Page 5 of 51 FirstFirst ... 3456715 ... LastLast
Results 41 to 50 of 502
  1. #41
    Pathetic Member _pm_'s Avatar
    Join Date
    Feb 2005
    Location
    Buenos Aires, Argentina
    Posts
    214
    Mentioned
    0 Post(s)
    Finally, I found Hyrule Castle's missing textures!!!! I had to use the debug plugin to find out what was happening.

    The problem is that the original textures are replaced with "stretched" versions in different areas of the stage (which for some reason share the same CRC and filename). As most of the stretched textures are not the same size, 2X, 3X or 4X than the originals, the plugin just ignores them. So I had to manually resize the textures to overcome this.

    However, they don't look very good when replaced (Look at the second shot, the one with the Yoshi). I'm almost sure that I'm using the correct sizes, it seems that there are problems with those "shared" CRCs (wtf?)

    Anyways, if someone wants to edit the textures, download the zip below (USA version).



    EDIT: Attachment removed
    Last edited by _pm_; March 22nd, 2005 at 20:38.

  2. #42
    RU D0WN W1TH 00P? spork9's Avatar
    Join Date
    Jan 2005
    Location
    ~Las Vegas~
    Posts
    159
    Mentioned
    0 Post(s)
    Nice, Ty _PM_

  3. #43
    Emulator Developer Rice's Avatar
    Join Date
    Nov 2001
    Location
    U.S.
    Posts
    1,578
    Mentioned
    0 Post(s)
    Quote Originally Posted by _pm_
    Finally, I found Hyrule Castle's missing textures!!!! I had to use the debug plugin to find out what was happening.

    The problem is that the original textures are replaced with "stretched" versions in different areas of the stage (which for some reason share the same CRC and filename). As most of the stretched textures are not the same size, 2X, 3X or 4X than the originals, the plugin just ignores them. So I had to manually resize the textures to overcome this.

    However, they don't look very good when replaced (Look at the second shot, the one with the Yoshi). I'm almost sure that I'm using the correct sizes, it seems that there are problems with those "shared" CRCs (wtf?)

    Anyways, if someone wants to edit the textures, download the zip below (USA version).

    _pm_, sharing CRC is a big problem. Can you confirm it? I changed the CRC routine in order to overcome the sharing CRC, and I understand the problem could still happen.

    You can confirm it by using the debugger version. To dump a texture, you will got a file. If the same file is used when you dump a different texture, that's the problem.

    If you can confirm it, I will have to something about it.


    Rice
    - Rice
    http://1964emu.emulation64.com

  4. #44
    EmuTalk Member optimus$prime's Avatar
    Join Date
    Feb 2005
    Location
    Vienna
    Posts
    157
    Mentioned
    0 Post(s)
    hi there

    i have the same problem with level textures
    as u can see they are stretched (like the textures of _pm_)



    1: original texture
    2: hires
    3: in game original (look at the texture)
    4: ingame hires (look at the texture)
    Last edited by optimus$prime; March 6th, 2005 at 20:11.
    OPTIMUS PRIME

  5. #45
    Pathetic Member _pm_'s Avatar
    Join Date
    Feb 2005
    Location
    Buenos Aires, Argentina
    Posts
    214
    Mentioned
    0 Post(s)
    Quote Originally Posted by Rice
    _pm_, sharing CRC is a big problem. Can you confirm it? I changed the CRC routine in order to overcome the sharing CRC, and I understand the problem could still happen.

    You can confirm it by using the debugger version. To dump a texture, you will got a file. If the same file is used when you dump a different texture, that's the problem.

    If you can confirm it, I will have to something about it.


    Rice
    Sure, I send you a copy of the textures I dumped with the debugger, and a copy of what the plugin was logging at that moment.

    I started dumping the textures immediatly after I chose Hyrule Castle stage in Training Mode.

    The first textures coming are portions of the background, which I didn't include in the zipfile (EDIT: Removed) for convenience (no apparent problems with them). Then, the first conflictive texture arrives: The one with CRC 3B554A0A, I got 5 different "versions" of this texture (although they seem to come from the same base texture), all of them sharing the same filename.

    When I try to replace these textures, either they don't work (wrong size) or they look weird or completely stretched. As an example, the screenshots below show the game using the third dump of SMASH BROTHERS#3B554A0A#2#0_ci.bmp I got (The only of the five dumps that seems to work for this texture).

    Hope that helps.
    Last edited by _pm_; March 22nd, 2005 at 20:39.

  6. #46
    Emulator Developer Rice's Avatar
    Join Date
    Nov 2001
    Location
    U.S.
    Posts
    1,578
    Mentioned
    0 Post(s)
    Thanks, I will take a look.

