View Full Version : Direct64 v0.5 ALPHA
Orkin
May 1st, 2004, 21:13
For the past few months I've been working on a DirectX 9 plugin that uses the latest features of today's GPUs to get as close to the N64 as possible. That plugin is called Direct64 (original name, huh?).
I had planned on getting more much done on this before releasing, but it's been so long since I've released anything to the public that I'm going to go ahead and release it as an alpha version. As such, keep in mind that this is very much a WIP, so expect bugs, crashes, and various glitches.
Direct64 is based on the glN64 source code, but many changes have been made since I began working on it. Here's what's different in Direct64 v0.5 ALPHA from glN64 v0.4.1:
Changed graphics API from OpenGL to DirectX 9
Changed combiner to use pixel shaders (PS 2.0 recommended)
Added software triangle clipping
Added overscan simulation
Added software depth buffer rendering (see Zelda coronas/lens flare)
Added Zelda "four suns" bug hack
Added OrkinSampling (FSAA doesn't work with the new framebuffer
Added preliminary LOD factor support (see SM64 Bowser/Peach painting transition)
Added HQ2X and HQ4X texture filters (thanks to Maxim Stepin)
Improved S2DEX and S2DEX2 microcode support
Improved blender emulation
Improved noise emulation using pixel shaders
Improved depth image support
Improved color image support
Improved depth bias for decals
Fixed a bug related to switching microcodes using gSPLoadUCodeEx
The plugin requires DirectX 9, and at least PS 1.1 support (although PS 2.0 is recommended).
The future of glN64 is unclear. Although it will definately be continued in some form, whether or not I will integrate the two plugins into one, or keep them seperate, I haven't decided...
I hope you all enjoy the plugin. I expect to be able to put more work in to it in the future, as next week is finals week...
EDIT (5-2-2004):
I fixed a couple bugs tonight and updated the ZIP, so re-download to get the following fixes:
Fixed a bug in the blender that could cause fog to be enabled at the wrong time
Fixed a bug that could cause missing textures if an advanced filter is selected
EDIT (5-3-2004):
Fixed a few more bugs, and updated the ZIP file:
Changed TEX_EDGE mode detection method (Paper Mario sprites bug fixed)
Added a combiner hack to fix Majora's Mask pause screen with new TEX_EDGE detection method
Improved texture rectangle texture coordinate generation when using a frame buffer texture (doesn't blur the background in Zelda pause screens)
Fixed a bug that caused slow-downs when changing microcodes mid-ROM (Majora's Mask motion blur faster now).
Fixed a matrix bug that could show up in some games (i.e. Diddy Kong Racing)
EDIT (5-4-2004):
Here we go again. Re-download to get the following updates:
Updated the Banjo-Tooie shadow hack
Fixed a bug that caused alpha to get messed up when lighting was enabled (1080 Snowboarding board selection)
Improved TEX_EDGE support (1080 Snowboarding character-selection)
Improved OrkinSampling stability somewhat
Improved resolution switching, shouldn't be as troublesome as before
Removed some old code that was messing up cards with PS less than 1.4, it should work now (still untested)
EDIT (5-5-2004):
Time for tonight's update. I got tired of the slowness, so I made some optimizations. Let me know if they help (or if they break anything).
Optimized vertex handling
Optimized triangle clipping
Optimized texture updates
Added partial F3DEXBG2 microcode support (CBFD)
Next I'll be working on the compatibility issues (both video card and game).
EDIT (5-8-2004):
Another update! Here's what's new:
Added nearly complete Sprite2D microcode (more like nanocode) support (Space Station Silicon Valley backgrounds/menus)
Changed RDRAM size detection to a constant value (was causing problems when switching ROMs)
Fixed LOD factor computation that broke from vertex handling optimizations (Bowser/Peach painting transition)
Fixed bugs in primitive depth decoding (Space Station Silicon Valley and others)
Fixed incorrect matrix stack size detection (Space Station Silicon Valley objects)
Improved state synchronization (no longer messes up when switching ROMs)
Improved color image/depth image handling (reduced black screens)
A partial rewrite of color image handling is in the works that should eliminate the black screen problem that appears in several games.
EDIT (3-12-2005)
I was bored tonight so...here's something new for ya'll to play with. I can't believe it's already been 10 months since the last update! I've fixed several things with the little bit I've been able to work on Direct64 over the last 10 months, but I probably broke some things in the process too...here's what I can remember being changed:
Fixed a slow-down problem related to newer ATI Catalyst drivers
Fixed OrkinSampling
Added preliminary Majora's Mask point lighting support
Improved color and depth image support (should be nearly complete now)
Dunno what else...I tend to forget alot over 10 months...
Anyways, I hope ya'll enjoy this...it took me long enough.
LazerTag
May 1st, 2004, 21:43
Very nice work Orkin.
Pretty cool to see that Peach/Bowser transition effect in game.
Not sure what caused it, and like you said this will have issues, but it seemed when I changed some of the vairous setting I could barley get over 10VI in most games. SWitched everything back and tried closing 1964 and such still with slow problem. I changed the plugin to Rice's Video ran a ROM and then back to Direct64 and everything was fine after that. So far have not ben able to reproduce it.
-Shadow-
May 1st, 2004, 22:01
Ummm... Muhar i'm the first one who posts his problems :D
Ok , it shows completely nothing on the screen except a Green bar on the bottom of the screen O.o . I got DX9b....
Trotterwatch
May 1st, 2004, 22:03
Doesn't work for me or Gent either - both using a Radeon 8500 with 3.10 drivers.
/Edit
Just checked latest drivers too, again no workie. Hopefully this can be sorted out, as I believe this card has Pixel Shader 1.1-1.4 so should be capable of decent things.
The attached picture is Mario 64 - the picture I got to show up by going to fullscreen then back to window. The picture in the current state doesn't update unless the procedure is repeated :/
Clements
May 1st, 2004, 22:06
Wow! I love what you have done with the plugin! Super Mario 64 is 99.9% flawless (Peach-Bowser transistion!), and extremely good looking. I have to turn the resolution down to 800x600 to play games with the hq2x filter, but it looks amazing. I understand that the plugin has bugs, but judging from Zelda and SM64 it's fantastic. The overscan feature is so awesome in getting rid of that annoying artifact in Zelda's Hyrule field and massive borders. Everything is just so crisp- you have implemented the filters into your plugin so cleanly that there are no sprite artifacts whatsoever. I guess you need an extremely powerful graphics card if you want to play in high resolutions due to the DX9-ness.
Good luck in your finals! (I have some tests of my own coming up too :P)
-Shadow-
May 1st, 2004, 22:24
Man , Orkin must've VERY few time ! He didn't even stay in this forum to eventually answer questions :(
ScottJC
May 1st, 2004, 22:45
Maybe it doesn't work because you don't have PS 2.0, i do, with my fancy new ATI 9600, I shall try it out in a min...
Hexidecimal
May 1st, 2004, 22:47
This plugin shows a lot of promise, a WHOLE lot of promise, in the alpha release, SSB os playing very well, aside from a message box that says unable to create D3D Textures, I hit ok 4 times, i get no flat bombs or fireballs, or shields, the out of screen indicator work perfectly, the only thing i can see wrong is the collusion graphics, which are black, amazing work Orkin, keep it up.
-Shadow-
May 1st, 2004, 22:47
Argh , look at my specs , theres a BIG FAT Radeon 9800Pro , a PS2.0 performance monster ! It should work , ive got exactly the same issue like Trotterwatch !
ScottJC
May 1st, 2004, 22:48
looks like I was wrong :P, I get absolutely no picture at all, its pure black, using 3.10 drivers. (using 1964, if that matters.)
Clements
May 1st, 2004, 22:57
Works fine for me (56Kers beware, PNG shot):
-Shadow-
May 1st, 2004, 22:58
I've got 4.4 drivers , I don't think that the driver matters , and pj64 and mupen are producing error messages...
ScottJC
May 1st, 2004, 23:00
Yes clements, but you have a Nvidia card.
I think this is only happening to ATI card owners. (So far it seems to Affect 8500/9600 & 9800), or maybe all of them?
-Shadow-
May 1st, 2004, 23:01
LazerTag got an ATI card and it works fine for him.... veeery strange...
Clements
May 1st, 2004, 23:04
Orkin develops on a 9500 Pro AFAIK. It should work fine on ATi.
-Shadow-
May 1st, 2004, 23:06
hmmmm , I think we should make the best of it.... Clements , can you please test if the texts Mace-the dark age are working now ? And can you please show some other shots ? Pleeeaase ^_^
ScottJC
May 1st, 2004, 23:07
Then clearly this plugin works for some ATI users and not others then, It *should* work fine but the sad truth is it doesn't, maybe its driver related or something, can't really know for sure.
but I understand it is alpha so stuff like this is to be expected.
Yeah, clements post some more shots, we are hungry:P
Trotterwatch
May 1st, 2004, 23:13
I see Lazertag is using the 4.2 drivers (in his profile it says that anyway) so I might give them a try later.
Clements
May 1st, 2004, 23:30
Couple of shots, Motion Blur on Majora's Mask works, Super Smash Bros. has no annoying border and shields are round, and the F-Zero cars are SHINY! :D Again these are PNGs since they convey the IQ much better.
-Shadow-
May 1st, 2004, 23:38
Whoah....want.....more.....screeens.... :D
Ok , normal speech : Super nice shots ! Screw those 56kler and post some more screens pleeeease ^_^
gandalf
May 1st, 2004, 23:42
hahaha,i love ADSL!
