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Emulator Issues #12505

closed

Feature Request: Change texture wildcards behaviour

Added by GhostlyDark almost 3 years ago. Updated about 1 month ago.

Status:
Fixed
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:
5.0-14445

Description

GLideN64 vs. Dolphin

Current options to wildcard textures for Dolphin:

tex1_32x32_01f6a7f70e49ca90_70f877cad9fe88c9_9
tex1_32x32_01f6a7f70e49ca90_$_9

Only the second hash can be wildcarded and the wildcarded texture has priority over the non-wildcarded one.

Current behaviour using GLideN64 WIP builds:

MARIOKART64#05C30F6A#2#1#926A9D67_ciByRGBA
MARIOKART64#$#2#1#926A9D67_ciByRGBA
MARIOKART64#05C30F6A#2#1#$_ciByRGBA

Using GLideN64, either the first or second hash of a texture that contains two hashes can be wildcarded. A non-wildcarded texture has priority over wildcards.

The Idea

The way wildcards are implemented in GLideN64 is arguably more useful. To give an example, lets use Mario Kart 64. The green and red shells are dumping duplicates. The hashes of the red shell duplicates look like this (GLideN64 is very similar):

tex1_32x32_01f6a7f70e49ca90_70f877cad9fe88c9_9
tex1_32x32_1f8c74bee4b3d7ce_70f877cad9fe88c9_9
tex1_32x32_2a50df75dceffc9e_70f877cad9fe88c9_9

Notice how it would be possible to wildcard the first hash to cover these duplicates. This however can only be useful if non-wildcarded textures gain priority as the wildcard would otherwise overwrite all other red shell animation frames (those that do not dump "infinitely"), as all red shells contain "70f877cad9fe88c9" as the second hash.

Similarly, wildcards can be useful in more scenarios where a creator of a texture pack can set a wildcard for most duplicate dumps and overwrite the wildcard for exceptions. The N64 version of RE2 dumps the COMBN text in the inventory more often than you can count, a texture that can be covered with just one HD texture wildcarding the first hash. French and Japanese do not dump the COMBN text equivalent "infinitely" but their text gets replaced by the wildcard regardless. As GLideN64 prioritizes non-wildcarded textures, it's as simple as adding a French and Japanese HD texture to fix their appearance.

TL;DR

Introduce the ability to wildcard the first hash of a texture that contains two hashes and change the behaviour to prioritize non-wildcarded textures to improve the usefulness of the feature.


Files

red-shell-textures.zip (3.11 MB) red-shell-textures.zip GhostlyDark, 05/10/2021 10:13 PM
Actions #1

Updated by iwubcode almost 3 years ago

Please try https://github.com/dolphin-emu/dolphin/pull/9711 and let me know if it resolves your issue.

Actions #2

Updated by Billiard26 about 1 month ago

  • Status changed from New to Fixed
  • Fixed in set to 5.0-14445
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