PaulsCode Forum

Mupen64Plus AE => General Discussion => Topic started by: ofm05 on July 27, 2013, 05:21:26 PM

Title: Texture Mods and MPK Data?
Post by: ofm05 on July 27, 2013, 05:21:26 PM
I've look through all the options and I see it only supports zip file Texture mods.

So I'm guessing its safe to assume that WWF No Mercy Mods wouldn't work?

Because you have to create a folder and inisde put all the texture mods in it.
Just wondering if there is another way to do it on the emulator. Also no MPK Data support? Or I'm just not looking in the right place?

Title: Re: Texture Mods and MPK Data?
Post by: Paul on July 27, 2013, 06:11:38 PM
Rice is the only video plugin ported to GLES2 that currently supports texture packs.  IIRC, the mods you are refering to are designed for use with Glide64.  This part has not yet been completed in gles2glide64, so no they are not fully supported by the app at this time.

WRT only zip files being accepted by the UI, you can always extract your texture files, then zip them up and use that (other way is to manually place them in the proper folder yourself, as you suggested -- either way is pretty simple).  Again, note that only the textures will be compatible with gles2rice, though, not any mod definitions (so if a pack you are using has both textures and mods, it won't be completely loaded)

MPK is a native save format, right?  If these are compatible with vanilla Mupen64Plus, then they should be compatible with AE if you place them in the proper folder and name them correctly.  If they are only compatible with Project64, then you could always load them up in Project64, create a save-state, and load that from the app (then do a native save).  To be honest I'm not really familiar with all the native save formats or which ones are compatible with Mupen64Plus.
Title: Re: Texture Mods and MPK Data?
Post by: ofm05 on July 27, 2013, 08:21:23 PM
The texture im trying to use are for Rice only. But I understand what your saying. I'll try to do it manually and see how that turns out I'll report back.

Thanks
Title: Re: Texture Mods and MPK Data?
Post by: ofm05 on July 28, 2013, 12:39:26 AM
I was able to get some textures to show up, but not any for the character's themselves.

I was wondering if you could look at the texture pack and see why it wont load those. Maybe you can see if its a unsupported texture.

http://www.gamefront.com/files/16924527/Sheamus.rar

Title: Re: Texture Mods and MPK Data?
Post by: Paul on July 28, 2013, 08:14:28 AM
That particular archive seems fine to me.  I'm not a video plugin expert though.  I assume that is one piece of a larger texture pack?  If so, you might try deleting any file that is not an image file, that's about all I can think of.  If not, I would try testing on PC version of Mupen64Plus with Rice to see if it works there.
Title: Re: Texture Mods and MPK Data?
Post by: Mikhail on July 28, 2013, 08:59:14 AM
Try this method of file renaming

Update: I got the folowing two foster's _ciByRGBA textures working  :)  by renaming, delete the second crc and add all in front of ciByRGBA.

F1 WORLD GRAND PRIX2#6E35C615#2#0#AA175D71_ciByRGBA.png
to
F1 WORLD GRAND PRIX2#6E35C615#2#0_allciByRGBA.png

F1 WORLD GRAND PRIX2#BC5D5078#2#0#00C156C9_ciByRGBA.png
to
F1 WORLD GRAND PRIX2#BC5D5078#2#0_allciByRGBA.png

However the winfield williams car texture still won't load,  ???
F1 WORLD GRAND PRIX2#AE63F29F#2#0#F9D0EF2A_ciByRGBA.png
Title: Re: Texture Mods and MPK Data?
Post by: ofm05 on July 28, 2013, 11:43:20 AM
Renaming would take forever... I have 1000s of file I would need to change.

I can't even get muphen64 running correctly to test if the texture work on it.

I know on Project64 they ran without any problem using the rice plugins.
I don't really know to much about Mupen as I've always used pj64.

Maybe there are only files for Pj64?
Title: Re: Texture Mods and MPK Data?
Post by: ofm05 on July 30, 2013, 11:48:06 PM
Try this method of file renaming

Update: I got the folowing two foster's _ciByRGBA textures working  :)  by renaming, delete the second crc and add all in front of ciByRGBA.

F1 WORLD GRAND PRIX2#6E35C615#2#0#AA175D71_ciByRGBA.png
to
F1 WORLD GRAND PRIX2#6E35C615#2#0_allciByRGBA.png

F1 WORLD GRAND PRIX2#BC5D5078#2#0#00C156C9_ciByRGBA.png
to
F1 WORLD GRAND PRIX2#BC5D5078#2#0_allciByRGBA.png

However the winfield williams car texture still won't load,  ???
F1 WORLD GRAND PRIX2#AE63F29F#2#0#F9D0EF2A_ciByRGBA.png


Well I tried renaming and that didn't work either. Also just tried it on computer and characters don't load but the menu does. Then I tried it on pj64 with the same settings and it worked...

I wonder if dumps from PJ64 have different file names and that's what is causing it?
Title: Re: Texture Mods and MPK Data?
Post by: Paul on July 31, 2013, 08:11:00 AM
I would be interested in knowing if the PC version of Mupen64Plus has the same issue, or if the problem is specific to the GLES2 port of Rice.
Title: Re: Texture Mods and MPK Data?
Post by: ofm05 on July 31, 2013, 09:30:01 AM
Yeah the PC version had the same problem. Menu texture show so does anything 2D, but anything 3D like Characters do not.

