByRGBA.png", or the other way?

Dejital
March 21st, 2005, 19:24
For the two new ways, were you using the way like "_allciByRGBA.png", or the other way?I used the _allciByRGBA.png way.

Edit: Nevermind, I din't use _allciByRGBA, but _ciByRGBA. I have yet to get _allciByRGBA to work anywhere. :yucky:

Example:

Dejital
March 21st, 2005, 22:37
I'm having trouble. I've been retexturing Fifa 99 (which uses mainly ci textures) and I can't seem to get many things to work in-game. I have retextured the soccer ball, which worked, but retexturing things like grass and billboards (using the same strategy I went for with the ball), isn't working.

:paperbag:

First one works, second one doesn't (you can see I'd rather have the second):

_pm_
March 22nd, 2005, 01:10
Thanks Rice!! :)
The ci textures replacements are working as I expected :)

Rice
March 22nd, 2005, 01:14
Dejital

Try to rename the second one to "FIFA 99#E3FFB1AC#2#0_allciByRGBA.png", and make sure it is 32-bit.

Dejital
March 22nd, 2005, 01:35
That didn't work... I'm pretty sure that it's 32-bit, cause I saved it the same way I did the soccerball, but does anybody know how I can check the bits per pixel?

Rice
March 22nd, 2005, 02:12
Dejital

Your file is in 24bit, not 32bit.

To check it with Windows Explorer, right click the file, click on the popup menu item [Properties], a dialog window will open up. Click on the [Summary] tab, and then check the "Bit Depth" value. For 32-bit images, Bit Depth=32, for 24-bit images, Bit Depth=24.

I am using Windows XP sp2.

Dejital
March 22nd, 2005, 03:21
Oh, I got it. It seems whenever I try to save a png with no transparency, Paint Shop Pro automatically converts it to 24 bit. I put in a 99% pixel and it worked! A very very simple solution, I love it when it ends like this.

:icecream:

_pm_
March 22nd, 2005, 03:46
Oh, I got it. It seems whenever I try to save a png with no transparency, Paint Shop Pro automatically converts it to 24 bit. I put in a 99% pixel and it worked! A very very simple solution, I love it when it ends like this.

:icecream:
I believe you :) I had to do the same for PSP9. I wonder if PSP has a workaround for this. :huh:

Rice
March 22nd, 2005, 03:55
You can add a mask layer or something like that, than save the file. Photoshop or Paintshop usually call the alpha channel as mask layer.

Dejital
March 22nd, 2005, 05:06
:plain:

... ehh, I think erasing 1% of a pixel is a lot simpler than adding an alpha layer each time.

_pm_
March 22nd, 2005, 05:11
Rice, I found a little bug with some dumped ciByRGBA textures in SSB.
Not an important one, anyways I attach some samples if you want to take a look.

Amon_Knives
March 22nd, 2005, 17:42
Ok, for some reason I can't get anything into 32-bit. I'm using photoshop and I add an alpha channel and it still keeps it in 24-bit format. Can anyone help me?

C0bra
March 23rd, 2005, 00:27
i think the dl stopped working... might be me tho.

Weatherton
March 23rd, 2005, 10:07
I used the _allciByRGBA.png way.

Edit: Nevermind, I din't use _allciByRGBA, but _ciByRGBA. I have yet to get _allciByRGBA to work anywhere. :yucky:

Example:

Dejital, what process did you go through and what software did you use to get that to work?

Rice, will I need to make 4 identical images like Dejatil to get an individual frame to work like what Dejital had to do?

_pm_
March 23rd, 2005, 11:55
Good job Rice with the beta6, it looks like you've fixed almost all the texture replications bugs in SSB! :bouncy:

The only thing that seems to still have problems is Link's shield (little black area).

Thanks, and keep up the good work! :)

Dejital
March 23rd, 2005, 15:34
Dejital, what process did you go through and what software did you use to get that to work?

Rice, will I need to make 4 identical images like Dejatil to get an individual frame to work like what Dejital had to do?
It's very easy, but Mario Kart is the only one I've had to do that with. I'm not sure if Beta 5 has fixed the problem, but Mario Kart shot a lot of textures at me, and I tried using just one (which caused blinking) and ended up saving the same image four times to get to to not blink.

Here's my process for CI textures (which the karts are):
Dump textures
Check dumped folder
Select all the kart textures that end in _ciByRGBA
Open these textures in a drawing program and modify as I wish (4x)
Save it as 32-bit (my trick is to erase a few pixels' solidness by using an eraser at 1% intensity; and then overwriting the appropriate kart images)

Not very hard at all.
Here are the names and dimensions of the idle Yoshi kart if you want to test it:

1x: 64 X 32
4x: 256 x 128

Mario Kart 64#94AD971F#2#1#6AEB49EC_ciByRGBA.png
Mario Kart 64#94AD971F#2#1#9EB78E16_ciByRGBA.png
Mario Kart 64#94AD971F#2#1#8683A7A7_ciByRGBA.png
Mario Kart 64#94AD971F#2#1#A3CB88E0_ciByRGBA.png

These are for beta 3+, and I haven't tested beta 5 yet (it might dump less?), which I'll go test right now.

Edit: Yeah, it's the same with Beta 5.... wait, Beta 7? What?! :P

Rice
March 23rd, 2005, 15:40
Good job Rice with the beta6, it looks like you've fixed almost all the texture replications bugs in SSB! :bouncy:

The only thing that seems to still have problems is Link's shield (little black area).

Thanks, and keep up the good work! :)

Thanks for the bug report, I will have it fixed soon.

bestbiz
March 23rd, 2005, 16:10
Thank Rice. :-)

below see...

p.s
Same Beta7

Rice
March 23rd, 2005, 16:48
Beta 7 fixes the clamped texture problem.

Rice
March 23rd, 2005, 17:19
Thank Rice. :-)

below see...

p.s
Same Beta7


Bestbiz, I have checked the problem in the game. The same texture is used in the ways as non-mirrored and mirrored. The plugin isn't able to handle such situation for this moment. Please wait me to find some solutions. We will probably have beta 8 (and you might have to change your new texture back to the half size again).

Rice
March 23rd, 2005, 19:04
Beta 8 fixes the tree problem.

_pm_
March 23rd, 2005, 20:53
lol, I couldn't even try the beta7 :happy:
Thanks Rice for this ultra-fast update, I'll take a look at beta8 and see if everything is working fine in SSB :)

optimus$prime
March 23rd, 2005, 21:08
rice:thx for beta 8
glitches are gone
great work :bouncy:

_pm_
March 23rd, 2005, 22:51
Rice, I'm impressed, it seems that all the SSB textures with replications are working fine now! :bouncy: Hopefully, all the bugs with these kind of textures are gone in beta8. Excellent work, thanks a lot!!!!! :)

The following screenshots show some of the most annoying textures I've been testing since the first betas (Fire Flower included). The RAR includes some of them, to proof they're working fine. Note that the yellow lines in Mario's cap are intentional, this texture used to have the same bug than Link's shield, both are working fine now.

Again, great work, and thanks for your support!! :happy:

PD: Message #100 :party:

_pm_
March 24th, 2005, 19:41
Rice, not really important, but would you consider adding 24-bit PNG support for CI textures with no transparent areas? Paint Shop Pro 9 automatically saves the 32-bit PNGs in 24bit RGB format if the images are 100% opaque. Adding a mask layer and disabling PNG optimizations doesn't help at all. It seems that the only workarounds for this are setting the image opacity to something below 100%, or tweaking the alpha channel a bit. I hope there are no secondary effects by saving the PNGs this way.

Thanks in advance, and sorry to bother everyday. :)

Rice
March 24th, 2005, 20:42
there is an option, something like "Automatic load mask from alpha channel". After I enable this option, I have no problem to save to 32bit PNG files.

krhyluv
March 24th, 2005, 20:59
I've mentioned it elsewhere, but the new beta 8 seems less than stable. I'm getting crashes at random, and 1964 just closes itself.

rhY

Rice
March 24th, 2005, 21:40
Can you confirm if the problem is with beta 8? Try to use older beta to see if the game also crashes? Please also try:
- turn off hires loading
- check the game video setting, especially frame buffer related settings.

Which is the game anyway? What about other games?

Exodia11
March 24th, 2005, 22:26
i have a problem with wwf no mercy
here are images
*note* i get the same exact problem with 1964 so it didn't matter which emu i used
and i'm using the newset beta
http://img99.exs.cx/img99/8332/12po.png
http://img99.exs.cx/img99/5158/23pz.png

_pm_
March 24th, 2005, 23:16
there is an option, something like "Automatic load mask from alpha channel". After I enable this option, I have no problem to save to 32bit PNG files.
Thanks! That did the trick. :)

Rice
March 24th, 2005, 23:16
Please, don't report bugs not related to hires texture project in this thread.

I guess you can fix the problem easier by either finding yourself a better video card, or by trying other plugins, or by trying other combiner modes.

Kolano
March 25th, 2005, 07:03
I'm having an issue with the loading of at least one high res texture, the tiles inside the castle of SM64.

I've double checked the file names and both the dump and the replacements I'm trying to use are named "SUPER MARIO 64#6AA1BE26#0#2_all.png". The replacements are those provided by Cloudscape and by GIR. At first I thought it was due to having multiple copies of the texture, but even after removing Cloudscapes the texture is still not replaced.

I've tried in both Direct X and OpenGL modes.

j234
March 26th, 2005, 16:29
The CI to RGBA textures are looking great. Ive made a Princess Peach replacement including blinking eyes!!! for Paper Mario.

Kolano
March 26th, 2005, 18:34
Hrm, Beta 9 is some bad mojo for me. 1964 is getting hung and crashing using it. Seems to happen within seconds of starting a game...
Legend of Zelda: Gets to first opening scene with the moon setting
SM64: Gets to Mario's face
Diddy Kong Racing: Gets to logo zoom.

Federelli
March 26th, 2005, 19:58
Yup Rice, Everything in the emulation process goes to 0% a few seconds after it starts.

DarthDazDC
March 26th, 2005, 20:08
when I start super smash bros, it reaches the title screen and crashes.

Rice
March 26th, 2005, 20:14
Well, I guess I need to blame Microsoft for their C++ compiler. Please use beta 10 instead.

Kolano
March 27th, 2005, 01:11
Beta 10 now crashes when going to full screen.

j234
March 27th, 2005, 21:30
There is an old toad in the Club64 bar in Paper Mario. I want to replace him with toadsworth but the 3 textures i found don't seem to work.

http://www.emutalk.net/attachment.php?attachmentid=23153&stc=1 http://www.emutalk.net/attachment.php?attachmentid=23154&stc=1 http://www.emutalk.net/attachment.php?attachmentid=23155&stc=1

http://www.emutalk.net/attachment.php?attachmentid=23156&stc=1 http://www.emutalk.net/attachment.php?attachmentid=23157&stc=1 http://www.emutalk.net/attachment.php?attachmentid=23158&stc=1

Federelli
March 27th, 2005, 22:21
Ok got an issue with this godamn Ci textures...

The first is the texture i want to replace. The second is the one i want to replace it with. Why isn't it working?

First is named THE LEGEND OF ZELDA#EA0C751A#2#1#F87B1BB6_ciByRGBA.png
Second is named THE LEGEND OF ZELDA#EA0C751A#2#1#F87B1BB6_ciByRGBA.png (tried THE LEGEND OF ZELDA#EA0C751A#2#1_allciByRGBA.png as well, still didn't work)

Help :(.

TallgeeseIII
March 27th, 2005, 22:48
yeah, i have the same problems in OOT with link's forearm gauntlets and the stretched texture for his belt (the buckle is a seperate texture, it works, the texture going around his body doesn't) all ci textures that don't change pallettes.

Rice
March 27th, 2005, 23:20
Federelli

Are you using beta 10? Palette CRC value for beta 10 is different. If you dumpped the texture with beta 8, you may want to use the debugger to dump it again with beta 10 in order to get the new filename.

Why not just use the "allciByRGBA" solution, without the palette CRC?

Federelli
March 28th, 2005, 00:32
I dumped it with beta 10.
What do you mean with that second question? I said i tried allcibyrgba ;).

_pm_
March 28th, 2005, 02:42
Federelli, I think there is a relation between your problem and something strange I found using extremely wide textures in SSB (a good example is the DATA Tab in the Data Section of the Main Menu): Either they are ignored, or they get corrupted when displayed. If that's the case, this is an old bug (which I forgot to mention), not new in beta10.

Some comments about this:
1) The texture I want to replace with is a 4X.
2) I tried on beta10 today to confirm if the bug still existed, and found that apart from not being displayed, the bug affects other textures as well (2nd screenshot).
3) In the earlier betas (and 6.1.0), that seemed to happen only with DirectX, OpenGL didn't have any bugs EDIT: I added two more screenshots to confirm it (#4 for DirectX, #5 for OpenGL, sorry for the amount of images). Apparently, the same happens on both renderers now. Sometimes, the rightmost portion of the tab appears at the left, with wrong size.
4) My textures are RGBA, not CI.
5) The RAR includes the hires texture, in 4X and 2X versions.

Federelli, as a workaround, try reducing the image to 2X, it worked for me (third screenshot). Compared with 4X, the sharpness loss is really noticeable at 1024x768 and up, but your texture might work fine this way, and it's still better than 1X. :) I've never used 3X, anyways, I suggest you try with a 2X texture first. (Btw, looking great!)

Rice, sorry about not reporting this before. I forgot due to the workaround. :plain:

TallgeeseIII
March 28th, 2005, 03:44
whew, the bug reports keep on coming, i found some new proof of the problem with certain textures in zelda (and probably other games but zelda's the only n64 game i'm playing lately)

the textures for the forearm of link's gauntlets, belt, and hair are shown in the first picture below. these are the textures i've been having a problem with.

what i discovered is that, even though your plugin doesn't dump textures over again if they're already dumped, it does do it for these 3 textures. not for any of the other ones, i think it's a problem with the naming system or something, i believe that the plugin doesn't see these textures in the dump folder or the hi res folder, therefore it doens't load them when i replace them, and it redumps them everytime. i included a rar with the 3 textures so you can analyze them yourself, i'm sure this bug is wider than just these 3 textures.

what's interesting with the hair is that the it get's replaced in the front, but not in the back and also has the redumping problem, it's the only hair texture that get's dumped so why would it load in one place and not in another when both use the same texture...

Rice
March 28th, 2005, 05:23
_pm_

There is a problem with extra large textures. I have limited maximum texture size to 1024 for both width and height. It is not a problem if hires textures are not used. It is now a problem. I will reconsider it.

Federelli
March 28th, 2005, 05:24
TallgeeseIII, i think that even though both hair textures are the same, they are named differently in the game.

Rice, the texture in dispute is only 512

TallgeeseIII
March 28th, 2005, 05:35
it's only dumping one texture, so what can i do?

_pm_
March 28th, 2005, 06:00
Rice, the texture in dispute is only 512
He was talking about my 4X texture, which is 1088x84. Looks like your problem is different :(
Btw, are you sure that your PNG has an alpha channel? If not, try adding one. If the alpha channel dissapears after you reload the image, try tweaking it a bit (although this shouldn't be a problem in Photoshop). If you want, check if the attached texture helps. (Rice, just a comment, for some reason I still need to do that with some non-transparent CI textures in PSP, even with the "Load...from alpha channel option" you mentioned before enabled)

Rice
March 28th, 2005, 07:34
_pm_ is right. 1088x84 is wider than 1024, so that texture won't be load. I will do something about it later.

Regarding alpha channal with Paintshop Pro 8/9, I have beening reading a PSP ebook for two days. I have learned that you can:

- load mask from alpha channel, or
- open the *_a.png file together, then load mask from the opened image (Create new mask layer from image...), or
- create mask layer from current image (from a different choices)

Before you save the file, you want to delete the mask layer. When you delete the mask layer, PSP will ask you if you want to merge the mask layer to the layer below, you need to answer "yes". Then the mask layer (the alpha channel we call) will be merged.

You can also try to "Save mask layer to alpha".

By doing something like this, I don't have probably with the alpha channel anymore.

TallgeeseIII
March 28th, 2005, 07:54
ah, that makes sense, any ideas about my problem rice?

Federelli
March 28th, 2005, 07:59
My texture is 32bit, so it does have an alpha channel.

bestbiz
March 28th, 2005, 12:15
Game : SMASH BROTHERS

Different file name..

[old] -> applied.
SMASH BROTHERS#29BF0FC7#0#2_rgb.png ->

[beta10] -> not apply.
SMASH BROTHERS#84F66DC8#0#2_rgb(all).png

etc....

SMASH BROTHERS#10B9DD4B#0#2_rgb.png -> SMASH BROTHERS#84F66DC8#0#2_rgb(all).png

Also wrong another file name..

'SMASH BROTHERS#38805D71#0#2_all(rgb).png' is no match name..

_pm_
March 28th, 2005, 14:28
_pm_ is right. 1088x84 is wider than 1024, so that texture won't be load. I will do something about it later.

Regarding alpha channal with Paintshop Pro 8/9, I have beening reading a PSP ebook for two days. I have learned that you can:

- load mask from alpha channel, or
- open the *_a.png file together, then load mask from the opened image (Create new mask layer from image...), or
- create mask layer from current image (from a different choices)

Before you save the file, you want to delete the mask layer. When you delete the mask layer, PSP will ask you if you want to merge the mask layer to the layer below, you need to answer "yes". Then the mask layer (the alpha channel we call) will be merged.

You can also try to "Save mask layer to alpha".

By doing something like this, I don't have probably with the alpha channel anymore.

Thanks Rice, deleting the mask layer didn't work for me, but using "Save mask to alpha channel" does. :)
Btw, I dedicated some time to investigate it a bit more, and found a slight different way to do the same:

1) Make sure that "Load and save transparency to/from alpha channel" is enabled (File/Preferences/File Format.../PNG).
2) Make sure there is only one layer (Raster or background). If not, merge all of them.
3) Click "Mask Show All" (the icon with a mask)
4) Save Mask to Alpha Channel (Layers Menu, Load/Save Mask).

This way, you create the mask you need with a single click and you don't need to delete it before saving.
Images with transparent areas don't actually need such tasks, and they seem to be easier to handle with "layer transparency" save mode.
Btw, I think that a PSP script might help in automating these tasks a bit.

Well, enough off-topic for now, sorry about that :plain:

_pm_
March 28th, 2005, 14:58
Game : SMASH BROTHERS

Different file name..

[old] -> applied.
SMASH BROTHERS#29BF0FC7#0#2_rgb.png ->

[beta10] -> not apply.
SMASH BROTHERS#84F66DC8#0#2_rgb(all).png

etc....