One qustion Clements: the frame rate is good?
and we like to see Conker shots! :P
cooliscool
May 1st, 2004, 23:53
Bah. Too bad it requires pixel shaders.. :drool:
/me wants new gln64.. :flowers:
Clements
May 2nd, 2004, 00:15
The frame rate is on the slow side, the plugin stresses my GPU greatly in places (time to save for that 6800 U or something!) Conker doesn't work yet. Quite a lot of games are worse than 0.41 or broken, but that is to be expected since this is based on a totally different API and now utilises Pixel Shaders rather than the OpenGL 1.4 of before, and is an initial Alpha release. This plugin will probably only work well on DX9 cards. I'm still on 56K myself (but broadband in a few days) so it takes a while to upload the shots but is worth it I'd say. The framebuffer needs a little tweaking still :P.
Here's a shot demostrating hq4x filtering and the Peach/Bowser Transistion in one shot:
knowitman
May 2nd, 2004, 00:22
It is great. It runs very well on my GeForce FX5200. I can't wait for future releases. I would upload a screenshot, but I am having a few problems doing it.
-Shadow-
May 2nd, 2004, 00:44
Yeah yeah , just bug us guys who can't use direct64.... :D
I guess Okrin is working out the black screen problem. It does not work for me, either. DirectX seems not be initialized.
MrRCS
May 2nd, 2004, 02:01
very good
video settings don't work for me
knowitman
May 2nd, 2004, 02:03
According to what your specs look like you shouldn't be having any problem running this at full speed. I have a GeForce FX 5200, and it runs great. How long has it been since you updated your drivers?
LazerTag
May 2nd, 2004, 02:43
Actually using the Catalyst 4.4 now. I usually update right away for no other reason then to break stuff :lol:
Yes, other then that odd slowdown I had earlier, which I still cannot reproduce, I have had no other issues to speak of yet.
Nighty0
May 2nd, 2004, 02:57
Hexidecimal
May 2nd, 2004, 04:45
Works well on my 9600XT
revl8er
May 2nd, 2004, 05:46
This is one of the best plugins I've seen. It works great on mario 64, the peach to bowser transition is perfect, congratulations on accomplishing that. I am also impressed with how Smash Brothers works. Someone finally got rid of the box around the bombs and the characters off the screen. This is also the best plugin I've seen for OOT, it's the only one I can actually get the pause screen to display Link correctly. I've tried other games such as Goldeneye which gets into the game with gfx errors. The pause screen is correct and the game plays good, the only real problem I see is the sky and a few missing polygons, I'm sure you can fix that in your official release. Keep up the great work Orkin.
rcgamer
May 2nd, 2004, 06:23
heres a screen for you . see it , and say allllllright.
rcgamer
May 2nd, 2004, 06:52
heres the world is not enough. btw i couldnt get conkers to show anything
rcgamer
May 2nd, 2004, 07:18
i also noticed that you have infernal machine ucode in there. but the game doesnt work.
Orkin
May 2nd, 2004, 08:01
I fixed a couple minor bugs tonight, so re-download the ZIP to get the latest version.
As for the people that can't get Direct64 to work...I really don't know what the problem is. Try making sure that FSAA is disabled in your card settings, Direct64 doesn't like FSAA at the moment. I'll keep working on this one.
The Conker and Infernal Machine microcodes aren't supported right now. I had at one point tried working on Infernal Machine, which is why it shows up in the microcode list, but I never got very far on it.
If you're having framerate trouble, try disabling OrkinSampling and make sure N64 Depth Image isn't set to Render. Both of these can have a dramatic effect on performance. Setting it to render the depth image basically enables partial software rendering (makes the coronas and lens flares work in OoT), so it takes up alot of CPU time.
Thanks for the feedback everyone, I need the motivation. :D
Trotterwatch
May 2nd, 2004, 11:15
If you need any diagnostic programs running to see what the issue is Orkin let me know, and tell me what you need.
The new version as expected still doesn't work, all AA and AF are off, and I've messed with umpteen different settings in Radlinker, all to no avail :) Tested with:
Catalyst 4.4, 4.2, 3.10 and 3.7 All exhibit the same behavior
Not sure if this is relevant at all, but this is the error I receive when I attempt to force Pixel Shader 1.1-1.3 on, in 3D Analyze/Radlinker (forcing 1.4 gives no error, but again no picture):
ray16
May 2nd, 2004, 14:47
I can't even start any games. Every time I try to start a game it gives me an exception in emulation thread error and then closes. Some games also give me a failed to create D3D texture error... O_o...
*Edit*
Got it working... Sort of... I can start up games now but when I tried mario 64 I didn't get the morph.
*Edit 2*
Is there an options menu? Because when I click video options nothing happens. And if I click video options I can't load any games until I restart 1964 and make sure not to click it again.
Kid A
May 2nd, 2004, 15:12
Mortal Kombat Trilogy - Video: Great!! - Speed: Slooow
Mischief Maker - Video: Great - Speed: Sloow
Yoshi Story - Video: See picture
Earthworm Jim 3D - Video: Showing correct graphics ( look that green balls are not visible throw boxes )
Sorry my english
As for the people that can't get Direct64 to work...I really don't know what the problem is. Try making sure that FSAA is disabled in your card settings, Direct64 doesn't like FSAA at the moment. I'll keep working on this one.
Orkin, it still does not work even I disable the FSAA completely.
-Shadow-
May 2nd, 2004, 15:45
@Kid A : WTF ? Who's that guy in the bottom right corner of the Mortal kombat game (i forgot which one it is) ? Is it a fake or what ? Have you got a hacked version or something ?
Gorxon
May 2nd, 2004, 15:48
Works horribly on my Geforce 256 :P
Oh well, I'll get my 9800SE back soon enough.
Keep it up!
Kid A
May 2nd, 2004, 15:59
@Kid A : WTF ? Who's that guy in the bottom right corner of the Mortal kombat game (i forgot which one it is) ? Is it a fake or what ? Have you got a hacked version or something ?
No, itīs not a hacked version. The version is Mortal Kombat Trilogy (U) (V1.2) [!]. If iīm ok, that guy appears when you do an uppercut. Sometimes appears. Sometimes not.
Federelli
May 2nd, 2004, 16:00
Great work Orkin, it looks great, it is a bit slow though, but it's great
gcmospeada
May 2nd, 2004, 16:50
AMAZING video quality!
i just tried the direct64 with 1964 and zelda majoras mask and it looked amazing. sometimes it crashed opening the rom, and i had to choose n64 video to ignore in the settings to make the rom work
the video quality was way better than rices video plugin, im using it with a radeon9800 pro
-Shadow-
May 2nd, 2004, 17:05
I've got a 9800Pro , too and it doesnt work for me ! arrrrrgh :(
What version do your drivers have ?
ray16
May 2nd, 2004, 17:08
After messing around a little I finally got it working for me. Took a decent amount of work, but I got it. Here's what I did if anybody is like me (an impatient crackhead).
1. Uninstalled 1964 and delete directory.
2. Downloaded some random registry cleaning program and used it.
3. Reinstalled my video card drivers (Cat 4.4)
and it finally worked... O_o
*Edit*
What do the following things do?
Noise at PC resolution
N64 Color Image
N64 Depth Image
Simulate Overscan
I don't think the problems have anything to do with 1964 and its folders. The step 3 is probably just enough to get it work.
Kid A
May 2nd, 2004, 17:33
I've got a 9800Pro , too and it doesnt work for me ! arrrrrgh :(
What version do your drivers have ?
Catalyst 4.3
Nighty0
May 2nd, 2004, 17:56
Zelda MQ & OOT fog now works right!!!!!!!!
MrRCS
May 2nd, 2004, 18:12
Video Settings... menu don't open.
...
Nighty0
May 2nd, 2004, 18:32
More screens........... some classics!!!!!!
Overscan Emulation ON......
-Shadow-
May 2nd, 2004, 18:43
wow.... i'm glad that orkin has more time to work on this plugin after the next week , he will rule 'em all ^_^
MasterPhW
May 2nd, 2004, 19:01
The screens looks such great!
Try it in the next few hours... hope works 4 me!
BTW: Great work orkin! Looking forward 4 the next release!
(and a better gfx card 4 me... with PS 3.0 or more :P )
Nighty0
May 2nd, 2004, 19:07
Some little errors, thought.....
1. RR64 RPM counter
2. Paper Mario
3. Blast Corps - flickering, i can't take a screenshot that shows this....
/*EDIT*/
4. Goldeneye - Gun color and the drain in 1st mission......
I forgot to set to Use Default plugin in 1964....... the screenshot is from jabo plugin........ sorry guys........ :(
FYI, after installing the latest ATI driver of 04/07/2004, it starts to work on my Radeon 9600.
-Shadow-
May 2nd, 2004, 19:31
Huh ? I got that driver version , but it doesn't work for me :C
O_o I just reinstalled it and it works now ! Very confusing...
It looks better than on this image , trust me :D I'll post more sreenies of my collection so stay tuned ^_^
1. : Zelda ! 99% Perrfeckt !
2. : Mace : The Dark age :Funny glitch , huh ? The characters are "carrying" their (still screwed) names with themselves
3. : Diddy Kong Racing No.1 : (i screwed my nose for this >.<) Wheel Trails !
4. : Diddy Kong Racing No.2 : Something similar to Mace , the chassis of the car is moving together with the character !
