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Hacktarux
April 24th, 2004, 23:45
As you can see here:
http://www.emuxhaven.net/forum/index.php?showtopic=4533&hl=

i've written a little glide wrapper and i'm having a driver problem it seems. So if anyone would like to help, you can post the results on either emutalk or glide64 board.

I'd like to have a few people testing on video card similar to mine (gforce fx 5200). Don't forget to post the version of you driver.

Edit:
Link to the latest version of the wrapper (0.3.4) : http://www.emutalk.net/attachment.php?attachmentid=23836

Trotterwatch
April 25th, 2004, 00:06
Just tried this out using:

Radeon 8500 128mb
Using Catalyst 3.10 drivers
Glide64 0.7

There are numerous error messages that appear (can be skipped and are expected). The screen you showed looks fine to me, however in game there are combiner errors and glitches abound.

Nice work though, hope you continue with this :)

Ignore the black box on the pic btw, I was watching a program in BSplayer at the time (thus it overlapped).

Pokemoner
April 25th, 2004, 02:08
Yes...Its a driver problem..
I have Geforce 5200 128MB
Glide 0.7

The color error comes while using Detonator 56.** & 53.**
But with old drivers 44.** & 41.** no error :cool:

Glitches ingame especially shadows of trees and Mario..
Nice project,Hacktarux...keep working..(I think if u get tooo bored u can make a Gc emulator man :P )

Hacktarux
April 25th, 2004, 02:13
ouch.... i have tried various drivers but didn't try such old ones :(
It'd be interesting to know how it works on a geforce fx 5600 or +

Qun Mang
April 25th, 2004, 03:32
Doesn't work at all for me. I get a plugin exception after clicking out of some errors. Tried with both PJ64 and 1964. My card (Radeon 7500) probably uses too old a version of OpenGL (just a guess).

knowitman
April 25th, 2004, 05:09
Trotter showed me this thread. I have a GeForce FX5200. I keep my drivers pretty updated, and this won't work at all in PJ64 or 1964. I am just updating them again right now.

revl8er
April 25th, 2004, 07:40
I am having trouble getting the game not to lock up on me when I want to make a screenshot of the errors. Pretty much Mario's eyes are messed up and the words super mario 64 don't show properly. This is being tested on an fx5900u with the 56.64 drivers. Keep up the good work with your wrapper and maybe we can have a good substitute for evoodoo.

khanmeister
April 25th, 2004, 09:37
I get the same red text buddy.

Hacktarux
April 25th, 2004, 10:37
I am having trouble getting the game not to lock up on me when I want to make a screenshot of the errors. Pretty much Mario's eyes are messed up and the words super mario 64 don't show properly. This is being tested on an fx5900u with the 56.64 drivers. Keep up the good work with your wrapper and maybe we can have a good substitute for evoodoo.

You didn't say how the select file screen looks like on your computer. Red or normal colors ?

Clements
April 25th, 2004, 11:03
I get the red colours shown in Pokemoner's and khanmeister's screenshots with my FX 5600 using the 60.72 beta drivers. When you start a game you have to keep pressing OK in the error boxes to reach in-game, and the wrapper makes it look like the ground is fluidic! Love to see some progress on this one! It appears other games work well too (Ocarina of Time). Super! :D

Falcon4ever
April 25th, 2004, 14:07
i can't resist to show my shots :P

All these shots where made on a ATI 9600 PRO with ATI Catalyst 4.3 drivers

menu
http://www.falcon4ever.com/gallery/gallery1/20040424_mario64-glide64me-hackGL.jpg

ingame
http://www.falcon4ever.com/gallery/gallery1/20040424_Project64_2004-04-24_19-28-30-62.jpg

http://www.falcon4ever.com/gallery/gallery1/20040424_Project64_2004-04-24_19-29-01-34.jpg

http://www.falcon4ever.com/gallery/gallery1/20040424_Project64_2004-04-24_19-29-19-14.jpg

http://www.falcon4ever.com/gallery/gallery1/20040424_Project64_2004-04-24_19-29-24-62.jpg

http://www.falcon4ever.com/gallery/gallery1/20040424_Project64_2004-04-24_19-29-29-70.jpg

Shin_Gouki
April 26th, 2004, 14:06
Hello Hacktarux!
I don´t know if you need help, and i´m not sure if this guy offers help. But at least your doing something similar, so you could definitely exchange some knowledge :)
which then should be able to help you ^^
Here is his g-wrapper page:
http://home.t-online.de/home/zsack/glide_wrapper/index.html
and through this link(from a board were he is active) you can send him a message :)

http://www.forum-3dcenter.org/vbulletin/member.php?action=mailform&userid=2038

i hope may be helps a little, and of course i will test you glide wrapper today.
wbr Shin Gouki

revl8er
April 27th, 2004, 07:10
You didn't say how the select file screen looks like on your computer. Red or normal colors ?

well I get the red menu and it's also missing the mario icon to the side of the number of stars you have. I tried to make a screenshot, but the gfx plugin locks up the emulator for me.

dosmaen
April 27th, 2004, 08:10
http://www.falcon4ever.com/gallery/gallery2/20040424_Project64_2004-04-24_19-28-30-62.jpg
omg it's ninja peach! :P
(reference to the old ninja mario codes).

Doomulation
April 27th, 2004, 08:14
well I get the red menu and it's also missing the mario icon to the side of the number of stars you have. I tried to make a screenshot, but the gfx plugin locks up the emulator for me.
Press print screen, goto paint, hit paste and there's your pic.

revl8er
April 27th, 2004, 10:30
thnx for the help doomulation heres a screenshot of my problem.

Clements
April 29th, 2004, 12:35
This should really be a sticky topic methinks (at least for a while) :D

Hacktarux
April 29th, 2004, 13:43
Two screenshots with the latest progress i've made :

rcgamer
April 29th, 2004, 13:45
wow, its amazing how fast you are progressing . super job.

p.s. hope we get a new release soon. :D

Hacktarux
April 29th, 2004, 20:14
I've decided to do a public beta test, let me know if you have any warning or something that's not looking correct and that hasn't been posted yet.

rcgamer
April 29th, 2004, 21:08
ocarina of time intro my pc specs are in my profile and im using the 60.72 drivers for my card.

Trotterwatch
April 29th, 2004, 21:31
Camspy working in PD :) Ok it's slow, but that's obviously to be expected, the thing is it works, and it looks nice.

Motion blur also works, but again is obviously slow.

I am incredibly impressed by this wrapper!

Rice
April 29th, 2004, 21:35
It seems what really matters here is the implementation of OGL multitexture combiner. Hacktarux has a lots to do with it. Good luck.

-Shadow-
April 29th, 2004, 21:43
Whoohooo , looks nice ^_^

The graphics are looking nice , and i can even take screenshots , umm , well but they look strange ( evoodoo crashes when i try to take a screenshot ) ^_^

Here are some screens of zelda , Link got a funny facial camo ^_^

@rice : Yeah , the glitches really look like multitexturing bugs in the most cases...

@hacktarux : nice work !

rcgamer
April 29th, 2004, 21:53
mario golf all the characters have different funky colors.

Hacktarux
April 29th, 2004, 22:08
rcgamer: you have the same video card as mine and i don't experience the two bugs you have. It's most likely a driver problem. Didn't you know ? Nvidia and ATI are introducing new bugs in each driver release to have one more point in 3dmard :(

Anyway most of these bugs can be "solved" like this: do a save state, shutdown the emu, restart the game, load and it works. I don't know why but with latest nvidia drivers on gffx cards, after a while it's ignoring the green and blue components of the texture environnement color (that's why it's all red).

liteuser
April 29th, 2004, 22:48
Hi, I tested this beta on my Geforce 4 440 MX some games work and some have video. Still have some slow problems . Notice I have to restart the emu to get video back. speed is ok , emu controls ( pause, save, load,screen shot) are unresponsive . Using 56.64 FW Drivers and glide64 ME. Some graphics glitches in game . This looks to be a good wrapper keep up the good work.

knowitman
April 30th, 2004, 00:11
Great job man!!! This wrapper has GREAT speep on Framebuffer effects. It runs at full speed on Mario Kart 64 when the screen shows up with the framebuffer and everything. It also doesn't clip the pod racers and Star Wars Episode 1 racer. Every other plugin will make them disappear if they got so close to the screen yours doesn't. I have a Ge Force FX5200 with I think the lates drivers. I don't really know how to check what version I have. I updated April 1. I have version Version: 56.72. I just checked the website.

rcgamer
April 30th, 2004, 00:40
rcgamer: you have the same video card as mine and i don't experience the two bugs you have. It's most likely a driver problem. Didn't you know ? Nvidia and ATI are introducing new bugs in each driver release to have one more point in 3dmard :(

Anyway most of these bugs can be "solved" like this: do a save state, shutdown the emu, restart the game, load and it works. I don't know why but with latest nvidia drivers on gffx cards, after a while it's ignoring the green and blue components of the texture environnement color (that's why it's all red).

red is just the color that happened to show on that shot. other times the charactters are all blue or yellow looking. i changed drivers to 56.72 and still get the same. mario kart does work well though.

rcgamer
April 30th, 2004, 01:49
conkers works and so does mickeys speedway, there are lines through the textures , a few graphic glitches. and hardware framebuffer causes an exception.

