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Facility in high-resolution mode
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bmw
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 PostPosted: Mon Dec 26, 2011 6:24 pm    Post subject: Facility in high-resolution mode Reply with quote Back to top

Took a little work to figure this one out, but I managed to load Facility in high-resolution mode.

 
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SubDrag
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 PostPosted: Mon Dec 26, 2011 6:55 pm    Post subject: Reply with quote Back to top

What did you have to do to get it to work? Are there any issues besides lag?
 
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stolen
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 PostPosted: Mon Dec 26, 2011 7:13 pm    Post subject: Reply with quote Back to top

What are the differences between high resolution mode and normal mode?
 
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bmw
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 PostPosted: Mon Dec 26, 2011 7:14 pm    Post subject: Reply with quote Back to top

First I used the following gameshark codes:

8002A8F7 0036 (force load Cuba)
810447C2 8868 (point Cuba to Facility bg data)
810447C6 887C (point Cuba to Facility clipping)

Then I used the setup editor to remove several commands from the 1000-action block in Cuba's setup file (I can't remember exactly which ones but they included getting rid of the swirl cam and restoring control back to the player). Also gave Bond some weapons.

I also did a 21990 mod to set the correct stage scale.

I'm pretty sure that's all I did. No issues to speak of that I could find.
 
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bmw
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 PostPosted: Mon Dec 26, 2011 7:21 pm    Post subject: Reply with quote Back to top

stolen wrote:
What are the differences between high resolution mode and normal mode?


High resolution mode actually increases the in-game resolution by 25 percent (I confirmed this number by comparing the height of the ammo display number at 800x600 emulator setting - 24 pixels in normal mode, 18 pixels in high-res mode, equaling a 25 percent increase in resolution).



Just like how when you increase the resolution on your computer monitor, all on-screen text gets smaller.

The on-screen watch menu doesn't display correctly either (the smaller text doesn't align properly)

 
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GE MASTER
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 PostPosted: Mon Dec 26, 2011 7:47 pm    Post subject: Reply with quote Back to top

Are you onto something substantial here? I'm not great at understanding the goings on with what you guys pull off. I'm just curious where this might end up or if this is something available in multiplayer etc. Looks amazing though!
 
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bmw
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 PostPosted: Mon Dec 26, 2011 8:14 pm    Post subject: Reply with quote Back to top

Keep in mind that we're still limited by the actual resolutions of the in-game textures meaning that at least up close, you're not going to notice any differences. In theory though, textures which are farther in the distance may appear sharper once you reach the threshold distance where the number of pixels in the texture is larger than the number of pixels displayed on-screen. But then again I don't know what the true resolution limit of the N64 is so I could be wrong on that one.

I still swear though that the grenade smoke looks better in high-res mode. Unless the placebo effect is in effect here.

But at any rate there's no doubt that there's something going on here because the on-screen text is smaller.
 
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stolen
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 PostPosted: Mon Dec 26, 2011 8:18 pm    Post subject: Reply with quote Back to top

Would portals be effect by resolution differences?

Edit: Nevermind.


Last edited by stolen on Tue Dec 27, 2011 12:15 am; edited 1 time in total
 
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SubDrag
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 PostPosted: Mon Dec 26, 2011 11:02 pm    Post subject: Reply with quote Back to top

I made a patch that will let you see runway in hi res (pick runway in menu):
http://www.battlefieldforever.com/hackers/priv/subdrag/GERunwayHiRes.xdelta

The hi res mode appears to take a lot more memory, so I had to turn down memory in 21990 for Runway, which can lead to crashes. (it wouldn't load otherwise, appears to be about 150 less memory available). Intro's won't work, so disabled in Runway, as it won't return from black screen. Ending works, but won't exit. If you quit you go to credits.

This mode, although cool, won't work for most levels due to memory issues, and I must admit although cool isn't much different. I played on console and it does look a tad nicer, but crashes a lot due to memory issues.
 
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EternallyAries
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 PostPosted: Tue Dec 27, 2011 12:17 am    Post subject: Reply with quote Back to top

I have been hacking this game for 2 years now. And i have never heard of a Hi res mode in Goldeneye.