Trotterwatch
May 2nd, 2004, 20:30
Just reinstalled the latest drivers myself, as a result I can see part of the picture (after fullscreen-window). However the image is still chunked up into different bits, the top half is just pink garbage, also the image doesn't update itself :(
Nice to see it's working for others now though.
-Shadow-
May 2nd, 2004, 20:38
Hmm... did you just reinstall yout version or did you upgrade to 4.4 ?
Extreme G No.1 : :puke:
Extreme G No.2 : At least this effect works in this game ;)
More to come , stay tuned ;) Banjo Tooie doesn't work , seems that it uses the same Mcode like Conker's BFD....
ScottJC
May 2nd, 2004, 21:05
hmm, now direct64 works after installing 4.4, Orkin maybe your plugin detects only the 4.4's?
cooliscool
May 2nd, 2004, 21:07
Huh ? I got that driver version , but it doesn't work for me :C
O_o I just reinstalled it and it works now ! Very confusing...
It looks better than on this image , trust me :D I'll post more sreenies of my collection so stay tuned ^_^
1. : Zelda ! 99% Perrfeckt !
2. : Mace : The Dark age :Funny glitch , huh ? The characters are "carrying" their (still screwed) names with themselves
3. : Diddy Kong Racing No.1 : (i screwed my nose for this >.<) Wheel Trails !
4. : Diddy Kong Racing No.2 : Something similar to Mace , the chassis of the car is moving together with the character !
WTF? The mirror shield in your Zelda shot.. it isn't the same as mine, what version are you running? I don't remember seeing it in the game.. notice the moon on mine is some weird design on yours. :ninja:
Clements
May 2nd, 2004, 21:14
Master Quest. They changed the design of the mirror shield and all the blocks and stuff in the game from the moon logo to the design in H3ad5h0tter's shot. Apparently it's due to Ninty not wanting to offend islamic religions.
-Shadow-
May 2nd, 2004, 21:16
Yeah , i think the new logo is crap , is there any possibility (IPS patch or something) to get a MQ with the "Islami Protector" ? ^_^
The shield confused me , the first time i saw it... :D
cooliscool
May 2nd, 2004, 21:18
Huh. I had no idea. :w00t: Thanks guys.
PsyMan
May 2nd, 2004, 21:36
is there any possibility (IPS patch or something) to get a MQ with the "Islami Protector" ? ^_^
Nope... :P
Trotterwatch
May 2nd, 2004, 21:54
Hmm... did you just reinstall yout version or did you upgrade to 4.4 ?
I started off on 4.4 - then I went to 4.2, 3.10 and 3.7, then 4.4 again.
With each one I uninstalled the control panel, the drivers, then used the ATI uninstall utility. Finally I rebooted and ran driver cleaner before installing the new lot :)
The problems I am guessing are related to the non Pixel Shader 2.0 modes 1.1-1.4 compat.
-Shadow-
May 2nd, 2004, 23:31
Lol , the (broken) text in Mace , the dark age even floats around in the battle ^_^
tEtOner
May 3rd, 2004, 00:20
The Plugin doesn't work for me...
Sorry.. What Is Ps 2.0?
I have an Nvidia Riva Tnt2 with 32 mb
and Directx 9.0
I'm using Project 64 1.5
Trotterwatch
May 3rd, 2004, 00:23
A Riva TNT2 will not work with this plugin. PS 2.0 means Pixel Shader 2.0 - to get this plugin to work you need at least PS 1.1 (and a modicum of luck at the moment ;)).
At least a Geforce 3 is needed, preferably a high end Radeon or Nvidia GF FX.
khanmeister
May 3rd, 2004, 01:19
I've got an fx5200 and I get nothing in any game. Just a FYI. I'm using 60.xx drivers. directx9
Clements
May 3rd, 2004, 01:30
I'll stick this topic until further notice.
gcmospeada
May 3rd, 2004, 02:41
http://galeon.com/viper3dgames/ok.jpg
Works with a FX 5200 PCI 256mb using 56.72 drivers.
ScottJC
May 3rd, 2004, 04:18
This plugin is awesome when it comes to the Zelda games/Mario64.
Got a couple of things to report:
A) I can't go full screen, when I do, the screen flickers like crazy
B) The mario kart 64 framebuffer effect doesn't work (you probably knew that anyway)
gandalf
May 3rd, 2004, 05:08
I can believe it!.The plug-in works in my SiS 630! (not joking,iīm using 3d Analyze).
Well,a lot of problems,many errors and when it uses frame buffers,the emu crashes
revl8er
May 3rd, 2004, 06:05
For your problem Khanmeister, you might wanna give the 56.72 drivers a try.
ray16
May 3rd, 2004, 06:22
I've been playing Majoras Mask with this plugin since I got it this morning. It's almost like playing on a real N64 minus the jaggies and lower resolution blurryness. The motion blur effect is awesome. This is freaking great. Can't wait for this plugin to make some more progress. Maybe Orkin will make the first plugin to have a working frame buffer screen thing in Mario Kart 64... Well, we can hope.
-Shadow-
May 3rd, 2004, 07:13
Motion Blur doesn't work right :-/ I've got the same glitch with Glide64 + Hacktarux wrapper :( You can't see it well on this screen...
And it flickers inside the moon (motion blur glitch ?), but that glitch can't be caught onto a screen , sorry ;)
ray16
May 3rd, 2004, 07:16
Motion Blur doesn't work right :-/ I've got the same glitch with Glide64 + Hacktarux wrapper :( You can't see it well on this screen...
Works fine for me.
*Does a happy dance*
Orkin
May 3rd, 2004, 08:04
It's good to see that more people are getting it to work now, although I don't know how it is that reinstalling video drivers makes it work... :unsure:
I made another small update to the plugin, so re-download it to get the latest fixes.
Thanks again for the feedback!
Orkin
ray16
May 3rd, 2004, 08:28
I've noticed that the dynamic lighting in Majoras Mask is a bit iffy. One second it's working like it should, but if you move a little it'll turn off, and then turn back on if you move again... O_o
*Edit*
Just got the updated version and now Paper Mario won't work for me. I keep getting an Exception in Emulation thread error no matter what video settings I choose.
Kid A
May 3rd, 2004, 08:36
Paper Mario: bye bye boxes behind mario and luigi etc.
FZeroX: Cars not showing correctly in race.
Trotterwatch
May 3rd, 2004, 10:29
I can believe it!.The plug-in works in my SiS 630! (not joking,iīm using 3d Analyze).
Well,a lot of problems,many errors and when it uses frame buffers,the emu crashes
LOL, well ain't that just typical :P I can't get it to work at all still - although I can get rather nice looking jumbled up stills, which is a start :)
olivieryuyu
May 3rd, 2004, 10:54
i have a geforce3 here what i'm said :
error compiling image pixel shader
shader code:
sampler colorimage: register(s3)
;float4 ps_main(float2 textcoord:texcoord0) : color0
(
return text2d(colorimage,textcord);
(
errors x4515:cannot bind sampler to user specified stage.In ps 1_1,samplers must be bound to the same stage as their textcoord
Good work anyway !!!
Thubb
May 3rd, 2004, 12:32
there seems to be a problem with OrkinSampling in zelda ocarina of time:
if i choose OrkinSampling and go fullscreen with zelda, and press start to open the inventory, 1964 crashes with the error "error creating render target"!
as i said, only happens in fullscreen, windowed is fine...
Doomulation
May 3rd, 2004, 12:41
Great work, orkin. I'll test this out in the weekend...
Just some questions, though...
you've implemted a lot of things in software, that can be done in hardware. If you do this in hardware, does it mess up the gfx or something?
Oh and...how well would this actually perform on PS 1.4? Since I don't have a DX9 card myself, isn't there a possibility to try and limit it to 1.4 or make it work as smooth as possible?
Awesome work, though. Keep it up!
-Shadow-
May 3rd, 2004, 13:27
Some more screens from my game safari ^_^
No. 1 : Banjo Tooie : Shadow colors are reverted O_o
No. 2 : Majora's mask : :puke: @ Motion blur :D
No. 3 : Bio FREAKS : Maaaan , that bug's old :D
MasterPhW
May 3rd, 2004, 13:53
i have a geforce3 here what i'm said :
error compiling image pixel shader
shader code:
sampler colorimage: register(s3)
;float4 ps_main(float2 textcoord:texcoord0) : color0
(
return text2d(colorimage,textcord);
(
errors x4515:cannot bind sampler to user specified stage.In ps 1_1,samplers must be bound to the same stage as their textcoord
Good work anyway !!!
Same problem 4 me. Have a Geforce 3 ti 200.
Some games work, but morh of them didn't boot.
Think I need a new gfx card... but still waiting for the progress, probablay it will work better on my geforce 3 in the future.
Great work orkin.
ray16
May 3rd, 2004, 14:07
Some more screens from my game safari ^_^
No. 2 : Majora's mask : :puke: @ Motion blur :D
What drivers are you using? I'm using the official 4.4's and it's working fine for me. AA set to application pref and AF set to 2x.
-Shadow-
May 3rd, 2004, 14:11
I use 4.4 , too , but it looks :puke: :D
I'll reinstall 'em , or wait for another release or something :D
BTW : A screen from Conkers (!) , despite the microcode isn't supported yet ^_^ (i couldn't get any further :D )
The second screen is from glide64 with Hacktarux' Glide wrapper , it's the same prob like in direct64 :(
/edit : shots from Xtreme G :puke:
Kid A
May 3rd, 2004, 14:47
[QUOTE=H3ad5h0tter]Some more screens from my game safari ^_^
No. 1 : Banjo Tooie : Shadow colors are reverted O_o
Also if you go underwater the screen turn black. Donīt know if is related with th shadow colors reverted problem.
