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| Glide64 Glide64 is a graphics plugin for N64 emulators such as Project64. It uses the 3dfx Glide3x API, and currently the best Glide plugin out! |
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#1 |
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Super Moderator
Join Date: Oct 2002
Location: Siberia, Russia
Posts: 1,867
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I have rewritten those functions in the wrapper, which responsible for texture frame buffer functionality. Texture frame buffer is used for hardware frame buffer emulation. This feature was available for voodoo users only until now. Now modern cards users get a chance to try it too. This work has WIP status and currently in rather alpha stage. I don’t have much time to work on it, so I release it as it is now since many frame buffer effects already work. Sources are also released, may be somebody with good skills in OpenGL will help me to improve it.
Requirements: good video card with OpenGL 1.5 support (any DirectX9 card should work). I have tested it on Radeon 9600 and GeForce 5200. Content: 1) Test. A small test program. Run it first to be sure that your card/driver supports required OpenGL extensions. If this test does not work for you, HWFBE will not work too. If it works, you have a chance 2) Wrapper. Put it in the emulator's folder. 3) Plugin. Updated version of the plugin. I have fixed bug with save state load in full screen mode, so wrapper does not switched to window mode on state load. This issue was happening only when wrapper is used, voodoo users must not care about it. If you can't unpack it, rename wrapper.zip to wrapper.rar after download. This forum does not allowed rar attachments, so I had to rename it to *.zip Known issues: - depth buffer rendering does not work for Resident Evil 2 Post your feedback in this thread. You may start with Paper Mario, most of effects in this game works fine for me, including motion blur. Update 1. - LEGO Racers is fixed - I found that dithered alpha emulation works very slow on ATI cards when GLSL combiner is used (shaders). I can't find good solution for this problem, so I made dithered alpha emulation optional in the wrapper config. Update 2. - Fixed bug in an underwater level of Banjo-Kazooie (plugin). Thanks sr_pener for bug report. - Fixed (hopefully) INCOMPLETE_ATTACHMENT bug - Other minor fixes. Update 3. - Fix for highlighted objects in Perfect Dark (plugin only) Update 4. - Added missing rgb factor to grTextCombine (should remove warnings in Paper Mario) Update 5. - Improved hardware frame buffer emulation in Banjo-Tooie and Mickey's Speedway USA (plugin only) Update 6. - Fix for Perfect Dark multiplayer (plugin only). You must disable frame buffer emulation to avoid flickering in multiplayer mode (with 2 or more players). To do that you must uncheck "Custom ini settings" and then "Smart reading" options. Unfortunately, my frame buffer detection code going crazy when multiplayer started, I can't do anything about it. Update 7. - Fix for motion blur (thanks Hacktarux for help!) - Fix for bugs caused by previous fix - Legend ini fix for Mario Kart - Hacktarux build of the wrapper with dithered alpha fixed - mudlord test program added to Test folder. Update 8. Wrapper: Fixed chromakey again, Space Invaders shield problem is fixed (Hacktarux). Fixed resolution problem when switched to fullscreen and back. Fixed high resolution problem, thanks to mudlord! Now you can set any resolution you want. Plugin: Fixed bugs caused by previous fixes ![]() Update 9. Wrapper: Added support for monochrome texture buffers (dynamic shadows, black-and-white cut scenes). Hacktarux created yet another miracle Added support for high resolutions (mudlord’s fix). Update 10. -recent fixes by mudlord and KoolSmoky -textures load optimization by KoolSmoky -user-defined VRAM size by Gonetz. The last option should boost performance on video cards with large amount of memory. Default value is 64mb. If your card has more memory, set correct value. If you are not sure, how much memory your card has, don’t touch it. Auto detection of available video memory is not working yet. This is rather experimental build, so please backup previous version of the wrapper. Update 11. -manual VRAM size set is replaced by an automatic one, by mudlord. DX API is used for that, so it is Windows only solution. Still experimental, so keep older versions too. Update 12. -fixed "CreateGLWindow() crashes without the initialization" issue (KoolSmoky) -textures load optimizations (KoolSmoky) Update 13. -textures load optimizations (KoolSmoky) -various fixes (KoolSmoky) -fix for widescreen monitors. The GL view port is centered to the screen. (KoolSmoky) Update 14. - corrected texture memory size calculation (KoolSmoky) - minor fixes (KoolSmoky) Update 15. -various fixes (KoolSmoky) |
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#2 |
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Board God
Join Date: Jan 2004
Posts: 1,741
My Mood:
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Woa !!! that is splendid !!!!! i will test that this evening with few games this wonderful achievement!!!
Everybody will see the power of glide64 now !!!!!!!!!!!! May be it fixed RE2 depth issue (BIG doubt about it ...) |
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#3 |
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Junior Member
Join Date: Jun 2006
Posts: 4
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Works a charm... and thanks so much for the "dithered Alpha Off" version of the plugin; I don't know if that was just for me, but it works wonders and you have saved my life. Not sure how to test the FBEs, but all of my games work without any slowdown with the hwfbe option enabled so at the very least it's not bugged.
Awesome update (at least for me), Tox |
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#4 |
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The Bringer of Doom
Join Date: Mar 2002
Location: Doomland
Posts: 4,486
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I will try Paper Mario
I never truly tried this with FB effects. Might be nice to see!UPDATE: Wrapper doesn't support resolution 1920 x 1200. But 1600 x 1200. Whenever I go to fullscreen, I hear a message, but pj simply exits. Weird. Same happens with Pj 1.7.
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Atashi wa utsukushii jigoku no madoshi Elysia. Yurushiku ne!
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#5 | |
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Super Moderator
Join Date: Oct 2002
Location: Siberia, Russia
Posts: 1,867
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Quote:
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#6 |
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The Bringer of Doom
Join Date: Mar 2002
Location: Doomland
Posts: 4,486
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Seems to work at 1024 x 768.
__________________
Atashi wa utsukushii jigoku no madoshi Elysia. Yurushiku ne!
Enough talk. It's time to die! Join your sister in hell and tell her I said "hi"! ![]() To remember ChrisRPG. You were a great member of EmuXHaven. You will be missed. In remembrance of your member name, henceforth shall always this image show your past consciousness as it floats upon the board: ![]() |
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#7 |
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Super Moderator
Join Date: Oct 2002
Location: Siberia, Russia
Posts: 1,867
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Yes, it seems that wrapper failed to allocate texture buffer larger then 1024x1024
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#8 |
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Junior Member
Join Date: Jul 2002
Location: St. Louis, MO.
Age: 38
Posts: 59
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Very cool, though I'm not that familiar with how to tell what is HWFB and what is simply outstanding emulation issues.
So what would be some games to see HWFB in action for comparison?
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