Author Topic: Feature Request: VI-deblur (now possible using GS)  (Read 31545 times)

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Offline Goemon

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Re: Feature Request: VI-deblur (now possible using GS)
« Reply #90 on: March 31, 2020, 04:02 PM »
Choro Q 64 (Japan).z64  (should work with translation)
8104811C 0000
8104811E 3202
8104814C 0000
8104814E 3202

Choro Q 64 2 - Hacha Mecha Grand Prix Race (Japan).z64  (should work with translation)
810FDEDC 0000
810FDEDE 3202
810FDF0C 0000
810FDF0E 3202

Nintendo All-Star! Dairantou Smash Brothers (Japan).z64 (No Mastercode needed)
8103D8BC 0000
8103D8BE 3202
8103D8EC 0000
8103D8EE 3202
81044EDC 0000
81044EDE 3202
81044F2C 0000
81044F2E 3202

Super Smash Bros. (USA).z64
F10396B0 2400 (Mastercode)
8103D55C 0000
8103D55E 3202
8103D58C 0000
8103D58E 3202
81044EEC 0000
81044EEE 3202
81044F3C 0000
81044F3E 3202

Super Smash Bros. (Europe) (En,Fr,De).z64 (No Mastercode needed)
8103DB3C 0000
8103DB3E 3202
8103DB6C 0000
8103DB6E 3202
810455FC 0000
810455FE 3202
8104564C 0000
8104564E 3202

Super Smash Bros. (Australia).z64
F1039CB0 2400 (Mastercode)
8104560C 0000
8104560E 3202
810455BC 0000
810455BE 3202
8103DB5C 0000
8103DB5E 3202
8103DB2C 0000
8103DB2E 3202

« Last Edit: March 31, 2020, 08:14 PM by Goemon »

Offline Goemon

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Re: Feature Request: VI-deblur (now possible using GS)
« Reply #91 on: March 31, 2020, 04:51 PM »
Vigilante seems more difficult but the overall filter settings in that game are not that bad already
« Last Edit: March 31, 2020, 05:20 PM by Goemon »

Offline Goemon

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Re: Feature Request: VI-deblur (now possible using GS)
« Reply #92 on: March 31, 2020, 07:06 PM »
Okay here we go. Vigilate needed a Mastercode. Found one for the US Version.

Vigilante 8 (USA).z64 (VI filter auto switching code NO Expansion Pak)
F11695A8 2400 (Mastercode 1)
F11695AC 2400 (Mastercode 2)
D118862E 3116
8118862E 3202
D118865E 3116
8118865E 3202
D11886C6 3116
811886C6 3202
D118862E 3246
8118862E 3242
D118865E 3246
8118865E 3242
D11886C6 3246
811886C6 3242
« Last Edit: March 31, 2020, 08:11 PM by Goemon »

Offline leonquest

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Re: Feature Request: VI-deblur (now possible using GS)
« Reply #93 on: April 02, 2020, 01:13 AM »
Can we also make a list of which games actually look better and which look worse? I want to be able to apply these codes to as many roms as possible, but I don't have time to experiment.
Everdrive64 V3 - SD2Snes rev. f - Everdrive N8 fami - MegaEd X3 - PS IO - MODE - MISTer

Offline nastc1

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Re: Feature Request: VI-deblur (now possible using GS)
« Reply #94 on: April 02, 2020, 01:57 AM »
That's an insane amount of codes to input. Wouldn't it just be easier to do a RGB mod with deblur?

Offline Goemon

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Re: Feature Request: VI-deblur (now possible using GS)
« Reply #95 on: April 02, 2020, 02:04 AM »
The codes are for RGB mod with deblur in mind :)
I play only with RGB mod.
But it looks not bad on Composite too.
Also for Everdrive you only need to copy and paste everything in the cheatfile for this game
« Last Edit: April 02, 2020, 02:06 AM by Goemon »

Offline leonquest

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Re: Feature Request: VI-deblur (now possible using GS)
« Reply #96 on: April 02, 2020, 02:16 AM »
The codes are for RGB mod with deblur in mind :)
I play only with RGB mod.
But it looks not bad on Composite too.
Also for Everdrive you only need to copy and paste everything in the cheatfile for this game

how do you know which ones are worth activating? is there a google docs somewhere?
Everdrive64 V3 - SD2Snes rev. f - Everdrive N8 fami - MegaEd X3 - PS IO - MODE - MISTer

Offline nastc1

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Re: Feature Request: VI-deblur (now possible using GS)
« Reply #97 on: April 02, 2020, 04:13 AM »
The codes are for RGB mod with deblur in mind :)
I play only with RGB mod.
But it looks not bad on Composite too.
Also for Everdrive you only need to copy and paste everything in the cheatfile for this game

Ahhh I have an N64 with "Etim's" Deblur RGB mod, is what I was referring to. It looks fantastic. It seems like an ULTRAhdmi mod without having to pay 700+ dollars. Granted you have the OSSC/Framemeister and Scart switch already.

