What's new

Rice Video 6.1.0c - HiRez Texture Loader

Status
Not open for further replies.

Rice

Emulator Developer
Rice Video 6.1.0 By Rice1964

What's new:

1. External high resolution texture loading. Read HiRezTexture.txt for further information
2. Texture group dumpping
3. Zelda MM point lighting
4. Software vertex clipper problem fix by not using inline for a few important functions.
Microsoft C++ compiler did a very bad job of optimization before. By converting these inline
functions to regular functions, the clipper works with much less glitches now.
5. Some fixes on a few color combiners, including DirectX high-end, opengl 1.2/1.3, opengl 1.4,
Nvidia openg register combiner. You may see various improvement on these combiners if you
are using them.
6. Various DirectX frame buffer related fixes
7. Using BMGLibPNG to handle PNG files. The include BMGLibPNG.dll file must be placed under
your emulator folder, not the plugin folder.

Thread for version 6.0.0/6.0.0c
Thread for version 5.9.9
Thread for previous version 5.6.0
Thread for previous version 5.5.1
Thread for previous version 5.4.3b
Thread for previous version 5.4.2, 5.4.1 and 5.4.0
Thread for previous version 5.3.1
Thread for previous version 5.1.0d

Discussion about hi-res texture loading

Rice
02/24/2005

EDIT #1: Rebuild to version 6.1.0b to disable the vertex shader option.
EDIT #2: Rebuild with a minor fixes for the DirectX depth problem with some games, and to further disable frame buffer features for opengl
 
Last edited by a moderator:
OP
Rice

Rice

Emulator Developer
The readme for texture dumping and loading

How to use high resolution textures in Rice Video 6.1.0 and after

1. There are two new options added in Rice Video version 6.1.0 under the "Texture Filters" tab
LOAD option: "Loading hi-res textures if available"
DUMP option: "Dump textures to files"


2. Dumping textures
a. If DUMP option is enabled, all textures used during the game play will be dumpped
into a folder "[your_emulator_main_folder]\plugin\texture_dump\[current game name]\".

[current game name] refers to N64 game internal name.
For example, name for Zelda OoT is "THE LEGEND OF ZELDA".

You can use your N64 emulator to check it. For 1964, the internal name is shown
as one of the "Rom Information".

b. Textures from different games will be dumpped into different folders.
The plugin will create the folder if the folder does not exist.

c. Textures are dumpped in either PNG or BMP format
- RGBA, IA (intensity and alpha) textures are dumpped in 3 (or 2) files
[filename part 1 - 4]_all.png
[filename part 1 - 4]_rgb.png
[filename part 1 - 4]_a.png if the alpha channel is not all 0xFF

Please read the later section regarding filenameing.
*_all.png files are 32bit per pixel PNG files with RGBA channels
*_rgb.png files are 24bit per pixel PNG files with RGB channels.
*_a.png files are 24bit per pixel PNG files with alpha channel only as intensity.

- I (intensity only) textures are dumpped in 2 files, the alpha channel is not needed
[filename part 1 - 4]_rgb.png
[filename part 1 - 4]_all.png

- Color indexed textures are dumpped in 1 file
[filename part 1 - 4]_ci.bmp
ATTENTION here: the color indexed bmp image is palletted image. If you want to modify
this image, you MUST NOT change the pallettes.
These palletted BMP files could have either 16 pallettes or 256 pallettes, depending
on the original texture format in the N64 game.

d. texture dump option can be enabled/disabled during the game play.

e. The plugin keeps tracking all dumpped textures of the current game. Textures
will not be redumpped if the texture has been dumpped.


3. Loading high resolution textures
a. If LOAD option is enabled, the plugin will try to load it when corresponding texture is used
in the game.

b. LOAD option can be enabled/disabled during the game play

c. All high resolution textures must be placed under folder:
"[your_emulator_main_folder]\plugin\hires_texture\[current game name]\"

d. [current game name] must match the N64 game internal name

e. Under the [current game name] folder, subfolders can be created and textures can be placed
into the subfolders. The plugin will search all the subfolders recursively. Subfolders can help
to manage all the textures.

f. File files and format:
In general, high resolution files to be loaded must follow the same filenames as dumpped.

- Color indexed textures must be still in palletted BMP format
- For RGBA, IA and I textures, you can provide
*_rgb.png, *_a.png or
*_rgb.bmp, *_a.bmp or
*_all.png
- Don't provide duplicate files for the same textures. If you provide the *_rgb, *_a files
and also *_all.png file, the actually loaded files are not determined.

4. File naming

Example: THE LEGEND OF ZELDA#0A74F78C#4#1_rgb.png

[part 1]#[part 2]#[part 3]#[part 4]_[part 5].[extension]

part 1: The N64 game internal name
part 2: CRC32
part 3: Texture format in N64 game
0 = RGBA
1 = YUV
2 = CI
3 = IA
4 = I
part 4: Texture size in N64 game
0 = 4 bit
1 = 8 bit
2 = 16 bit
3 = 32 bit
part 5: dumpped texture format
rgb = 24 bit RGB format
a = 24 bit alpha channel only in 24 bit RGB intensity
all = 32 bit RGB format
ci = color indexed (BMP) format
extension:
PNG
BMP

5. How to make your own hi-rez textures
a. The hi-rez texture size could be 2, 3 or 4 times as the orginal N64 texture size
b. Don't use other customerized texture sizes
c. If the original texture has alpha channel, you MUST also provide the alpha channel by
- Use *_all.png 32bit format
- use both *_rgb and *_a files to provide RGB and alpha separately
d. Color indexed textures must be prepared in color indexed format, not in RGB/A format
e. Instead of *_rgb.png and *_a.png, you can provide your textures in *_rgb.bmp and *_a.bmp.
BMP files are uncompressed, can be loaded faster
f. *_rgb.png, *_a.png, *_rgb.bmp, *_a.bmp must be provided in 24 bit RGB format, not in other
formats. Alpha *_a.* files must be 24 bit, only in 2 bit or 8 bit
g. Filename must be kept the same as the original dumped texture filenames



If you want to dump textures more effectively, please use the DEBUG version of the plugin in which you can pause/step/dump. You can pause at each drawing primitive, and dump associated textures at the primitive. All textures will be dumpped to your "D:\".