SMASH BROTHERS#10B9DD4B#0#2_rgb.png -> SMASH BROTHERS#84F66DC8#0#2_rgb(all).png

Also wrong another file name..

'SMASH BROTHERS#38805D71#0#2_all(rgb).png' is no match name..
Bestbiz, the first two are working fine here.
The last one is not 38805D71, it's 21A79548!! :)
You need to make a redump of the non-matching textures. :plain:

Rice
March 28th, 2005, 18:47
_pm_

In the current beta release, OGL render works for wide textures. There is no texture size checking with OGL.

TallgeeseIII
March 28th, 2005, 21:18
awww, but what about my problem? *cries*

Rice
March 28th, 2005, 21:39
TallgeeseIII

I guess the game is using different texture replication for different part of the hair. If you have followed the texture replication problem with SSB64, you will understand that there are difficulties to deal with such texture replication usages.

To verify it, you can use the debugger versioni. You need to step to the point where the hair is rendered, then manually dump the texture. Not only base textures are dumpped, but also the replicated textures are dumpped. The debugger will open the replicated texture for you. You can then compare it to the base texture.

_pm_
March 28th, 2005, 23:17
_pm_

In the current beta release, OGL render works for wide textures. There is no texture size checking with OGL.
Rice, if you mean the beta10, it looks like something got broken here (first screenshot, using OpenGL): the tab shows but it is not placed correctly, and you need to switch characters pressing left or right to make it appear for first time.
OGL was working fine before, with the same settings, that's why I posted a 6.1.0 screenshot in my previous messages (the 6.1.0 shot is just to show it was working fine, you know that I can't use 6.1.0 due to all the replication bugs).
I wanted to help, so I tracked the problem myself trying with the old betas, and found that the bug started after beta6 (the second screenshot is from beta6, as you see, the texture loads and shows correctly). Beta8 has the bug, and I couldn't test beta7, so I guess the problem is with something you changed between beta6 and beta8.

Talking about OpenGL, I have random flickering textures with OGL renderer when playing in a stage (for example, playing Hyrule Castle in VS Mode). I couldn't take a screenshot of this, the textures seem to dissapear and reappear only for a frame. The same happens with hires textures disabled.

bestbiz
March 28th, 2005, 23:22
Bestbiz, the first two are working fine here.
The last one is not 38805D71, it's 21A79548!! :)
You need to make a redump of the non-matching textures. :plain:

Only Ricevideo6.1.1beta10 dumped non-matching textures.

EX) Karbi's Dream Land of SSB64

*Old dump(~beta9) --> texture applied
SMASH BROTHERS#A8439CF7#2#0#02B81408_ciByRGBA. png

*Redump beta10 --> not applied..
SMASH BROTHERS#F688A184#2#0_ci.bmp
SMASH BROTHERS#F688A184#2#0#02B81408_ci.bmp
SMASH BROTHERS#F688A184#2#0#02B81408_ciByRGBA. png


EX2) Yoshi's Island of SSB64

*Old dump(~beta9) --> not applied..
SMASH BROTHERS#525CA7B7#2#0#161AA6FA_ciByRGBA. png

*Redump beta10 --> texture applied
SMASH BROTHERS#525CA7B7#2#0#8871E7DA_ciByRGBA. png

strange.....

Kid A
March 29th, 2005, 01:06
I dont know why this is happening. Ricevideo6.1.1beta10 dumped geen textures. :huh:

Rice
March 29th, 2005, 02:16
I don't think there is a green texture problem. You'd better to check your own computer.

Rice
March 29th, 2005, 03:34
Rice, if you mean the beta10, it looks like something got broken here (first screenshot, using OpenGL): the tab shows but it is not placed correctly, and you need to switch characters pressing left or right to make it appear for first time.
OGL was working fine before, with the same settings, that's why I posted a 6.1.0 screenshot in my previous messages (the 6.1.0 shot is just to show it was working fine, you know that I can't use 6.1.0 due to all the replication bugs).
I wanted to help, so I tracked the problem myself trying with the old betas, and found that the bug started after beta6 (the second screenshot is from beta6, as you see, the texture loads and shows correctly). Beta8 has the bug, and I couldn't test beta7, so I guess the problem is with something you changed between beta6 and beta8.

Talking about OpenGL, I have random flickering textures with OGL renderer when playing in a stage (for example, playing Hyrule Castle in VS Mode). I couldn't take a screenshot of this, the textures seem to dissapear and reappear only for a frame. The same happens with hires textures disabled.


I tried it and I still don't have the tab placement problem on my computer here, with either DirectX or OpenGL, with hires or regular texture. I guess we will deal with it later.

TallgeeseIII
March 29th, 2005, 04:45
my hires textures flicker in ogl mode too, but i haven't seen it do it in directx at all.

_pm_
March 29th, 2005, 05:07
I tried it and I still don't have the tab placement problem on my computer here, with either DirectX or OpenGL, with hires or regular texture. I guess we will deal with it later.
Rice, I've found the cause of the problem: For some reason, when I started testing the 4X texture yesterday, I had made a fast copy of the file (CTRL+C + CTRL+V in Explorer) and I forgot to delete it.

In other words, I had two files with the same checksum:
SMASH BROTHERS#F4D6BF2B#4#0_all.png
Copy of SMASH BROTHERS#F4D6BF2B#4#0_all.png

Removing the "Copy of..." solved the problem.
And yes, it works fine in OpenGL. :)


my hires textures flicker in ogl mode too, but i haven't seen it do it in directx at all.
Well, nice to know I'm not the only one with this problem. Do you have the flickers in SSB or in other games?

TallgeeseIII
March 29th, 2005, 05:36
th only games i've tried hires textures on are ocarina of time and majora's mask and they flicker a lot in oot, especially the grass.

Rice
March 29th, 2005, 05:51
Is the dirty patch of the road flickering, or the grass flickering?

The dirty on road could flash, from machine to machine, from DirectX to opengl, because of different implementation of polygon depth offset. Some vendor has better implementation on DirectX, other vendors do it better with opengl.

There IS NO good solution for this problem. If you try other plugins, you could see similar problems.

TallgeeseIII
March 29th, 2005, 06:46
the grass, i used to have the problem with the dirt flasing with my old gfx card but this time it's definutely due to the hires textures, the grass doesn't flicker when they're turned off.

HoJu Simpson
March 29th, 2005, 10:20
I'm sure the 'flickering' is just aliasing. I replaced a lot of Wipeout textures and the game 'flickered' a lot. Turned on 'anti-aliasing' and it stopped it. Unless you're talking about something else it's that simple.

TallgeeseIII
March 29th, 2005, 13:07
we are talking about something else

KMan
March 31st, 2005, 21:53
Is there some way of resolving issues between duplicate hi-res replacement textures?

Either have a text file dumped listing what duplicates where found, or have it only use the newest one. With all of these retexturing projects going on, it's going to get messy with 4-5 variations of the same texture.

Also, is there a way to have a list of textures/files in the game's hires directory that aren't being loaded by the game? Not sure if that would be possible because it wouldn't know if it's not using a texture if it's not even getting called.

_pm_
April 1st, 2005, 14:46
Rice, any ideas about this one? (first screenshot, yellow Kirby)
It seems to happen only in OpenGL, when both Kirbys are using the "same" texture, but different palette CRCs.
Btw, the good thing is that DirectX is working fine here. (second screenshot)
Thanks

Mr.53535
April 1st, 2005, 15:33
when ever i put my own edit textures from WWF no mercy in the hires_texture files, they don't load up and I found out that the textures only work if they are 32bit. I use paint or PSP9 to edit them but when I save my edit textures they turn to 24bit, how do I make them 32bit?. thanks

Kyo
April 5th, 2005, 15:34
Is there something wrong with the pipes in the Mushroom Kingdom stage in SSB?

Kerber2k
April 5th, 2005, 22:22
Can anyone give me tips on how to dump with the b10 debug plugin. Perhaps a way to go about it more organized. This is in regards to dumping textures for goldeneye, and I noticed alot of duplicates.
Isnt there a way to dump textures into properly labled folders or somthing? Thanks for your time in advance.

Rice
April 5th, 2005, 23:05
No, all files are created in the D:\ folder. It is hard coded. The duplicates are necessary. You can delete some of them if you don't need them.

Kerber2k
April 5th, 2005, 23:13
No, all files are created in the D:\ folder. It is hard coded. The duplicates are necessary. You can delete some of them if you don't need them.
-Update Ive been messing with the debug, and for some reason its dumping in my C drive....none of the dumps from there work when I make them into hi-rez curious. I just reinstalled emulator, and plugins fresh and new, and then I ran debug and dumped 1 texture it went directly into my C: drive after that it crashed and gave me a error. I dont think this is sapposed to happen. Somone else should try dumping goldeneye textures to see if somthing diffrent happends. I get no positive results...is there somthing I should change to make it work?

Gordon8452
April 7th, 2005, 20:47
i get the messed up pipes too, since version 6 does it to other textures too in some other levels, but most visible to the pipes, cant seem to fix it no matter what settings i use

Mojo Man!!!
April 11th, 2005, 04:33
Rice, can you allow your plugin to load 8x or 16x textures in your next beta? IMO opinion 4x just isn't enough.

Rice
April 11th, 2005, 05:10
Well, I believe 4x is enough for most cases. I understand that some 4x textures could be still too small for you to easily work with in your image editing software. You could start with a 8x or 16x texture, and resize it down when you finish it.

