Restored Content, HD Textures and Visual Options

Every optional F1 visual upgrade, Dolphin HD texture pack workflow, gameplay modifier and restored GameCube cut-content toggle – all off by default.

  • HD Packs: Dolphin PNG & DDS (v1.1.6+)
  • Max FPS: 320 (30 Hz logic)
  • CRT Signals: RGB, S-Video, Composite, RF
  • Model Viewer: F4 (1,458 models)
Victorian gable-and-turret timber mansion facade in deep pine green and cream
Victorian gothic manor architecture echoing the four-area mansion setting

Zero changes by default: how the F1 menu works

A core design rule of rob646464/luigis-mansion-recompiled is that every restored feature, gameplay modifier and visual overhaul is neutral or off by default. Until you toggle an option inside the F1 overlay (Esc closes), recompiled functions execute retail GameCube behavior with byte-identical Original 30 frame dumps.

Restored unused & beta content (F1 > Enhancements)

Luigi's Mansion shipped on GameCube with extensive unfinished mechanics, E3 prototypes and test rooms dormant inside main.dol and its disc archives. The port exposes them safely as live toggles (most hooks target the GLME01 USA code base, with major options also mapped to GLMP01):

FeatureF1 Menu LocationTechnical Behavior
Game Boy Horror live cameraUnused contentRestores the cut live first-person camera viewfinder on D-pad Up using hardware-accurate GXSetZTexture depth clearing.
Beta ghost shadingUnused contentSwitches ghost materials to the early pre-release opaque shading model left in the GameCube code.
Early Bogmire & E3 PoltergustUnused contentLoads the unused early Bogmire boss model, E3 Poltergust vbody mesh and green Toad model through the native S3D loader.
Air & Water nozzlesUnused contentEnables unused elemental nozzle behaviors directly from the toggle list.
Unused Luigi statesGameplay / UnusedRestores cut poison mushroom damage, crawling-in-fear panic state and Poltergust vacuum overheat meter.
Unused ghost spawns & Speedy SpiritsUnused contentRebuilds map archives in memory (0x50000000+ overlay) to restore cut ghost placements, color variants and extra Speedy Spirits.
Play as Mario (+ Mario as P2)Unused contentSwaps in Mario’s model with nursery cutscene crash fixes (v1.1.4) and vertex-morph isolation (v1.1).
80-track JukeboxF1 > SoundPlays all 80 sequenced and streamed tracks from the game’s audio archive (fixed in v1.1.4 so every track plays).
Bordered view & ending picturesUnused contentEnables the unused decorative frame border (clamped cleanly for widescreen, bloom and AO) and unused ending result illustrations.
2-player co-op (WIP)Unused contentRestores unfinished local 2-player co-op plus optional Co-op improvements (shared progress, P1 equipment mirror, event staging).
Model viewer (F4) & Map warpsDebugInspect all 1,458 disc models (.mdl/.bin/.bmd) with wireframe/ghost FX, view text archives/gallery, overlay coordinates (F3), and warp to 14 maps & 6 leftover rooms.

Gameplay modifiers, Mirrored Mansion & the Silly tab

Under F1 > Enhancements > Gameplay, sliders modify runtime values in memory while keeping your saved player record in unscaled retail units so saves never permanently drift:

Optionsettings.ini KeyRangeEffect
Mirrored Mansionmirror_worldOn / OffApplies the European Hidden Mansion’s left-right mirror across any mode (including USA base and GBH map mirror) while keeping HUD text readable.
Hidden Mansion darkness everywherepal_darkness_everywhereOn / OffMultiplies room ambient RGB by 0.2x (the PAL Hidden Mansion value) in every mansion mode.
Ambient lightambient_scale0.05 – 1.5Scales room ambient light cleanly without altering flashlight cones, candles or lamps.
Damage takendamage_scale0 – 5xRescales every hit Luigi takes (0 = invincible; non-zero scales never round a hit down to zero).
Luigi’s healthhealth_scale0.25 – 5xScales starting and max HP (25..500, capped at 999) without corrupting your underlying .gci save record.
Ghost healthghost_health_scale0.25 – 5xScales standard, portrait and boss ghost HP without compounding across room loads (v1.1+ fix).
Poltergust strengthvacuum_strength0.25 – 4xAdjusts HP drained per vacuum tick with per-ghost fractional carry.
Disable recovery heartsno_heart_dropsOn / OffStops small and large recovery hearts (types 205/206) from spawning in furniture, drops or boss rooms.
Always ride the Poltergustalways_rideOn / OffEnables the hidden riding/gliding physics (used by PAL Boolossus) throughout mansion rooms and boss arenas.

Release v1.1.4 also introduced F1 > Enhancements > Silly (off by default on both USA and PAL): adjust Luigi’s head/body scale, enable wobbly head or flat Paper Luigi, pick Mario/Wario/Waluigi/Fire outfits or custom hex colors for his cap, shirt, overalls, shoes and Poltergust, and toggle Disco Mansion cycling lights, ghost size/color shuffle, Luigi voice pitch, moon gravity for treasure bursts and confetti coins.