I've also tried dumping the texture on the emulator on the pc but they never showed up. I wanted to see if they had different names for the files then PJ64.

Might be the reason most texture mods I've seen have been on PJ64.

I'll keep trying and let you know if I manage to get the dump.
Title: Re: Texture Mods and MPK Data?
Post by: Mikhail on July 31, 2013, 06:45:13 PM
Tried it myself seems to work with WWF No Mercy (U) (V1.0) in project64
but his picture WWF No Mercy#D1CD7A5C#2#0#1096447C_ciByRGBA.png
is the only texture that shows with Mupen64AE.

All the over textures have #2#1# maybe that's the problem?, I tried renaming them with #2#0# but it made no difference, sorry idk how to help any further.

Works on pc side
Title: Re: Texture Mods and MPK Data?
Post by: ofm05 on August 01, 2013, 01:25:45 PM
Do you mind posting the rice plugin you are using?

As I couldn't get anything to load beside the picture profile on both the PC and android version.

Maybe i have a old plugin of rice.
Title: Re: Texture Mods and MPK Data?
Post by: Mikhail on August 01, 2013, 03:22:17 PM
I'm using v6.1.8

http://www.emutalk.net/threads/46949-Aristotle-s-Mudlord-amp-Rice-Video?s=0c000d5dbd920482b2fc7fc2f9a2bb49

last version before the switch back to DirectX9 with RiceVideo 0.2.1
http://www.emutalk.net/threads/54166-Rice-Video-Community-version
I think.

The kneepad texture shows up in n64oid too but the rest still no  ???

For MupenPlus on pc I just use wxMupen64Plus
https://bitbucket.org/auria/wxmupen64plus/wiki/Home
Title: Re: Texture Mods and MPK Data?
Post by: ofm05 on August 02, 2013, 06:44:12 PM
Yeah I don't know I'm starting to think is might be something wrong with ported plugin or it might be using a different version.

I've been force to use splash top with pj64 but I would much rather play it on the AE emulator.
Title: Re: Texture Mods and MPK Data?
Post by: Mikhail on August 02, 2013, 11:16:39 PM
With some more renaming I managed to get all the parts showing in n64oid apart from the back of his head which still shows part of the Triple H hat/cap, I can upload the n64oid fixed texture pack if you want.

Attire2 isn't showing the difference of the missing celtic cross on his pants either,

WWF No Mercy#C7047DA8#2#1#9A0FF3EE_ciByRGBA.png
WWF No Mercy#C7047DA8#2#1#9C4F92C4_ciByRGBA.png

WWF No Mercy#D128805F#2#1#9A0FF3EE_ciByRGBA.png
WWF No Mercy#D128805F#2#1#9C4F92C4_ciByRGBA.png

I think the 2nd crc is used so you can skin a single texture that uses multiple colour palettes, each crc represents the current used palette that's why you can fake each palette as a completely new texture.

Title: Re: Texture Mods and MPK Data?
Post by: ofm05 on August 03, 2013, 10:40:29 AM
Yeah please upload. I want to see what all you renamed.

Once I see how you did it, I will start porting over some projects.



Paul can you look into the texture mod issue a bit further? I see a lot of people have asked about it before. It would be great to have it running on Mupen64AE since its the best emulator.
Title: Re: Texture Mods and MPK Data?
Post by: Mikhail on August 03, 2013, 04:40:22 PM
https://anonfiles.com/file/c28e4def453018bc1ac1adfac4f4a5b7

Unzip to storage/sdcard0/.n64oid/hires_texture

I included a optional WWF No Mercy#DDA63786#2#0_allciByRGBA.png texture to combat the Triple H hat/cap back of head issue, downside is you lose the spiked fringe effect though, my texturing skills are crap maybe you can redo/tweak the texture to make it look better. I separated all the textures into appropriately named folders too for easier testing.
Title: Re: Texture Mods and MPK Data?
Post by: ofm05 on August 03, 2013, 06:20:36 PM
Thanks!

I will see what I can do and report back.
Title: Re: Texture Mods and MPK Data?
Post by: ofm05 on August 03, 2013, 06:55:40 PM
I was able to port the rock without any issues.

I will post pics when i can.

I will do some more and see if I run into any issues.

I'm trying to figure out a way to convert Pj64 cheat codes to mupen64 format. That's the only thing left and I can pretty much port texture project over.


Is there any program that allows me to make cheat codes or edit them?
Title: Re: Texture Mods and MPK Data?
Post by: ofm05 on August 04, 2013, 07:17:06 PM
Well I've tried just about everything to import my own cheat codes with no success. I will just wait hopefully some day down the road Paul can implement a way to add cheats and load the textures on Mupen64AE until then I've given up.   

Title: Re: Texture Mods and MPK Data?
Post by: Mikhail on August 26, 2013, 02:18:12 AM
http://www.emutalk.net/threads/46949-Aristotle-s-Mudlord-amp-Rice-Video/page19

I think I found the problem.