    EDIT #1:

    I see where the problem is. The CRC is calculated on the base texture, and the base texture is replicated a few times and become a larger texture before it is actually used in the game. For this game, the same base texture is replicated in different ways and to different sizes at different times.

    This is really a headache, because modern DirectX and OpenGL do not support the N64 texture replication method and the plugin has to prepare a much larger texture than the base texture. Such textures should be enhanced on the base texture only, not on an enlarged replicated base texture.

    It is nice to see that the problem is not with the CRC computation, but with texture replication.

    There won't be an easy way to solve it. I will try to do something about it.
    Last edited by Rice; March 6th, 2005 at 21:10.
    - Rice
    http://1964emu.emulation64.com

  7. #47
    EmuTalk Member optimus$prime's Avatar
    Join Date
    Feb 2005
    Location
    Vienna
    Posts
    157
    Mentioned
    0 Post(s)
    rice: so the problem is the size of the hires_texture, right?
    then it should work when creating a highres with same size but this doesn't makes any sense grrrrrrrrrrr
    OPTIMUS PRIME

  8. #48
    Emulator Developer Rice's Avatar
    Join Date
    Nov 2001
    Location
    U.S.
    Posts
    1,578
    Mentioned
    0 Post(s)
    It is more complicated than that.

    I am giving an example here.

    The base texture 32x32 (the green wall texture in _pm_'s post) is used in such ways
    replicated to 160x160
    replicated to 128x96

    Another base texture 64x64 (the grey wall texture) is used as:
    replicated to 256x384
    replicated to 256x256

    The small base textures need to be replicated to make large textures (but not just use the replication flag for the texture which allows the texture to be replicated infinitely. The large texture needs to be clamped at the edge. How smart is such a way to use a textures in N64 hardware, and how sad neither OpenGL nor DirectX can support such a way of texture replicated with a maximum size limitation. And how stupid is the game using texture in such a way!) If such base textures are enhanced to 4 times of the original size, and the enhanced textures still need to be replicated as many times to make much a larger texture. The size and the memory usage of the final texture will become a real problem.

    in order to make the hires texture of 160x160 which is based on a 32x32 texture, the base texture is enlarged 4 times and becomes 128x128, and the replicated final texture will become 640x640. The usage of memory will be out of control.

    The current version of the plugin has a bug. Dumpped textures (not from the debugger, but dumpped when you enable to the texture dump option) are in the base texture size. When such a replicated texture is loaded, the plugin tries to match the base texture size to the replicated large texture size, and the result is false, so the plugin won't use the high-res base texture on such replicated large textures.

    _pm_ dumped the texture from the debugger which actually dumpped the replicated large texture. Sizes match with the hires version of the replicated large texture inside the plugin so the hires texture is applied (in a wrong way).

    No solution by now, please wait, or just don't try to make hires texture for such textures.
    Last edited by Rice; March 6th, 2005 at 22:45.
    - Rice
    http://1964emu.emulation64.com

  9. #49
    Emulator Developer Rice's Avatar
    Join Date
    Nov 2001
    Location
    U.S.
    Posts
    1,578
    Mentioned
    0 Post(s)
    Well, there is a cheap solution for now, even without need to do any modification of the source.

    Try to enable the option "Try to use smaller textures (faster)" for this game.

    With this option on, the plugin won't replicate the base texture to make large textures, but instead, it uses the base texture and set the replication flag. This option might introduce some minor graphic glitches, but it may not, depending on games. Since the base textures are used instead of large replicated textures, the hires base texture will work (for most textures).


    Rice
    - Rice
    http://1964emu.emulation64.com

  10. #50
    EmuTalk Member optimus$prime's Avatar
    Join Date
    Feb 2005
    Location
    Vienna
    Posts
    157
    Mentioned
    0 Post(s)
    thx for this quick and cheap solution
    it works now
    OPTIMUS PRIME

Page 5 of 51 FirstFirst ... 3456715 ... LastLast

Similar Threads

  1. super smash bros runs slow
    By supergamer in forum 1964
    Replies: 6
    Last Post: March 25th, 2005, 20:25
  2. super smash bros melee
    By mario78 in forum Dolphin
    Replies: 2
    Last Post: December 16th, 2004, 22:19
  3. Super Smash Bros and PJ64 1.5 SP1
    By adrian2055 in forum Project64
    Replies: 5
    Last Post: June 6th, 2004, 07:24
  4. Super Smash bros. horribly choppy, missing sprites
    By flippanda328 in forum Project64
    Replies: 4
    Last Post: March 25th, 2003, 11:55
  5. Super Smash Bros' small Problem...
    By Glurak in forum 1964
    Replies: 1
    Last Post: December 11th, 2001, 03:14

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •