Open GeekyGami opened 6 years ago
Thank you. Yes, I was very bad in disabling all effects to get rid of the water reflections. Do you know what the AR codes are, or where I can find the fixes?
https://forums.dolphin-emu.org/Thread-zelda-twilight-princess-wrong-reflections-3d-mode
the download to the fix is there. I'm not sure if it'll help, as it seems to be a DLL wrapper. It does contain codes for where it's fixing things though, so it might be of some use
I know all the effects work fine in DX12, so I'm gonna go ahead and try to find hide codes. As for AR codes, I don't know where to even begin in making any, but I've found AR codes that have disabling water reflections as an option for the PAL version of the game V
http://cosmocortney.ddns.net/codes/wii/twilight_princess_pal_en.php#water
https://gamehacking.org/?game=113008&format=ar This site here has one called "mirror water" not exactly sure what it does, but it is for this specific version.
Edit: https://forums.dolphin-emu.org/Thread-shader-fixing-disabling-for-2d-and-3d-thread-using-3dmigoto Another thread on the same software that was used on the first one, but it includes widescreen patches, reflection disablers, ect. Seems there's also PAL related things mentioned.
Well, I tried using hide codes to hide the water effects, but it is either not working, or I am completely misunderstanding the workflow of finding hide codes.
The effect is hidden at 00, but everything is enabled at 01. Can't find it from 00 to FF. Effect is completely enabled at 0000. The only thing I found I could do was disabling chunks of the water entirely, and even then, the ripple effect and its reflection effect remained.
I thought using the 0 or 1 bruteforcers might work, as they might end up hiding the water reflections on their own, but despite following instructions for them to the letter, I was unable to get them working.
This is despite managing to make the bruteforcer work in PPSSPP VR. I think the latest build (The one that fixed the mirror view) might have caused a regression when it comes to bruteforcing.
To be specific, what occurs, is that when I start the bruteforce, instead of starting from where I left the game's save state (properly paused, with symbol map saved) it starts from the beginning. I have tried both the first and last savestate slot, to no avail, and so this is as much as I'll be trying on that front for now.
Hi, before I get into the gist of what I'm meaning to say, I just want to thank you for your continued support of this project. It's by far one of the things I've used the most in VR.
Now, from what I understand, you've disabled all of the effects in the game to disable the reflections in the water, right? I figure this was also to possibly remove heat haze issues?
Now, while I understand why all effects are disabled, I find this to be somewhat troublesome. You see, while things like rocks not breaking to pieces, or enemies blowing up properly is tolerable,
the issue is that disabling all effects hurts some portions of the game. For example, in the Twilight Realm, all the inhabitants appear as ghostly whisps, right? They don't appear now, so either you go into sense mode constantly, or you can't see them at all.
So, I think we would be better off with either more precise hide codes (that we could turn on and off at a whim) or with all effects being re-enabled so that we can work out where the problematic ones are and still have all the effects that are intact remain.
Otherwise, I remember the reflections had to be bound to new aspect ratios through AR codes. There were also fixes for stereo 3d done for 4.0 in the main branch, though they apparently don't work on newer versions of Dolphin
Again, I'm incredibly happy to see this project is still alive, cheers