View Full Version : Rice Daedalus 5.0.1
Rice
June 9th, 2003, 19:42
Hello, All
Here is new version to fix most of the bugs.
-------------------------------------------------------
Version 5.0.1 is a bug fix release over version 5.0.0. The following bugs are fixed.
- Stripey textures when Fast Texture loading is enabled
- Alpha test bug (Rocket-Robot on Wheels, Chameleon Twist 2, etc.)
- Incorrect texture loading (Evangelion, Space silicon valley, GE, and many other games)
- Yoshi story (working in DirectX or Ogl 1.1)
- Zelda road dirty texture
- Dr. Mario, showing dropping pills (Frame Buffer Emu = "Copy & Back")
- Incorrect using options
- Mario Tennis, better frame buffer support
- Banjo-Tooie, disable the white background
You should be able to easily find that many other games are also fixed.
Rice
The37th
June 9th, 2003, 20:29
keep up the good work!
marioshroom
June 9th, 2003, 20:35
super mario is of looking excellent!
still probs with dr mario in 5.0.1
Rice
June 9th, 2003, 20:36
Originally posted by marioshroom
super mario is of looking excellent!
still probs with dr mario in 5.0.1
I doubt if you are using the new DLL and new INI file.
The attached shot was make on my office computer with Rage 128 video card. It has combiner problems, but you can see the background and dropping pills.
Rice
Doomulation
June 9th, 2003, 20:39
w00t! You did it again Rice!
marioshroom
June 9th, 2003, 21:19
i always was using the geforce or better combiner for my geforce 3 ti 200.
now with it the middle end card see the picture is much better!
it is the combiner type that is most the problem!
also is the high end combiner very good! is this of the opengl 1.2 and 1.3?
Rice
June 9th, 2003, 21:28
Originally posted by marioshroom
i always was using the geforce or better combiner for my geforce 3 ti 200.
now with it the middle end card see the picture is much better!
it is the combiner type that is most the problem!
This is interesting. Did you modify the INI file? If you want, you can also try other DirectX combiners and OpenGL ones.
For your Geforce 3/ti, you should use the high end combiner, not the Nvidia TNT one.
marioshroom
June 9th, 2003, 21:34
i do not modify anything but the setting.
with high end everything is much the better! it is for me forever! the last problem is maybe it is a little slow. i put on the 2xsai, though for it is so nice for the looking! maybe this is my speed problem, or also shareaza?
shroomario.
THANKS FOR THE GREAT PLUGIN!
:rice:
Rice
June 9th, 2003, 21:44
It is a very bad idea to use 2xSAI with "Copy & back" frame buffer emu option. It will slow down the game a lot. You may try the "Frame skip" option.
Again, you have to wait for the next 1964 in order to speed up.
marioshroom
June 9th, 2003, 22:04
i can be of the most patient wait! this i will undo then (the 2xsai).
also is it not running too well with uhle2064, but probably will it change for them with an update.
DeLeTeBR
June 10th, 2003, 05:30
:1964:
Rice,
I don't have the right words to thank you enought, Evangelion now is fully playably just some miniors black lines around, but is probably just garbage on screen.
Congratulations and thank's for all your hard work, now I can say, without any doubt, this is the best N64 gfx plugin.
Thank you !
Regards,
DeLeTeBR
ScottJC
June 10th, 2003, 06:32
Anychance you could implement emulated width/height options like in Jabos plugin, so we can get rid of black bars and things?
that would be awesome imo
Rice
June 10th, 2003, 06:41
Originally posted by Sayargh
Anychance you could implement emulated width/height options like in Jabos plugin, so we can get rid of black bars and things?
that would be awesome imo
There is no need to do so. I have an algorithm good enough to automatically handle most width/height resolutions for most games. I haven't seen more than a few games with resolution problems. If you do see some games with incorrect resolution, let me know.
ScottJC
June 10th, 2003, 09:46
StarFox 64 has black bars around all the corners, but i don't think thats a resolution problem... i find it annoying.
Rice
June 10th, 2003, 17:50
It is viewport clippig. It is supposed to be like that. You won't see it on a real TV with real N64 console. (Will there be a solution or a hack for it?)
Alex3305
June 10th, 2003, 20:48
I have still a problem.. Does anybody know the right setting for DR. Mario 64. I have a P4 17 Ghz + GeForce 2 + Onboard sound card.I'm using :1964: and Rice Daedalus 5.0.1. The only Game in want to play is DR. Mario 64 soo plzz give me the right settings...
Thank you Rice for that great Plug-In and someone who can help me :)
:1964: RULEZ :1964:
DeLeTeBR
June 10th, 2003, 21:16
I use OpenGL and the other option, that I don't recall the name, I use "Best fit for Geforce" or something like that, it's the last one on the list.
[ ]s
DeLeTeBR
Originally posted by Alex3305
I have still a problem.. Does anybody know the right setting for DR. Mario 64. I have a P4 17 Ghz + GeForce 2 + Onboard sound card.I'm using :1964: and Rice Daedalus 5.0.1. The only Game in want to play is DR. Mario 64 soo plzz give me the right settings...
Thank you Rice for that great Plug-In and someone who can help me :)
:1964: RULEZ :1964:
decription
June 10th, 2003, 23:55
Great work. Your plugin is incredible, simply the best now. It amazes me how much it advances. Phenominal!
EDIT: Also, is World Driver's Championship Ucode supported yet? If not please try.
AlfreX
June 11th, 2003, 02:39
Hello everybody!!, congratulations Rice!!!!!!
You are one of the best!!!