Gent
April 30th, 2004, 01:52
Heres some shots i thought id do as probley no one else would.

Plus Hacks found something sim to the peach prob (Stuble Shadow) on Super Smash Bros check out those pics.

rcgamer
April 30th, 2004, 02:52
here's some more shots for you. I have noticed in a lot of the games , where there is text is very dark or you cant see it well. like in aidyn chronicles.

Pokemoner
April 30th, 2004, 03:27
red is just the color that happened to show on that shot. other times the charactters are all blue or yellow looking. i changed drivers to 56.72 and still get the same. mario kart does work well though.
Use the driver on your card's cd(it is :cry: FW44 I think)..this would fix alot of your problems(thats strange :ermm: !!!)..no shadow on Link's face or red color on mario's

zzz
April 30th, 2004, 08:36
WOW! Amazing! I have a Geforce 2 integrated gpu (Huh...) using the driver 56.72 and Glide 0.7 with hacktarux glide wrapper 0.1 beta 1 in 1964. Mario Kart is FLAWLESS! F-Zero is very good too. Zelda OOT have some problems (especially the field), but is good. And in SM64 the Peach face is perfect. VERY IMPRESSIVE, see the shots.
Sorry for my english
Zzz

revl8er
April 30th, 2004, 08:50
Very impressive release, keep up the good work.

rcgamer
April 30th, 2004, 09:45
heres a shot of star wars shadows of the empire
to pokemoner, thanks but no im not changing my drivers to 40 series . i like to play pc games and my drivers work great with rices plugin. i also have a voodoo 2 and a voodoo 3 .

Hacktarux
May 1st, 2004, 00:47
Another one:
-it should be faster in some games
-it fixes the zelda logo bug and hopefully other games
-a few more combiner modes implemented
-it should no longer crash on video cards that do not support pbuffers

Trotterwatch
May 1st, 2004, 00:53
Brilliant, I'm off to try this one out now. With the previous version I've just been treated to the Rocket Launcher sight not only working, but looking good and working fast with the wrapper :)

knowitman
May 1st, 2004, 01:05
I will try it out also. I really like this new wrapper. It just doesn't run well on the newest nvidia drivers. I am thinking you will fix that though.

gandalf
May 1st, 2004, 02:40
Great Job hacktarux!
This Wrapper is only for "high end" video cards (non on-boards such as SiS)?

-Shadow-
May 1st, 2004, 03:07
wow , hacktaurux , yo're makin updates in 2 day-cycles , nice ^_^

Qun Mang
May 1st, 2004, 03:43
This wrapper is certainly coming along well. It is sad to hear that you don't intend to continue it, though I'm glad you're offering the source for someone to pick up. Anyway, on to the meat of the post. I have a Radeon 7500 and the wrapper is working pretty well on it for the most part. Besides the sin of not working with Zelda:MM that is. :D Well, aside from that here are a couple of common texture related problems (ignore the black bar at the top of the pictures and the cut-off bottom- the screenshots were taken this way for some reason even though they appeared correctly while playing):

This tiling effect appears on several games, though only on certain screens:
http://home.comcast.net/~derek.h/ss04.jpg

There also seems to be sort of texture priority issue with textures appearing through ones that are supposed to be in front. Sometimes causing a windowblind effect:
http://home.comcast.net/~derek.h/ss02.jpg
http://home.comcast.net/~derek.h/ss03.jpg

In OOT sometimes the lens of truth works and sometimes it doesn't. This screen where it doesn't work was preceded by several errors I had to click through before the game continued:
http://home.comcast.net/~derek.h/ss05.jpg
Later in the shadow room the LOT worked just fine. Go figure.

A couple of less common errors (missing or wrong-colored textures):
http://home.comcast.net/~derek.h/ss00.jpg
http://home.comcast.net/~derek.h/ss01.jpg

Anyway, like everyone else I have to say great job! Aside from these few bugs (and non-working Zelda:MM!) this plugin really does have evoodoo beat in some ways like the sky in Zelda:OOT properly fading in and out. If this plugin continues in yours or someone else's hands it will easily replace evoodoo as the wrapper of choice.

-Shadow-
May 1st, 2004, 03:50
This wrapper is certainly coming along well. It is sad to hear that you don't intend to continue it, though I'm glad you're offering the source for someone to pick up.

How about a petition for this wrapper ? It has even more compatibility than evoodoo (i mean with the FB and so on) . It's really an interesting project !

liteuser
May 1st, 2004, 06:10
Hi,

Just tested the beta 2 and its better . No error messages with the games I tested . The best thing about this wrapper for me seems to be that the emu controls on windowed mode in 1964 are not covered up and you don't have to hit alt+enter like with eVoodoo . I would like to see a new glide wrapper without all that alt+enter crap . This one is a very good start . Thanks

Quvack
May 1st, 2004, 06:40
The new version works really nicely on my Radeon 9600 Pro, last one was good but this is just a whole lot better :)

Hacktarux
May 1st, 2004, 11:51
This wrapper is certainly coming along well. It is sad to hear that you don't intend to continue it, though I'm glad you're offering the source for someone to pick up. Anyway, on to the meat of the post. I have a Radeon 7500 and the wrapper is working pretty well on it for the most part. Besides the sin of not working with Zelda:MM that is. :D Well, aside from that here are a couple of common texture related problems (ignore the black bar at the top of the pictures and the cut-off bottom- the screenshots were taken this way for some reason even though they appeared correctly while playing):

Anyway, like everyone else I have to say great job! Aside from these few bugs (and non-working Zelda:MM!) this plugin really does have evoodoo beat in some ways like the sky in Zelda:OOT properly fading in and out. If this plugin continues in yours or someone else's hands it will easily replace evoodoo as the wrapper of choice.

Be sure to set your desktop to 32 bits mode. Otherwise the depth buffer doesn't have enough precision i think. The peach face bug only happen on ATI hardware, that's hard for me to know why...


Great Job hacktarux!
This Wrapper is only for "high end" video cards (non on-boards such as SiS)?

To use this wrapper you need a video card with at least 2 texture units and that support at least the texture_env_combine extension. The first nvidia card that support it is the TNT which is very old now. So no it's not only for high end but i have no idea if a SiS card support it.

Note that if you only have two texture units, you won't have multitexturing because the wrapper needs the number of texture units of the hardware it tries to emulate +1 to emulate the 3dfx color and alpha combiner.

Qun Mang
May 1st, 2004, 19:08
Be sure to set your desktop to 32 bits mode. Otherwise the depth buffer doesn't have enough precision i think. The peach face bug only happen on ATI hardware, that's hard for me to know why...

Ah. 32-bit mode fixed the missing and windowblind textures. More importantly, Zelda:MM works now. :D

I forgot that my desktop was in 16-bit mode, ironically because evoodoo doesn't work properly in 32-bit mode. Heh.

Hacktarux
May 2nd, 2004, 02:44
A small update that may fix ATI video card problems (peach face and black lines between polygons). I'm really unsure of this as i don't own an ATI, so i'm waiting for ATI owners feedback ;)

Clements
May 2nd, 2004, 02:54
Whatever you have done, you have fixed the black lines that were appearing in my games and the face problems on characters with my GeForce (60.72 drivers)! :D

Awesome! :P

Trotterwatch
May 2nd, 2004, 03:04
It's fixed here too, both the black lines and Peaches face (Radeon 8500). Wonderful work, IMO the main issue (that effected most games) solved:)

Gent
May 2nd, 2004, 03:08
Spot on Superb here too :)

LazerTag
May 2nd, 2004, 03:20
I posted over at the Glide64 forum also, working just great here now as well with my 9600 Pro

Qun Mang
May 2nd, 2004, 04:53
Just tried this and it indeed fixes the lines and the dark textures on my Radeon 7500 (not just on Peach, but on the camera lakitu, toad, and the goombas). Still doesn't fix the occasional areas on OOT where the LOT doesn't work though, but definitely a few steps closer to perfection. I think I will have to take this on a further test run on some more games starting with Zelda:MM.

revl8er
May 2nd, 2004, 05:41
This latest release fixes peaches face for me, keep up the excellent work.

khanmeister
May 3rd, 2004, 10:19
This latest release fixes peaches face for me, keep up the excellent work.

Now it works much better, however, I can't get dr mario working at all with this wrapper, is that normal?

-Shadow-
May 3rd, 2004, 14:29
Hmmm... The wrapper doesn't re-initalize when i change roms....