The debugger version is not supported officially. If you cannot figure out how to use the debugger, ask your question in related thread.

EDIT #1: Rebuild to version 6.1.1 to address reported problems about replicated large textures from small base textures when using high resolution textures.
EDIT #2: Fix the CI bmp dump/reload problem for texture scan lines not 32bit aligned
 
Last edited:
OP
Rice

Rice

Emulator Developer
Some high resolution textures created by Federelli, SWAT_Marc, me and emutalk members

There are some hi-res textures created by our EmuTalk members.

Remember, you need to extract the textures to the "hires_texture" folder under the plugin folder. Textures for each game should go to its own folder named by the game name.

For Mario 64, the folder name is: "SUPER MARIO 64"
For Zelda, folder name is: "THE LEGEND OF ZELDA"

Textures for Zelda OoT could be usable for Zelda MM or Zelda OoT Master Quest, but all the files must be renamed according to Zelda MM or Master Quest internal game name.


Rice


EDIT 1: All *_ci.bmp files are removed from the Zelda package.
 
Last edited:

Trotterwatch

New member
A few problems so far, will be interesting to see if it's just me having them.

Got the plugin and files in: C:/1964/plugins
The needed .dll for the PNG usage in C:/1964
The textures for Mario in C:/1964/plugins/hires_textures/SUPER MARIO 64/

Loading any game results in minimal graphics, often very garbled. Only option that works to fix this it seems is turning off the Vertex Shader - unfortunately this combined with the option to load new textures makes the whole computer lockup (black screen).

/Edited to change the word Clipper to Shader :D
 
Last edited:

ScottJC

At your service, dood!
Trotterwatch said:
A few problems so far, will be interesting to see if it's just me having them.

Got the plugin and files in: C:/1964/plugins
The needed .dll for the PNG usage in C:/1964
The textures for Mario in C:/1964/plugins/hires_textures/SUPER MARIO 64/

Loading any game results in minimal graphics, often very garbled. Only option that works to fix this it seems is turning off the Vertex Clipper - unfortunately this combined with the option to load new textures makes the whole computer lockup (black screen).
Unfortunatly, I am also having this problem... the only textures that load are the high res ones.
 
Last edited:

Knuckles

New member
Moderator
same here, I get nothing in Perfect Dark, no textures at all.... (everything is invisible except 2d menus/hud parts)

EDIT: removed the "Vertex shader" option and now everything works fine.

EDIT 2: wow, I didn't know it was also dumping textures with their alpha combined!!!

THX a lot!

also, I noticed the bad textured loading in the Grid on Perfect Dark, it still doesn't look correct ingame but the textures themself are ok when dumped!
 
Last edited:
OP
Rice

Rice

Emulator Developer
Knuckles said:
EDIT: removed the "Vertex shader" option and now everything works fine.

Did I unintentionally leave the "Vertex shader" option visible? The option supposed to be invisible because the feature isn't finished and does not seem to be faster than T&L with main CPU.

EDIT: The option is visible but disabled for me. Is it changeable for anyone?
 
Last edited:

Trotterwatch

New member
Heh, I can't get anything to dump at all, tried both plugins and followed the instructions to the letter. Ah well, I'll try it again some other time.
 

Knuckles

New member
Moderator
didn't work here the first time(s) , but now it's working, I made the folder in advance ( plugins/textures_dump/PERFECT DARK/) and it worked.....
 

SWAT_Marc

Ind. Design Student
Having fun with the plugin (we'll never thank Rice enough :))

Here's one pic of George Link Bush, savior of the world... of Hyrule (yeah, I know is not a good joke :party: ).

Btw, the face is Color Indexed.
 

talker

New member
Rice, i love you're new gfx plugin.
I took Zelda with hirez on a projector, and it was amazing!

But still i found some glitches =(..
Well, this time i testet it all out on my laptop, with:
Mobile AMD Athlon(tm) XP-M Processor 3000+
480 MB Ram
SiS 760 Rev 00 Compatibel VGA 32 MB.

Cheers..

Edit :
Stupid me, I posted with PJ64 in 1964 forum... :blush:
damn
 
Last edited:
OP
Rice

Rice

Emulator Developer
talker, the sky texture problem is due to a incorrect color indexed texture from Federelli. I forget to remove it. I actually need to find out which texture file is the wrong one. You can go ahead to delete all the *_ci.bmp files from the hires_texture folder.
 

arnalion

Nintendo Fan
Some things in Zelda got bugged for me with the new textures but here are some pics. Not all my numbers looked right :/
 
Last edited:
OP
Rice

Rice

Emulator Developer
Btw, has anyone paid attention to the Zelda MM lighting problem fix? Zelda MM has lighting problem from the beginning of N64 emulation. In the game, the scene lighting was wrong and the polygons flash randomly. The problem is fixed now. To see the new lighting effects, pay attention closely to the dark areas near torches or shining objects (in the night).
 
Status
Not open for further replies.

Top