Mojo Man!!!
April 12th, 2005, 20:07
Rice, the only reason I say that is because in your 6.1.1 version I've found a way to get past your 4x limitation. :happy: One example of a texture that would benifit the most from a retexture is the grass in hyrule field of LOZ:OOT. With no size limit I have resized it from 32x32 to 1024x1024.
Over kill you may say? Well, maybe but if you can't take it just resize it yourself. Thanks Rice! :icecream:

wichoxp
April 15th, 2005, 05:31
Rice, the only reason I say that is because in your 6.1.1 version I've found a way to get past your 4x limitation. One example of a texture that would benifit the most from a retexture is the grass in hyrule field of LOZ:OOT. With no size limit I have resized it from 32x32 to 1024x1024
That's amazing!!!
Let's celebrate:
:party:
Could you try to make some 32x or 64x textures?

Amon_Knives
April 15th, 2005, 05:44
Those textures are just simple internet made textures, because I have found the same ones in my internet travels... anyways, how do you get them more than 4x? Everyone is saying you can but I can't figure out how.

Mojo Man!!!
April 15th, 2005, 18:31
Those textures are just simple internet made textures, because I have found the same ones in my internet travels... anyways, how do you get them more than 4x? Everyone is saying you can but I can't figure out how.

It is not hard at all, but you have to use Rice's video 6.1.1; no beta 6,8, or 10 will work. Just take the texture you want to resize and scale it up to 4x. Then copy that image and paste it as a copy. Edit the copy how you like, at any resolution. Then rename the 4x sized texture to something like 4xLegend of Zelda... It doesn't really matter. Then rename your Ultra Hi-Res to that of the original.
Note: Directx only displays textures up to 1024x1024 correctly, but ogl will display any size as far as I know.
Here is some textures I've made so far.
The only downside of these extreme textures is that they are rather large. :plain:

ddsshocker
April 18th, 2005, 11:37
this maybe out of context but i have a big problem when using the rice plug in and the beta on i try togo to setting to use the rice pluging and i get this.

http://www.geocities.com/ewf_demon/error.bmp

_pm_
April 18th, 2005, 17:03
this maybe out of context but i have a big problem when using the rice plug in and the beta on i try togo to setting to use the rice pluging and i get this.

http://www.geocities.com/ewf_demon/error.bmp
Make sure the 'msvcp71.dll' file is located in your PJ64 folder.

Mojo Man!!!
April 19th, 2005, 18:53
Rice, how about a tab under rom properties that allows you to select a sub-folder to load the hires textures from. For example C:...\Super Mario 64\Cartoon textures or C:...\Super Mario 64\Cloudscapes Pack

MorpheusEternal
April 24th, 2005, 11:44
This is wierd:

Nothing has changed over the last few weeks, but now I'm suddednly getting an error when I EXIT Pj64, using either Rice 6.10c or Rice 6.1.1 b 8 or b10.

The games all play nicely, but when I end emulation and hit the close button it says Pj's caused and error in nvogl.dll, and then another box pops up and says it referenced memory at 0000000 or so.

This error is not there with the Direct plugin..

Any help?

Rice
April 24th, 2005, 15:16
There is a known problem with PJ64 with OGL plugins. PJ64 closes the ROM in another thread and the plugin won't be able to clean up used OGL resources.

MorpheusEternal
April 25th, 2005, 01:26
Thanks mate!

The error didn't cause any problems with Pj or the computer.

Is it Pj 1.6 only, or all recent versions? Seems strange that it's only just started here for me..

eXentric
April 25th, 2005, 22:46
I've got a performance question here, and I am on beta 10.

My laptop is an Inspiron XPS Gen 2. It has a 2Ghz proc and a 6800 Ultra in it. I run Mario64 at 1600 x 1200 (display is native 1900 x 1200). With this configuration I manage 30 FPS solid.

However, even though I'm getting a solid 30 FPS, while walking around in Mario64 I notice that the camera sometimes jumps around. It's pretty random, but happens more often when there is a lot going on.

Now, I run with frame limit off and sync to audio on. If I turn sync to audio off and frame limit on it seems to get even worse. I played with EVERYTHING and then finally managed to fix it. Oddly enough, changing the presentation mode from 'Flip' to 'Copy' took care of the problem all together. Copy is much slower then Flip right? What could possibly be making this happen?

Since I've changed this setting I haven't had any problems, and I get more then enough performance to leave it set to Copy. But I just throught I should bring it up. Rice: If you'd like me to try and capture a sample clip, I can do it.

Cheers, and thanks for such an excellent plugin

eXe

Shibb
May 5th, 2005, 01:54
i was going to start work on my retexturing of mm as seen posted in muh muhs thread, their is a major problem i am facing. Using rices plugin (non beta) 6.1.0c with default settings and the [u] version of the game, im running into some major problems. For some reason whether im using 1964 or project64 their are major slow downs im talking 18 to 24 fps, which puzzles me, this happens on no other game ive tested, oot, mario, ssb, goldeneye, none of them give me problems just mm, first i used my tweaked settings for better quality rendering and such, then i reinstalled the plugin and the emus, clearing the registry of it all as well to no avail. The rom runs fine with jabos video (1.6.8 i think), im using the latest catalyst drivers. using directx 9c, and i havent tested the problem with opengl. edit: all versions i have tried of mm dont work properly (running roughly 18 to 24 fps) [u] and [e] and [e] (m4). any help is greatly apperciated thx.

Rice
May 5th, 2005, 15:35
In the current rom option with the video plugin, you want to disable the frame buffer options, and also try to disable big BG.

scareCrow
May 6th, 2005, 13:55
I have a question. I was working on the sky for Zelda Ocarina of Time using Beta6 as I was stupid enough not to realise their was later versions.

Anyway the sky is very demanding as each state is cut into 48 differant textures. The way in which you enter a area changes the texture it uses so one texture out of the night sky will have

THE LEGEND OF ZELDA#2D893894#2#1#17AB5A55_ciByRGBA.png (loaded if player waits)
THE LEGEND OF ZELDA#2D893894#2#1#E8746776_ciByRGBA.png (loaded coming in and out of area)
THE LEGEND OF ZELDA#2D893894#2#1#BA1D73F5_ciByRGBA.png (loaded if you enter a section without loading other area that has an atmospheric effect)
THE LEGEND OF ZELDA#2D893894#2#1#AFDF555E_ciByRGBA.png (nfi what causes this one to randomly load now and then)

The first part stays the same while the second one which I have noticed really defines the group of textures changes for these 4 differant states. This meant I could easily create the sky once, copy fo the folder and change the last section of the file name.

I just finished mapping out the entrie sky for:

night
day
evening stage 1
evening stage 2
morning stage 1
morning stage 2

which comes to 1152 differant texture locations.
I then find out that I really should be using Beta10...I install it and find that all the old textures in the sky are gone accept for a few. I dump some more textures and find that the end part of the file names are completely whacked up...there are just so many variations for the same texture. The uniformity is gone making the sky almost impossible to now do.

Is there a chance that this uniformity in file names when dumped could return?

Mojo Man!!!
May 6th, 2005, 18:27
Rice, would it be possible to have the ciByRGBA textures with alpha channels support alpha blending (8-bit alpha layer)?

Amon_Knives
May 6th, 2005, 22:10
I downloaded beta 10 to see if Fed and KMan's non loading problem would be fixed like ppl say, but now, barely any of the textures are loading. Please help me.

Tillmann
May 6th, 2005, 22:23
Thanks RICE!
Your plugin its just amazing!
You, Your plugin and djipi cel shade (dunno if im writed right)pack have forced me to install windows. hehehe

_pm_
May 7th, 2005, 05:45
Rice, would it be possible to have the ciByRGBA textures with alpha channels support alpha blending (8-bit alpha layer)?
If possible, that would be great :)

ragnor
May 7th, 2005, 07:31
waitwaitwait, Amon... you mean, you had it loading MORE textures before? what textures do you have a problem with? PM me, I *was* having problems. THey seem to be mostly fixed now, but maybe it's just LESS worse than before?

Mojo Man!!!
May 7th, 2005, 21:21
I'm having problems loading textures in SSB, but haven't tried beta 6 yet.
I have the US version of the game. Just a question: would a different extension (.v64 .rom .z64) change anything, such as the way it gets dumped by rice's plugin?

Ali G.
May 7th, 2005, 21:54
is there anybody who got working the bomber´s diary in Majora´s Mask with this plugin???

Toast Siege
May 14th, 2005, 14:24
^^^You're right, The Bomber's Notebook doesn't show anything. However, if you are dumping textures while you are "looking at" the notebook, you can see that they are being called properly (see attach.) Maybe one of the many settings does something to fix this?

Rice: In the middle of retexturing Majora's Mask, I noticed that your plugin doesn't blend the magic bar together properly. This is how it's set up: One texture used for the left 'cap,' one for the middle bar (and probably this is tiled once when you get the double magic upgrade), and lastly, the right cap is taken from a mirror of the left one. The only problem here is, the left cap is blended while the right side stays in its original format (just the mirrored texture, not blended). I bring this up because I've checked this out in Jabo 1.6, and it works properly - both sides are blended. The pictures below are taken at 640x480 without antialiasing, and blown up 2x in size. Is there already a workaround for this, or is it something that needs to be fixed? Thanks. Ideally, for high-resolution textures, there would be no blending at all. Ah well.
(I'm a big fan.)