Federelli
May 3rd, 2004, 15:59
Dr Mario does work, though i also have to restart the emulator everytime i want to switch roms

-Shadow-
May 3rd, 2004, 16:04
i also have to restart the emulator everytime i want to switch roms

me , too

PsyMan
May 3rd, 2004, 16:30
Just switch between full screen and window mode each time you load a new rom
(it doesn't realy switch to full screen but it fixes the re-initalization problem for me).

minkster
May 3rd, 2004, 21:57
the plugin doesnt seem to want to work for me all i get is a lot of black in my games like supersmash brothers and perfect dark and a lot of games dont load for me :( and it also wont let me enter full screen

Hacktarux
May 3rd, 2004, 22:03
Fullscreen mode will be available in the next release

minkster
May 3rd, 2004, 22:09
thats cool im looking foward to the next releases

Kyo
May 3rd, 2004, 22:09
Yiiippeeeeee! :happy:

Now that's what i was waiting to hear. No matter how many times this has been said, keep up the great work!

rcgamer
May 3rd, 2004, 22:10
after switching to some beta 61.11 drivers and using the beta 3 for your wrapper my mario golf problems are gone. heres a screen. the game runs slow though, but everything seems to work as far as effects go , even the breaking glass effect when you drive . also fixed the peach beard and lines. good wrapper . so far in testing these are the best drivers i have used for my 5200 so you might want to try them out. c.o.d multiplayer was running smooth as silk.

ArcaneLore
May 4th, 2004, 13:31
Oooo! Majora's mask almost works AWESOME with this game. There is only one problem I have found so far, and that is with the Lens of Truth.

Here's a pic of what happens when I try to use it outside the cave I just exited from( in the snow place ).

I'm using a Radeon 9800 Pro 128MB, 2.8GHz P4 533MHz BUS, 2 stick of 512MB DDR PC2700.

-Shadow-
May 4th, 2004, 18:55
When i put on a mask , I get this error message 9 times in a row O.o

rcgamer
May 4th, 2004, 19:52
i think that framebuffer is not implemented fully with this wrapper and that this is the reason for many of the errors. but hac can correct me if i am wrong.

linker
May 5th, 2004, 02:36
some combine modes are unimplented, that's why you get those errors

Hacktarux
May 5th, 2004, 23:53
Here's the beta 4 that include the following changes :
-Many missing combiner modes implemented
-Bilinear filtering is only used when required by glide64
-grDrawLines implemented
-Fullscreen/window mode switch implemented (but the status bar will not be hidden in pj64 and 1964, this has to be solved in both glide64 and the wrapper and will probably be in the next glide64 release)

Trotterwatch
May 6th, 2004, 00:05
Great stuff, I really love this wrapper :)

rcgamer
May 6th, 2004, 00:05
awesome im dling now.

Pokemoner
May 6th, 2004, 00:40
@Hacktarux: Fast progress...Testing..
@rcgamer: 61.11 driver is very good..but it doesnt run Far Cry :crazy: (gfx are messed)..I dont know why they dont release a DAMN good driver..

Trotterwatch
May 6th, 2004, 00:58
Noticed something by accident with this plugin. Both pictures of the same spot on Perfect Dark, one with Frameskip on in 1964, one with it off (toggling it produces the different effects).

Thought it was pretty cool, no idea why this happens though.

Federelli
May 6th, 2004, 02:06
Full-screen is working in Nemu, but as in the other emus, the status bars are not hidden.

And i still have to close the emu to start another rom

Also, billinear filtering is no longer forced :)

So far so good, everything working as stated on the changes

rcgamer
May 6th, 2004, 02:53
i still get errors with pokemon puzzle league. mario golf runs ok for a while then freezes the emulator.

Qun Mang
May 6th, 2004, 06:17
I get a "cannot change to fullscreen mode" error when pressing alt+enter. When I click out of it, it goes to a pseudo-full screen, sort of like a full screen window if my selected resolution is the same as my desktop resolution. If it is less (like 800X600 as I use for a window on my 1024x768 desktop) it will show in that size "window." See the attached picture to see what I mean (warning: 114KB even though a jpeg!); just the GFX- no window border.

Federelli: After you load the second game, if you change to fullscreen and back the wrapper should reinitialize so you shouldn't have to close and restart the emu every time you load a game. Works for me even though it doesn't truly go to fullscreen.

Gonetz
May 6th, 2004, 07:13
Trotterwatch, this PD problem is not wrapper's bug. It's 1964 0.99 issue, when it run under Win2k/WinXP. I haven't this bug under Win98SE. PJ64 also works ok here.

Status bar problem in fullscreen mode is fixed in new version of Glide64, will be released soon.

Trotterwatch
May 6th, 2004, 09:58
Trotterwatch, this PD problem is not wrapper's bug. It's 1964 0.99 issue, when it run under Win2k/WinXP. I haven't this bug under Win98SE. PJ64 also works ok here.

hehe, no probs just thought I'd post it as I found it pretty interesting.

Nice to hear about the status bar problem will be fixed in the new version of Glide64 :)

Keep up the great work all involved with Glide64 and this wrapper.

ArcaneLore
May 6th, 2004, 13:24
Great work. I just *hope* that you can get Zelda: MM running.

MasterPhW
May 6th, 2004, 14:29
hac?
The "close emu 2 load another rom-bug" will it b fixed in the next release, too?
It would b great because this is a grandious wrapper and it's a great experience 2 play with it.

Hacktarux
May 6th, 2004, 22:00
A little screenshot of latest new stuffs :

rcgamer
May 6th, 2004, 22:18
awesome. soes this mean fhardware framebuffer is working .

Hacktarux
May 6th, 2004, 22:21
not yet

rcgamer
May 6th, 2004, 22:26
oh. still good news though.

Qun Mang
May 6th, 2004, 23:39
not yet

I definitely like the sound of that statement. I think I speak for a lot of people when I say this work you're doing on the wrapper is greatly appreciated. One question that I don't think I've seen is do you plan on adding a control panel/setup program in the future (after bug fixes)? It would be nice to set separate full screen and windowed resolutions for example.

desertboy
May 7th, 2004, 19:06
I definitely like the sound of that statement. I think I speak for a lot of people when I say this work you're doing on the wrapper is greatly appreciated. One question that I don't think I've seen is do you plan on adding a control panel/setup program in the future (after bug fixes)? It would be nice to set separate full screen and windowed resolutions for example.


I may be wrong but surely it's the plugin that sets res. not the wrapper all the wrapper is doing is converting glide3d commands to direct3d commands very similar to wine (For linux not the drink).

rcgamer
May 7th, 2004, 23:00
yeah i think the wrapper should stay like it is and leave the settings to glide64. just interpret the plugin.

Federelli
May 7th, 2004, 23:43
Actually Hacktarux' wrapper makes calls to Ogl not d3d

Qun Mang
May 8th, 2004, 00:40
Well, I just suggested that since Glide64 doesn't have separate resolution settings, presumably since most (all?) Voodoo cards can't display glide in a window anyway. If it's a bad idea then whatever. Anyway, I did say "in the future," as in after all major bugs are squashed. Extras are nice but bugs should of course come first.

Reznor007
May 8th, 2004, 04:02
Technically Voodoo cards can support Glide rendering in a window. It was added in the Glide3x SDK, but I don't think anyone actually used it, since only Voodoo Banshee, 3, 4, and 5 could use it, and by that time Glide was pretty much dead. I'm not sure how well the drivers support that feature anyway.

ScottJC
May 8th, 2004, 05:19
Hacktarux you rock, its amazing how much progress you've made on this, its getting to be better (if it isn't already) than evoodoo and that took longer to make.

Federelli
May 8th, 2004, 07:01
Windowed is coded into the latest glide3x release, but as you say it's not implemented completelly yet

liteuser
May 9th, 2004, 13:11
Hi,
Thanks I have just now had a chance to test the beta 4 it works a lot better with 1964 now and smooth I can say this much thats one good wrapper you have made the games it does work with makes me think I have a voodoo . Full screen looking good. Great work Hacktarux :party:

Hacktarux
May 10th, 2004, 00:22
Here's something else to test... there's no version number because, maybe i won't include changes in the final release, i need to ask what you think about this first.

I've tried to implement a texture filtering algorithm, what do u think about such a simple filter ? is it worth including it ? in your opinion, is it better in some cases than more advanced filters like 2xsai.... ?

Federelli
May 10th, 2004, 00:42
Could you tell us how this works and what it does specifically?

PsyMan
May 10th, 2004, 00:45
The filter looks nice and it doesn't seem to need a lot of CPU power which is good for lower end systems but it isn't as advanced as 2xsai.
The fullscreen addition makes the Wrapper even better but the bottom status bar of the emu (1964 and PJ64) is still there after changing to fullscreen (I guess this is not fixed yet).

Hacktarux
May 10th, 2004, 00:46
it filters texture and increase their size, that may improve visual quality

Federelli
May 10th, 2004, 03:23
:) Great

Federelli
May 10th, 2004, 03:27
I just tried the new version, and i think that the filter kinda blurs things too much...

zorbid
May 10th, 2004, 11:48
You can leave it as an option, some people may like it in some games...

otomo
May 10th, 2004, 23:47
The wrapper gives a welcome message "Glide3X warning your video card doesn't support GL_ARB_texture_mirrored_repeat extension"

still it seems to runs glide64 nearly flawlessly.

the video card a GF4TI with some older drivers, 31.00 (gives me better framerate on some pc games)

is the problem related to that or your wrapper doesn't suppoer Gf4s at al?