Orkin
May 3rd, 2004, 17:56
Woah, what's going on with the MM motion blur? It doesn't do that on mine...
Sorry to the people with GeForce 3s, that's old code I forgot to remove causing that error. I'll update the ZIP with one that should work tonight.
I'll check on the Banjo Tooie shadow tonight too. It's probably messed up 'cause of an old hack that I don't need anymore thanks to the improved FB support.
you've implemted a lot of things in software, that can be done in hardware. If you do this in hardware, does it mess up the gfx or something?
Oh and...how well would this actually perform on PS 1.4? Since I don't have a DX9 card myself, isn't there a possibility to try and limit it to 1.4 or make it work as smooth as possible?
I implemented transformation, lighting and clipping in software, because the N64's transformation and lighting is incompatible with the current PC GPU's method, and D3D doesn't do hardware clipping if you do your own transformation, so I did that in software too. The only other thing I've done in software is the depth image rendering to RDRAM (which you can disable with the N64 Depth Image setting), which is MUCH faster than trying to copy the depth stencil out of video RAM...
I've tried to make sure it works as good as possible with PS 1.1-1.4, but I've already run into some instruction count limits. I might be able to work it out be going to ASM in instead of HLSL for the shaders though.
Nighty0
May 3rd, 2004, 18:41
1. Where's the boards?
2. Where's the maps?
3. Motin Blur working perfectly :D
-Shadow-
May 3rd, 2004, 18:44
3. Motin Blur working perfectly
Lol ? Am I the only one who got fucked-up motion blur ??? Ah , i didn't test it on 1080 snowboarding... The Motion Blur is only broken In Majora's mask...
/edit :
1080 Snowboarding : No.1 : Depth Problem ?
1080 Snowboarding : No.2 : TV broken :D
1080 Snowboarding : No.3 : At least the motion blur works there ^_^
Trotterwatch
May 3rd, 2004, 18:58
Sorry to the people with GeForce 3s, that's old code I forgot to remove causing that error. I'll update the ZIP with one that should work tonight.
Cool, that's also the error I was having when I tried to use 1.1 shaders (picture was posted of the error a few pages back). Fingers crossed the latest version will work, if not it isn't the end of the world, lol
Edit/ Sorry if I'm being a pain with this apparent complaining about the plugin ;) I'm not really. It is definately clear that this is a great piece of coding (and Alpha at that).
ScottJC
May 3rd, 2004, 19:52
Orkin, Its currently impossible to go full screen with your plugin, at least for me, Alt+Enter results in the entire desktop flickering like crazy, if you've got time please can you look into this? :)
Edit: I figured out what caused it, d'oh, well basicly, its Orkin sampling that is the cause, uncheck that and it appears to work again.
And now for yet another bug report
Going from normal to full screen sometimes causes stuff like this to happen:
I shouldn't be seeing those objects through that wall, and I couldn't, until i went full screen.
-Shadow-
May 3rd, 2004, 23:53
Loool , that plugin has a Wallhack ;)
Screen No.1 : Quake2 : Wallhack ? :D
Quake 64 crashes :C
gandalf
May 4th, 2004, 00:22
hmmm....i like to see Frame Buffers effects in ridge racer!,please,put some shots
minkster
May 4th, 2004, 01:16
I can believe it!.The plug-in works in my SiS 630! (not joking,iīm using 3d Analyze).
Well,a lot of problems,many errors and when it uses frame buffers,the emu crashes
lol i tried 3d analyze but its not working.... wat is everything that u checked to make it work for you anyways?
gandalf
May 4th, 2004, 01:58
hereīs a shot
Nighty0
May 4th, 2004, 02:39
hmmm....i like to see Frame Buffers effects in ridge racer!,please,put some shots
Very strange: worked the first time i played (30 minutes ago).....
i closed 1964 and opened Corel Capture 11 and now don't works....... :(
i restart and replayed 5 times.......
i will (now!) install 61.61 drivers and restart my computer to see if works.......
/EDIT Some minutes later..../
Nah, i can't get the MB effects in RR64 to work...... sorry....... but 61.61 nvidia drivers are working fine for now......
More one screen: Pokemon Stadium 2 working so great!!!!!
Orkin
May 4th, 2004, 06:14
I posted another version that fixes some of the issues you guys brought up.
Thanks again for the feedback, ya'll rock! http://forums.ionstorm.com/html/emoticons/rock.gif
Orkin
rcgamer
May 4th, 2004, 07:05
I dont know if ridge racer is perfect or not , but it sure looks good to me. btw, the replay caption does work.
-Shadow-
May 4th, 2004, 07:11
lalalah... screens !
No. 1 : Majora's Mask : Motion blur now works perfectly ;)
No. 2 : This is the first plugin , which emulates lens of truth 99% perfect !
No. 3 : 1080 Snobo : Nice !
No. 4 : 1080 Snobo : nothing to say :D
No. 5 : Banjo-Kazooie : The "Puzzle together" effect doesn't work :C
/edit : I've got a lil' old bug to report : The old Mystical ninja slowdown bug , an annoying one ;)
rcgamer
May 4th, 2004, 07:37
conkers is getting farther along i see, you can get in game but it looks like $hit (i know your working on it).
olivieryuyu
May 4th, 2004, 07:44
please could someone test Top Gear Hyper-Bike and Top Gear Overdrive
i think the games work, incredible !!!!!!!!!!!!!!!!!!!!!!
Orkin: are you working on a new microcode ?(you know the guy with a whip)
rcgamer
May 4th, 2004, 08:03
no top gear hyperbike isnt working here. what made you think it did? yes he is working on a ucode for it , but he hasnt got very far. i already asked.
rcgamer
May 4th, 2004, 08:22
I notice that parts of chefs love shack are working better. but still totally unplayable. top gear overdrive gets to the title screen then freezes.
Doomulation
May 4th, 2004, 08:27
I implemented transformation, lighting and clipping in software, because the N64's transformation and lighting is incompatible with the current PC GPU's method, and D3D doesn't do hardware clipping if you do your own transformation, so I did that in software too. The only other thing I've done in software is the depth image rendering to RDRAM (which you can disable with the N64 Depth Image setting), which is MUCH faster than trying to copy the depth stencil out of video RAM...
I've tried to make sure it works as good as possible with PS 1.1-1.4, but I've already run into some instruction count limits. I might be able to work it out be going to ASM in instead of HLSL for the shaders though.
Intresting. Thanks for that feedback ^_^
olivieryuyu
May 4th, 2004, 08:39
no top gear hyperbike isnt working here. what made you think it did? yes he is working on a ucode for it , but he hasnt got very far. i already asked.
rcgamer
May 4th, 2004, 08:41
well test us your rom properties and plugin settings for the game. i can only get in game with rices plugin so far.
MasterPhW
May 4th, 2004, 09:08
Great progress orkin!
I check this thread daily 2 see the great pics and looking 4 a new version.
Hope the Geforce 3 bug now is gone, I'll try 2 check it out this evenig, so I will post some experience, too.
Great Plugin, great alpha!
You rock, too!
ScottJC
May 4th, 2004, 09:21
Anyone notice that on most(if not all) roms have parts of the screen cut off at the sides, plus if you use PJ64 theres a bit black rectangle at the top of the screen in windowed mode.
olivieryuyu
May 4th, 2004, 10:44
well test us your rom properties and plugin settings for the game. i can only get in game with rices plugin so far.
I don't know what happen ... certainly a bug that cause that i was able to boot this game because i can't do it anymore (just one time). CF=1, 32 bit, noise at pc resolution ....
sure it 'll be fix ...
-Shadow-
May 4th, 2004, 11:46
Some new screens :D
1. : Guess what ^_^
2. : Guess what ^_^
3. : extreme G : looks Ok.
4. : extreme G : Track f****d up :C
5. : Mystical Ninja 1 : OMG Look at the GPU load counter :o
Clements
May 4th, 2004, 14:25
1080 runs pretty much perfectly now for me if I turn OrkinSampling off :w00t:
I really hope to see the stupid black screen problem solved soon, although nobody has got the reason yet...i have a 8500 too, and i can see nothing...
milen
May 4th, 2004, 14:58
I have Radeon9000pro , Catalyst 4.4 and too have black screen.
Trotterwatch
May 4th, 2004, 15:14
Yeah I've still got it too :) Hopefully it'll be fixed in either an ATI driver update (inadertently) or by Orkin (delibarately).
rcgamer
May 4th, 2004, 15:31
here are some more screens. there are still a whole lot of games not working, also there is still the problem i had with your other plugin of screens being much larger than the settings call for and getting cutoff(seems to be more at title screens and opening sequences.). i didnt take any screens of this problem because im sure you know what i mean.
You know what guys? It seems to me that this bug behaves just like the one in Gln64: enabling the framebuffer leads to black screen. We solved that one using the "oglxxx" file from 3.7 drivers. Could it be some "bug porting" from Ogl to Direct3d or i'm just babbling?
Nighty0
May 4th, 2004, 16:31
I dont know if ridge racer is perfect or not , but it sure looks good to me. btw, the replay caption does work.
Is not about this i'm writed. Is about the Motion Blur i see the first time and in the real64(R)........
I will download the new version and see if it works..... and do my breakfast........
rcgamer
May 4th, 2004, 16:37
i put that last part there because you couldnt see that it said replay on my screenshot. had nothing to do with what you were talking about. but i tried but couldnt get any motion blur effects.
