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Rice
February 24th, 2005, 16:31
Rice Video 6.1.0 By Rice1964

What's new:

1. External high resolution texture loading. Read HiRezTexture.txt for further information
2. Texture group dumpping
3. Zelda MM point lighting
4. Software vertex clipper problem fix by not using inline for a few important functions.
Microsoft C++ compiler did a very bad job of optimization before. By converting these inline
functions to regular functions, the clipper works with much less glitches now.
5. Some fixes on a few color combiners, including DirectX high-end, opengl 1.2/1.3, opengl 1.4,
Nvidia openg register combiner. You may see various improvement on these combiners if you
are using them.
6. Various DirectX frame buffer related fixes
7. Using BMGLibPNG to handle PNG files. The include BMGLibPNG.dll file must be placed under
your emulator folder, not the plugin folder.

Thread for version 6.0.0/6.0.0c (http://www.emutalk.net/showthread.php?t=25534)
Thread for version 5.9.9 (http://www.emutalk.net/showthread.php?t=25294)
Thread for previous version 5.6.0 (http://www.emutalk.net/showthread.php?t=20471)
Thread for previous version 5.5.1 (http://www.emutalk.net/showthread.php?t=19618)
Thread for previous version 5.4.3b (http://www.emutalk.net/showthread.php?t=18936)
Thread for previous version 5.4.2, 5.4.1 and 5.4.0 (http://www.emutalk.net/showthread.php?t=18780)
Thread for previous version 5.3.1 (http://www.emutalk.net/showthread.php?t=18071)
Thread for previous version 5.1.0d (http://www.emutalk.net/showthread.php?t=14776)

Discussion about hi-res texture loading (http://www.emutalk.net/showthread.php?t=15546)

Rice
02/24/2005

EDIT #1: Rebuild to version 6.1.0b to disable the vertex shader option.
EDIT #2: Rebuild with a minor fixes for the DirectX depth problem with some games, and to further disable frame buffer features for opengl

Rice
February 24th, 2005, 16:33
How to use high resolution textures in Rice Video 6.1.0 and after

1. There are two new options added in Rice Video version 6.1.0 under the "Texture Filters" tab
LOAD option: "Loading hi-res textures if available"
DUMP option: "Dump textures to files"


2. Dumping textures
a. If DUMP option is enabled, all textures used during the game play will be dumpped
into a folder "[your_emulator_main_folder]\plugin\texture_dump\[current game name]\".

[current game name] refers to N64 game internal name.
For example, name for Zelda OoT is "THE LEGEND OF ZELDA".

You can use your N64 emulator to check it. For 1964, the internal name is shown
as one of the "Rom Information".

b. Textures from different games will be dumpped into different folders.
The plugin will create the folder if the folder does not exist.

c. Textures are dumpped in either PNG or BMP format
- RGBA, IA (intensity and alpha) textures are dumpped in 3 (or 2) files
[filename part 1 - 4]_all.png
[filename part 1 - 4]_rgb.png
[filename part 1 - 4]_a.png if the alpha channel is not all 0xFF

Please read the later section regarding filenameing.
*_all.png files are 32bit per pixel PNG files with RGBA channels
*_rgb.png files are 24bit per pixel PNG files with RGB channels.
*_a.png files are 24bit per pixel PNG files with alpha channel only as intensity.

- I (intensity only) textures are dumpped in 2 files, the alpha channel is not needed
[filename part 1 - 4]_rgb.png
[filename part 1 - 4]_all.png

- Color indexed textures are dumpped in 1 file
[filename part 1 - 4]_ci.bmp
ATTENTION here: the color indexed bmp image is palletted image. If you want to modify
this image, you MUST NOT change the pallettes.
These palletted BMP files could have either 16 pallettes or 256 pallettes, depending
on the original texture format in the N64 game.

d. texture dump option can be enabled/disabled during the game play.

e. The plugin keeps tracking all dumpped textures of the current game. Textures
will not be redumpped if the texture has been dumpped.


3. Loading high resolution textures
a. If LOAD option is enabled, the plugin will try to load it when corresponding texture is used
in the game.

b. LOAD option can be enabled/disabled during the game play

c. All high resolution textures must be placed under folder:
"[your_emulator_main_folder]\plugin\hires_texture\[current game name]\"

d. [current game name] must match the N64 game internal name

e. Under the [current game name] folder, subfolders can be created and textures can be placed
into the subfolders. The plugin will search all the subfolders recursively. Subfolders can help
to manage all the textures.

f. File files and format:
In general, high resolution files to be loaded must follow the same filenames as dumpped.

- Color indexed textures must be still in palletted BMP format
- For RGBA, IA and I textures, you can provide
*_rgb.png, *_a.png or
*_rgb.bmp, *_a.bmp or
*_all.png
- Don't provide duplicate files for the same textures. If you provide the *_rgb, *_a files
and also *_all.png file, the actually loaded files are not determined.

