This is seriously awesome. If you can, I urge you to please continue working on this! Hopefully the Citra team can fix the compatibility with this title in the future as well.
I am still working on it on and off as a solo project. The more work I seem to put in however; the worse the performance gets (I suppose this is understandable, loading higher resolution textures into it logically should have that effect.)I just hope that the citra team can fix these issues, or a new emulator shows up to shake up the status queue.
@@FoxerTails Neither one seems to fix the problem, only change the way in which it manifests itself. I'm going to assume it's something to do with the way the emultor manages memory. Either way there are a lot of problems with the way Citra handles SF 64 3D specifically. Like freaking out and flipping the screen upside down in aquas, warps, solar, and andross fights. Or turning the water completely black and screwing up reflections in Corneria or Katina. Not to mention it's the only game in my collection that needs the emulated CPU clock dropped from 100% all the way down to 50 or 30 % (depending on how much of a tantrum it wants to throw that day) just to get a playable frame-rate.
You do a lot of the same things that I do! I always like to fly through the arch of that big snake, I like to follow Slippy under those platforms and I like to do a U-turn right as the boss explodes!;
Godspeed, this is amazingly done. Love the music too. They screwed up so much with the 3DS version. Though what i hated most is that they made the boss explosions weaker, i loved the giant fireballs when a boss did go down. I wish that could be restored.
Unfortunately as this is just edits to textures and sound, I am unable to restore the 'big fat pumpkin' as me and my sister called it when we were very young XD
@@BlazingKhioneus I literally cannot edit the fog. All I can change is the music and the game's textures. I can't change the placement of the fog, I can't edit models. And I can't edit code. Because the fog is part of the game code, I cannot change it.
At the current size, the textures would cause the system to run out of memory. The audio mod works, but hitches when new diologue calls come in. That may be the result of the on-the-fly patching though.
@@MaddiAddiGaming the audio mod also is panned to the left. I would try to knock it down to mono but unfortunately I don't know what file format it's using.
@@daemonspudguy That was a problem with Sebastian's original conversion. And the reason neither he nor I have not attempted to fix it is because there are hundreds of individual files and it's incredibly tedious to convert them all and rename them appropriately.
@@daemonspudguy I imagine it had something to do with the specific conversion tool he used. There's a few different ones out there that can do the job. IIRC he used looping audio converter (or LAC as it's known in the community) The one I used was BRSTM to BCSTM converter. Sadly the latter while it is more up to date and has better features, it doesn't convert non-looping audio properly (which is odd, considering the name of the other tool.) At this point with Citra being dead, and the progress on the original SF 64 Decoompilation sitting at 99%, I don't really see much need to try and fix it, since we'll have better options for experiencing the game soon.
For clarification I'm referring to the version from 64 3D, the original from the N64 is a classic and is still my favourite. My issue was the terrible choice in instrumentation for the remaster along with poor audio balancing meaning that certain tracks in the remastered version were drowned out, or brought forward when they shouldn't have been.
Slippy: What a dump!
Falco: I hear ya, Slippy. Not even Captain Planet and the Planeteers can save this place.
This is seriously awesome. If you can, I urge you to please continue working on this! Hopefully the Citra team can fix the compatibility with this title in the future as well.
I am still working on it on and off as a solo project. The more work I seem to put in however; the worse the performance gets (I suppose this is understandable, loading higher resolution textures into it logically should have that effect.)I just hope that the citra team can fix these issues, or a new emulator shows up to shake up the status queue.
@@MaddiAddiGaming Ah, cool. As for the performance issues involving textures, I assume you already set Citra to preload custom textures?
@@FoxerTails Neither one seems to fix the problem, only change the way in which it manifests itself. I'm going to assume it's something to do with the way the emultor manages memory. Either way there are a lot of problems with the way Citra handles SF 64 3D specifically. Like freaking out and flipping the screen upside down in aquas, warps, solar, and andross fights. Or turning the water completely black and screwing up reflections in Corneria or Katina. Not to mention it's the only game in my collection that needs the emulated CPU clock dropped from 100% all the way down to 50 or 30 % (depending on how much of a tantrum it wants to throw that day) just to get a playable frame-rate.
@@MaddiAddiGamingScrew you
*_"I can't believe they did this!"_*
You do a lot of the same things that I do! I always like to fly through the arch of that big snake, I like to follow Slippy under those platforms and I like to do a U-turn right as the boss explodes!;
Godspeed, this is amazingly done. Love the music too. They screwed up so much with the 3DS version.
Though what i hated most is that they made the boss explosions weaker, i loved the giant fireballs when a boss did go down. I wish that could be restored.
Unfortunately as this is just edits to textures and sound, I am unable to restore the 'big fat pumpkin' as me and my sister called it when we were very young XD
@@MaddiAddiGaming oh no. Now I can't unsee that XD
Wounderful!
Very coool!
Might wanna thicken that fog, that pop in with the docks was horrible
Nothing I can do about that. That's an issue with the game itself. I have no way to edit the density of the fog, sadly.
@@MaddiAddiGaming Well, you could pull the fog closer to the camera so its in front of the pop in instead of behind it
@@BlazingKhioneus I literally cannot edit the fog. All I can change is the music and the game's textures. I can't change the placement of the fog, I can't edit models. And I can't edit code. Because the fog is part of the game code, I cannot change it.
This is so awesome. Are you still working on this? Can't wait to see them all, especially Area 6!
i need to see star wolf
I wonder how this would run on a New 3DS with the clockspeed and cache raised.
At the current size, the textures would cause the system to run out of memory. The audio mod works, but hitches when new diologue calls come in. That may be the result of the on-the-fly patching though.
@@MaddiAddiGaming the audio mod also is panned to the left. I would try to knock it down to mono but unfortunately I don't know what file format it's using.
@@daemonspudguy That was a problem with Sebastian's original conversion. And the reason neither he nor I have not attempted to fix it is because there are hundreds of individual files and it's incredibly tedious to convert them all and rename them appropriately.
@@MaddiAddiGaming I wonder how that happened. I don't think the original files had that issue, but I could be wrong.
@@daemonspudguy I imagine it had something to do with the specific conversion tool he used. There's a few different ones out there that can do the job. IIRC he used looping audio converter (or LAC as it's known in the community) The one I used was BRSTM to BCSTM converter. Sadly the latter while it is more up to date and has better features, it doesn't convert non-looping audio properly (which is odd, considering the name of the other tool.) At this point with Citra being dead, and the progress on the original SF 64 Decoompilation sitting at 99%, I don't really see much need to try and fix it, since we'll have better options for experiencing the game soon.
Piss off the original release zoness theme was NOT god awful it was awesome
For clarification I'm referring to the version from 64 3D, the original from the N64 is a classic and is still my favourite. My issue was the terrible choice in instrumentation for the remaster along with poor audio balancing meaning that certain tracks in the remastered version were drowned out, or brought forward when they shouldn't have been.
@@MaddiAddiGamingIt's still nowhere as bad as you say