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N64 updates: Project 64 and Glide 64


Robert

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Two new releases for Nintendo-64 emulation!

 

 

 

Project 64 1.6 has an updated games list, beta 10.

 

*NHL Breakaway 98&99: Added note to use v1.5.2 video plugin - res detection bad in v1.6

*Derby Stallion: Changed Status Compatible>Issues (core). Save problem prevents play (trusting olivieryuyu on this, i can't read Jap!)

*Command and Conquer: Added note about texture errors in mission briefings

*Mario Golf: Added GameFAQ entry about MiniGolf depth problem (thanks Techman)

*Ready 2 Rumble Boxing (E): Added GameFAQ entry about clipping problem (thanks Speedfreak69)

*Tarzan: Added GameFAQ entry about butterfly video regression (thanks Speedfreak69)

*Winback/Operation Winback: Added video note and gamefaq entry about grey square

*Nascar 99 & 2000: Changed video note to say splitscreen multiplayer unusable.

*Brunswick Circuit Pro Bowling: Added video plugin force res height 240, seems playable now, some minor depth problem still

*Monopoly: Added video setting force height 240, added note to GameFAQ about Force Alpha needed

*South Park - Chef's Luv...: Changed (E) status to Region Issue (p) for obvious gfx problem, suggesting use (U) ROM

*Scooby Doo: Added video plugin force res width 480

 

 

»» Official Site

»» Download it Now! [1Emulation Server]

 

 

 

 

Glide64 has been upgraded to v0.8; it is a graphics plugin for N64 emulators such as Project64, 1964 and Mupen64. It uses the 3dfx Glide3x API, and it supports many games. If you don't have a 3dfx card, you can use a Glide Wrapper.

 

Glide64 has made another big step toward perfect emulation of N64 graphics. New version is loaded with new features, fixes and improvements. It’s impossible to describe all of them. Here the list of most noticeable changes:

 

Core changes, common for all games

 

* New fog. Now fog is calculated exactly the same as on real N64.

* Software depth buffer render. Some effects work correct only if memory area corresponding to N64 depth buffer is filled with actual depth values. Software depth buffer allows plugin to correctly emulate such effects. This is CPU-demanding feature; don’t use it if your CPU is below 1Ghz.

* Dithered alpha. N64 hardware supports randomized alpha compare. It is not easy to emulate since PC hardware does not have direct analog of this feature. I finally found glide functions, which do the job. These functions are not supported by Voodoo1/2, and may not be supported by some drivers. To be sure that your driver support it, try to find string “Stipple” in your glide3x.dll

* LOD calculation. N64 uses specific mipmapping, which is nearly impossible to emulate correctly on PC hardware. I have implemented a rough approximation of it. It seldom works well, but one specific effect, based on this feature, is working fine – it is well known “Peach/Bowser portrait transition” in Super Mario 64.

* Emu-plugin synchronization. Previous versions of Glide64 sometimes had problems with synchronization with emulator’s core, and few games did not started because of it. These problems are fixed now.

* LookAt functions support. LookAt functions emulation is important for correct automatic texture coordinates generation, which is used for reflections and other shining objects.

* Napalm combiner extensions. Glide API has combiner extensions, which are much more powerful then standard combiner functions.

 

These extensions allow me to emulate most of N64 combine modes 100% correct. I have redone complex combine modes for some games using combine extensions and got very nice result. These extensions are supported by Voodoo 4/5 only; other voodoos have no benefits from it.

 

Special games fixes

 

* Roadsters Trophy, rear-view mirror emulation.

* The New Tetris, all graphics bugs are fixed.

* International Superstar Soccer 64, fully playable.

* 1080 Snowboarding, replay is fixed (with hardware frame buffer emulation only).

* Paper Mario

  * flickering problem is fully fixed.

  * special kind of lighting for flat objects, “2D lighting”, is implemented.

  * most of frame buffer effects are emulated now

  * lot of combiner modes are implemented.

* Perfect Dark, new frame buffer effects are implemented.

* The Legend of Zelda - Majora's Mask, point lighting is implemented; “Link meets princess Zelda” cutscene is black&white now (with hardware frame buffer emulation only).

* Resident Evil 2, fully playable now with movies and correct depth buffer emulation. Check compatibility list for details.

* Conker's Bad Fur Day, dynamic lighting emulation. Motion blur in this game now works too.

 

 

- And many, many, many more.

 

 

As you see, a lot of things have been changed, and probably new bugs have been added.

 

Notes for non-voodoo users. I have changed color format from ARGA to RGBA. RGBA is used by N64 itself, so code became clearer and a bit faster. Besides, RGBA is native format for OpenGL, so it will be easier to port Glide64 in future. However, RGBA is not supported by popular eVoodoo glide wrapper, thus this version of Glide64 is not compatible with it. It is strongly recommended to use Hacktarux's glide3x wrapper included into this release. This wrapper is designed specially for Glide64, it supports functions required for dithered alpha emulation and VSA100 combiner extensions. The only real alternative for you is zeckensack's glide wrapper. It is currently the only wrapper, which correctly supports depth buffer writes required for correct Resident Evil 2 emulation.

 

 

»» Official Site

»» Download it Now! [1Emulation Server]

 

 

 

Credits:

Project 64 beta 10: News - File - Changelog

Glide64 v0.8: News - File - Changelog

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