Thanks for your dedication and work.
Im have a G-force 2 pro, and P3-550E, 160mb sd-ram, and win98SE.
Im use the omega drivers (detonators) in fast mode.
Your plug-in work bad in direct x mode, and medium in openGL.
please help me. (im using 1964 0.85)
In directx, im have no textures in all games, (when im put "normal combiner" some textures apear, but bad or blured"
Thanks for all!
nephalim
June 11th, 2003, 05:05
Rice, can you please do me a favor and tell me the settings you use on your machine with the Rage 128, as well as drivers & DX version? I'd appreciate it. Thanks.
Keep up the great work :)
EDIT: oh, and we should really make a rice smilie...:baaa:
w00t
June 11th, 2003, 08:07
Originally posted by nephalim
EDIT: oh, and we should really make a rice smilie...:baaa:
done! http://animezero.org/images/rice.gif
cant wait to try out teh new plugin!! w00t!!!!!
Doomulation
June 11th, 2003, 14:03
Make it transparent, would you?
Alex3305
June 11th, 2003, 15:42
Thanks for your tip DeleteBR but it is still not working.
Can someone plzz post a screenshot of the best settings with GeForce 2 MX and I am using drivers 15.18 (I thought).
And OpenGL should be the best mode because it is the fastest !!
And you know RICE RULEZ !!!
w00t
June 11th, 2003, 16:42
Originally posted by Doomulation
Make it transparent, would you?
heh, forgot that part :P that will be done right now...
http://www.animezero.org/images/rice.gif
Kain222
June 11th, 2003, 19:25
I just signed up so I can say great job Rice. Your plugin is finally making N64 emulation worth while. I look forward to every update. I hope you continue the excellent work you've started until N64 emulation is more or less complete. Again, good work.
-Kain
Hexidecimal
June 12th, 2003, 20:20
Rice, I thought 4.6 was your latest, (I rarely read the 1964 forums, I usually stick to PJ64) when I got 5.0.1 damn, i was blown away, Dr. Mario is looking very promising, the only thing that doesnt work for me is the pieces blink, but its playable.
Awsome Awsome work, youve made me a fan, I'm gonna be keepin a close eye on the plugin now. :-D
Zoomer
June 12th, 2003, 23:05
Great to see advances in the 64 emulation! BUT, since nothing is perfect, has anyone started a compatibility list? You know, so we don't play a game like Zelda OOT only to find the game crashes in a fight with Ganondorf?
ScottJC
June 14th, 2003, 17:14
Thats what the bug report thread is for.
Dr@mer
June 14th, 2003, 20:29
Rice i want a favor. Can you add 1920 - 1080 fullscreen resolution in your next release ? :cry:
LazerTag
June 14th, 2003, 20:49
Originally posted by Dr@mer
Rice i want a favor. Can you add 1920 - 1080 fullscreen resolution in your next release ? :cry:
Now that is some high resolution!!!
LOL, I thought I was odd running at 1600x1200x32
Dr@mer
June 17th, 2003, 22:40
Originally posted by LazerTag
Now that is some high resolution!!!
LOL, I thought I was odd running at 1600x1200x32
My monitor doesn't support 1600x1200x32 resolution, so you have an other advantage. :)
nephalim
June 18th, 2003, 02:44
If you want to add 700x525(32bit) that'd be nice too :n64:
Doomulation
June 18th, 2003, 17:45
Errr, you are freaks. Who runs games at 1600 resolution?!
And nephalim, why that odd resolution? :plain:
LazerTag
June 18th, 2003, 22:37
Originally posted by Doomulation
Errr, you are freaks. Who runs games at 1600 resolution?!
I do, but only my real PC games like UT2k# and RavenShield and so on. Most of the N64 stuff I play is never more then 1024x768 and usually I have it set to 800x600.
marioshroom
June 21st, 2003, 01:57
eventually will only the higher resolutions be wanted/needed. also since gfx of n64 are simple for polygon count, is it easy to run at a very high resolution.
i am more excited for 2xsai to work even the better for me are the trees in mario 64 still the blocky!
shroomario
Nemo
July 1st, 2003, 08:13
Just wondering, what are the best settings for this and a Voodoo3? Or are there still problems with it and Voodoos?
holtzboy
July 17th, 2003, 00:22
I seem to have a problem when I use this plugin with Project64 and OpenGL. There are black squares surrounding all of the sprites in any game I try. I have a Asus GeForce 1 256 32MB DDR, Thunderbird 900Mhz, 384MB PC-133 RAM. I am using Detonator Drivers 27.42. [ It doesn't make sense to use the latest drivers because they don't make the GeForce 1 performance any better, I have noticed that the new Detonator 40 series and above kills my performance! ] When I use Direct3D on PJ64 the squares are gone. So does anyone know how to fix this OpenGL problem with black squares surrounding sprites?
holtzboy
July 17th, 2003, 00:26
I seem to have a problem when I use this plugin with Project64 and OpenGL. There are black squares surrounding all of the sprites in any game I try. I have a Asus GeForce 1 256 32MB DDR, Thunderbird 900Mhz, 384MB PC-133 RAM. I am using Detonator Drivers 27.42. [ It doesn't make sense to use the latest drivers because they don't make the GeForce 1 performance any better, I have noticed that the new Detonator 40 series and above kills my performance! ] When I use Direct3D on PJ64 the squares are gone. So does anyone know how to fix this OpenGL problem with black squares surrounding sprites?
woops I just noticed this thread is for the emulator 1964 only, not PJ64 so I'm sorry for putting that question in here........
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