Clements
May 10th, 2004, 23:56
I suggest you use better drivers. You are using drivers meant for GeForce3/GeForce2 cards. Get some 4x.xx drivers or the latest Forceware drivers from nvidia's site.

The Khan Artist
May 11th, 2004, 00:01
Wow, this is looking quite good. I found a bit of a problem with BattleTanx - Global Assault, though. The tanks are grey, and they should be colored. First shot is Glide64 0.7 with wrapper beta 4, second shot is glN64 0.4.1. These shots are from multiplayer, but the same problem occurs in single-player mode.

Federelli
May 11th, 2004, 00:07
hehehe Gray looks better anyway :)

But yeah, i also noticed this

revl8er
May 11th, 2004, 06:27
great to see another release, keep up the great work.

olivieryuyu
May 11th, 2004, 11:21
for me the filter is ok as an option

Hacktarux
May 14th, 2004, 00:32
HWFBE supported in zelda (not in other games currently)

rcgamer
May 14th, 2004, 00:34
nice.

Federelli
May 14th, 2004, 00:52
Outstanding.

revl8er
May 14th, 2004, 05:37
very nice

Qun Mang
May 14th, 2004, 06:35
majQa'

Doomulation
May 14th, 2004, 10:12
No words oO :drool:

olivieryuyu
May 14th, 2004, 14:08
yep cool !!!!

Nighty0
May 14th, 2004, 20:54
the first version simple don't worked on my computer, but now i play flawlessly all glide64 compatible games..... but that filter are little blurry......
this is the first glide wrapper that i really like....... thx..... really thx......

revl8er
May 15th, 2004, 01:49
This wrapper kicks ass, but the filter should be optional imo.

Doomulation
May 17th, 2004, 13:47
Say hack, if I looked into the D3DCAPSx structure in d3d, what would this wrapper require to run?

Hacktarux
May 17th, 2004, 17:53
Say hack, if I looked into the D3DCAPSx structure in d3d, what would this wrapper require to run?

No, because my plugin is using opengl. However, if you want to retrieve opengl extensions, the only function you need to know is : glGetString(GL_EXTENSIONS); + eventually if the WGL_ARB_extensions_string extension is supported you can look at the documentation of this extension how to retrieve windows specific extensions.

If you are interested i can give you a list of all extensions required and optionnally used by this plugin.

Federelli
May 17th, 2004, 20:11
Would implementing Fragment and Vertex programs do something??

Hacktarux
May 17th, 2004, 20:41
in very rarely (never ?) used combiner yes. 99.9% of the times it won't change anything. Theoretically it would allow the wrapper to use only 2 texture units instead of up to 4 as it is now, but all cards that support these extensions has at least 4 texture units anyway...

Federelli
May 17th, 2004, 21:24
Yep :)

And hack, what lvl of Ogl is this wrapper at?
1.1, 1.2, 1.3, 1.4, 1.5 or 2.0?

minkster
May 17th, 2004, 21:58
wow i got your plugin to work after i updated my radeon driver. I have to say you did great work on implementing glide through your wrapper. I think the filter shuld just be an option in my opinion:)

Clements
May 17th, 2004, 22:07
I like the filter mostly, it just makes the text a bit hard to read, but it smooths the trees in SM64 like Direct64 can.

sheik124
May 18th, 2004, 03:14
currently my PC is on the fritz (help please) and i can't really test this
but when i get it back and running, i'll be sure to see how it looks on your wrapper on a GeForce FX 5700 and glide64 .7 and how it looks on 2 voodoo2s (SLI) and glide64 .7, and if i have the time, i can toss evoodoo into the mess

Doomulation
May 18th, 2004, 08:46
No, because my plugin is using opengl. However, if you want to retrieve opengl extensions, the only function you need to know is : glGetString(GL_EXTENSIONS); + eventually if the WGL_ARB_extensions_string extension is supported you can look at the documentation of this extension how to retrieve windows specific extensions.

If you are interested i can give you a list of all extensions required and optionnally used by this plugin.
Yes please hack. I'll add opengl as well. No big deal. :)

Hacktarux
May 18th, 2004, 17:25
Yes please hack. I'll add opengl as well. No big deal. :)

I need the following extensions:
GL_ARB_multitexture (absolutely required) with at least 2 texture units to emulate a voodoo1 or banshee, 3 texture units to emulate voodoo2 or better, 4 texture units to emulate some rarely used combiners.

GL_EXT_texture_env_combine (absolutely required)
GL_ARB_texture_env_combine (optional, it's better than the previous extension, it supports more combiner modes)
GL_ARB_texture_mirrored_repeat (absolutely required in current implementation, i may make it optional later)
GL_EXT_blend_func_separate (optional)
GL_EXT_fog_coord (optional, it's required to emulate fog)

Currently, for hwfbe, i'm using a windows specific extension:
WGL_ARB_buffer_region
to check if this windows extension is there you need another extension:
WGL_ARB_extensions_string
Check the internet, there's a lot of examples that explain how this works.

I think that all those extensions are standard in nowadays drivers...

milen
May 18th, 2004, 19:16
I need the following extensions:
GL_ARB_multitexture (absolutely required) with at least 2 texture units to emulate a voodoo1 or banshee, 3 texture units to emulate voodoo2 or better, 4 texture units to emulate some rarely used combiners.

GL_EXT_texture_env_combine (absolutely required)
GL_ARB_texture_env_combine (optional, it's better than the previous extension, it supports more combiner modes)
GL_ARB_texture_mirrored_repeat (absolutely required in current implementation, i may make it optional later)
GL_EXT_blend_func_separate (optional)
GL_EXT_fog_coord (optional, it's required to emulate fog)

Currently, for hwfbe, i'm using a windows specific extension:
WGL_ARB_buffer_region
to check if this windows extension is there you need another extension:
WGL_ARB_extensions_string
Check the internet, there's a lot of examples that explain how this works.

I think that all those extensions are standard in nowadays drivers...

It's very interesting. Voodoo dosen't support GL_EXT_texture_env_combine, but it's used to emulate it's feauteres. Hacktarux, is there something in GL_EXT_texture_env_combine that can't be done with glide?

Federelli
May 18th, 2004, 19:31
Considering things are they are now, even OGL1.1-2.0 extensions are standard in nowaday drivers, including:

OpenGL 1.1 ones:
GL_EXT_texture3D (defines 3-dimensional texture mapping)
GL_EXT_bgra (extends the list of host-memory color formats)
GL_APPLE_packed_pixels OR GL_EXT_packed_pixels (provides support for packed pixels in host memory.)
GL_EXT_rescale_normal (normal vector rescaling).
GL_EXT_separate_specular_color (separate color).
GL_SGIS_texture_edge_clamp OR GL_EXT_texture_edge_clamp. (texture edge clamping).
GL_SGIS_texture_lod (texture level of details)
GL_EXT_draw_range_elements (draw range elements)
GL_EXT_blend_color (defined a constant color that can be included in blending equations.)
GL_EXT_blend_subtract (define a new blending mode by substracting colors)
GL_EXT_blend_minmax (minimum(or maximum) color components of the source and destination colors)

OpenGL 1.2:
GL_ARB_texture_compression (texture compression)
GL_ARB_texture_cube_map (texture cube mapping)
GL_ARB_multisample (multisampling)
GL_ARB_multitexture or GL_SGIS_multitexture (multitexture)
GL_ARB_texture_env_add GL_EXT_texture_env_add (additive tex)
GL_ARB_texture_env_combine or GL_EXT_texture_env_combine
GL_ARB_texture_env_dot3 (Dot Product 3 for per pixel shading).
GL_ARB_texture_border_clamp
GL_ARB_transpose_matrix (matrix transposition)

OpenGL 1.3 ones:
GL_EXT_generate_mipmap or GL_SGIS_generate_mipmap (automatic Mipmap generation)
GL_ARB_imaging or GL_SGI_color_matrix (adds a 4x4 matrix stack to the pixel transfer path)
GL_NV_blend_square (provides four additional blending factors)
GL_ARB_shadow or GL_SGIX_shadow or GL_EXT_shadow
GL_ARB_fog_coord or GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_secondary_color
GL_ARB_point_parameters or GL_EXT_point_parameters
GL_EXT_blend_func_separate
GL_EXT_stencil_wrap
GL_ARB_texture_env_crossbar or GL_NV_texture_env_combine4
GL_EXT_texture_lod_bias
GL_ARB_texture_mirrored_repeat or GL_IBM_texture_mirrored_repeat
GL_WIN_swap_hint or GL_IBM_rasterpos_clip
GL_ARB_vertex_program

OpenGL 1.5 ones:
GL_ARB_occlusion_query OR GL_HP_occlusion_test OR GL_NV_occlusion_query for occlusion query.
GL_ARB_fragment_program for fragment programming.
GL_ARB_point_sprite or GL_NV_point_sprite for point sprites.
GL_ARB_vertex_buffer_object for DMA buffer for vertices and indices.
GL_EXT_shadow_funcs for shadow functions
GL_ARB_texture_non_power_of_two or GL_NV_texture_rectangle or GL_EXT_texture_rectangle for non power of two textures

OpenGL Shading Language (OGLSL)/ Opengl 2.0 ones:
GL_ARB_shader_objects
GL_ARB_vertex_shader
GL_ARB_fragment_shader
GL_ARB_shading_language_100

I can't think of any other one, besides vendor specific extensions such as:
GL_S3_S3TC
GL_HP_OCCLUSION_TEST
GL_ATI_PN_TRIANGLES (Ati has so many specific extensions...)