Offline Goemon

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Re: Feature Request: VI-deblur (now possible using GS)
« Reply #98 on: April 04, 2020, 01:05 AM »
Fushigi no Dungeon - Fuurai no Shiren 2 - Oni Shuurai! Shiren Jou! (Japan).z64
Works with the Shiren the Wanderer 2 english translation.
F1032240 2400 (Mastercode)
8103736C 0000
8103736E 3202
8103739C 0000
8103739E 3202

Offline Goemon

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Re: Feature Request: VI-deblur (now possible using GS)
« Reply #99 on: April 10, 2020, 02:12 AM »
Legend of Zelda, The - Ocarina of Time - Master Quest (USA) (GameCube).z64
Legend of Zelda, The - Ocarina of Time - Master Quest (Europe) (GameCube).z64
Legend of Zelda, The - Ocarina of Time (Europe) (Collector's Edition).z64
Legend of Zelda, The - Ocarina of Time (USA) (Collector's Edition).z64
using all the same codes to manipulate the VI filter.
F10004E4 2400 Master Code
F1005FB0 2400 Master Code
EE000000 0000 Master Code
8100630C 0000
8100630E 3202
8100633C 0000
8100633E 3202

Offline Dr.wario

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Re: Feature Request: VI-deblur (now possible using GS)
« Reply #100 on: June 10, 2020, 03:44 PM »
I came here because i wanted to play turok without the fogg ...
but this has (i think) nothing to do with AA.

Buts back on topic, has someone have all the codes in a file?
so i can autoload it with the everdrive 64?

i tried some links , but most are dead now.
seems like internet is having bad days for roms and hacks and patches.

Offline daneeall

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Re: Feature Request: VI-deblur (now possible using GS)
« Reply #101 on: June 10, 2020, 04:24 PM »

Buts back on topic, has someone have all the codes in a file?
so i can autoload it with the everdrive 64?

i tried some links , but most are dead now.
seems like internet is having bad days for roms and hacks and patches.
It would be a nice idea to consolidate all NO AA patches in IPS\APS patches archive or data base or whatever...
I have some of them though.
You should unpack contents of both folders to
Code: [Select]
sd:\ED64\AUTOand enable using patches in Everdrive settings
https://cloud.mail.ru/public/337o/HUZaMCoix
Patch file name must be the same as ROM file name to work.
« Last Edit: June 10, 2020, 04:30 PM by daneeall »

Offline Dr.wario

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Re: Feature Request: VI-deblur (now possible using GS)
« Reply #102 on: June 11, 2020, 12:24 PM »
thanks, hope other can add to that file.

but cannot get it to boot on Alt64 on a V1, tried some games always says "no cheats found"
Does anybody know if these codes also work with Widescreen hacks for N64 games?

Offline daneeall

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Re: Feature Request: VI-deblur (now possible using GS)
« Reply #103 on: June 11, 2020, 05:23 PM »
but cannot get it to boot on Alt64 on a V1, tried some games always says "no cheats found"
You can patch roms permanently using certain patchers like Win APS and lunar IPS

Offline Kerr Avon

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Re: Feature Request: VI-deblur (now possible using GS)
« Reply #104 on: June 12, 2020, 02:17 PM »
Personally, I've not used any de-blur codes, as from the screenshots I've seen, I prefer the way the N64 applies AA by default. None the less, it would be great if someone would keep a copy of all of the codes, and make them available to download in one archive (which wouldn't be large, as the codes take up so little space). And maybe when the ED64's OS is updated in future, then Krikzz could add an option to the ED64's game loader menu,  so that when launching a game, you can choose to run the game as normal, or to apply the de-blur patch to the game. That would be convenient and would please everyone.



I came here because i wanted to play turok without the fogg ...
but this has (i think) nothing to do with AA.

No, the fog in Turok: Dinosaur Hunter is part of the game's code, and is there to hide the fact that the draw distance (how far in the distance from you that the game stops displaying things) is so short.  The draw distance in the game is so short because the longer the draw distance, the more onscreen items the console has to draw, and the more it has to draw, the slower the game runs. So the fog is there basically to allow the game to run so fast without looking stupid (as it would look if there was no fog and you still could only see for the short distance that you can in the game now).

The fog could be disabled by a hacker, probably very easily, but increasing the draw distance whilst keeping the game running at a decent speed would take a lot more work, the game engine would have to be modified, not at all an easy task even for a really skilled hacker. Turok could run well with a higher draw distance, if the engine was rewritten by people who had had more time to study the N64 and had the opportunity to learn from other N64 first person shooter game code, but the game was released very early on in the N64's life, when the programmers were new to the hardware and so didn't know how to get the best out of it.