![]() This means the device will come with an additional microSD card that is pre-loaded with games - the larger the card, the more games it will contain. Note that when buying the PowKiddy RGB30, there may be an option to buy “additional storage” for the device at a small fee. Just bear in mind that these third-party sites will often charge a markup over the official prices above. There are also unofficial ways to purchase this device, like through third-party retailers such as KeepRetro, and you can even find listings on Amazon. They will often ship worldwide, and the site will also provide some discounts depending on their current promotions. There are other discounts available, like $5 off if you sign up for their newsletter (note that you can’t stack the discounts).ĪliExpress page: This is the official PowKiddy vendor page on AliExpress, which is a popular online marketplace in China. Shipping will be free, and if you use code “retrogamecorps” you will get 5% off the purchase price. Official PowKiddy website: This is the official place to buy directly from the company. Still new to how custom textures work in GlideN64, so I'll hold off on anything else for now.There are two official places to buy the PowKiddy RGB30: I am rushing everything too fast, trying to figure it all out and posting too much stuff that is not relevant. ![]() So perhaps special texture packs could be created to "fix" some of the games that have these border issues.Įdit again: Seems it was not textures causing the logo corruption (I think?). While everything else seems fine, the option "Use full transparencies" messes with the logos, whereas it does not mess with the rest of the textures. Perhaps there is some way to do this in GlideN64 without custom textures? Like I mentioned before, all I did was find any pixel that has 0 alpha, and set the RGB data to 0.Įdit: Actually, an automated solution is probably not possible or at least more complicated. The option "Use full transparencies" must be unchecked, otherwise it will try to filter the transparent data as black and you get the outlines again (except not pink). I only modified the uppercase and lowercase letters here. Turns out a custom texture does work using only the original resolution (no upscaling, although I'm sure resolution can be increased). Analyzing the transparent pixels, it's everywhere. Yep, there's that famous pink we all know. Perhaps it could also be a feature in GlideN64, but I could see it being slow as it would require checking every single texture pixel. The idea itself is basic: if pixel alpha = 0, set R=0, G=0, B=0. That is, if the fonts actually dump correctly, it's been years since I've messed with N64 texture replacement. If the textures for the font really do have RGB > 0 where A = 0 in the transparent pixels, it would be an easy "fix" to the textures at least (set all RGB values to 0). This would be an alternative to pre-multiplied alpha, as filtering algorithms wouldn't be necessary if the "invisible noise" wasn't there to begin with. So it makes me wonder if this issue can be bypassed with custom textures, I'll have to test in the near future. ![]() So my texture tool I created options to remove or fill these "ghost" values. The game expects RGB=255 and A=0 (not RGBA=0) or a lava texture becomes broken. I actually came across a similar issue when helping Hypatia with custom textures for TLoZ: Wind Waker in Dolphin. That article explained it in a way that makes far more sense in my brain. This is very interesting, after so many years I never would have guessed that RGB values in fully transparent pixels were the cause of the pink text.
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