Hacktarux
May 18th, 2004, 19:44
It's very interesting. Voodoo dosen't support GL_EXT_texture_env_combine, but it's used to emulate it's feauteres. Hacktarux, is there something in GL_EXT_texture_env_combine that can't be done with glide?

glide combiner is more flexible than old texture combiner extensions such as GL_ARB_texture_env_combine... I think glide can do everything this extension can do. But it doesn't mean it's easy to implement in an opengl implementation because for example it can be hard to implement it without braking another extension.

Doomulation
May 19th, 2004, 09:03
I need the following extensions:
GL_ARB_multitexture (absolutely required) with at least 2 texture units to emulate a voodoo1 or banshee, 3 texture units to emulate voodoo2 or better, 4 texture units to emulate some rarely used combiners.

GL_EXT_texture_env_combine (absolutely required)
GL_ARB_texture_env_combine (optional, it's better than the previous extension, it supports more combiner modes)
GL_ARB_texture_mirrored_repeat (absolutely required in current implementation, i may make it optional later)
GL_EXT_blend_func_separate (optional)
GL_EXT_fog_coord (optional, it's required to emulate fog)

Currently, for hwfbe, i'm using a windows specific extension:
WGL_ARB_buffer_region
to check if this windows extension is there you need another extension:
WGL_ARB_extensions_string
Check the internet, there's a lot of examples that explain how this works.

I think that all those extensions are standard in nowadays drivers...
Right. I'll look that up. Thanks.

Hacktarux
May 20th, 2004, 00:26
Another beta, with the framebuffer improvement and another filter (you can't disable it in the current version but of course it'll be possible in final release)

Let me know what you think of this new filter.

Trotterwatch
May 20th, 2004, 00:28
Yipppeeeee :) Will file my reports soon.

rcgamer
May 20th, 2004, 01:28
cool hac thanks.

Federelli
May 20th, 2004, 03:05
Guys, can you get out of full-screen while having HWFB enabled?

rcgamer
May 20th, 2004, 03:07
nope. on the positive side , pokemon puzzle league starts playing . but you cant see the backgroinds and falling peices. probably framebuffer problem.

Trotterwatch
May 20th, 2004, 03:14
nope. on the positive side , pokemon puzzle league starts playing . but you cant see the backgroinds and falling peices. probably framebuffer problem.
It works fine for me - ensure FB R/W is on in 1964 rom properties.

I also have Smart read and HWFB on in Glide64.

Federelli
May 20th, 2004, 03:20
Trotter, if you have HWFB on, games which use this feature will give and exception. Right?

At least that happens to me

rcgamer
May 20th, 2004, 03:21
tried that . no dice. and now with hardware framebuffer on it goes to full screen as soon as i start a rom. well fullscreen but you can see the buttons on the emulator.

Federelli
May 20th, 2004, 03:25
Yes, the status bars are visible, afaik that wasn't planned to be fixed for this release.

On a side note, the filter messes up every single 2D game

Trotterwatch
May 20th, 2004, 03:35
Trotter, if you have HWFB on, games which use this feature will give and exception. Right?

At least that happens to me

It happened to me at first, but not anymore (I changed the OpenGL driver with a different one - the latter ATI ones have been useless).

Here's a screen of Pokemon Puzzle League (not perfect I don't think so anyways) but plays well.

revl8er
May 20th, 2004, 05:28
Nice to see another release keep up the great work.

rcgamer
May 20th, 2004, 06:03
ok yeah now pokemon puzzle league is working but i had to turn off hardware framebuffer. and i get the background picture but it is not correct.

whats funny is if i turn off every single thing(hardware framebuffer, smart reading etc) in glide64 plugin i get it to look like trotterwatchs.

Hacktarux
May 20th, 2004, 10:22
as i said hwfbe is only working in zelda afaik....
when hwfbe emulation is on, glide64 doesn't handle fullscreen/window mode switch with a wrapper, it'll be fixed in next glide64 release.

Pokemon puzzle league and dr mario64 work better when you run them in fullscreen mode.

rcgamer
May 20th, 2004, 10:31
yeah , i think we all kind of got excited and forgot about that. lol. :bounce:
Besides its always fun to experiment.

olivieryuyu
May 20th, 2004, 13:27
as i said hwfbe is only working in zelda afaik....
when hwfbe emulation is on, glide64 doesn't handle fullscreen/window mode switch with a wrapper, it'll be fixed in next glide64 release.

Pokemon puzzle league and dr mario64 work better when you run them in fullscreen mode.

hwfbe are also working for some small effects in Conker too : see the end of the intro : the circle is a hwfbe (without it's a square)

olivieryuyu
May 20th, 2004, 14:11
your filtering is nice but now 2d gfx are extremely slow

Kyo
May 20th, 2004, 14:24
Do you guys think a Radeon 8500 with an xp1900+ is too slow to get this wrapper to run at full speed? In Super Smash Bros. i get major slowdowns, and this is weird 'cause they only happen when one of the player is either Falcon, Link, Fox or Samus, i don't know why. Slowdowns occur when hitting those bots, and when the white platform under resurrecting characters appear. Any clue?

Hacktarux
May 20th, 2004, 14:42
If you have speed issues, you can try this version that doesn't have texture filtering:

Nighty0
May 20th, 2004, 14:47
after some tries and errors, i get the wrapper only running at window, and not more at fullscreen....... don't ask me because i rebooted my pc 4 or 5 times, disabled HWFB and reenabled, so much options.....
i'll try without filtering, since i'm having some ramdom speed issues.......
banjo tooie freezed after i use the teleporter...... but is only the first impressions for me, i'll test more....

rcgamer
May 20th, 2004, 14:54
yep that did it. now the games are going good. and yeah pokemon puzzle league is almost perfect in full screen. thats odd though that in window mode the backgrounds is messed up. but i guess its got something to do with the way glide is designed for full screen. anyway , thanks.

Nighty0
May 20th, 2004, 15:12
yep, when i press ctrl+b to activate the HWFB, the wrapper go to full screen, no chance on this.........
but contrarily as rcgamer said, and my experience as (beginner) programmer, i don't believe that a glide wrapper + plugin can't do all his functions in windowed mode... i believe Gonetz (and/or hacktarux) needs to do only some tweaks to run the HWFB in window mode.....

/EDIT/
I don't know if this is a Glide64 or Wrapper issue, but when i stop the game and restart another, i get only a blackscreen and the sound of the game, with controller response, but no screen.....

/EDIT2/
AA works perfectly (tested 4xAA and 8xAA), but Anisotropic Filter (4x, 8x) seems no.
Posted an AA working image....

olivieryuyu
May 20th, 2004, 16:06
better with no filter for speed

Nighty0
May 20th, 2004, 16:13
South Park Rally (E)
working good :) , but with 9FPS........... :(

Federelli
May 20th, 2004, 17:51
In my pc, hwfb doesn't work with any zelda game
Oot, v1.0, v1.1, v1.2
MM
MQ

Qun Mang
June 2nd, 2004, 19:15
Okay, I have been playing Zelda Master Quest with this wrapper version and just have a few things to say. I'm not sure if this was happening with previous version or if this is a Glide64 issue but I get path corruption when in Hyrule Field- that is the path will start disappearing.

Secondly, I have to wonder if full screen mode is really full screen? I don't know what you and Gonetz have talked about and come to a consensus on, but I do feel that your wrapper is not yet going to full screen and here is why: besides the reason in my post a few pages back, there is also the ATI color controls. These color controls have two settings- one for desktop and one for full screen 3D. Because my video card displays the graphics a little on the dark side I set up controls to adjust the gamma, brightness, and contrast. These controls only work in full screen mode. When I use other plugins like Jabo's and go to full screen I adjust the gamma using the hotkeys I set up. When in desktop mode I have to open up the color settings and adjust the desktop settings (makes my desktop too bright but the GFX in the emulator just right). Now, with Glide64 and your wrapper the desktop settings control it when I'm in window mode as normal, but when I went to full screen I expected the hot keys I set up to work. When they didn't I decided for the heck of it to see if the desktop adjustment had an effect. It did. This would seem to suggest that the emulator is still in desktop mode and not full screen mode. I really should compare this behavior with eVoodoo since that would give more reliable comparisons as both use Glide64 and therefore differences can be definitively attributed to the wrapper instead of wondering if it's the plugin. The reason I have not is that for some reason eVoodoo gives a brighter picture than any other plugin and so I do not need to adjust anything. One thing I do know about full screen with eVoodoo is that it did not display the staus bar but I have know idea if it was by a hack or what (and unless McLeod rises from the dead it will remain a mystery...).

Third, when I go to full screen some textures get messed up. For example, in Kokiri Forest the ground and some other textures will get a purplish tinge. Dunno what's causing this, but it is keeping me in windowed mode since everything looks great in it. I have not taken any screenshots this time but if it helps I will. Just say the word.

