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http://n64.poregon.com/shared/ Found this. NTSC patcher for
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You are currently reading a thread in /vr/ - Retro Games

Thread replies: 34
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http://n64.poregon.com/shared/

Found this. NTSC patcher for

http://assemblergames.com/l/threads/is-it-possible-to-disable-anti-aliasing-in-n64-games-via-gameshark-cheats.59916/

Anyone have an ed that wants to try this out? Might be selling off my carts soon.
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>>3071027
I don't understand. Why do you want your games to look like shit?

The AA present on the N64 is about 80% of the reason to own one. Just look at the fucking trees, and tell me you actually prefer it without AA.
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>>3071135
Console mod enthusiasts are always on the look-out for something stupid to waste their time and money making their console worse on.
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>>3071027
I've done it. Most games look great. But I'm using a RGB-modded console with a PVM-14M4. Nearly the best combination (I wish I had a 20-inch PVM). I haven't played with it too much to give fine-grain opinion yet though.

I've yet to see what it looks like using composite on a CRT or with any kind of signal to a Framemeister.

There are two type of filter that can be turned off. Most games are good with both off, some only one.

You don't need an ED64. You can do this with a gameshark/action replay and real carts. Codes exist. NTSC and PAL.

The games can be permanently patched or auto patched on the fly with an ED64.
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>>3071159
I've been doing it through S-video, still looks awesome.
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Looks better to me, but I like the PSX rough 3D.
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>>3071135
>>3071154
Some people prefer to play games with more clarity. Also disabling filters and aa frees up resources. Less slowdown.

Also took me 5 minutes or less and $0 to get this setup.

Nice to have more clarity then a jizz coated porn arcade monitor.
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>>3071027
>http://n64.poregon.com/shared/
How can I use this with a flashcart?
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I haven't touched my n64 since last year, when I had the urge to pay oot again. This info made me take out my GS and give it a go.

I'm absolutely stunned by how clear the textures get with some of the games. There are only a handful of US titles that people have derived GS codes for, but the ones I tried(specifically Mario Kart 64) blew me away. I can't wait for there to be an archive of codes. I may never use my games without GameShark again!

Pic related, svideo on 20"RCA TruFlat.
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I definitely think the game looks nicer this way. It looks sharp. Just looking at all the round stains and divots on the asphalt makes me wonder what they were thinking with the level of post-processing they added to games for seemingly no reason. I didn't even think the road had a gradient until moments ago. It was all just kinda smudgy gray.
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>>3071947
>frees up resources

No it doesn't. The worst of the N64's filters are literally 'free' post processing effects. They look like shit precisely for the reason they are free - messy and not approximate

>>3072610

The filters were designed for composite CRT connections. They look good on that and terrible on everything else.
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>>3071154
And the anti-modders are always butthurt that people with more passion and skill are able to get more out of their hardware with a little time and effort.
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>>3072596
Follow the instructions on the link. Aps working fine here.
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>>3072610
>>3072621
Looks better than rgb mod 64.

Rgb n64 w/ no-aa patch in the works.
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The developer of the 64drive flash cart claims that the N64 has up to a 3x performance penalty when every single AA option is turned on.

lol

However different AA options are activated at different stages of the graphics pipeline, so it may be difficult to patch it all out.

In theory, he says if you could patch it out, you could completely eliminate slowdown from some games due to the massive performance boost
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Since filtering seems to be modifiable via gg codes. Could a module be developed that would interface via expansion slot and switch filters on the fly?
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This shit looks pretty good at a blurry glance
I wish there were better pictures though
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>>3073509
You can see the PAL framebuffer didn't get rendered at a higher resolution but just got vertically upscaled from NTSC (at least that's what I'm thinking since it doesn't even cover the entirety of the TV area) and the AA is necessary to hide the ugly non-integer artifacts you see every couple rows.
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>>3073519
I doubt any hardware decision was done with PAL in mind. They probably built the thing and figured out how to deal with PAL later.
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>>3073523
Rare games do feature higher resolutions on PAL though, they're pretty known for this.
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>>3073526
Yeah they do. But RARE is one of the few companies that gave a shit about PAL, because well, they were in Pal territory.

SEGA gave a shit in some games as well, notably Streets of Rage (notwithstanding Sonic 1), but really, hardly anyone cared. They'd just slap some black bars and let the game run slower and be done with it.
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>>3072746
I think z buffer is the main killer but neccisary son things aren't wobbly. Iv been playing games and it seems some run better with as off though. Which n64 game had the worst slowdown? I'm going to take video and see if there's any difference.
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>>3074148
>I think z buffer is the main killer but neccisary son things aren't wobbly

No.
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>>3074167
Citation needed.
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>>3074181
https://en.wikipedia.org/wiki/Texture_mapping#Perspective_correctness

https://en.wikipedia.org/wiki/Z-buffering
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>>3074195
Oh I thought you were implying it wasn't hogging the rdp resources. I knew that it is used for perspective but some developers used microcode instead of the Nintendo z buffer it doesn't look as stable
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Does anyone get a copy of Saturnu's universal patcher? the link on the thread 404s on me
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>>3074148
The main reasons polygons are wobbly on PS1 is because of no subpixel correction. Textures are wobbly due to no perspective correction

Yes you are right that Z-buffer is the RDP killer, but not directly. It's not that RDP can't process the values fast enough - it's that the RDRAM can't supply read/writes fast enough to RDP.

Both z-buffer and anti-aliasing hit the RDRAM hard as fuck. I find it particularly amusing when people on this board claim that the N64 was hard to develop for due to "stupidly complex architecture". That is so opposite to the truth.

It was hard to program just because of the RDRAM. A simple, yet difficult problem. High latency, no read under write, no DMA for CPU, with only a single 16 bit bus. If you can optimize RDRAM usage perfectly, then it has a fuckload of bandwidth to offer, but who can do that other than god like programmers?
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>>3071135
>I don't understand
Obviously.
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>>3075582
He's not totally wrong though. Even in the thread linked in OP's post some people have conceded that certain N64 games looks like garbage without AA turned on.
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>>3072646
>more out of their hardware
>they're literally spending this much time trying to get LESS out of it

Are you a fucking autist?
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>>3076215
This takes seconds if you have even a little comprehension. Had to rename a few ROMs to match and that was that,. Ronco graphics dehydrator
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>>3075604
Those people are obviously not pixel art hipster scum. The decreased overhead is more than worth it in many cases. And chap scalers look much less like shit with the AA turned off.
Also, I don't think he was 100% serious. Probably just pointing out that playing N64 on a CRT as the developers originaly intended with AA looks just fine.
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>>3073509
>>3073519
>>3073523
>>3073526
>>3073530
Duke Nukem 64 was by Eurocom, who are British. But they weren't very good coders, so who know what they did with the framebuffer.
Thread replies: 34
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