EDIT: Appears to only happen in DirectX; OpenGL using fragment programs doesn't have this issue.

MuhMuh
May 19th, 2005, 12:06
There are many issues with Majoras Mask, For example when you start MM, the scene in wich the majoras mask spins in front of you, you only see a black screen. The same is with the effect between day and night.

Federelli
May 19th, 2005, 15:13
That's framebuffer effects issues.

First Motion Blur, then using the framebuffer to make the screen smaller and smaller

MuhMuh
May 19th, 2005, 16:07
So is there a way tp get it work?

Mollymutt
May 20th, 2005, 18:21
When i load up a rom in beta 10, it loads the hi rez textures, then I get an error to start video message. When I click it I get a box that says g_pRender is null.
What can I do to fix this?

neo64
May 21st, 2005, 16:57
is there anybody who got working the bomber´s diary in Majora´s Mask with this plugin???
I've never tried emulating Majoras Mask, but perhaps there are problems because of the resolution change in the diary.

AndyTHL
May 31st, 2005, 18:12
When im installing Beta 10, do i need to have installed RiceVideo 6.1.0c first?
Musst i install the new version over the old, or do i only need the new one? :huh:

Until now, i don't get any texture pack from here, to work. :smurf:


Where is the load option, which i read in the discription?
At the Texture Filter Tab, my Emulator says:
"Advanced Options are not allowed to be changed" :huh:
What do I mak wrong?

Greetings, Andreas

Doomulation
June 1st, 2005, 08:31
To answer your questions,
no, you don't need to overwrite an old version. You just need the newest beta.
For the advanced settings, on the main tab there should be an option that's called something like "Hide advanced settings." Uncheck that to gain access to advanced settings.

Djipi
June 8th, 2005, 15:07
Rice i have a problem.

In LOZ Ocarina of Time , When I modify and change the texture inside a shop , or link house , or goron shop , no way to see my retex hires. But the rest is ok?

A solution?

snesmaster40
June 8th, 2005, 16:31
Try reseting the game if it's a new texture that you placed in the hi-res texture folder.

Or if you modified the file whilst it's in the hi-res texture folder leave and re-enter the shop/house/place or just reset the game

Kiggles
June 13th, 2005, 19:25
I am having difficulty with the latest version. For some reason or another, texture dumping as simply stopped working. I can enable it, and the setting will remain until a game is started. Checking the graphics plug-in settings reveals texture dumping has been disabled. For the record, yes, I have checked that it is not dumping any textures. :)

Any idea what is going on?

Rice
June 13th, 2005, 22:31
This option is programmed in such that it is always disabled every time you restart the emulator. This prevents users from unhappy system performance by having the option on and forgetting about it. If you are using PJ64 which initializes the plugin at every game play, the option will be disabled at every time when a game is started.

You can use 1964, or you can enable the option manually every time.

Toast Siege
June 14th, 2005, 07:41
This prevents users from unhappy system performance by having the option on and forgetting about it.Not to mention dumping tens of thousands of textures without knowing it. It's fine the way it is now.


when you start MM, the scene in wich the majoras mask spins in front of you, you only see a black screen.Using Rice's plugin, this can be fixed by ticking 'Disable Big Textures' under the Current Game Options tab.

MuhMuh
June 25th, 2005, 12:53
Rice! I want to make textures bigger than 4x, because some textures are so small, that you can't really improve them...

Qubeley
July 4th, 2005, 17:01
I am having problem exiting project 64 1.6 after playing a game using Rice video plugin 6.1.1 beta with Opengl.... Every time when I close the program or end emulation, I keep getting a window error message regarding nvoglnt.dll. I am using the latest Nvidia driver. Is there any way that I can exit the program without getting this message?

Jesterhead
July 4th, 2005, 17:48
Sounds like you play in OpenGL with Rice´s Plugin.
There is a known issue in PJ64 that it has some probs with OGL.
For more technical stuff search the Forum :P
Playing in Direct3D will fix it, or try an older Version of PJ64

Qubeley
July 4th, 2005, 20:29
Jesterhead, I don't have direct3d option for Rice's plugin. There is only DirectX and Opengl. By using Directx, I cannot even get in game. I usually get the message 'error to start video' and then 'runtime error'. Please help.

Jesterhead
July 4th, 2005, 20:53
Please post what game you are trying to play, also what for graphics-card do you have and driver versions.
Its usually not the badest idea to try a different Emulator (1964 normally, some games need Mupen64), or a different video plugin (Jabo´s, Glide64, Direct64...).
Have you the latest DirectX installed?
Try to reinstall it, also update your drivers.

Thats normally the things to do when you encounter problems with N64 emulating

Lufkin
July 28th, 2005, 03:04
Hi !

I'm new there and i want to try to re-texturing a game, but i don't know how do this. I have download this plug-in and activated it, but i don't know where i have to go for exporting the textures. Can you help me ?

Thank you very much and sorry for my bad english..

Qubeley
July 31st, 2005, 19:18
Jesterhead, which older version of Project 64 will you recommend regarding the problem with Opengl?

Jesterhead
August 1st, 2005, 15:50
I think that bug was introduced with 1.6, so any older version will do.

aelita620
August 2nd, 2005, 18:52
I don't want to release it as an official version, but rather as a beta version, so you guys can try and see if it can solve the base texture replication problems which was encountered in Super Smash Brothers 64.

What?:huh: I have a GeForce 4 MX 4000
and use your Rice Video 6.1.1 Beta 10 plugin with 1964 0.9.9
and Super Smash Bros works fine without those texture errors.
Are you guys using a version other than the USA version?

Qubeley
August 4th, 2005, 04:41
I think that bug was introduced with 1.6, so any older version will do.

Thanks, Jesterhead. By using PJ 64 1.5, there is no problem existing the emulator. I will test the save games and texture packages and see whether they works on PJ 64 1.5.

Mollymutt
August 5th, 2005, 17:27
I was messing around with the settings to get Conker working correctly, and now OOT is all messed up. Link's body is invisible, and when I call up the menu screen, all I get is a black screen with a flickering link at the top, but when I take a screenshot, it comes up normal. I have a 1.3 ghz celeron with 512mb ram, and a Geforce fx 5200. HELP!! BTW,I'm using 1964 0.9.9

MuhMuh
August 6th, 2005, 17:21
Hey Rice!
Can you please allow us to make textures bigger than x4?
When I wanted to remake some Characters and Monsters, I realised that their textures are like 4x4, 8x8 or 8x16 pixels. It's hard to improve such textures.

bugzy
August 16th, 2005, 09:10
Rice, I have your latest plugin 6.1.1 beta 10, whenever i make dumps of levels, i get a few (more like "alot") of messed up textures. I've tried different settings, none help...do u know what the problem is?

here are some expamples
2723027231

Trel
August 20th, 2005, 23:27
EDIT: nvm, I just saw the answer. (it was the using opengl with the latest pj64 crash thing)

azerty00957
August 24th, 2005, 07:12
Hello everyone,

Is what they is true that the plugin RiceVideo rounded the polygon in its version final?

Thank you in advance!

Edited by QoFten

zdasher18
September 15th, 2005, 02:14
In Zelda 64 MM, The bombers notebook dosn't show up. I beleive other people are also having that problem too

MasterPhW
September 27th, 2005, 16:15
Rice some question regarding texture replacement...
Is there any way to replace multiple files with one texture, like a little INI file in the subfolder, named like a texture which should replace all the files with the names inside...
Because I'm working on a texture mod for my own and had the problem that there are often the same texture just with different names...
With your Beta version I have to name&copy the same file nearly 100 times...
A feature like this would really good fit into a new beta and probably would help Weatherton to replace some of the Joshi textures with his MagiKoopas...
Just an idea, dunno if it's possible.

Mollymutt
September 27th, 2005, 18:35
If you are talking about files in different folders, you don't need to edit all of them. Use the ones in the ci_by_png or png_all folders. You definatly don't need to edit the bmp files.

Weatherton
September 28th, 2005, 03:40
I'm pretty confident that MasterPhW is talking about actual multiple files of a single type to replace. For example, when replacing CI bmp files with pngs there is a new png for every iteration of color-indexing the original texture experienced. In some cases the texturer may want to match the original characteristics but in others (like mine, where there are so many different combinations it would be too large of a task) the texture artist would rather just replace all images with the same image (like a specific angle of Yoshi, no matter what the color-indexing may be, replaced with a single png for MagiKoopa). If there is some way to do something similar to what MasterPhW mentioned or even to have an additional folder dump where CI'd bmps only dump one image with some default color-indexing which can be replaced by a single png... I would really be excited about it.

Rice
September 28th, 2005, 07:08
If they are all good textures, they are usually not the same textures, but different ones. If you pay very close attention, to compare two of them, you may find that these two textures are different by only few pixels. Good examples are the cart textures in Mark Kart. Cart textures are different only one a few pixels on the wheels.

If they are the exactly same textures, same sizes, they should have the same CRC based name.

Weatherton
September 29th, 2005, 05:21
Rice, I was under the impression that the changes in the wheels was done through color-indexing. This would make sense since the CI bmps are far fewer in number than the pngs.... I probably won't bother to add this tire spinning detail, so a method to replace all textures of a certain angle, regardless of the tire animation frame, would be helpful for me.