And i'm amaze by how the smoke looks 10 times better in hi res mode as well.

And including i'm surprise this game has such thing in it.

Great job BMW. And great job on the runway as well subdrag.

Anyway to bad there a big memory problem in Goldeneye thu.

Since most of the levels use like 50 or over texture in most of them

Chance are the only way that Facility even loaded. Was how much memory in it.

And i bet the levels that uses most objects can load hi res mode. Like Archives.

And the less objects in levels mean it uses low memory in it.

As in like Aztec. That level may not be able to load in hi res mode. With it low amowt of objects. Mostly textures take up the space.

But by replacing Jungle or facility. With Aztec you may be able to load it up. Right after you do a 21990 edit.

Now I do ask. how do you get a level to use hi res mode anyway?
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Trevor
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 PostPosted: Tue Dec 27, 2011 3:55 am    Post subject: Reply with quote Back to top

Haha, I have to admit, when I read the first few lines I though "Err, click video options and set resolution to 1280x1024 and download a texture pack"

Heh, pretty cool, its like PD's Hi-Res mode, funny thing is I never realised Credits were at higher res to rest of game Razz

Pitty about memory, I always run PD in Hi-Res and Ive never felt it to be sluggish (heh, no more than usual, nothing I cant live with for those who will say that it is)


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D1Hazel
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 PostPosted: Fri Feb 03, 2012 8:58 am    Post subject: Reply with quote Back to top

Could it be possible to hack GoldenEye to use the memory expansion?
 
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MAURO
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 PostPosted: Mon Apr 23, 2012 8:02 am    Post subject: Reply with quote Back to top

Perfect dark use the expansion pack to run high quality textures.
If goldeneye uses more memory to load high resolution textures, we could make a hack to allow goldeneye to use the expansion pack, no? The ROM hacking today is very advanced, so I believe in everything we think can be real Very Happy
And that way, we use the 8MB for default memory in emulation, and Voila! High quality textures without crash/instability.


(Just dreaming....)
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Trevor
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 PostPosted: Sat Apr 13, 2013 10:39 am    Post subject: Reply with quote Back to top

Old topic, but wanted to post some relative info that I didnt know before.

The N64 has two resolution modes, of which in turn are further subdivided in two.

Quote:

29.1.3 What is the Display Mode?
The display mode consists of various combinations of 5 flags: NTSC/PAL (FPAL)/MPAL format, high/low-resolution, anti-aliasing/point sampling, interlaced/non-interlaced mode, and 16/32-bit color pixel.

Table 29-1 Display Mode Flags
____________________________________
Flag 1
NTSC format
PAL format
MPAL format
FPAL (Full-screen PAL) format

Flag 2
H = High-resolution
L = Low-resolution

Flag 3
A = Anti-aliasing
P = Point sampling

Flag 4
Low-resolution
N = Non-interlaced
F = Interlaced
High-resolution
N = Normal interlacing
F = Deflickered interlacing

Flag 5
1 = 16-bit pixel size
2 = 32-bit pixel size
___________________________________

See osViSetMode in the Function Reference for details on how to use these flags.


Low Resolution mode = 320x240 (320x288 If FPAL flag set)
High Resolution Mode = 640x480

So, to correct the original poster, the high resolution increases the resolution by two horizontally and vertically, increasing the total number of pixles by four. (as can be seen in the screenshot of the watch)


There is however more into resolution than these options as the N64 provides a function to specify a resolution.
Quote:
Enlarge the frame buffer
This method simply increases the resolution and is the default state in the FPAL mode. At low-resolution, a frame buffer (320x288) with 48 lines added to the standard frame buffer, and at high-resolution, a frame buffer with 96 lines added (640x576), are available, allowing rendering over the entire screen area. With changes to the frame size, the program and graphic data must also be changed, and processing is required to accompany this.


To answer the memory question, Low resolution uses 150KB of mem while High Resolution uses 600KB.

Trev
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Dragonsbrethren
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 PostPosted: Mon Apr 15, 2013 4:04 pm    Post subject: Reply with quote Back to top

Yeah, 480i is the NTSC output resolution. GE's Hi-res mode is rendered at 440x330.
 
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