View Full Version : Zelda OOT and glN64 w/Radeon
Orkin
June 5th, 2003, 09:18
You're probably all sick of seeing Zelda OOT shots, but this took some work to pull off, and I'm feeling kinda proud of my accomplishment.
Here's Zelda OOT on the unreleased version of glN64 using the improved OpenGL 1.4 combiner (which is actually an OpenGL 1.4/Radeon combiner since it'll detect and use ATI extensions) on my Radeon 9500 Pro. It should look this good on any video card that supports ARB_multitexture with 4 or more texture units, ARB_texture_env_combine, and ARB_texture_env_crossbar. This includes all Radeons from the 8500 up, and possibly others?
Anyway, on to the screenshots. These shots show off some of the more complex combine modes in Zelda OOT, which are now working fine on Radeons:
Orkin
June 5th, 2003, 09:19
2
Orkin
June 5th, 2003, 09:21
3
Orkin
June 5th, 2003, 09:23
4
Orkin
June 5th, 2003, 09:25
5
CpU MasteR
June 5th, 2003, 11:57
WOW :w00t:
Nice work Orkin :happy:
Slougi
June 5th, 2003, 12:01
Nice! :)
Plisco
June 5th, 2003, 12:53
Those shots look amazing. Great job Orkin:)
Smiff
June 5th, 2003, 13:16
yeah. and people didnt believe me when i said 2 years ago that PC hardware (2001) was barely good enough to do good N64 (1996) HLE.
Doomulation
June 5th, 2003, 13:48
Believe it or not, you never get tired to see the same game all the time when it's great news! :happy:
Great work, Orkin! :flowers:
radTube
June 5th, 2003, 14:53
Finally actual support for radeons in a plugin! Can't wait for the next release of glN64. :w00t:
Tagrineth
June 5th, 2003, 19:42
I hope you're including full framebuffer emulation, since you're coding pretty much specificall for R300 here. =)
The Khan Artist
June 5th, 2003, 19:58
:* :* :* :* :*
I LOVE YOU!!!
Only one thing... in shot 2, it looks like there is a problem with the skybox, to the left of Link, and again, above Death Mountain. But that's minor compared to what you have accomplished. :D
Clements
June 5th, 2003, 22:02
:w00t:
Seeing these screenshots makes me go all googly inside! So impressive how far you've come, and so quickly! Well done.
Kahenraz
June 5th, 2003, 23:12
Wow!! NICE!!! :holiday: :holiday: :holiday:
http://www.emutalk.net/images/icons/icon10.gif http://www.emutalk.net/images/icons/icon10.gif http://www.emutalk.net/images/icons/icon10.gif http://www.emutalk.net/images/icons/icon10.gif
http://www.emutalk.net/images/icons/icon10.gif http://www.emutalk.net/images/icons/icon10.gif http://www.emutalk.net/images/icons/icon10.gif http://www.emutalk.net/images/icons/icon10.gif
http://www.emutalk.net/images/icons/icon10.gif http://www.emutalk.net/images/icons/icon10.gif http://www.emutalk.net/images/icons/icon10.gif http://www.emutalk.net/images/icons/icon10.gif
Orkin
June 6th, 2003, 05:48
Originally posted by The Khan Artist
Only one thing... in shot 2, it looks like there is a problem with the skybox, to the left of Link, and again, above Death Mountain.[/B]
Fixed
nephalim
June 6th, 2003, 08:00
Now how about you make that work on a Rage 128? :saint:
(looks great BTW)
Doomulation
June 6th, 2003, 22:43
Go, go Orkin! :happy:
EeeK
June 7th, 2003, 00:48
Keep up the gd work Orkin....last but not least...world peace....
archlyn
June 7th, 2003, 01:40
Excellent Job Orkin! :)
Will this as yet unreleased plugin also put an end to the Paper Mario flickering? (Or was that already fixed in a previous version?
NeoNight
June 7th, 2003, 03:34
wow .... sure tells you one thing though..... some consoles where ahead of there time when it comes to certain graphical features eh? :holiday: :n64: :emutalk:
marioshroom
June 7th, 2003, 06:09
i am of most interest for the frame buffer work you do. is frame buffer emulate helping the other roms?
thanks for the beautiful Link!!
shroomario
The Khan Artist
June 7th, 2003, 12:00
Originally posted by Orkin
Fixed
:* :D
@nephalim: I'm afraid that's a bit... impossible. Sorry. :blush:
@archlyn: I believe Orkin said that was fixed, but I don't remember if it was in 0.3, or after that.
Tagrineth
June 8th, 2003, 00:52
Originally posted by NeoNight
wow .... sure tells you one thing though..... some consoles where ahead of there time when it comes to certain graphical features eh? :holiday: :n64: :emutalk:
...no, not really.
The only thing consoles have been way ahead in is frame buffer math, mostly because until very recently, there wasn't enough bandwidth for it. Why ATi pushed frame buffer transfers in R300, though, I don't know... but they sure did a great job with it =)
archlyn
June 8th, 2003, 02:29
I have another question... and maybe I'm missing the whole point of this thread, but here goes.
Will a GeForce 4 be able to make the game look like that? As it is right now, the hearts have no white borders, but I haven't played far enough to get the Magic meter yet.
Clements
June 8th, 2003, 02:37
The hearts are not supposed to have white borders at that stage. Only when you reach the last Great Fairy in the game when you are granted double defence (effectively doubling your heart meter)
ra5555
June 8th, 2003, 05:57
those screenshots rock, I hope it will work just as good on the geforce... :D
Dominator
June 9th, 2003, 04:37
Awesome.
Powered by vBulletin® Version 4.1.10 Copyright © 2012 vBulletin Solutions, Inc. All rights reserved.