MasterPhW
September 29th, 2005, 13:37
Rice, I was under the impression that the changes in the wheels was done through color-indexing. This would make sense since the CI bmps are far fewer in number than the pngs.... I probably won't bother to add this tire spinning detail, so a method to replace all textures of a certain angle, regardless of the tire animation frame, would be helpful for me.
Jub, same here...
Probably there are a few pixels different, but why making a texture pack so big for only some little pixels most people never recognize?
I really would like to see such a feature... but atm I will survive without it, so just don't hurry rice and finish first the IMPORTANT thins in real life.

Platinum Card
October 1st, 2005, 04:47
:blush: Rice would you know the reason why only some of the textures applied to a game don't show up? And is texture loading very compatible with windows ME?

Risio
October 3rd, 2005, 22:33
Would it be possible to include MJPEG support for things like the videos in No Mercy or just for video support period?
http://mjpeg.sourceforge.net/

ASTP001
October 5th, 2005, 13:46
i put ur plug in in the plug in folder and when i open my emu (project 64) it freezes with an error message that says "can not find ini file from the disk" when i go to the settings! i don't know much about computers and i posted the same question in other threads concerning the retexture pack of ocarina of time (high res) because i thought it might be because of that, but i don't know, can some one please help me?

Mollymutt
October 5th, 2005, 14:09
Sorry to be pissy, but why can't anyone read the readme? That's why Rice added this in the first place! There's also a search feature here, use it. This question has been asked a million times in the last couple weeks!

Djipi
October 24th, 2005, 16:17
Heu . i have a problem. When i put the plug in direct x , the emulator crash and a error occured like "project64.exe error". what is the problem?

Too , when i use opengl option , it work but with the last forceware drivers i have bug , but in 72.10 version all is good , an upper like 72.10 i have bug? why?

gandalf
October 24th, 2005, 17:32
do you tried with 81.85?

i don´t have that problem with PJ64

MasterPhW
November 3rd, 2005, 12:54
Have to bump this thread again:
I know you can't work on the plugin till the next year, so it isn't a great deal at all, but I just wanted to ask whether it would be possible to change the texture packs into the plugin?!?
Sounds some kind of silly but I will explain what I mean:
There are sometimes multiple texture packs out for the same game (like the Zelda or the Mario Packs) and it's some kind of annoying to erase or move all the files to a new folder...
Why not creating a subfolder-recognition with brackets for each different texture pack?
like
'Super Mario64'--[Cel ShadePack]
I I----'HUD'
I I----'blub'
I-[Realistic Pack]
I----'blub'
I----'blub2'
etc...
Hope you guys know what I mean...
Wanna know/read some opinions...

chaosjunkie
November 9th, 2005, 04:54
Ok I'm new at this but I'm really excited to get into it. I've been researching the hi res stuff for n64 emulators all day and I downloaded the plug-in. I just need to know where to place it. I put it in the plug-in folder for the PJ64 emulator but I just need to know how to get the plug-in to work. If you guys could please help me that would be great.

chikkinlittle
November 14th, 2005, 03:08
I am unable to download beta 10... but beta 8 downloads fine...

Googol
November 14th, 2005, 03:19
What do you mean by unable to download? Do you mean, as in, it doesn't work after you downloaded it, or that the link doesn't work, or that it stops halfway through etc.
Be a little more specific!

Acid Rain
November 14th, 2005, 14:40
I need some help. Whenever I try to go and activate this plug-in(I'm using 1964), it gives me an error "Can't find bmglib.dll" and it won't work. Anyone know what's wrong?

PsyMan
November 14th, 2005, 14:44
Yes. Go to the 1st page of the thread, download this file, decompress it and place it in the directory of the emulator.

Acid Rain
November 14th, 2005, 14:52
I did. I have dmglib.dll in my plug-ins folder, as well as the beta10 dlls. But it won't work.

PsyMan
November 14th, 2005, 14:55
I said in the directory of the emulator, not in the directory of the plugins.

Acid Rain
November 14th, 2005, 14:58
Ok, that worked, thank you.

PsyMan
November 14th, 2005, 15:00
No problem. :)

chikkinlittle
November 14th, 2005, 23:36
whenever I tried to download, it would go to the "you must be logged in screen," and that was only for beta 10, today, however, it worked on the first try.

luffink
November 18th, 2005, 22:42
I´ve recently installed the 1964 emulator and this beta of Rice video. Then, I tried to load the hi-res textures for Mario kart 64, but when the game starts, the rice window says "Hires texture does not support extreme texture replication" a lot of times. I don´t know how to fix it (I´ll try with the proyect 64 emulator, but i don´t know if this will work) Can anyone help me?

Harshboy
November 21st, 2005, 23:35
can some1 plz tell me how to put the textures in the game to make it all cel-shaded. I want to do it to LOZ OoT

The_Z
November 22nd, 2005, 06:21
Not to be rude, but can you not look through any of the stickied topics or at least do a search? :ermm:
http://www.emutalk.net/high-resolution-textures-projects/29577-help-thread-djipis-also-federellis-packs.html

I don't think it's very hard to miss a stickied topic that say "The Help Thread (Djipi's and also Federelli's pack)."

Master_VEteam
November 27th, 2005, 15:45
best bize
it the most biautiful texture

Nocturno
November 27th, 2005, 21:12
hi
how can i make this plugin work?
I copied the ricevideo.dll archive in the plugin's folder then i run the emulator and it doesn't load it in the congig menu, then I copied the bmglib.dll archive into the emulator folder and tried to run again and when I try to open the config menu I get a message saying Unable to read ini file from disk and the emulartor freezes,, what I am doing wrong?

thanks..

M[u]ddy
November 27th, 2005, 21:18
Thats where the files have to be:
.../[Emulators folder]/BMGlib.dll
.../[Emulators folder]/plugin/RiceVideo.dll
.../[Emulators folder]/plugin/RiceVideo6.1.0.ini

The RiceVideo6.1.0.ini can be found in:
http://www.emutalk.net/attachments/graphic-plugins/22050-rice-video-6-1-0c-ricevideo6.1.0c.rar?d=1109981645

jbreuer
November 30th, 2005, 20:02
ddy']Thats where the files have to be:
.../[Emulators folder]/BMGlib.dll
.../[Emulators folder]/plugin/RiceVideo.dll
.../[Emulators folder]/plugin/RiceVideo6.1.0.ini

The RiceVideo6.1.0.ini can be found in:
http://www.emutalk.net/attachments/graphic-plugins/22050-rice-video-6-1-0c-ricevideo6.1.0c.rar?d=1109981645

Thanks for het ini file but I have another problem.

I get this messages when I try to change my textures (click on the link for the picture).

http://img352.imageshack.us/my.php?image=notallowed5ke.jpg

I use Project64 1.6 and I don't know how to solve this problem.
In another help file I found the following answer:
LOAD option can be enabled/disabled during the game play

I have no idea what this means so could you please help me because I would love to try the new textures for OoT

klasa
November 30th, 2005, 20:21
You should uncheck 'hide advanced options' ob the 'General Options' tab

jbreuer
December 1st, 2005, 13:50
Thanks for your help, perhaps you can help me with another problem I have.

When I use the normal plug-in the graphics look like this:

http://img2.uploadimages.net/thumbs/tn_5192754.JPG (http://img2.uploadimages.net/show.php?img=5192754.JPG)

http://img2.uploadimages.net/thumbs/tn_3926401.JPG (http://img2.uploadimages.net/show.php?img=3926401.JPG)

http://img2.uploadimages.net/thumbs/tn_4790442.JPG (http://img2.uploadimages.net/show.php?img=4790442.JPG)

http://img2.uploadimages.net/thumbs/tn_0497343.JPG (http://img2.uploadimages.net/show.php?img=0497343.JPG)

When I try to use the Rice's Video plugin 6.1.1 Beta 10 the next thing happened:

http://img2.uploadimages.net/thumbs/tn_3934619.JPG (http://img2.uploadimages.net/show.php?img=3934619.JPG)

http://img2.uploadimages.net/thumbs/tn_1226865.JPG (http://img2.uploadimages.net/show.php?img=1226865.JPG)

After this I thought the cel shaded textures where loaded but it looked like this:

http://img2.uploadimages.net/thumbs/tn_6564556.JPG (http://img2.uploadimages.net/show.php?img=6564556.JPG)

http://img2.uploadimages.net/thumbs/tn_9515357.JPG (http://img2.uploadimages.net/show.php?img=9515357.JPG)

http://img2.uploadimages.net/thumbs/tn_6142558.JPG (http://img2.uploadimages.net/show.php?img=6142558.JPG)

I tried several Ocarina of Time Roms but they all had the same effect. I hope somebody can help me.

gandalf
December 1st, 2005, 16:04
juaz

plug-in problem
you checked "wireframe rasterization" in the plug-in configuration

jbreuer
December 1st, 2005, 17:22
juaz

plug-in problem
you checked "wireframe rasterization" in the plug-in configuration

Ok thanks now I've just got 1 small problem left:

http://img2.uploadimages.net/thumbs/tn_121600fout1.jpg (http://img2.uploadimages.net/show.php?img=121600fout1.jpg)

http://img2.uploadimages.net/thumbs/tn_767537fout2.jpg (http://img2.uploadimages.net/show.php?img=767537fout2.jpg)

The rest of the game looks perfect it's really great but I just miss these few textures.

EDIT: already got it fixed by turing off the normal blender.

The_Z
December 2nd, 2005, 01:25
PC specs?