Finally, I am having trouble with HWFB on Zelda: MQ. If it only works on the original OOT then I guess it's not an issue, but if I enable HWFB then I get a plugin exception when I go to the subscreen.

Anyway, that's it for now. I look forward to the continued progress of this wrapper as well as the release of the new Glide64 version when Gonetz gets back. It is certainly a world above eVoodoo at this point (indeed even back a couple of betas) and allows us with cards left behind by other plugin authors experience the full N64 emulation experience. I can't quite figure it out, but your wrapper makes Glide64 the only plugin that gives OpenGL a good name on my Radeon 7500. Rice's (in OpenGL mode) and glN64 look really bad on my Radeon, but your wrapper displays GFX beautifully.

olivieryuyu
June 3rd, 2004, 09:20
errors with Banjo Tooie with using hwfbe:

grchromakeyValue
grchromakeyMode: unkown 1

may that's the point for non shadows effects using hwfbe ? don't know

to see that just start the game and let the intro run (don't press start)

(i have real glide library on my pc so i can get the error message, may be not other people)

Please have a look

Thanks !!!!

Shin_Gouki
June 3rd, 2004, 12:21
... I can't quite figure it out, but your wrapper makes Glide64 the only plugin that gives OpenGL a good name on my Radeon 7500. Rice's (in OpenGL mode) and glN64 look really bad on my Radeon, but your wrapper displays GFX beautifully.
i think thats thanks to hacktarux really HARD work to slip arround the ATI and Nvidia "optimisations" , really thumbs up hack ;)
wbr Shin Gouki

minkster
June 3rd, 2004, 20:48
i think thats thanks to hacktarux really HARD work to slip arround the ATI and Nvidia "optimisations" , really thumbs up hack ;)
wbr Shin Gouki

yeah its like a miracle to n64 emualtion greaT job hackatrux :icecream:

Hacktarux
June 5th, 2004, 15:44
errors with Banjo Tooie with using hwfbe:

grchromakeyValue
grchromakeyMode: unkown 1

may that's the point for non shadows effects using hwfbe ? don't know

to see that just start the game and let the intro run (don't press start)

(i have real glide library on my pc so i can get the error message, may be not other people)

Please have a look

Thanks !!!!

Hmm, i don't know how to emulate this function with opengl. I can't think about any easy equivalent feature.

Some news about the wrapper: the next version will be released together with new glide64 ;)

The Khan Artist
June 5th, 2004, 17:15
Hmm, i don't know how to emulate this function with opengl.

Pixel shaders/fragment programs. :D But then I'm afraid that would raise the min requirements for the wrapper a bit.

olivieryuyu
June 5th, 2004, 20:14
Hmm, i don't know how to emulate this function with opengl. I can't think about any easy equivalent feature.

Some news about the wrapper: the next version will be released together with new glide64 ;)

well the author of glidos have already worked on it i think (may be others) here a link to his source code of the interesting part of grChromakeyValue. it's a OpenSource under LGPL license project. May be it could inspire you (?).

cvs.sourceforge.net/viewcvs.py/openglide/openglide/grguColorAlpha.cpp?rev=1.25

Happy to see that your wrapper and glide64 are now fully linked now.

thanks

BountyJedi
June 8th, 2004, 14:10
how do i get it working?
i tried this a little but i couldnt get fullscreen its still just the normal with the buttons of 1964 (what im runing glide64 in) just gets covered like fullscreen ontop of the desktop or something really wierd... i tried without frambuffer and all that but still no fullscreen and i belvive i saw some1 else on this thread who manged to get hwfb working in only fullscreen but i cant get it working at all it seems what is wrong? can it be that i have to new catalyst drivers for my ati radeon 9800?
ah well most games are playable without hwfb but im just curious =p
and fullscreen would also be a good thing =p
(and is there really a short button for hwfb (in glide64)? i didnt find one=P)

Spooky
June 10th, 2004, 02:23
Hi There

Iam sorry this is a little off topic for the N64 emulator but it has to do with the Glide3 emulator so I hope youll forgive me :)

Hi Hac, Ive been using the evoodoo emulator to get an old Glide title I did working again and it works quite well but someone said to try your emulator but unfortunately apon installing and trying it it seems to be missing a few functions, things like grQueryResolutions and the grFog stuff. I realise you arnt developing the emulator for general Glide stuff but for the N64 stuff, but I was wondering if there is any chance in the future you will be adding these functions :)

Many thanks.

Doomulation
June 10th, 2004, 08:34
Of course... hacktarux's plan (I think & I hope :P) is to preferbly make it as good as on voodoo cards. Btw, this is a "wrapper" not an "emulator."

Spooky
June 10th, 2004, 13:30
Btw, this is a "wrapper" not an "emulator."

Good point :)

Hacktarux
June 10th, 2004, 16:17
I don't know if i'll implement missing functions right now but at least i'll open the source code with the next release, so if anyone want to complete it, you're welcome.

Hopefully, there won't be any fullscreen/window switch problems with the next release as it'll be correctly integrated with 1964.

Spooky
June 10th, 2004, 17:06
I don't know if i'll implement missing functions right now but at least i'll open the source code with the next release, so if anyone want to complete it, you're welcome.

Hopefully, there won't be any fullscreen/window switch problems with the next release as it'll be correctly integrated with 1964.

Many thanks for the reply, Ill look forward to the next release :)

Hacktarux
June 13th, 2004, 11:56
It's done, the new version is released with the latest glide64 plugin as well as the source code. It can be downloaded there : http://www.emuxhaven.net/~glide64/

EDIT: There's a new dialog box to configure the wrapper, you can access it through the glide64 config dialog box. Currently, you can configure the fullscreen resolution and the texture filter you want to use (there are only two atm : my little filter i was working on and 2xsai).

Trotterwatch
June 13th, 2004, 11:59
Great news :) Thanks a lot. Going to test this out now, before I have to go mow the lawn, lol

olivieryuyu
June 13th, 2004, 18:04
cool !!!!!!!

BountyJedi
June 13th, 2004, 18:18
yippie your wrapper makes glide64 give graphics in class with direct64 :D
glide64 and direct64 are now two of my fav plugins

minkster
June 14th, 2004, 01:47
i'm impressed once again hack! great job on your wrapper, but i do have one problem in smash brothers it seems that textures are missing and flickers throughout some of the levels in the game. I tried various settings to get the game working, but they dont seem to work do you have any ideas?

The Khan Artist
June 17th, 2004, 23:53
Would it be possible to make a sort of enhanced Glide wrapper that exposes extra combiners? That way Gonetz could fix the N64 combiners that are impossible to implement in Glide.

gandalf
June 18th, 2004, 04:15
mmmmmmmmmm....it´s something like creating another gfx plug-in
But it´s a good idea:
When the user runs Glide+Hack Wrapper, Glide recognize the wrapper and loads the "extra combiners" for non 3dFX cards(or the wrapper too).



Sorry for the english :(

JoshColey
June 18th, 2004, 11:40
This fixes fullscreen for my Radeon 7000.
Maybe it will help others?
I included the main.c source file, the change is marked with
//FIXED

olivieryuyu
June 18th, 2004, 13:06
Would it be possible to make a sort of enhanced Glide wrapper that exposes extra combiners? That way Gonetz could fix the N64 combiners that are impossible to implement in Glide.

good idea.For fog too. if the lasts funtions for hwfbe could be implemeted to it would be great but well the wrapper is already very good. So let's wait and see ....

Hacktarux
June 18th, 2004, 16:33
The Khan Artist : this would have to be asked to Gonetz... The wrapper combiner is easy to enhance as long as there are opengl standard functions to do what we want, but the real hard work is to improve glide64 to support it i think.

JoshColey: thx, can you describe exactly what was your problem so that i know if it can possibly fix problems with other cards ?

JoshColey
June 18th, 2004, 17:02
Well Everytime I tried to enter fullscreen it gave me error saying
SetPixelFormat failed.

Looking through your source code I found this.

PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // size of this pfd
1, // version number
PFD_DRAW_TO_WINDOW | // support window
PFD_SUPPORT_OPENGL | // support OpenGL
PFD_GENERIC_ACCELERATED | //PFD_SWAP_COPY | PFD_SWAP_EXCHANGE |
PFD_DOUBLEBUFFER, // double buffered
PFD_TYPE_RGBA, // RGBA type
16, <- 16 bpp
0, 0, 0, 0, 0, 0, // color bits ignored
0, // no alpha buffer
0, // shift bit ignored
0, // no accumulation buffer
0, 0, 0, 0, // accum bits ignored
16, // z-buffer
0, // no stencil buffer
01, // no auxiliary buffer
PFD_MAIN_PLANE, // main layer
0, // reserved
0, 0, 0}; // layer masks ignored
int pfm;

You asked ChoosePixelFormat to find a Pixel Format of 16bpp.

memset(&fullscreenMode, 0, sizeof(DEVMODE));
fullscreenMode.dmSize = sizeof(DEVMODE);
fullscreenMode.dmPelsWidth= pc_width;
fullscreenMode.dmPelsHeight= pc_height;
fullscreenMode.dmBitsPerPel= 32; <- 32bpp
fullscreenMode.dmDisplayFrequency= 60;
fullscreenMode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT | DM_DISPLAYFREQUENCY;

But you set the fullscreen's bpp to 32.
So ChoosePixelFormat couldn't find a Pixel Format that matched 16bpp.
I changed fullscreen bpp to 16 it works fine.
Maybe you should let the user change the bpp.