Nighty0
May 4th, 2004, 18:18
1. Seems we have a depth problem in Rainbow Six.....
2 & 3. Mortal Kombat 4
4. Donkey Kong menu errors, in game we have that "flickering" camera problem, but the IQ is very good......
5. Errors in various parts of Castlevania 64 (U).......
olivieryuyu
May 4th, 2004, 18:44
well it seems that there is a problem with memory management: i mean when i play a new game i can see in the bottom a strip which is a part of the last image of the game before.
rcgamer
May 4th, 2004, 18:59
well it seems that there is a problem with memory management: i mean when i play a new game i can see in the bottom a strip which is a part of the last image of the game before.
Ive noticed this to, also if you are playing certain games and switch to other games it doesnt seem like ram is released correctly if that makes sense. it takes a long time to shut down the emu and run another program under these situations.
here are some more screens , all these games seem to work fine except for army men air attack. it has black background until you move then the tiles are all squared.
Gladiac0190
May 4th, 2004, 19:02
Yay, you're still the only one that got zelda64 menu framebuffers perfectly working. ;D
I love your releases because each one is awesome!
rcgamer
May 4th, 2004, 19:25
something to report to you orkin. bakuretsu muteki bangaioh (j) uses s2dex microcode. you might want to update that. the game still looks bad though.
-Shadow-
May 4th, 2004, 20:38
Screens from Space Station : silicon Valley !
1. : Erm... well...
2. : Elements of the menu are missing O.o
3. : A lot of stuff is missing : Sprites like Flowers , grass bushes , the Legs and head of the animals (Level of Detail glitch ? the sheep have got tails though ^_^ )
4. : *sings* im blue , daba dee , daba day.... :D
5. : Whooo , first plugin which got this effect emulated properly :) (on other plug-ins , either you see the only the interior of the ship when you are near the glass)
-Shadow-
May 4th, 2004, 20:58
Sorry for Double post :P
Some screens fron Starcraft 64 :puke:
1. : The small FMV sequence , nothing visible :P
2. : Campaign selection :P (GPU load sometimes goes to 75 %)
3. : Ingame ! Shows nothing and Video load = 0
rcgamer
May 4th, 2004, 21:14
both battletank games work pretty well , however there is a problem when you get next to a building of your tank half disappearing into the building. battlezone is not playable, trailers everywhere.
-Shadow-
May 4th, 2004, 21:27
Banjo Tooie looks very nice !
1. : Perfect Framebuffer effect !
2. : Every puzzle piece shows the same FB image O.o (at least it looks nice , moves + runs fast ! ;) )
/edit : simulate overscan looks a lil' bit inaccurate on some games , sometimes (in BT for example) the HUD gets cut off O.o .
rcgamer
May 4th, 2004, 21:37
beast wars looks nice.
beetle racing has sky errors and tree errors,\
both games use extremely high resources at times.
Nice to see all these pics but i still cant see nothing but a black screen :P
Looking forward to the day when us poor fek all on the screen gang can see something :D
-Shadow-
May 4th, 2004, 22:27
*consolesgent* Hmmm... It started to work for me when i reinstalled the Catalyst drivers , i got 4.4 and i just renewed them , i think you have to install the drivers past DX9 or something .
I'ts really a driver issue...
Trotterwatch
May 4th, 2004, 22:53
I've installed countless drivers H3ad5h0tter, and I've installed them correctly nearly everytime (the last time I reinstalled 4.4 over the top of the old install just to see if that affected it at all).
Whilst it may be a driver issue, it isn't one that is immediately fixable by us poor sods that are afflicted by it ;) Thus we are hoping for some work around to be implemented.
olivieryuyu
May 4th, 2004, 23:05
i can't boot banjo kazooie with geforce3
rcgamer
May 4th, 2004, 23:33
big mountain -works pretty much flawlessly
bio freaks-text errors , various minor graphic errors
bio hazard2-ucode unknown (errors or nothing with all tried)
blast corps -froze after pushing the start button to go in game.
I can use the vehicles in body harvest and lower the brigde but cant cross it. bad graphics to. using pj64. for some reason this game will not work at all in 1964
MasterPhW
May 5th, 2004, 00:29
With one of the newest Zelda Rips Legend of Zelda, The - Majora's Mask (U) ( GC-Version) [!] I got the following failure:
"Failed in Emulation Thread".
But did u know what's really scared?Both Jabo's Plugins loads it(and play) without an error message...
BTW: the Geforce3 Prob is finally fixed! Thank u, guy!
More reports to come...
ScottJC
May 5th, 2004, 01:08
That doesn't really matter, since Majora's mask was released for the N64 anyway, master quest wasn't, its an emulator issue not a graphics plugin issue.
Btw Orkin, without Simulate overscan on Banjo-Kazooie will not show anything else than a black screen
Kid A
May 5th, 2004, 02:32
Perfect Dark Problems
1- I dont know what happens with graphics here but, when I get close to it.. 2- ...disappear.
3- This is what i get when i choose camspy
With one of the newest Zelda Rips Legend of Zelda, The - Majora's Mask (U) ( GC-Version) [!] I got the following failure:
"Failed in Emulation Thread".
But did u know what's really scared?Both Jabo's Plugins loads it(and play) without an error message...More reports to come...
Class ;)
Orkin
May 5th, 2004, 07:58
I posted an updated version, not much new, though.
Also, I got bored at work today, so I made a logo. Check my avatar to see it (I'd post a larger version, but it's still at work). It doesn't really match the name of the plugin, but I guess I could always rename it. :freak:
rcgamer
May 5th, 2004, 08:47
logo looks good. conkers is coming along very nicely, i can already see that shadows will be working.
MasterPhW
May 5th, 2004, 09:03
This night I had a vision: I saw, that orkins plugin would b the 1st plugin which handle the microcode of A dark man with the whip, and after this vision I saw some dark flying objects in the sky...
What could it b?
Another thing: why it is a emulator prob, if the GC Version crashs with Direct 64 and not with other plugins?
rcgamer
May 5th, 2004, 09:17
This night I had a vision: I saw, that orkins plugin would b the 1st plugin which handle the microcode of A dark man with the whip, and after this vision I saw some dark flying objects in the sky...
What could it be
you must be hitting the crack pipe to hard.
olivieryuyu
May 5th, 2004, 09:32
i see also a man with a whip too .....
MasterPhW
May 5th, 2004, 09:54
you must be hitting the crack pipe to hard.
I think u got it... but I think it's just a matter of time orkin got it,too.
And I did'n mean the crack pipe! :P
ray16
May 5th, 2004, 10:14
1. Yay, partially working dynamic lighting and shadows in CBFD. Maybe later in the plugins life it will fully work.
2. Text in wetrix is all messed up.
MasterPhW
May 5th, 2004, 10:56
In Animal Forest (don't know the real name right now, and emu isn't available now) your plugin let me cheat: You can (with a very low framerate) play the game, but you always have no collison, that means: I can walk through all walls, trees and even houses.
Great new cheat orkin. :P
revl8er
May 5th, 2004, 12:13
It seems this plugin is really coming along nicely, pretty soon conkers will be working nearly perfect, who knows maybe orkin will get the rocket launcher to work properly.
lasly
May 5th, 2004, 12:20
Thx for this amazing plugin
I hope you wil keep the way u update this one .
Every fix release are really apprecied.
Concerning the Frame buffer effect , I'm very Surprised about the speed render.. It's a damn Great Cool Work
Wish you the best
See ya and keep the good work ! :)
Pokemoner
May 5th, 2004, 13:02
OMG...This is a great peice of work,Orkin..The first to show peach\Bowser transformation..&the first to show the menu of doubutsu no mori..Great work..
lasly
May 5th, 2004, 13:29
Here's some screenshot with my specs :
Geforce 4ti4200 , lastest forceware 611
The transition screen is banjo kazzoie seems to not be emulated , and Fzero cars are Yellow ! :) Finally mario tennis got some gfx problems as you can see.
First time in ran the latest version I get FLASHY full screen and Black screen in windowsed mode .. I relaunched it and then it was ok.. Dunno what's happened..
-Shadow-
May 5th, 2004, 13:39
I think it's that you haven't got a Pixel shader 2.0 Graphics card . Some routines , which need Pixel shader 2.0 aren't supported by you card ;)
Lol , toad looks like a Ebisumaru Look-alike ^_^
This B-K Framebuffer effect dousn't work for me , too
/edit : I wonder whats the numbers in the upper left corner on the banjo tooie screen are meaning , they aren't there in the (E) version , just in the (U) one O.o
olivieryuyu
May 5th, 2004, 13:47
what's amazing is that command&conquer work flawless
-Shadow-
May 5th, 2004, 14:04
what's amazing is that command&conquer work flawless
It's not workin' flawless for me :C
Screen No. 1 : Briefing screen , misplaced textures
Screen No. 2 : Ingame , misplaced textures of the sidebar
Screen No. 3 : Startup screen ( shows nuthin' )
Screen No. 4 : Start menu
Show some screens , please , i really want to see it flawless ^^
lasly
May 5th, 2004, 14:23
I think it's that you haven't got a Pixel shader 2.0 Graphics card . Some routines , which need Pixel shader 2.0 aren't supported by you card ;)
Lol , toad looks like a Ebisumaru Look-alike ^_^
This B-K Framebuffer effect dousn't work for me , too
/edit : I wonder whats the numbers in the upper left corner on the banjo tooie screen are meaning , they aren't there in the (E) version , just in the (U) one O.o
Geforce 4 ti 4200 does'nt support pixel shader 2.0 !?