True X Unknown
December 22nd, 2005, 04:04
I have a problem with Mario Kart 64 Textures, where the top halfs of the racers (including your racer) do not change when they rotate the kart. [Seen on all Screenshots]

Also in the Post Race Stats, the background color for the Text is flickering/switching from a color (most of the time white) to black. [Seen on Screenshot #3 (Colored BG) and #4 (Black BG)]

Here are Screenshots:
#1 (http://i7.photobucket.com/albums/y290/TrueX/5_Tech_Stuff/MARIOKART64-0.jpg)
#2 (http://i7.photobucket.com/albums/y290/TrueX/5_Tech_Stuff/MARIOKART64-1.jpg)
#3 (http://i7.photobucket.com/albums/y290/TrueX/5_Tech_Stuff/MARIOKART64-2.jpg)
#4 (http://i7.photobucket.com/albums/y290/TrueX/5_Tech_Stuff/MARIOKART64-4.jpg)

My Computers Specs:
Windows XP Professional SP2
2.0GHz Celeron w/ 400FSB
256MByte DDR PC2100
32MByte Radeon 7200
SoundBlaster Live! 24-bit

cpicon92
December 22nd, 2005, 10:17
I have a problem with Mario Kart 64 Textures, where the top halfs of the racers (including your racer) do not change when they rotate the kart. [Seen on all Screenshots]

Also in the Post Race Stats, the background color for the Text is flickering/switching from a color (most of the time white) to black. [Seen on Screenshot #3 (Colored BG) and #4 (Black BG)]

Here are Screenshots:
#1 (http://i7.photobucket.com/albums/y290/TrueX/5_Tech_Stuff/MARIOKART64-0.jpg)
#2 (http://i7.photobucket.com/albums/y290/TrueX/5_Tech_Stuff/MARIOKART64-1.jpg)
#3 (http://i7.photobucket.com/albums/y290/TrueX/5_Tech_Stuff/MARIOKART64-2.jpg)
#4 (http://i7.photobucket.com/albums/y290/TrueX/5_Tech_Stuff/MARIOKART64-4.jpg)

My Computers Specs:
Windows XP Professional SP2
2.0GHz Celeron w/ 400FSB
256MByte DDR PC2100
32MByte Radeon 7200
SoundBlaster Live! 24-bit


The karts not rotating, I don't know, I've never had that problem.
The colors flashing, that seems to happen to everybody who uses rice's plugin, I have several computers, and it does that on all of them.

True X Unknown
December 22nd, 2005, 23:24
The Lower half of the karts do rotate.

Also I tryed it on a old Dell GX110 500MHz PIII, and receved the same error.

Clements
December 22nd, 2005, 23:36
The Kart thing Probably a video card/driver issue, since I can't reproduce it. The other one is probably a bug in the plugin.

True X Unknown
December 24th, 2005, 06:14
It was a Driver Issue, Clements. I downloaded the latest version [except for the Dell that I wish to bash with a mallet.] and the problem was solved, I wish I checked my drivers in the first place.

SuperBlade12
December 24th, 2005, 16:48
I don't get this post




.......HERE (http://www.com)

SuperBlade12
December 24th, 2005, 16:49
Hihjvgfgcdhkvft

SuperBlade12
December 24th, 2005, 16:52
fff fff fff fff fff fff fff fff fff fff

ambar
December 30th, 2005, 16:11
I am using PJ64. and using beta 10 of this plugin.
I made so many mario kart new textures and all of them worked great.
but I am always having 2 problems, even when hi-res option is not enable.
1.screen flicker.
2.A problem with character faces.
I want to know that does anyone else have this problem. and suggestion.
Pics:-

cpicon92
December 31st, 2005, 12:43
the last time this happened to somebody, it was a driver problem, try updating your drivers.

Nifler
January 1st, 2006, 02:43
Hello,
I have a problem with this plugin and PJ64.
All the games are lagging - that means that they are stopping for like a second.
This problem occurs with all versions and only with directx.
When i change to OpenGl, theres no more problem, but it is flickering and i cant fix this.
The funny this is, that this problem does not occur with 1964.
Specs:
Athlon64 3200+
X800 XL
1gb Ram
Please help me :D

ambar
January 1st, 2006, 09:20
yea it happens with directX only. openGL gives good quality. But there is a single big problem with openGL that I can only see shadows, not players.
and my video, sound and other drivers are up to date.

and in future will there be a plugin with which we can even inject hi-res texture to games. if its posible, it will be great!!!

True X Unknown
January 3rd, 2006, 00:13
the last time this happened to somebody, it was a driver problem, try updating your drivers.

Well turns out today, the problem returned, I did only play the game once when it worked.
Also it affects the Driver Select screen as well.
I forgot to mention this early before, I ran this on PJ64. I plan to test it on 1964.

Problem Recap:
The top halfs of the Driver Select Portraits and the In-Game Driver Sprites are not working properly.
So far only affects old Video Cards, Radeon 7200 32MB and Intel Intergrated Video on Dell GX110 PCs. As for ambar's card, I don't know.

EDIT:
Same problem with 1964.

ambar
January 3rd, 2006, 07:01
Mine video card is intel.

Djipi
January 3rd, 2006, 09:14
There's a bug for Majora's Mask dump texture , when you got the pig mask , i can't change the texture because they dump BUT they doesn't loads!!

There's a issues for that?

pilm
January 3rd, 2006, 19:09
Djipi, you may have a faster answer if you post a save state of the area you're talking, and maybe a screenshot. With this other people will be able to reproduce the bug quickly.

And when you talking about the "pig mask", you mean actually the Mask of Scents, right ?

qu3becker
January 5th, 2006, 01:15
hmm, I got many performance problem
how come every games lag with this plugin even with a high-end video card?

Here's my specs:
Windows XP Pro
Athlon XP 2400+ Ram: 512MB
ATI Radeon X700 Pro


any setting/tweak I should use?

tris
January 5th, 2006, 18:17
I have a question and don't know if this is the place to ask, but I have spent many hours looking for a solution in this forum and trying different configs and haven't found any yet.

Here is my problem: When I play Ocarina of time with this plugin and pause the game, the pause screen looks like this:

http://img231.imageshack.us/img231/209/zeldafallo5zm.th.jpg (http://img231.imageshack.us/my.php?image=zeldafallo5zm.jpg)

It only happens with this plugin, and my system specs are these:

Athlon XP 1700+ 768 MB of ram
Radeon 9800XT
O.S: Windows XP SP1

Thanks in advance ;-)

Bandit82
January 7th, 2006, 12:54
Can somebody tell me the best settings for a GeForce 6 card? Thx

pedrocasilva
January 7th, 2006, 14:26
hmm, I got many performance problem
how come every games lag with this plugin even with a high-end video card?

Here's my specs:
Windows XP Pro
Athlon XP 2400+ Ram: 512MB
ATI Radeon X700 Pro


any setting/tweak I should use?Try the latest drivers for your card, the game can run a little slowly right after loading the textures, with all that caching (I suppose) but then it stabilizes, and once in game, it should be ok, even if the select menu is "slow". well... I that doesn't work, just ask again for help.
Here is my problem: When I play Ocarina of time with this plugin and pause the game, the pause screen looks like this:

http://img231.imageshack.us/img231/209/zeldafallo5zm.th.jpg (http://img231.imageshack.us/my.php?image=zeldafallo5zm.jpg)

It only happens with this plugin(...)That's normal, this plugin has weak emulation for that, as long as it doesn't crash it's ok, annoying it may be... but ok.


Can somebody tell me the best settings for a GeForce 6 card? Thxto run it faster? if you have a Geforce serie 6 (6200/6600/6800) you won't have any problems with performance, but... Geforces are typically blazing fast in OpenGL, this plugin features it, but I prefer DirectX in this particular case... (I ussually don't) appart from that, you can turn off various things, of course those will speed it up.

If you really want to speed up the game downgrade de resolution, for example if you have a CRT try 640x480 or 800x600 resolution, also you can use your TV-out to link it to a TV, were the native resolution is 640x480... you can also turn off AA and AF... that should speed it up, a lot.

if you're going for what you GPU can support... it supports everything, you can try the more evolved pixel shader and other things (Geforce 6= PS 3.0, Direct X9, etc), also AA and AF should be possible without hammering the performance too much.

enterthehatrix
January 15th, 2006, 15:45
Here's an idea for beta 11...

Have an option to which folders to dump.. I hate having like 5 folders of textures dumped when i only actually only use 2 of them...

celebimc
January 29th, 2006, 06:15
So, if I used Doubutsu no Mori with 1964 and this little app, can I dump most of the textures from the game?

CCMAN
January 29th, 2006, 21:08
Brilliant, brilliant work.

adambomb669
March 5th, 2006, 10:38
hi.
im having problems getting the plugin to work correctly. I had everything set up before, but I had to reformat my HD. and after reinstalling everything, Hi res textures arent working. I can dump them but it wont load them back, I have the hires folder and texturedump folders in the right areas but its not working. hopefully someone can see the problem through these pictures and help me.

sory if thats too many pictures. I cant figure out what im doing wrong.
and I have the game folders too, the thing automaticaly made them when I started

snesmaster40
March 5th, 2006, 13:02
Umm... Adam dude... you're not using Rice Video 6.1.1. beta 10...

adambomb669
March 5th, 2006, 18:29
well snes thats the same one i used before and it worked fine last time. got it from a backup dvd i have.

djsolidsnake86
March 11th, 2006, 09:05
when will be have a new version of this fantastic plug in?

koolkarts
March 11th, 2006, 11:43
Good Work dude!

djsolidsnake86
March 14th, 2006, 00:53
when will be out the final version of rice plugin that fix the problem in the menu with ocarina of time?