Hope I didn't confuse you too much :)

olivieryuyu
June 20th, 2004, 22:11
well Hacktarux i have a problem with my other computer and your wrapper: i got a geforce4mx and there is a lot of gfx problem (i use the 2 ini provided but nothing to do ...) i try a lot of different version of driver (from 4x.xx to 5x.xx) and nothing to do too. it's look like alpha layers are not working for some games. i could post screenshots if you want. :) thanks

Doomulation
June 20th, 2004, 23:38
Well, I don't know if this is only me or something...
I also KNOW the rom image is bad, so I don't know if that's the problem either...
But it seems that when using the wrapper with glide64 in ogre battle 64, it consumes up memory until it finally crashes. This does not happen with any other plugin. This happens with both 1964 AND project64.
Sometimes it also has the same problems as jabo's. It lags at certain places (framebuffer?). These include random in battle, when having gone to a new location on the world map and the odd screen with a number on it which appears when entering a new area.

And also what you're already aware of - it doesn't truly use fullscreen. It merly resizes the window to match the resolution.

Otherwise besides these problems, the wrapper along with glide64 emulates this game perfecly.

Note that rice's plugin has neither of these problems, but has a problem of its own (see battles with the plugin).

Great job, hack!

revl8er
June 21st, 2004, 10:21
I am also getting serious gfx errors with this new wrapper, but I'm pretty sure that you will fix it in the next release so keep up the great work.

Hacktarux
June 21st, 2004, 16:23
Mystic Gohan : What kind of gfx errors ?
Also, be sure to not use any 5x.xx nvidia driver, they all suck, they're very buggy imo. Use either a 4x.xx driver or better a 6x.xx drivers. 6x.xx is still beta and can't be found on official nvidia site, but from what i've seen, many problems that were in 5x.xx are fixed and they are also faster.

olivieryuyu
June 21st, 2004, 19:17
i'm currently using detonator 45.23 and geforce4mx. Still get trouble.

Doomulation
June 21st, 2004, 22:42
Ah, I'm using the 5X.XX drivers, but I still cannot believe they'd leak all this memory.

revl8er
June 22nd, 2004, 06:28
I'll download some different drivers then since I'm using the 56.64 drivers.

knowitman
June 22nd, 2004, 06:31
Search google for the 6x.xx nvidia drivers. You will find them easily that way. Then just use the readme files on how to install them since it isn't like normal drivers.

revl8er
June 22nd, 2004, 07:30
I installed the forceware 61.40 drivers and I must say it's a huge difference. I get great results with your wrapper. Thnx for the help hacktarux.

otomo
July 2nd, 2004, 00:39
I get a huge memory leak when trying to play pilotwings, the game starts to stutter badle and then the computer just freezes, I tried to shut PJ64 right after the sttering starts and cacheman reports memory usage over 400mb.

Specs are XP 2600+ GF4TI 4200 and 512mb in RAM.

Using 61.72 drivers (thank for the advise found in this thread, I thought I'd never leave the 3X.XX series) and it happened with older drivers also.



==========================

The PC is running on windows XP home.

flow``
July 2nd, 2004, 06:47
just a note, usually the best place to find nvidia beta drivers is at guru3d.com, great boards there btw.

i'd recommend the 61.71 driver ;}

milen
July 7th, 2004, 07:44
Hacktarux, what is Chromakey. Why is it so hard to emulate?

Hacktarux
July 7th, 2004, 16:41
Chromakey is like the classic cinema effect when they use a blue background. In glide you can choose a chroma key color for textures, all texels with this color won't be drawn. This kind of effect is done with alpha channel on opengl. The problem is that glide can use both alpha channel and chromakey....

BountyJedi
July 7th, 2004, 16:47
cant you make so it seaches for those colors and makes them alphachannels? or am i totally wrong i dont know much of wrappers =P

milen
July 7th, 2004, 16:50
Chromakey is like the classic cinema effect when they use a blue background. In glide you can choose a chroma key color for textures, all texels with this color won't be drawn. This kind of effect is done with alpha channel on opengl. The problem is that glide can use both alpha channel and chromakey....

So the end result is combination of chromakey and alpha channel. Isn't it possible to make equation and get the final result as if only alpha channel is used, it may be approximation but if it's close enough will be good.

Emu_Lover
July 7th, 2004, 17:28
Just a bug I found with your wrapper Hacktarux. When using the Lens of Truth in Zelda you can't see the platforms and stuff thats supposed to appear when you use it. Thanks.

Hacktarux
August 29th, 2004, 15:51
A little update of the wrapper. I've been told it's fixing ogre battle 64 bug but i'm not sure it does, so tell me if this version is better for you ;)

olivieryuyu
August 29th, 2004, 16:42
hmm i think there is a point where the wrapper is acting "weirdly" compared to real glide: the scene just before chapiter 1: i can often see letters and numbers and not the gfx as it should. The letters and numbers looks like that you can see on this thread : http://www.emutalk.net/showthread.php?t=14195.

i mean:

FF56FF74, 0022FFF3, FFDC0046, FFE5FFFF, 000FFFF8, FFFB0007 FFF30018, 00020003,
FFED0005, FFFE0004, FFFE0000, 00020000 FFFF0001, 0008FFFF, 0000FFFF, FFFC0001,
FFFEFFFF, 00000000 00010000, 00000001, 00000003, 0000FFFE, FFFF0000, 00010001
FFFF0000, 00000000, FFFF0001, 00010000, 00000000, FFFF0000 00000000, 0001FFFF,

notice that just before there is a map where you have to move the character on the screen to another town: if you move the cursor all around the map the game slowdowns and it's more likely to see the bug above.

Hard to explain. Sorry. :)

-Shadow-
August 30th, 2004, 01:01
Nice work as usual !

The FB images are placed correctly now , but i've found an annoying bug : It's on the title screen where the Majoras mask is rotating and a Motion blur effect is applied to it . The Motion blur is applied to the Zelda Logo , too !

MasterPhW
August 30th, 2004, 15:26
Custom Robo V2 (J) [!] has some problems with the wrapper: "grColorCombine : unknown function : 2" if motion blur is enabled
A new version,... I'm so happy, that means you are still working!
Only bufixing or will you implement new features, too?

Hacktarux
August 30th, 2004, 20:28
I don't think i'll implement any major feature but i can try to fix some problems like this one you've just reported ;)

Emu_Lover
August 30th, 2004, 22:31
I'll just keep my fingers crossed that the problem where the platforms that are supposed to appear when you use the lens of truth in Zelda OOC and Zelda MM don't is fixed in the next service pack. Keep up the good work Hacktarux. ;)

MasterPhW
August 31st, 2004, 17:55
I don't think i'll implement any major feature but i can try to fix some problems like this one you've just reported ;)
That's sad, but I'm happy to see any progress to your great wrapper.
There are much codeers out, but most of them don't know, that your wrapper is open source, I think, you should add the source to trhe next servcice pack, that someone could see the potential and add some features, that you don't have to do this!

Hacktarux
October 6th, 2004, 19:53
A little update of my wrapper: it fixes the Conker's eyelids issue.

revl8er
October 6th, 2004, 21:44
Great to see a release on your wrapper, keep up the great work.

Doomulation
October 7th, 2004, 08:25
...And, so you know, it seems to cause some other small transparancy issues, too, in conker's.

willljjj
October 7th, 2004, 09:58
...And, so you know, it seems to cause some other small transparancy issues, too, in conker's.

Woohoo!! An update! Thanks!!

MORTALMAN
October 7th, 2004, 19:28
And, this wrapper works on a prosavage?

Hacktarux
October 7th, 2004, 20:49
MORTALMAN: i don't know but maybe you can test and tell us if it works so that next time someone ask we can answer ;)

Hacktarux
October 7th, 2004, 21:34
An update that should fix some transparancy issues:

Emu_Lover
October 8th, 2004, 01:06
Hi Hactarux. I don't know if this is a known glitch or not with Glide64 with actual voodoo cards but I'm still hoping for a fix for the bug where you can't see any of the lens of truth stuff in Zelda OOT and MM. :plain:

Doomulation
October 8th, 2004, 12:45
Afaik, there is no such problem on real voodoos as there is no such known issue documented in the glide64 known issues list.

Hacktarux
October 10th, 2004, 10:41
Emu_lover: so far nobody gave a working savestate of the lens of truth in action. One day someone gave me one, but it was for an unknown version of 1964.... So if you can do a savestate with either 1964 0.9.9, pj64 1.5 or mupen64 0.4, i'd be glad to look at this bug.

-Shadow-
October 10th, 2004, 11:42
@Hacktarux : I got a 1964 0.99 savestate with the lens of truth in action , it's the place where that guard is who can only be seen with the lens of truth .