Where can i find a compatibility list ?
Trotterwatch
May 5th, 2004, 14:26
I recommend picking up Doomulations excellent graphics card tester from this thread:
http://www.emutalk.net/showthread.php?t=20224
I *think* the GF4 Ti supports up to Pixel Shader 1.4. It definately doesn't support 2.0, if it did then it'd be a DX9 part :)
lasly
May 5th, 2004, 14:30
I recommend picking up Doomulations excellent graphics card tester from this thread:
http://www.emutalk.net/showthread.php?t=20224
I *think* the GF4 Ti supports up to Pixel Shader 1.4. It definately doesn't support 2.0, if it did then it'd be a DX9 part :)
Thx for this QUICK answer ! I hope I will not have to buy Another Card. I hope that all the Api will be compatible with PS 1.4.. :)
ScottJC
May 5th, 2004, 14:30
One important framebuffer effect missing in Zelda MM orkin, the pictobox framebuffer effect, if your plugin could emulate that Zelda MM would be nearly perfect.
olivieryuyu
May 5th, 2004, 14:41
right with the new release Command&Conquer are now bad but i'm sure it was ok with the 1rst and 2nd release. i deleted old release .....
milen
May 5th, 2004, 15:10
I *think* the GF4 Ti supports up to Pixel Shader 1.4. It definately doesn't support 2.0, if it did then it'd be a DX9 part
GF4Ti supports pixelshader 1.3
ranny
May 5th, 2004, 15:46
I got some error, I wonder if it's only me...
http://www9.brinkster.com/rann/z.gif
BFeely
May 5th, 2004, 16:13
Well, I can't open the Options box, so I am stuck with default settings. The screen becomes wide then Error loading D3D Texture and Exception in Emulation Thread errors pop up. I am using a GeforceFX 5200 card and the 60.72 drivers.
ScottJC
May 5th, 2004, 16:20
Ranny, what video card do you have, If its not fairly recent then what you got isn't suprising.
Nighty0
May 5th, 2004, 17:38
Two comments i need to make.....
I disabled the PS2.xx extensions in nVidia drivers and i got nothing on screen...... so many errors..... i think the problems with radeons 8500, gf4s or gf3s is related to this..... (tested F-zero and Majoras Mask)
And why in fullscreen is so much high the speed... i play F-Zero in window with sound cutting out every second and works a hell good in fullscreen (only tested f-zero and perfect dark for now)....
The Khan Artist
May 5th, 2004, 18:07
Wow, looking good. Seems to run fine with my All-in-Wonder 9700 Pro, Catalyst 4.4, and 1964 0.99. Windowed runs abominably slow, but I think my drivers are screwed up, because UT2004 does it as well.
A few issues:
- When I go to full screen, the 1964 controls stop working. No Esc, no F4, not even Alt-F4. The only way to quit is to hit Ctrl-Alt-Del, type 1964, hit Alt-E, then press space.
- When N64 Depth Buffer is set to Render, it screws up Super Smash Bros. Depth is horribly messed up in the intro scene, and the levels appear far away.
- The screenshot function isn't working yet. I assume you know this, but it would be quite nice to have.
Increase Culling Distance sounds very interesting. I haven't tried anything it might be useful in yet. (Actually, just Smash Bros. :P) Does it work in all games with large draw depths, or just a few?
ray16
May 5th, 2004, 18:17
I think there might be a memory leak. I was playing Majora's Mask for about 2 and a half hours with no problems then all the sudden I get like 20 "Failed to Create D3D Texture" errors (might be a little off on the error, but close). So I stop emulation but after I press the stop button it takes like 1 whole minute to get back to the rom list (Hardrive spazzing out during this). I forgot to open up the task manager and check the memory usage though... *Smacks himself*
Wow, looking good. Seems to run fine with my All-in-Wonder 9700 Pro, Catalyst 4.4, and 1964 0.99. Windowed runs abominably slow, but I think my drivers are screwed up, because UT2004 does it as well.
Yes, this is a known driver bug. Only happens In D3D applications while using AA and playing in windowed mode over the desktop and in a few other cases.
The Khan Artist
May 5th, 2004, 18:19
Ah, I see. I hope ATi fixes this.
Anyway, I just want to say that, while this plugin is great, I hope Orkin does decide to continue with glN64 as well, for the obvious reason that OpenGL is not limited to Windows.
Nighty0
May 5th, 2004, 18:41
Wow, looking good. Seems to run fine with my All-in-Wonder 9700 Pro, Catalyst 4.4, and 1964 0.99. Windowed runs abominably slow, but I think my drivers are screwed up, because UT2004 does it as well.
Nah i don't think is the drivers, since i run at 1024x768 with 2xsal filters in fullscreen at fullspeed and is soooooooooo slow in window mode........
And now........ more FB for you...... :D :)
(as you see [i think] in the first screenshot of MM, the simulate overscan function needs to be adjusted a little)
revl8er
May 5th, 2004, 18:52
This last release seems to mess up the peach to bowser effect in mario 64, i'll post a pic when I get home.
Nighty0
May 5th, 2004, 19:03
This last release seems to mess up the peach to bowser effect in mario 64, i'll post a pic when I get home.
Yep, same here, no more peach... only bowser..... hwarhwarhwar......
Hey Orkin, you're tha best............ :D
1. Heist Rocket Launcher................................ .......!!!!!!!!!!!!!!!!!!!!!! :bounce: :bounce: :bounce: :bounce: :bounce: :bounce: :bounce:
2. Gold Conker!!!!!!!!
again we see that overscan needs adjustments....
ray16
May 5th, 2004, 19:24
Nah i don't think is the drivers, since i run at 1024x768 with 2xsal filters in fullscreen at fullspeed and is soooooooooo slow in window mode........
It's a known ATI driver bug. I have no idea what your problem is because I haven't seen anybody with an nVidia card complain about something like it.
Kid A
May 5th, 2004, 19:29
This last release seems to mess up the peach to bowser effect in mario 64, i'll post a pic when I get home.
yeah, itīs not working. :(
Nighty0
May 5th, 2004, 19:30
1. Dr. Mario 64... :blah: background is diaplyed correctly at first second, later is you see in screenshot
2. Ridge Racer 64..... white cactus? :freak: other trees are white too.....
gandalf
May 5th, 2004, 20:06
Maybe Optimizing vertex handling,make SM64 portrait doesnīt work anymore (my opinion :P)
Sorry for my english :(
-Shadow-
May 5th, 2004, 20:12
Screens from Perfect Dark .
No.1 : Bullet tracers are looking bad (blender issue ?)
No.2 : laser looks bad (blender issue ?)
No.3 : Decals on wood are looking bad (blender issue ?)
No.4 : Fullscreen FB effects have got small stripes on them and they don't work , too :C
olivieryuyu
May 5th, 2004, 20:26
command and conquer was very nice very the last release but this new one make the intro black and still the same gfx bugs. Well it's getting worse. I was able to find the first release and the intro was nearly perfect. Now it's black
check it please
Orkin
May 5th, 2004, 20:47
Maybe Optimizing vertex handling,make SM64 portrait doesnīt work anymore (my opinion :P)
Sorry for my english :(
Your opinion would be correct! I had a feeling I had forgotten to update something...
I'll have it fixed for next release (hopefully along with alot of these other bugs), which could be a couple days from now b/c of finals...
-Shadow-
May 5th, 2004, 20:56
Ah , here's another Zelda : MM glitch...
Good luck in your finals , Orkin ;)
Screen : Vertical stripes in the moon O.o
The Khan Artist
May 5th, 2004, 21:30
Smash Bros. First screenshot is the depth problem in the intro. Strangely, the problem with depth in levels is no longer occuring. I don't know if that's good or not. *shrugs*
Second shot is a missing framebuffer effect that occurs in some variation at the end of every battle. Third is the effect working in Rice's plugin, alebit very slowly.
Oh, and while disabling FSAA did greatly speed up windowed mode on my system, it still only runs at 30-45 vi/sec, and fullscreen speed is perfect.
Good luck on your finals!
-Shadow-
May 5th, 2004, 21:41
Huuuuh ? I got no problem with smash bros. O.o . Try updating catalyst to 4.4 . ;)
Ok , I got a dephth glitch in the selection screen... :C Ingame looks nice !
MasterPhW
May 5th, 2004, 22:59
SOme more probs discovered:
(Sry, that I don't take pix, I'm 2 lazy & mostly I didn't have 2 post pix)
-Sin & Punishment:
In the intro some heads of the people r messed up.
-Harvest Moon :
Failure in Emulation Thread @ the beginning and in Fzero it's the same after starting a race... didn't know, why there were already some ingame pix...!?!
And: good luck in your finals!
-Shadow-
May 5th, 2004, 23:33
KK , some ingame screens for you ^_^
No.1 : Sin and Punishment : I get this Artifact instead of motion blur :C
No.2 : Sin and Punishment : In some cases , the screen changes to black or white :C
No.3 : Harvest moon : I get this error sometimes , but i can play further ;)
Nighty0
May 6th, 2004, 03:32
Fzero it's the same after starting a race... didn't know, why there were already some ingame pix...!?!
F-Zero works for me (but the cars are not good).....
Orkin: I will transfer all my luck and wisdom to you on your finals....... :)
I hope it helps...... :)
gandalf
May 6th, 2004, 05:57
My dream :a GFX plug-in (not nemu),emulating Star Wars Rogue Scuadron!!!!!!!
