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Files - Misc - GoldenEye Hi Res

NameGoldenEye Hi Res
AuthorSubDrag and Trevor
DateJanuary 2, 2018
DescriptionEver dreamed of seeing a Hi Res mode on GoldenEye, similar to Hi Res in PD? Your dream is finally a reality.

Only possible thanks to Zoinkity's brilliant 7 meg RAM extension, this patch allows for quadruple the size framebuffers, to accomodate the two 640 x 480 frame buffers (double buffered). The frame buffers were moved to upper RAM to accomodate the size, and all of the related assembly code in GoldenEye and VI settings has been adjusted accordingly. At the expense of some lag, you do get a much sharper image.

There are two patches:
640 x 240p (Menus normal)
640 x 480i (Menus 640 x 480i)

Apply xDelta to GoldenEye US ROM.

Hi Res Mode - SubDrag
640 x 480i Help - Trevor
7 Meg Patch - Zoinkity
Testing - Trevor
Download0.274052 Mb


Posted by SubDrag January 15, 2018 3:24 pm
Did you use the 640 x 480i patch? Maybe accidentally used 240 one?

Posted by Nick January 15, 2018 3:18 pm
I tried it on the Everdrive and image looks alright when nothing is moving, it seems bad and like there's interlace not being deinterlaced properly.

That's over the UltraHDMI. Dunno if its the HDMI output not liking it or if thats how it looks. PD etc in high res don't look like that.

Posted by mistamontiel January 12, 2018 12:40 pm
0mG . And over S-Vid the 480i is so razor sharp on my boobtube , ye can see why it wasn't a thing though it bring the N64 to its knees

480i with anti-aliasing disabled I thought was close to the stock rom , until enemies got to me and chugs again D:

I hit reset and my 64drive bootup was junked up , better use power off/on instead l0l

Posted by SubDrag January 2, 2018 7:56 pm
Now able to use Fields 0 and 1 - yielding 640 x 480i! Zip updated to have that now too.

Posted by SubDrag December 23, 2017 7:56 pm
Seems the game overwrote my settings...now the no AA patch actually is no AA, if you regrab.

Posted by SubDrag December 23, 2017 5:11 am
Marshall - maybe you can help. I think you're saying the same thing, but I can't figure out why it won't output at 640 x 480i. For some reason it does 640 x 240i, even though the double-buffers, both are 640 x 480. It should be possible to do actual 640 x 480 since we have the frame buffer like that already...I just can't figure it out.

I've just been monitoring the VI Settings after load. GE normally used OS_VI_NTSC_LAN1 but I changed it to HAF1 for this patch, but it calculates some automatically such as X and Y scale and the X width. I try HAN1...but GE overrides it basically back to HAF1. HAN1 doesn't seem to work even when I hack it to override settings, then it's like blurry and weird. These are the effective VI settings that get set in-level (HAN1 seems to change width to 0x500 from 0x280 and Y Scale from 0x800 to 0x400, but for some reason doesn't work ingame right when hacked...). : https://gyazo.com/1d2d901390bcdcc47f5187fb35000973 Do you mean VI_V_CURRENT_LINE_REG (A4400010) in Nemu? It does go up by one on breakpoint writes. Do you mean something else? Maybe that's related to the issue of why HAN doesn't work? What controls that? This ROM hacks in HAF1 since game automatically overrides, I fixed it, but you can see it's wrong... http://goldeneyevault.com/priv/GEHiResHackedHANSettings.xdelta Hopefully you know how to fix, or where to start.
Graslu, do you mean turning this AA setting (you're saying much better framerate at setting 3?)
[9:8] aa_mode[1:0] (anti-alias mode)
0: aa & resamp (always fetch extra lines) //Anti-aliasing and resampling, always fetch extra lines
1: aa & resamp (fetch extra lines if needed) //Same as above, fetch when needed
2: resamp only (treat as all fully covered) //Resampling only
3: neither (replicate pixels, no interpolate) //Neither (replicate

If so, I think I added a patch that does that to the zip now. It does seem like higher framerate by quite a bit.

Posted by Al64inthedark December 23, 2017 4:35 am
Playing in hi res in very interesting. I believe that rare did the best choice when setting that in the original.

The framerate is too low for most missions, but I still played them all because it looks really nice.

Posted by marshallh December 22, 2017 7:21 pm
Here's a capture of Facility:

Looks pretty nice, I'm also curious why the interlacing seems to be stuck on field 0. Does Goldeneye use the standard osViSetMode tables that are cooked into most games?

The game could also be making superfluous iowrites elsewhere, banging on VI itself and thus overriding the singular mode change. I don't know anything about GE's code though.

Maybe you could put do IO_READ(VI_CURRENT_REG)) & 0x01 and see if the displayed field ever toggles like it should?

Posted by Graslu00 December 22, 2017 6:54 pm
Here's a short comparison I've made including framerate - https://youtu.be/TSEZakE3H8k

Sadly my capture card doesn't do justice to it, but the difference is quite notable. I don't think the game is playable with Hi Res and AA, will you consider adding the no-AA option in a update? It's very much playable without AA, but with it it's really slow on average of 7fps.

Posted by SubDrag December 22, 2017 5:36 pm
Here's a comparison shot that Vyothric made. https://t.co/3pl3EE3z9f

Posted by SubDrag December 22, 2017 5:12 pm
No one's made one yet, but it's quite a bit sharper. Even better with Ultra HDMI.

Posted by SA December 22, 2017 1:10 pm
Any comparison video available?

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GoldenEye Vault features a collection of fan-made, custom materials based on popular N64 games. We do not support, nor condone, the distribution of patches or ROMs for monetary gain of any kind. Our focus is to freely showcase the work of various authors, in an attempt to extend both the life and fun of such classic titles.