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Gliden64

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Gliden64 posts

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Gliden64 post Star Wars Episode I - Battle for Naboo final alpha from patreon

Star Wars Episode I - Battle for Naboo final alpha

Hello!We completed implementation of Battle for Naboo microcode!Details:https://www.indiegogo.com/projects/indiana-j-infernal-machine-high-level-emulation#/updates/allThe final alpha build sent to all patrons.Both Indiana and Naboo should be fully playable in HLE. You should get email with download link.

Gliden64 post Overscan feature from patreon

Overscan feature

Hello:I implemented Overscan feature. It allows user to completly remove black borders around the image.Read my blog article for details: https://gliden64.blogspot.ru/2018/05/overscan.htmlBeta version with zilmar-spec build is sent to all patrons with "early access" perk.

Changelog April 2018

Hello!Time to monthly change log: * Logan McNaughton ported some advanced features to GL ES. For example, depth based fog in Beetle Adventure Racing should run on recent GPU with GLES 3.X. This fix is available in latest Mupen64Plus FZ for Android.* Logan McNaughton rewrote N64 Depth Compare feature. I wrote that feature long ago to support special depth compare modes, which have no direct analogues on PC hardware. It helps to correctly emulate many games, but has one drawback - performance. I c...

Changelog March 2018

Hello! Traditional monthly changelog:* Fixed an old bug with load of texture tiles, which are larger than actual texture in TMEM. This bug was inherited yet from glN64 :( It caused various mysteriously looking texture issues, see https://github.com/gonetz/GLideN64/issues/1716 for example. Another old issue fixed as well: https://github.com/gonetz/GLideN64/issues/159* Fixed numerous issues with "Render 2D elements in N64 resolution". This option greatly improves quality of 2D in some game...

Changelog February 2018

Hello! What is done in February:* Very big news: Gilles Siberlin completed HLE implementation of microcode for World Driver Championship and Stunt Racer 64. Both games look great and work fast. Great work, Gilles!* Logan McNaughton fixed flickering in Gauntlet Legends.* Logan McNaughton added option to use triple buffering in async copy mode. This should fix all performance problems with copy data from video memory.* Logan also cleaned texture caching code and fixed performance issues with Mesa ...

Changelog January-February 2018

Hello!The list of changes for previous month is rather short. I'm working in a new company since the beginning of 2018. I need to learn a lot of things on my new work and I have no free time during the week. However, some tasks have been done on weekends:* Fixed texture filtering when mip-mapping is off. It is not recommended to disable mip-mapping emulation, but if you want to do it for some reason you can do it again.* Fixed rendering in widescreen resolutions when frame buffer emulation d...

Public Release 3.0

New Public Release is here.Happy New Year!

Changelog December 2017

Hello,The list of changes made in December is rather short due to changes in my life and because of preparations to next Public Release. This month I worked mostly on bug fixes:* Fixed texture filtering on GL ES 3.X GPUs, thanks to Francisco Zurita.* Optimized texture fetching code in shaders.* Fixed bug in checksum calculation for 32bit RGBA textures.* Fixed work of enhanced textures cache.* Fixed issues in Acclaim point lighting.* Other minor code cleanups and fixes.

Changelog November 2017

Hello,The list of changes made in November:* Fixed depth issues with Quake and Quake II* Rewrite use of "primitive depth" in fragment shaders. Fixed player's shadow in Tony Hawk's Pro Skater 2* Fixed issues with blender mode in Tony Hawk's Pro Skater 2* Fixed issue with hardware per-pixel lighting.* Fixed flicker in Pokemon Snap borders* Major fixes in FBInfo code. FBInfo feature allows emulator to help graphics plugin to detect modifications in frame buffer made by CPU. Fram...

Changelog

Hello,The list of changes made in period September 30 - November 5:* Added support for Visual Studio 2015. Building for Windows made as simple as possible, see https://github.com/gonetz/GLideN64/wiki/Build-From-Source-(Windows).* Fixed issue in mip-map textures load. That fixes regression in Star Wars Shadows of Empire.* Fixed issues with sprite coordinates. This removes black lines between sprites in some games.* Point lighting for Zelda MM added to master.* Large vertex loading code refactorin...

New WIP build.

Hello,Zelda MM point lighting and other fixes are pushed to master branch and now publicly available for download. There are still some regression issues in the code, and I'm focusing on bug fixes right now.

Lighting fixes

Today I fixed bug with lighting, which infiltrated in code ten months ago. The bug described here: https://github.com/gonetz/GLideN64/issues/1417It spoiled lighting in many games including Zelda MM.Now, when this bug is fixed, and when point lighting correctly implemented Zelda MM should have no more lighting issues.

Gliden64 post F-Zero fixes explanation. from patreon

F-Zero fixes explanation.

I explained (or at least made an attempt to explain) how recent F-Zero fixes work. Read my article on gliden64.blogspot.ru.

Gliden64 post F-Zero fixes from patreon

F-Zero fixes

After successful implementation of microcode for Star Wars - Rogue Squadron, olivieryuyu and me are continuing to work on High Level Emulation issues. olivieryuyu decoded the method used by F-Zero microcode to add "reflections" on cars in game. It was missing in HLE mode until now. "Reflections" are in quotes because it is not actually a reflection. I'll explain it in my blog: http://gliden64.blogspot.ru.Another fix is red border around the car in attack mode. This feature re...

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