And the progress of Direct 64,will make this dream true?;)
Or star wars R.S is one of the most difficult games to emulate?
Again sorry for my english :(
ScottJC
May 6th, 2004, 06:04
I dream of a plugin that can emulate Silicon valley's cut-scenes and in-game more ;)
The Khan Artist
May 6th, 2004, 06:49
Huuuuh ? I got no problem with smash bros. O.o . Try updating catalyst to 4.4 . ;)
Sorry, I thought I'd mentioned the cause... it only does that with N64 Depth Image set to Render. Tested in 1964 0.9.9.
-Shadow-
May 6th, 2004, 07:21
It looks even better for me when i set depth image to render O.o . The depth bug in SSB is gone o.O
zaba_3
May 6th, 2004, 14:57
mario 64 looks cool on direct64 alpha :w00t:... ouh i got odd glitces on all games is there to fix that :down:
Trotterwatch
May 6th, 2004, 15:05
mario 64 looks cool on direct64 alpha :w00t:... ouh i got odd glitces on all games is there to fix that :down:
The problem is your card doesn't support Pixel Shaders - hence I am summising that any part that is rendered with a pixel shader instead shows up wrong on your card.
Don't think there is anything you can do about it to be honest (other than upgrading the card).
The Khan Artist
May 6th, 2004, 17:40
Hmm... I've done some more testing. It seems that it only happens if you run Smash Bros. twice in a row without closing 1964 in between. It also seems that video settings don't matter. I just happened to get "lucky" in the intervals between restarting 1964 and switching depth image settings.
Also, I would like to confirm the mem leak someone else mentioned... 1964 jumps from ~65 MB to ~80 MB in less than a minute of running.
Maybe the bugs are related?
BFeely
May 6th, 2004, 18:02
Well, for me (GeforceFX 5200, Forceware 61.11, Windows XP Pro) Paper Mario has those annoying boxes around the characters. And I chan't change the settings from default since selecting Video Settings makes the screen go wide and crash.
zaba_3
May 6th, 2004, 19:09
The problem is your card doesn't support Pixel Shaders - hence I am summising that any part that is rendered with a pixel shader instead shows up wrong on your card.
Don't think there is anything you can do about it to be honest (other than upgrading the card).
did you know what nvidia card support pixel shaders?i use geforce 4 mx 420 and that name hear like that can support pixel shaders
:naughty:
Nighty0
May 6th, 2004, 19:14
did you know what nvidia card support pixel shaders?i use geforce 4 mx 420 and that name hear like that can support pixel shaders
:naughty:
geforces mx simple don't have FB or PixelShader support
-Shadow-
May 6th, 2004, 19:21
geforces mx simple don't have FB or PixelShader support
lol ? Ok , a geforce MX has got completely nothing to do with Pixel shaders , but that crap still supports Frame Buffer IMO.... or not ?
gandalf
May 6th, 2004, 19:32
Yes,GeForce MX have Frame Buffer support,and very well.NFS Undergorund looks fast with medium details with a GeForce 4 MX 440,and good FB quality
Clements
May 6th, 2004, 19:36
Every modern gfx card has a framebuffer, even Riva TNT. At least AFAIK.
kode54
May 6th, 2004, 21:39
Goldeneye 007 shows nothing but a black screen here. Radeon 9800 Pro, Catalyst 4.4.
And now, a couple of screen shots!
1) Paper Mario: Minor bug in some areas, as seen during the demo loop.
2) Direct64 configuration: Minor nitpick with the droplist controls. It seems a few Windows NT versions in the 5.x series have a problem with combo boxes behaving as if CBS_NOINTEGRALHEIGHT style is set, no matter what. Please click on the drop arrow in the resource editor and increase the control height. You might also want to tweak with the tab select order. (ctrl-d in resource editor.) *shrug*
Nighty0
May 6th, 2004, 23:55
Yes,GeForce MX have Frame Buffer support,and very well.NFS Undergorund looks fast with medium details with a GeForce 4 MX 440,and good FB quality
Try to activate the Motion Blur, one ofthe most known effects of FB
Clements
May 7th, 2004, 00:01
Just wondering, how about adding 32-bit bit depth? nVidia cards can do Pixel Shaders in 32-Bit and it would be interesting to see the decrease in fps/IQ boost with it.. Might have to get the GeForceFX guys here to test it out for you.
gandalf
May 7th, 2004, 00:58
Try to activate the Motion Blur, one ofthe most known effects of FB
Well,Motion Blur in NFS undergroud doesnīt work with a GeForce 4 MX.
Stop offtopic! :P xD
Reznor007
May 7th, 2004, 02:20
Just wondering, how about adding 32-bit bit depth? nVidia cards can do Pixel Shaders in 32-Bit and it would be interesting to see the decrease in fps/IQ boost with it.. Might have to get the GeForceFX guys here to test it out for you.
If the card is using pixel shader 2.0, and Orkin is not specifying the plugin to use partial precision, GeforceFX should always do FP32(barring any nvidia driver "bugs" :) ).
Radeon 9500 and up will always use FP24 no matter what. There shouldn't really be any noticable difference between the 2 chip types unless Orkin uses partial precision.
Orkin
May 7th, 2004, 09:09
I got a little work in tonight:
rcgamer
May 7th, 2004, 09:13
very nice.
revl8er
May 7th, 2004, 09:22
looking pretty nice orkin, keep up the great work.
LazerTag
May 7th, 2004, 14:52
OMG! Did we just go through a whole day without an update?!?!?!
LOL, j/k of course!
The plugin is moving by leaps and bounds. Very good stuff Orkin.
BountyJedi
May 7th, 2004, 14:54
i like this plugin alot ;) its really good looking and runs like a charm on my radeon 9800 with 4.4 catalyst
a day ago or something i got the thought "what if truform could be adde somehow into this plugin?" =p thru a checkbox or sumthing then the graphics could get even past n64 :D then you probably would have to add something similar for the geforce users aswell (i believe seeing somewhere they can do about the same thing)
just a silly thought =p
keep up the good work!
BFeely
May 7th, 2004, 15:07
Any idea on why the configuration box won't open on my computer?
Shin_Gouki
May 7th, 2004, 15:19
may be a reg probpem?
wbr Shin Gouki
BountyJedi
May 7th, 2004, 15:24
ive noticed some more bugs which also might be due to the optimization but i dunno.
on my 9800 in zelda mm when objects get close it lags (one good example is the intro with the spinning mask)
in an earlier version i did get no lag at all where it passed up that close and ran as smoothly as ever.
***warning unnecesary notice*** (yeah sometimes im very unnecesary =p)
(as on guy here excuses his english im gunna excuse my typos which doesnt do with my english skill rather with my keyboard skills =p)
BFeely
May 7th, 2004, 15:30
may be a reg probpem?
wbr Shin Gouki
Don't think so. On my Windows Millennium setup it crashes whenever I try to open the configuration dialog. In Windows XP, it just skips it then causes Error Creating D3D Texture and Exception in Emulation Thread errors.
In case it matters, I have a Geforce FX 5200 video card and the 61.11 Forceware drivers.
Nighty0
May 7th, 2004, 16:05
Don't think so. On my Windows Millennium setup it crashes whenever I try to open the configuration dialog. In Windows XP, it just skips it then causes Error Creating D3D Texture and Exception in Emulation Thread errors.
In case it matters, I have a Geforce FX 5200 video card and the 61.11 Forceware drivers.
i think this a dll problem..... try to copy the msvisual c++7 and 7.1 dll to \windows\system32...... (if orkin uses msvc++.......)
ScottJC
May 7th, 2004, 16:47
Orkin, that silicon vally progress is impressive, i love that game. keep it up
BFeely
May 7th, 2004, 17:37
i think this a dll problem..... try to copy the msvisual c++7 and 7.1 dll to \windows\system32...... (if orkin uses msvc++.......)
I already have both the Visual C++ 7.0 and 7.1 DLLs.
Keepah
May 7th, 2004, 19:28
Hello there, Orkin you plugin rock! :) I found a lens flare effect missing during intro of zelda ocarina of times (problem applies in both european and us version of the game). The picture with flares effects is with jabo plugin.
gandalf
May 7th, 2004, 20:20
but the 2 nd shot itīs not corrrect.This effect may not pass the walls,etc
Orkin
May 7th, 2004, 22:13
Hello there, Orkin you plugin rock! :) I found a lens flare effect missing during intro of zelda ocarina of times (problem applies in both european and us version of the game). The picture with flares effects is with jabo plugin.
Actually, Jabo's is displaying the lens flare at an inappropriate time here. You should only see a lens flare when the sun is visible (or on some boss' magic attacks).
Set "N64 Depth Image" to "Render" in Direct64, and Direct64 will show lens flares/coronas at the appropriate times (AFAIK, Direct64 is the only plugin to do this correctly).
Federelli
May 7th, 2004, 23:50
"Set "N64 Depth Image" to "Render" in Direct64, and Direct64 will show lens flares/coronas at the appropriate times (AFAIK, Direct64 is the only plugin to do this correctly)."
Which is an amazing thing :)
I hope Gonetz can use some of this stuff from your plugin source :)
Edit, actually Rice's also does this the way it should be, and Glide64 does it partially with a hack i think
MrRCS
May 7th, 2004, 23:51
Any idea on why the configuration box won't open on my computer?
i don't know.
i have same problem.
_____________
without any driver installed, configuration box open.
but with ... nvidia 53.03 56.72 61.11 ... don't open
______________
with nvidia 44.03 configuration box open
_____________
menu of glN64 works.