The_Z
March 14th, 2006, 01:43
Just wait. You never know when they will fix it.

djsolidsnake86
March 15th, 2006, 22:43
anyone know what is the best video setting for this plug in?
is important activate the full TMEM Emulation?

Clements
March 15th, 2006, 22:46
anyone know what is the best video setting for this plug in?

Yep.


is important activate the full TMEM Emulation?

Some games need it, but causes errors in faster loading tiles and other anomalities, so I would leave it off.

djsolidsnake86
March 16th, 2006, 10:29
ok
only one thing: with this plug in there are some stuttering problem with super mario 64..

djsolidsnake86
March 19th, 2006, 00:40
ok
only one thing: with this plug in there are some stuttering problem with super mario 64..
autoquote
rice where are you?

maximius
March 21st, 2006, 06:15
Bugs I've noticed:

Incorrect golden glove color in Rayman 2, Paper Mario (some flickering, and 'blacked out characters' glitch, as well as the transparency-menu issue). Diddy Kong Racing -> the elephant guy seems a tad.. bright, for some reason. I don't remember him being that bright of purple in Project64..

Anyways, nice job.

EDIT:

In South Park (U) [!], Pen and Paper mode (in-game cheat) flat out doesn't work. everything's.. grey..

Jerrod_Vick
April 1st, 2006, 23:59
Where do we extract RiceVideo-6.1.1-beta10-src.rar what folder:plain:

M[u]ddy
April 2nd, 2006, 00:37
Where do we extract RiceVideo-6.1.1-beta10-src.rar what folder:plain:
The src at the end of the filename stand for source.
You don't have to put them anywhere. They are just for programmers.

zaffle
April 7th, 2006, 10:15
i'm using Project64 with rice's plugin 6.1.1 beta 10. when i play the game (djipi's cel zelda), it checks through all the texture files (not a prob, just proving it works) and then jumps into the game. all the textures appear and all is well.

apart from some annoying stutter that happens regularly for however long i play it.

when i'm done, i save and click "end emulation" then a happy little message pops up saying "Project64 has encountered a problem and needs to close"

whats going on? have i miss-configured something?

MuhMuh
April 14th, 2006, 13:18
Yesterday I downloaded a new driver for me Geforce 6600 and now I have some problems with this plugin.
In some angles, some textures won't show!
Can anyone help me?

SupermanIsNvius
April 14th, 2006, 22:03
i cant even load the video on zelda: mm. did i do something wrong?

frizzelneck
May 1st, 2006, 18:12
Just a simple question

what setting do i need in rice to put my texture pack in,
and which version of rice debug or not.

Allanon
May 13th, 2006, 08:34
ow do I get this to work? how should I install it?

operato
May 14th, 2006, 01:39
With the 6.11 beta 10 and nrages input (latest), the mouse pointer does not disappear in windowed or full screen mode for goldeneye.

hyperterminal
May 14th, 2006, 18:04
Hi!

I'm new here. I hope this is the right thread. I need help configuring Rice's latest Video Plugin. I want to play Diddy Kong Racing with hi-res textures and the best possible Image Quality. I tried to configure it myself but I only get 2-3 FPS.

These are my current settings (click to enlarge):
http://img381.imageshack.us/img381/7703/generaloptions9eq.th.png (http://img381.imageshack.us/my.php?image=generaloptions9eq.png) http://img20.imageshack.us/img20/1433/directx7jr.th.png (http://img20.imageshack.us/my.php?image=directx7jr.png) http://img381.imageshack.us/img381/2007/opengl1ch.th.png (http://img381.imageshack.us/my.php?image=opengl1ch.png) http://img381.imageshack.us/img381/1261/texturefilters8yx.th.png (http://img381.imageshack.us/my.php?image=texturefilters8yx.png) http://img20.imageshack.us/img20/9316/gamedefaultoptions0ee.th.png (http://img20.imageshack.us/my.php?image=gamedefaultoptions0ee.png)

Emulator: Project64 Version 1.6
Video Plugin: Rice's Video Plugin 6.1.1 beta 10

OS: Windows XP Professional SP2
CPU: Athlon64 4000+
GFX: GeForce 7900 GTX (ForceWare 84.21 + DirectX 9.0c)
RAM: 2048MB PC3200

Thanks in advance.

Agozer
May 14th, 2006, 20:50
Enable 'Force Software Transform & Lighting' and 'Using Software Vertex Clipper', and see if that helps. OpenGL settings are useless since you are using DirectX, not OpenGL.

Allanon
May 17th, 2006, 07:24
How do I install this?

pancake_lizard
May 17th, 2006, 13:24
As for options, including advanced options... someone PLEASE tell me which settings I should use for Mischief Makers.

Thanks muchly. :)

h2oz7v
May 24th, 2006, 10:51
Does anyone else have the "flickering" problem? It makes all of my games totally unplayable, no matter what setting I've changed. I'll try a driver update, but their fairly new anyway I think.

linkenski
May 24th, 2006, 14:35
Can someone please show me the best settings for:

Emulator: Project64
Video plugin: Rice's Video Plugin 6.1.1 beta 10

OS: Windows XP Home Edition SP2
CPU: AMD Athlon XP 2600+
GFX: GeForce4 MX 440 (ForceWare 84.21 + DirectX 9.0c)
RAM: 512MB

gausen
May 27th, 2006, 13:22
Im downloading this files right now. My final goal is to gaet some experience on n64 coding from this source. Rice i read in somwhere that someone give you a N64 PM, is posible to find around ?

Daiskei
May 28th, 2006, 20:31
I don't know if I'm just stupid or what, I've gone to every site I can think of and can find and have downloaded this, NONE of them come with the INI and everytime I run pj64 it tells me, "Unable to find ini file on disk" or something similar.. help!

Fantasy4ever222
May 28th, 2006, 22:49
Is there a Official release now?Cuz there is like 10 betas now...I cant wait for the official release....Is there a pic of one?Or a vid

Agozer
May 28th, 2006, 23:10
Rice has stopped updating his plugin and released the source-code. Well, at the very least, he's on hiatus if I'm not mistaken and wants other people to work on the plugin. The latest is the beta 10.

klasa
June 2nd, 2006, 23:15
I've got a little problem with Kirby 64. Some backgrounds are in fact only a half background, and they need to be mirrored to make a full image. My problem is, this mirroring does not take place. Does anyone know if there's way in letting it happen?
And, I was thinking, can't anyone get rid of the problem that the big textures (like the top view of Links house in OOT.) can't be replaced?

åsabo
June 4th, 2006, 13:49
Hallo!! :P
i can't get this thing work. where sould I put the ricevideo.dll? i have copy it to the plugins folder but i cant select it in the 1964, nothing is there (only the old stuff). and the ricevideodbg.dll? should it be in the same folder or what?

Any1?

åsabo
June 4th, 2006, 16:13
Any1?

I got it.. one file was misssing.. :D

GlingGling
June 17th, 2006, 08:19
Hopefully this is the correct place to post this as I am having a problem with this graphics plugin. My specs: P4, Radeon X700 pro. Using PJ64/1964.

In Majora's Mask the lens of truth shows a big black circle when activated. All forms of fiddling have gotten me nowhere. Is there a solution to this problem or is there any advice out there? To be more specific, many plugin's work to a certain degree (see through walls that the lens is susposed to see through) but do not show effects (particles, stray fairy's) when the len's is activated.

This video plugin shows effects and sees through walls but the lens is solid black when activated, note the effects show up on top of the black lens. I've included a picture to help:

http://tinypic.com/14n0d4z_th.jpg (http://tinypic.com/14n0d4z.jpg)

Vinilipe
July 4th, 2006, 09:48
Someone with some skills on programming should try to update this plugin...
Though we can use hi-res textures, most games run with some annoying problem...

Tillin9
August 6th, 2006, 13:16
Playing OOT with Federelli hi-res 0.20 pack, I get a crash and the following error:

Microsoft Visual C++ Runtime Library

Runtime Error!

Program: C:\Program Files\Project64 1.6\Project64.exe

R6025
- pure virtual function call

The emulator tends to give this error more in full-screen. I run at 1028x1024 (6xFSAA,16xiso) due to my TFT. In windowed mode it generally slows down a lot at those points, but doesn't error. I can get around them with save states, but its a little annoying. I wanted to know if this was a plugin issue? I can try other emus if you think it's an emulator issue. I didn't see anything similar on this thread, but in the first post you it seemed beta 9 had some C++ error.

Milo-
August 9th, 2006, 01:09
Im very noob with this plugin but i get an error when i copy the Beta 10 to my plugin folder, it wont let me switch to any plug-in and my emu freezes, help :(

Agozer
August 9th, 2006, 01:58
Do you have BMGLib.dll in the Project64 folder?

DDRPIP
August 9th, 2006, 06:33
if you want i can suply the full plugin with azimer's audio i have a filefront link that'll stay there until I see fit...if you want the link ill post

Milo-
August 9th, 2006, 14:13
Yes, BGMlib.dll is on the folder, when i try to choose a plugin it says that it is unable to find a INI file in the disk

DDRPIP
August 10th, 2006, 00:59
well then you need the configuration file again..i can post it if you want

Milo-
August 11th, 2006, 04:08
Nah, is ok,someone just gave it to me, thanks anyway ;)