Dolphin HD texture packs & built-in texture dumper (v1.1.6+)

Release v1.1.6 added native support for replacement texture packs in Dolphin Emulator’s exact tex1_<w>x<h>... format under F1 > Visuals > Texture packs:

  1. Open F1 > Visuals > Texture packs and click Open texture packs folder. This creates and opens texture_packs inside your data directory (for example %APPDATA%\Luigi's Mansion Recompiled\texture_packs on Windows or ~/.local/share/Luigi's Mansion Recompiled/texture_packs on Linux).
  2. Copy each Dolphin HD texture pack into its own subfolder, such as texture_packs\MyHDPack\GLME01\..., a region-shared GLM subfolder, or a Dolphin Load\Textures\GLME01 tree. Both .png and .dds (BC1–BC7 and uncompressed RGBA8, including mipmaps) are supported and stream on background threads.
  3. Enable Use texture packs and click Reload packs. No game restart is needed to add, reorder or disable packs. When multiple packs replace the same texture, higher entries in the priority list win.
  4. Adjust Texture memory for packs (512 MB to 8 GB, default 2 GB) to bound GPU VRAM usage; least-recently-drawn textures evict cleanly when the budget is full.

Compatibility note: Because Aurora hashes base GX texture memory with XXH64, custom Luigi outfit colors in the Silly tab alter Luigi’s CMPR texture bytes in memory; leave Luigi’s Silly colors at their defaults when using an HD texture pack that retextures Luigi. Pack creators can export PNGs in Dolphin’s exact naming convention via F1 > Visuals > Texture packs > For pack makers > Dump textures.

Enhanced Lighting, Hor+ ultrawide, 320 FPS & NTSC CRT signals

  • Hor+ Widescreen & Ultrawide: Renders at any arbitrary resolution and aspect ratio (16:9, 16:10, 21:9, 32:9). HUD elements anchor cleanly to screen edges, doorway portal culling widens in Hor+ space so side rooms never vanish at 21:9, and Portrificationizer spotlight / ending iris masks extend across the full frame.
  • Up to 320 FPS Object Interpolation: Simulation stays locked at 30 Hz so physics, ghost AI and timers never break. Intermediate frames blend skinned joints via screw-axis math (eliminating Poltergust hose jumps in v1.1.4), particle swarms, boss arena sky domes and 2D message boxes up to 320 FPS, with Match display refresh rate and VRR / G-SYNC / FreeSync pacing. Choose Original for console-exact 30 FPS.
  • Enhanced Lighting (F1 > Visuals > Enhanced lighting): Master switch off by default. Adds per-pixel GX lighting, ray-marched volumetric flashlight scattering with volumetric shafts and dust motes, up to 16 colored lights (12 casting real-time shadows), visible ghost glow lights, smooth horizon-based Ambient Occlusion (~0.8 ms at 4K, rebuilt in v1.1 to eliminate blocky character shading), bloom and smooth color-banding dither.
  • Anti-aliasing (MSAA): Hardware MSAA supports Off / 2x / 4x / 8x on Windows Direct3D 12 and Off / 4x on Linux Vulkan and macOS Metal (v1.1.2 automatically clamps unsupported 2x/8x counts on Vulkan).
  • NTSC 4fsc CRT Filter (F1 > Visuals > CRT filter): Simulates authentic 59.94 Hz analog video signal paths separately from tube scanline presets: choose clean RGB, S-Video, Composite (dot crawl & comb filter) or RF tuner (ghosting, hum and noise) at roughly 0.3 ms GPU cost.

Luigi's Mansion Recompiled reads full analog L/R trigger travel (0 to 150) alongside the 85% digital L/R click threshold for Poltergust 3000 suction and Fire/Water/Ice pressure, plus dual-stick C-stick aiming via SDL3 and DSU:

ControllerBest For in Luigi's MansionHardware AdvantageLink
GameSir Cyclone 2Dual-stage analog & click triggersTMR sticks + physical microswitch/analog trigger locks matching GameCube L/R click feelView on Amazon
Sony DualSenseSmooth L2/R2 travel & SDL3 / DSULong-throw analog L2/R2 sensors, crisp D-pad for Game Boy Horror, USB/Bluetooth SDL3View on Amazon
8BitDo Ultimate 2 WirelessWindows, Linux & SteamOS dock playZero-drift TMR sticks, Hall analog triggers, charging dock, 2.4 GHz & Bluetooth switchView on Amazon
Xbox Wireless ControllerPlug-and-play Windows 10/11Native SDL3 XInput binding with 500 ms refreshed rumble and 85% trigger click thresholdView on Amazon

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Desktop gaming PC workstation with dual monitors and tempered glass chassis
Windows 10/11 Direct3D 12 workstation running Hor+ ultrawide and up to 320 FPS interpolation
Indigo Nintendo GameCube console with Slot A memory card and wired controller
Retail GameCube hardware base (GLME01 USA, GLMP01 Europe, GLMJ01 Japan)
Macro view of a multi-core processor and RDNA2 graphics silicon package
Ahead-of-time PowerPC-to-C++ compilation via bundled LLVM and precached GPU shaders

Common questions

Do Dolphin HD texture packs made for the USA disc (GLME01) work on the European disc (GLMP01)?

Mostly yes. The USA and European releases share identical hashes for almost all world and ghost textures (only localized title/UI graphics differ). Rename the pack’s inner GLME01 folder to GLM (or place a GLM.txt marker file in the pack folder) so Aurora loads it across every region.

Why did Ambient Occlusion look blocky in v1.0, and is it fixed now?

In v1.0 and v1.0.1, screen-space AO sampled flat triangle faces on rounded characters. Release v1.1 replaced it with horizon-based Ambient Occlusion driven by smooth pre-pass vertex normals, eliminating the polygonal shading artifacts.

Does enabling Gameplay or Unused Content toggles permanently alter my save file?

Gameplay sliders (Luigi HP, Ghost HP, Damage, Poltergust strength) convert values back to original GameCube units whenever a room exits or saves, so returning sliders to 1.0 restores normal stats.