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Talk:FCE Ultra GX

7,956 bytes added, 17:50, 6 April 2012
NTSC Video Filter so that it looks like how it would on an actual NES
[[/Archive 2]]}}
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=== PowerPad Support ===
Is it possible to use the Active Life Outdoor Challenge mat ''or similar dance mat'' to support Power Pad games?--[[User:Dffd|Dffd]] 12:56, 22 June 2009 (UTC)
=== Menu Controls are broken with classic controller===
When home is used during gameplay to reach the ui, buttons are rendered ineffective, sometimes permanently. Also, the directions left and right when choosing save or cancel is broken. When the left hand button is high-lighted, it's not possible to hilight the right by pushing to the right. Instead you have to push left to reach it. Then from there the reverse is true. This is tested with a classic controller pro.([[User:Chin77|Chin77]] 02:25, 16 March 2011 (CET))
=== Custom Palettes ===
I'm probably going to have a look into that myself, but unfortunately my programming skills are rather limited.
--[[User:FlashCE|FlashCE]] 13:38, 22 January 2010 (UTC)
=== Alternate control scheme - Tilt Controls ===
It would be cool if you could use tilt controls as an alternative for d-pad controls in any NES game, particularly for racing and flying games (Rad Racer, Top Gun, etc.). [[User:TechRat|TechRat]] 15:12, 16 November 2010 (CET)
=== Controller+Zapper support in Zapper games ===
Some zapper games also use a controller in the first port for alternate fire. For example, in Operation Wolf holding B on controller 1 while shooting with the zapper launches a grenade. It would be nice if this support was added, maybe by assigning buttons A, 1 and/or 2 to various buttons on the port 1 controller. [[User:TechRat|TechRat]] 15:12, 16 November 2010 (CET)
=== Official Support for "Mike Tyson's Jungle Beat" control scheme ===
Would it be possible to add the bongo controls from "Mike Tyson's Jungle Beat" as an alternate control scheme? This way, a separate app wouldn't be needed just to play MTJB. [[User:TechRat|TechRat]] 15:15, 16 November 2010 (CET)
=== Delete Save States (Snapshot) or Battery Back-Up Saves (SRAM) ===
This should make a great feature. Being able to delete old snapshots or SRAM data when saving or loading them using the FCEU GX GUI. This way we don't have to use [[WiiXplorer]] or Windows Explorer to delete them. --[[User:Wildgoosespeeder|Wildgoosespeeder]] 02:02, 15 July 2011 (CEST)
=== NTSC Video Filter so that it looks like how it would on an actual NES ===
The PC version of FCE Ultra has a video filter that makes it look like an actual NES. The emulator NESTopia has an even better NTSC filter. It would be really nice to have a video filter that softens the colors and makes it look like the NTSC signal that the NES outputs. I can't stand FCE Ultra GX in it's current state because the colors are REALLY eye-straining. Compare Super Mario Bros on Virtual Console to FCE Ultra GX, the colors are more accurate on Virtual Console. The colors on FCE Ultra GX hurts my eyes. It would be nice if we could use more accurate colors like Nintendo's Virtual Console emulator, plus the artifacts that the PC emulator's NTSC filter has.[[User:Chaos Rush|Chaos Rush]] 09:00, 3 April 2012 (CEST)
EDIT: Here is an example of what I would like:
[[User:Chaos Rush|Chaos Rush]] 09:10, 3 April 2012 (CEST)
:Personally, I don't know why people want to crapify their graphics like that.... The Nostalgia is strong in this one. It's like people who insist that vinyl records produce better sound than high-quality digital recordings. But I'm not just here to mock your preference, I have some ideas that might help you. Adjust the colors on your LCD TV; turn down the Saturation until the colors look more like what you want. Or go into the video settings in FCEUGX and use a different palette. There are some in there that really dull down the colors, like AspiringSquare's and Crashan's. One way or another you can turn down the eye-straining colors without otherwise crappifying your graphics to look like you're playing on an old TV with an actual NES... Unless you really, really love the nostalgia that much ;) --[[User:Mr. Reaper|Mr. Reaper]] 19:11, 3 April 2012 (CEST)
::I shouldn't have to modify my TV colors when I don't have to do so with any other emulator, or Virtual Console. And my main problem was the actual colors, I can deal with the crisp graphics. It would be nice if we could have a color palette that matches the Virtual Console NES emulator. I guess I forgot to mention none of the palette options look as good the palette used in Nintendo's NES emulator, which is why I'm requesting this feature. I'll re-phrase my request: It would be cool if we could have a palette option that looks like Nintendo's superior Virtual Console NES emulator, since that doesn't make my eyes bleed, and the colors are more accurate to using an actual NES. And to clarify, the Virtual Console emulator does NOT look anything like the picture I posted (it doesn't "crappify" it), it looks just as crisp as FCE Ultra GX, but Virtual Console's color palette is more accurate than any of FCE Ultra's palettes. So basically I would like to have a more accurate palette (NONE of the built-in palettes look like the Virtual Console), and the "crappify" filter would just be an added bonus for me, if such a filter is possible on Wii.
