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- Gamecube iso tool usb loader gx Patch#
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How to Save – The Legend of Zelda: Breath of the Wild.Movement speed bonuses from multiple Wind Wakers fully com/channel/UCrg1Hteq1Q9U99dqTSEvU-wKirbyMimi Discord This is NOT an official product or in any way affiliated with Nintendo. Currently deciding if I want to bother patching VIConfigure to adjust viWidth and viTVmode as it's a lot of work to generate reliable signatures for both Wii and GameCube, but at the same time I really want the ability to adjust viWidth for GameCube games as there are so many of them which display with incorrect width and Nintendont's patching fails (I'm guessing because it only patches GXRenderModeObjs, but don't hold me to that).
Gamecube iso tool usb loader gx Pc#
Heck, I'd work on it myself but I'm putting all my time into a PC tool for patching Wii/Wiiware/GameCube iso/wbfs/wad/dol/app, which is turning out to be a lot more work than I imagined. I think there's enough interest that someone else will do it in the near future. If you want to make a lot of people happy for a minimal effort, you can perform a simple find and replace on that binary string.īut its your project and not for me to say. I think most people just want the vfilter gone and would be happy with that. So you would need to test a lot of games and come up with some reliable signatures (Swiss's wont work).Īlso in case you're not aware, VIConfigure doesn't set the vfilter or aa, only GXSetCopyFilter does.
Gamecube iso tool usb loader gx Patch#
VIConfigure is considerably more difficult to patch as its binary can change quite a bit from game to game. Therefore, patching VIConfigure and GXSetCopyFilter is the only way to do it reliably. However it uses some hardcoded memory addresses in reserved.h which I'm not necessarily sure are the same for Wii.Ĭlick to expand.Unfortunately, knowing all of the game's GXRenderModeObjs wouldn't solve the issue either, as some games are setting the video mode by calling VIConfigure and GXSetCopyFilter with arguments that don't reference any member of a GXRenderModeObj. it seems to be using the same registers as Wii for it's boolean args (3 and 5) so perhaps it would. I don't think I could enjoy it.Ĭode: FuncPattern GXSetCopyFilterSigs = to Swiss's sigs and then it should work? Although I'm still unsure if Swiss's replacement version of the func (GXSetCopyFilter.s) is compatible with Wii. It's a pretty bad port imo, plagued by incorrect aspect and scaling artefacts.

Theoretically if we could increase fbWidth to a high enough value it should work on the console too, since that also improves it on Dolphin, but causes garbled video output on the console.

The only thing that worked was setting Dolphin to a higher internal rendering resolution like 2x/3x/4x, then the alignment discrepancy diminishes by the x multiplier to the point of being unnoticeable. I tried nudging window width in Dolphin 1px at a time too, without effect. Whatever it is, you can't compensate by modifying width. There is something broken at a deeper level with this port, maybe the tile size is wrong or they prescaled the assets wrongly. I did also play around with fbWidth for hours in tandem with viWidth on Dolphin to see if there was some magical combination, but no. Unfortunately, touching viWidth causes garbled video output on Wii (but not on Dolphin) so it's a dead end unfortunately. Click to expand.512 appears to be the correct value for square pixels, but seems to need +10% to correct for NTSC pixels being 10% skinnier, i.e 564, at which point objects like squares and circles measure symmetrical.