If you want the save , please PM me your email address ;)

Strange ! The save is 3 mb unpacked and 4 mb packed http://forum.gaming-networks.net/images/smilies/annoyed_h4h.gif

olivieryuyu
October 10th, 2004, 11:42
i have small bugs with two games (may be it's a driver problem i don't know). Threre is missing background in two games (of course they work with my v2)

Hanafuda 64 - Tenshi no Yakusoku and Susume! Taisen Puzzle Dama Toukon! Maruma

Thanks

Doomulation
October 11th, 2004, 10:55
The following two was also listed as wrapper issues:

Mystical Ninja - Starring Goemon Very slow in outdoor
Shadowgate 64 - Trials Of The Four Towers Very very very slow during the first cinematic: it's impossible to see it correctly

Maybe you should check them out.

olivieryuyu
November 8th, 2004, 18:09
with Sp8 there is a new problem with the wrapper as Gonetz implement complex combiners in some game, as in Doubutsu no Mori. With this game i have this message:

grTextCombine(GR_Combine_Function_Scale_ Other-Add_Local): unknown rgb factor: 1

it occurs during the intro (let the intro running for a while and you'll see)

:)

Hacktarux
November 8th, 2004, 18:26
Hmm, i can't implement this combiner mode directly without appoximating it... I'll look at it later.

Emu_Lover
November 8th, 2004, 22:38
Has Shadow sent you that save state yet of the Zelda lens of truth glitch Hactarux? Thats the one where to climbing ladders in Majora's mask that are supposed to appear on the snowy cliff don't and the blue platforms out to the cave where the lens of truth is don't appear either when the lens is used. I'm not sure if this bug has been fixed in the SP 8 or not cause I'm having trouble installing it. If he hasn't I can probably get a save for you of the glitch with Project 64.

Hacktarux
November 8th, 2004, 23:03
i have the save state but i've not fixed it yet

Emu_Lover
November 9th, 2004, 02:26
Ok. I was just checkin to see if you had it. Keep up the good work Hactarux. ;)

Emu_Lover
December 14th, 2004, 21:54
Any new updates on the progress of you're Glide Wrapper Hactarux? Just wondering cause once the fix for the lense of truth bug is done to me this plugin will be the most accurate for N64 emulators. ;)

Doomulation
December 15th, 2004, 08:31
Yes, it's not dead... recently, some fog support was added! Yay.
Anyway, I think hacktarux can tell you more. But it isn't dead, so don't you dare believe that ;)

knowitman
December 27th, 2004, 22:24
I don't know if this is the plugin or the wrapper, but I was playing Mario Kart 64 two player when I got this weird clipping in the reverse Luigi's Speedway track in the tunnel. I figured you might want to look at this.

Gonetz
December 28th, 2004, 10:55
I don't know if this is the plugin or the wrapper, but I was playing Mario Kart 64 two player when I got this weird clipping in the reverse Luigi's Speedway track in the tunnel. I figured you might want to look at this.
It's most likely plugin's error. Could you give me save file from this place?

Hacktarux
December 28th, 2004, 13:37
It's most likely plugin's error. Could you give me save file from this place?

No, i think it was a problem with the wrapper (i forgot to enable the scissor test). Here's a new version of the wrapper, it's ready for the next glide64 release and should fix the scissor issue.

Federelli
December 28th, 2004, 21:10
Jesus, that was fast, will test right away

Federelli
December 28th, 2004, 21:14
Wait, this is compiled the same date (also same size) as the latest version I have... ermm so i guess it's the same thing :(

Hacktarux
December 28th, 2004, 21:52
No, it's been compiled today.... it's normal that it's the same sime as there aren't many changes.... except if i have attached the wrong dll but i don't think so

Federelli
December 29th, 2004, 00:23
Both files: 135.168 bytes
Both files: Created Sunday 9th of May of 2004 at 10:23:25

Trotterwatch
December 29th, 2004, 00:28
Both files: 135.168 bytes
Both files: Created Sunday 9th of May of 2004 at 10:23:25

I suggest you redownload it....

Federelli
December 31st, 2004, 02:24
Erm, i've downloaded over 20 times, always this:

PsyMan
December 31st, 2004, 03:30
Federelli, it's the modification date that counts. The other two depend on when windows thinks that you created the file and the last time you used it. The wrong date is probably a fault of the OS. Hacktarux uploaded the correct file so don't worry ;)

Federelli
December 31st, 2004, 07:35
Gotcha.

Federelli
December 31st, 2004, 08:02
Anyway, Hack any chance on doing HWFB eventually?

knowitman
January 1st, 2005, 17:58
Thanks for the update Hack. It works great. :)

Emu_Lover
January 1st, 2005, 22:26
Damn!!! The Lens of Truth still doesn't work right. I still can't see stuff like the ladders on the snow cliff and the blue platforms in the Goron Village. This in my opinion is the only thing keeping Zelda 64 1 and 2 from having perfect emulation with this wrapper.

Federelli
January 2nd, 2005, 06:24
I've been playing all week to get you a savestate Hack, just wait!

Federelli
January 22nd, 2005, 11:46
Hack, are this optimizations somehow usefull to you? Since you are using OpenGL.

Instead of
xx = (x * x) * i;
yy = (y * y) * i;
zz = (z * z) * i;
xy = (x * y) * i;
yz = (y * z) * i;
zx = (z * x) * i;

Use:

xx1 = x ;
xy1 = y ;
yy1 = y ;
yz1 = z ;
zz1 = z ;
zx1 = z ;
for(m=1;m++;m<=x)
{ xx1 = xx1 + x ;
xy1 = xy1 + y ;
zx1 = zx1 + z }
for(m=1;m++;m<=y)
{ yy1 = yy1 + y ;
yz1 = yz1 + y ; }
for(m=1;m++;m<=z)
{ zz1 = zz1 + z ; }

for(m=1;m++;m<=i)
{ xx = xx + xx1 ;
xy = xy + xy1 ;
zx = zx + zx1 ;
yy = yy + yy1 ;
yz = yz + yz1 ;
zz = zz + zz1 ;

Hacktarux
January 22nd, 2005, 14:07
What's this crap ?

1) it's not faster, it's slower and speed depends on your numbers
2) it only works with integer
3) i fail to see why you posted this and what's the relation with opengl and my wrapper

Federelli
January 22nd, 2005, 19:04
1) It's supposed to be faster, it is in Quake2.
2) How should i know
3) I though your wrapper used OpenGL.

Sorry i was trying to help, i'll go shoot myself now.

Shin_Gouki
January 25th, 2005, 21:42
in the end its not THAT easy to make progress , Federelli ^^°
but in the end you tried :D, so dont shoot yourself plz ;)
wbr Shin Gouki

Hacktarux
March 20th, 2005, 00:31
Yes, a new version of the wrapper for you all... it's using GLSL (the opengl shading language) for video cards that support it which mean for you that it should support all combiner modes :)



If you know your video card support pixel shaders and you have problems, be sure you have the latest video drivers.



I don't know which games are fixed by this version as i haven't really tested it but let me know if you find something that didn't work before ;)

ScottJC
March 20th, 2005, 01:25
sounds good, i'll give it a try.

edit: I don't remember the last version having this problem: (among other things...)

check out the funky mario 64, it looks cool but it is bugged

mario kart64...

It seems to be a bit of a step back from the last release so far (no offence) still appreciate the effort :P

i'm using 5.3 ati catylst drivers, my specs are in my sig. latest glide64.

Clements
March 20th, 2005, 01:49
Works for me, probably an catalyst problem.

ScottJC
March 20th, 2005, 02:18
Probably not, I just tried the version that comes with the plugin, it doesn't have any of these problems. seems the new version dislikes ati cards.

3x3cUt0r
March 20th, 2005, 02:19
works great here

ScottJC
March 20th, 2005, 02:26
We really need someone with an ATI card to test it.

Reznor007
March 20th, 2005, 05:22
I tested Mario64 on my Radeon 9600 using the Cat 5.3 drivers and I get the same orange background on the title screen.

Hacktarux
March 20th, 2005, 10:01
Ok, those screenshots are what i get when there's an error in the GLSL code.... But now, there shouldn't be any problem. It would probably mean the ATI's GLSL compiler is buggy... Is there a tool for ATI video cards that log the GLSL compiler errors ?

Reznor007
March 20th, 2005, 10:19
Actually 3dlabs made a program called GLSL parser tester. The Cat 5.3 drivers get a 98%(failed 4 out of 186 tests) on version 1.6 of the program. I'm not sure what nVidia's drivers get. You can find the program here http://developer.3dlabs.com/openGL2/downloads/glslparsertest-1.6.exe

There are some other GLSL programs here also http://developer.3dlabs.com/openGL2/downloads/index.htm

Hacktarux
March 20th, 2005, 10:58
Here's a version that should display compilation errors... let's hope the ATI drivers will report something clearly understandable.

ScottJC
March 20th, 2005, 11:17
Here's a version that should display compilation errors... let's hope the ATI drivers will report something clearly understandable.

Heres the errormessages I got.