::...or at least let us make custom palettes. And what's weird is that the PC version of FCE Ultra has an option to let us use NTSC colors (the feature I'm requesting) and it even has a "crappify" NTSC filter, so I'm wondering why the accurate color palette was left out of the Wii version. [[User:Chaos Rush|Chaos Rush]] 19:24, 5 April 2012 (CEST)
::: Well, even if you feel you shouldn't have to adjust the colors on your TV, you really do have to, because most TV's default settings are way off -- they set them up to have really bright, eye-popping colors on the store shelf to attract buyers, so basically the saturation is way too high. Then when you play something like FCEUGX that displays really intense color areas on the screen, yeah, it'll make your eyes bleed. I do agree that the palettes in this emulator don't really look just right as compared to the NES, but there's not going to be a fix for this.... Tantric has said he considers these emulators "finished" and he's not going to do any more work on them.... So your only options are to use one of the duller alternate palettes (at the cost of some "off" colors), and/or turn down the saturation on your TV (which you really need to do anyway -- I know I had to turn mind down from 50 to 30 -- the alternate input source used for the WII component cables had an even higher over-saturation than the default for regular TV). --[[User:Mr. Reaper|Mr. Reaper]] 17:50, 6 April 2012 (CEST)
== Help ==
Does it work to use save files that don't have Auto appended to them? I'm using version 3.1.8. --[[User:Videogames4all|Videogames4all]] 16:30, 6 July 2010 (UTC)
=== Third Party Controller Support ===
I have a third party controller (Power A) and whenever I try to use the emulator while that controller is connected I get the stack dump errors. What's up with that?
== Some stuff doesn't work that used to. ==
== How to get pixel-perfect rendering in FCEUGX ==
EDIT: Wow, it looks like these issues have been fixed in the most recent version of FCEUGX (3.2.3). The scaling seems perfect both horizontally and vertically with the screen zoom set at 100% for both. It seems perfect in SNESGX (4.2.5) too. Excellent.
(EDIT: Check the [[Visual Boy Advance GX]] discussion page for some detailed information about settings to get rendering "perfect" with that emulator.]
---- (old info) ---->
If you're like me, you can't stand when the graphics look improperly scaled or there are flaws in the rendering while the screen is scrolling....
Now here's the fix.... Go download the previous version 3.1.3 (EDIT: 3.1.6 seems to the be most recent version that this trick works with, so may be a better choice) and install that. Get it from here:
Now load up Kid Icarus and watch the upward scrolling text and graphicgraphics.... Perfect! Smooth! Beautiful! The vertical scaling in this version is correct.
Now load up Castlevania and walk to the right.... Oh no! The graphics distort and waver! It's even more noticeable when you enter the castle.... Walk to the first staircase so the zombies won't harass you, and step back and forth there to watch the background. Awful! Looks like it's the horizontal scaling that's not right in this version.... But wait! Go to the video options and set horizontal Screen Zoom to 107%, now go back to the game and walk around.... Perfect! Smooth! Beautiful!
And then there you have it.... Pixel perfect rendering. You just have to deal with the stupid nag screen pestering you to update every time you start up the emulator.... "No, I do not want to update now, later, or ever! The new version doesn't look as good as this one! And I don't want to lose compatibility with all my old save states! Stop asking me!!" There's no way to disable it :((EDIT: Actually... I've disabled it by going in to the .dol file with a Hex editor and hacking the update URL so that it starts with " ..." but I KNOW this is totally the wrong way to do it, heh. But it works.)
These rendering problems also exist in the recent versions of SNES9XGX and VBAGX. They are a bit less noticeable in those emulators because SNES has better graphics, and VBA has worse graphics.... However:
Get version 4.1.5 of SNESGX from the Google project page (EDIT: 4.1.8 is the most recent version that will work with this trick, so might be better, unless you want to preserve save file compatibility with 4.1.5 and earlier) and set horizontal Screen Zoom to 107%. Perfect.
It's not worth it to bother with older versions of VBAGX, since GameBoy graphics are pretty lame to begin with, heh, but I think setting vertical Screen Zoom to 94% is better than the default. Look at the lines in the floor of Dragon Warrior Monsters to see, right after you start a new game.(EDIT: Check the [[Visual Boy Advance GX]] discussion page for some detailed information about settings to get rendering "perfect" with that emulator.]
--[[User:Mr. Reaper|Mr. Reaper]] 03:43, 22 June 2010 (UTC)
== Disk Side Changing On Screen Display ==
Is there a possibility that an option could be added that allows you to disable the on-screen display that appears on the bottom left when switching disk sides in FDS games? It is a nice feature but it was not present in older versions and I preferred it that way. Thanks for your consideration and great job on the emulator.
[[User:Seanv|Seanv]] 10:34, 20 August 2011 (CEST)

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