Nighty0
May 8th, 2004, 01:23
i don't know.
i have same problem.
_____________
without any driver installed, configuration box open.
but with ... nvidia 53.03 56.72 61.11 ... don't open
_____________
menu of glN64 works.
only a theory....... but i think the problem is because the dx64 can't detect your gfx card resolutions (or other capabilities....)
you can try to see if the problem is with the mobo AGP drivers or is the directx....
i hope it helps.... you can try.... this will not hurts........
The Khan Artist
May 8th, 2004, 01:38
a day ago or something i got the thought "what if truform could be adde somehow into this plugin?" =p thru a checkbox or sumthing then the graphics could get even past n64 :D then you probably would have to add something similar for the geforce users aswell (i believe seeing somewhere they can do about the same thing)
I believe N64 graphics are incompatible with the way TruForm works. Orkin at one point mentioned it could possibly be done thorugh software, but I don't know if he ever experimented with it.
kode54
May 8th, 2004, 02:53
I believe TruForm has to be appled to objects selectively, and manually. TruForm does not automatically select which objects or which triangles to interpolate, it just interpolates whatever the software tells it to. ... I think.
Wasting 30KB for a slightly off-topic example, here's what happens when you apply TruForm indiscriminately to all objects in the scene, except for the room itself. Maybe it's just an example of TruForm done wrong. Even if it does require care to be applied properly, I don't think it can just be applied to a whole scene without regard for which objects or which parts of objects are being interpolated...
The Khan Artist
May 8th, 2004, 04:41
That is quite true. However, I think Orkin said something about the N64 processing normals data in a way incompatible with TruForm.
OT: What game is that?
ScottJC
May 8th, 2004, 05:16
check out the problems I get in Zelda OOT in PJ64, no fb background, flicker, 2d overview of house wrong, etc.
revl8er
May 8th, 2004, 06:47
OT: What game is that?
I believe that game is Deus Ex, but I'm not 100% sure.
Federelli
May 8th, 2004, 07:03
It is Deus Ex, and regarding Truform, models that will use truform need to have special optimizations added to them.
For example that Deus Ex shot, and also check Counter Strike Condition Zero where optimized models look great and unoptimized look like crap
-Shadow-
May 8th, 2004, 11:18
Screens from the ultimate game : The New Tetris :D
No.1: The screen is misplaced , and simulate Overscan has no effect O.o
No.2: Falling blocks are invisible , they can only be seen when they've dropped down (depth glitch ?)
No.3: The screen turns black in some underwater areas @ jolly rogers lagoon :crazy:
Orkin
May 9th, 2004, 07:01
I'm back from finals...I think I did pretty well. :D
I posted an updated version that fixes most of the problems with Space Station Silicon Valley, and also fixes the problems associated with switching ROMs (at least I think I got them all).
Next I'll be working on the "blank screen" problem that many games seem to have, and the config dialog that doesn't display on several peoples' PCs.
BTW Sayargh, have you downloaded the latest version? That looks like the fog bug that was in the first release of Direct64, which should be fixed now. If that is the latest version... :unsure:
Orkin
Riven
May 9th, 2004, 10:15
I'm back from finals...I think I did pretty well. :D
I posted an updated version that fixes most of the problems with Space Station Silicon Valley, and also fixes the problems associated with switching ROMs (at least I think I got them all).
Next I'll be working on the "blank screen" problem that many games seem to have, and the config dialog that doesn't display on several peoples' PCs.
BTW Sayargh, have you downloaded the latest version? That looks like the fog bug that was in the first release of Direct64, which should be fixed now. If that is the latest version... :unsure:
Orkin
Maybe you'll ave to delete the ALPHA word on next release, it's working impressive, and solving black screen problem will make it a lot better!!! ;)
olivieryuyu
May 9th, 2004, 10:40
i notice that transition effects are working but extremely slow. See Puyo puyo sun 64 for that for instance
Trotterwatch
May 9th, 2004, 11:57
I'm back from finals...I think I did pretty well. :D
...
Next I'll be working on the "blank screen" problem that many games seem to have, and the config dialog that doesn't display on several peoples' PCs.
Orkin
I wish you luck on your final results, if you feel you did well then that's a good thing :)
If you can fix that 'blank' screen prob Orkin, I will love you forever, not that I don't lub you now obviously though :)
olivieryuyu
May 9th, 2004, 12:47
for sdex detection there's still some problems: play city tour gp: your plugin say it's a sdex 1.03 but doesn't detect it. after that it work but extremely slow
-Shadow-
May 9th, 2004, 13:33
The screen hangs when I now put Simulate Overscan on , but the rest is running , when i put S-O off , it goes on normally . Banjo-Tooie is now Unplayable , because it needs this feature :huh:
Here are some new shots ;)
No.1: Extreme G runs nearly perfect , but that bar on the bottom of the screen is annoying :p
No.2+3: The text isn't shown in Doreamon
No.4: I can't stop staring at this , well emulated effect , nice work ^^ :D
No.5: The TV has no animated flicker texture
-Shadow-
May 9th, 2004, 13:53
Sorry for double post :o
Some more shots ;)
No. 1 : The screen flickering texture on the briefing screen isn't shown (the screen only turns white for a short time .
No 2 : The lightning is missing and the Fence is uncolored
ScottJC
May 9th, 2004, 15:11
Wow, Silicon valleys cut-scene at the start is great and working, Missing the effects mentioned by H3ad5h0tter above though;
Also, if Orkinsampling is off, PJ64 automatically closes itself as soon as the rom has loaded, and if its on, I get no picture at all. limited to 1964 for now.
Great work on silicon valley though, when the minor issues with it are fixed it'll be perfect.
Nighty0
May 9th, 2004, 16:02
Maybe you'll ave to delete the ALPHA word on next release, it's working impressive, and solving black screen problem will make it a lot better!!! ;)
I partially agree. Is very stable for me and runs so many games (pratically all i have). Beta is more reliable for me. But the final decision is from the author, not from me..... :) ;) :cheers:
/*EDIT*/
Simulate overscan simply don't works more for me...........
only a blackscreen.................
-Shadow-
May 9th, 2004, 17:36
Simulate overscan simply don't works more for me...........
only a blackscreen.................
Count me in ;)
The European version of Banjo-Tooie doesn't work without Simulate Overscan :C . But the U.S. one does , very strange :crazy:
/edit : the (E) version works on pj64 , though O.o
Clements
May 9th, 2004, 17:45
Right, I have to turn off Orkinsampling and Simulate Overscan or otherwise I get the black screen in all games. All other options in the config work, it's just those two options which both have to be off.
Kid A
May 9th, 2004, 18:17
Banjo Tooie - The underwater blackscreen still there :down:
-Shadow-
May 9th, 2004, 18:31
I think there's the need of the "Texture Scale Hack" for ready to rumble boxing ;)
BFeely
May 9th, 2004, 18:42
Latest alpha:
Legend of Zelda Majora's Mask: Bomber's notebook still doesn't appear
Config box still does not open. I have managed to "coax" it into opening using a debugger, and just as someone suggested, it is not enumerating the display modes properly. The color depth box has a bunch of 24bit selections and the refresh rate box has two of every available refresh rate, plus a pair of 0Hz selections.
And yes, Simulate Overscan kills the plugin (though in previous releases it got the Bomber's Notebook to work in Zelda Majora's Mask)
Kolano
May 9th, 2004, 19:36
Right, I have to turn off Orkinsampling and Simulate Overscan or otherwise I get the black screen in all games. All other options in the config work, it's just those two options which both have to be off.
Orkin,
Same problem here on a 9800.
Also I'm getting a "Failed to create render target" on Wave Race 64, right after the racer does his jumps and turns through the cave in the intro.
Also, what implementation of the 2xSAI filter do you use? Is it Kreed's? If so, is it the earlier 2xSAI or the later Super SxSAI filter?
-Shadow-
May 9th, 2004, 22:59
Perfect dark still has a slight issue , bullet tracers , decals on wood , and laser beams are getting f***ed up when they are approx. 3 meters away . I know , it's only a small issue ;) Its hard to spot out ;)
Nighty0
May 9th, 2004, 23:27
Config box still does not open. I have managed to "coax" it into opening using a debugger, and just as someone suggested, it is not enumerating the display modes properly. The color depth box has a bunch of 24bit selections and the refresh rate box has two of every available refresh rate, plus a pair of 0Hz selections.
I suggested this. I can confirm now..... i installed the directx 9c (from 9a to 9c) in a friend's computer, and the dialog config appeared again......
Is something you can investigate Orkin.....
revl8er
May 9th, 2004, 23:36
Great work Orkin. When was 9c released? I can't find it anywhere.
gandalf
May 9th, 2004, 23:38
hehehe,iīm correct!!!: Fixed LOD factor computation that broke from vertex handling optimizations (Bowser/Peach painting transition)
GE Master
May 10th, 2004, 01:05
Sorry can't provide a screenshot right now, but p2 in GoldenEye multiplayer isn't visible. Mainly black screen, top portion somewhat visible and radar is visible.
BFeely
May 10th, 2004, 01:37
I think I figured out the dialog box problem. It seems to be a classic case of BUFFER OVERRUN. On computers with many display modes, especially those with monitors over 17 inches, there are so many display modes that the list of video modes overflows, going into the memory for other data. Orkin, it looks like you should at least double your video mode buffers.
Powered by vBulletin® Version 4.1.10 Copyright © 2012 vBulletin Solutions, Inc. All rights reserved.