


I recreated the game’s textures in GIMP, imported a few from my New Super Mario Bros. So… I started playing this game, and immediately after that, started creating an HD pack not knowing this one existed. Is there any thing that can be done about this issue? This textures seems to contain a tileset, but some tiles (for example - the coins) are different in each textures. At that point, the game slows down to a crawl, and a new texture is dumped every frame. When enabling the "Dump textures" option with NSMB2, it works correctly until you start playing a level. Citra only looks at the first part of the filename, it ignores the 2nd part I left original filename exported by Cupscale in order to better document my process. You can find what models on each texture by looking at the filename. 99% of the source material are the dumped textures. For even fewer exceptions, were the model upscale was completely broken, the texture was redone using additional resources. For some few exceptions, some additional adjustments were made in Gimp. Most of the textures were upscaled using Cupscale and various ESRGAN models. Because of the way the game code renders the 2D levels, it is impossible right now to dump the level textures. I do not plan to add any more substantial updates, and I do not plan to add level textures. Update 0.9.9 Textures for level backgrounds, as well a most 3D models are also included But eventually I upscaled the overworld textures, as well as the intro. This was initially just planned as a quick and easy GUI pack (no tiles / level textures), just to test things out and learn how to use the upscale models.