4. File naming

Example: THE LEGEND OF ZELDA#0A74F78C#4#1_rgb.png

[part 1]#[part 2]#[part 3]#[part 4]_[part 5].[extension]

part 1: The N64 game internal name
part 2: CRC32
part 3: Texture format in N64 game
0 = RGBA
1 = YUV
2 = CI
3 = IA
4 = I
part 4: Texture size in N64 game
0 = 4 bit
1 = 8 bit
2 = 16 bit
3 = 32 bit
part 5: dumpped texture format
rgb = 24 bit RGB format
a = 24 bit alpha channel only in 24 bit RGB intensity
all = 32 bit RGB format
ci = color indexed (BMP) format
extension:
PNG
BMP

5. How to make your own hi-rez textures
a. The hi-rez texture size could be 2, 3 or 4 times as the orginal N64 texture size
b. Don't use other customerized texture sizes
c. If the original texture has alpha channel, you MUST also provide the alpha channel by
- Use *_all.png 32bit format
- use both *_rgb and *_a files to provide RGB and alpha separately
d. Color indexed textures must be prepared in color indexed format, not in RGB/A format
e. Instead of *_rgb.png and *_a.png, you can provide your textures in *_rgb.bmp and *_a.bmp.
BMP files are uncompressed, can be loaded faster
f. *_rgb.png, *_a.png, *_rgb.bmp, *_a.bmp must be provided in 24 bit RGB format, not in other
formats. Alpha *_a.* files must be 24 bit, only in 2 bit or 8 bit
g. Filename must be kept the same as the original dumped texture filenames



If you want to dump textures more effectively, please use the DEBUG version of the plugin in which you can pause/step/dump. You can pause at each drawing primitive, and dump associated textures at the primitive. All textures will be dumpped to your "D:\".

The debugger version is not supported officially. If you cannot figure out how to use the debugger, ask your question in related thread.

EDIT #1: Rebuild to version 6.1.1 to address reported problems about replicated large textures from small base textures when using high resolution textures.
EDIT #2: Fix the CI bmp dump/reload problem for texture scan lines not 32bit aligned

Rice
February 24th, 2005, 16:43
There are some hi-res textures created by our EmuTalk members.

Remember, you need to extract the textures to the "hires_texture" folder under the plugin folder. Textures for each game should go to its own folder named by the game name.

For Mario 64, the folder name is: "SUPER MARIO 64"
For Zelda, folder name is: "THE LEGEND OF ZELDA"

Textures for Zelda OoT could be usable for Zelda MM or Zelda OoT Master Quest, but all the files must be renamed according to Zelda MM or Master Quest internal game name.


Rice


EDIT 1: All *_ci.bmp files are removed from the Zelda package.

4real
February 24th, 2005, 16:56
Let me be the first to say great job rice.

Trotterwatch
February 24th, 2005, 17:22
A few problems so far, will be interesting to see if it's just me having them.

Got the plugin and files in: C:/1964/plugins
The needed .dll for the PNG usage in C:/1964
The textures for Mario in C:/1964/plugins/hires_textures/SUPER MARIO 64/

Loading any game results in minimal graphics, often very garbled. Only option that works to fix this it seems is turning off the Vertex Shader - unfortunately this combined with the option to load new textures makes the whole computer lockup (black screen).

/Edited to change the word Clipper to Shader :D

JinXD
February 24th, 2005, 17:48
Congrats on the release Rice, have to give this a blast when I get home....

ScottJC
February 24th, 2005, 18:07
A few problems so far, will be interesting to see if it's just me having them.

Got the plugin and files in: C:/1964/plugins
The needed .dll for the PNG usage in C:/1964
The textures for Mario in C:/1964/plugins/hires_textures/SUPER MARIO 64/

Loading any game results in minimal graphics, often very garbled. Only option that works to fix this it seems is turning off the Vertex Clipper - unfortunately this combined with the option to load new textures makes the whole computer lockup (black screen).
Unfortunatly, I am also having this problem... the only textures that load are the high res ones.

Knuckles
February 24th, 2005, 18:34
same here, I get nothing in Perfect Dark, no textures at all.... (everything is invisible except 2d menus/hud parts)

EDIT: removed the "Vertex shader" option and now everything works fine.

EDIT 2: wow, I didn't know it was also dumping textures with their alpha combined!!!

THX a lot!

also, I noticed the bad textured loading in the Grid on Perfect Dark, it still doesn't look correct ingame but the textures themself are ok when dumped!

SWAT_Marc
February 24th, 2005, 19:28
This is the major step forward in N64 emulation. I expect Graphic-Packs for some games soon.

Rice
February 24th, 2005, 19:57
EDIT: removed the "Vertex shader" option and now everything works fine.


Did I unintentionally leave the "Vertex shader" option visible? The option supposed to be invisible because the feature isn't finished and does not seem to be faster than T&L with main CPU.

EDIT: The option is visible but disabled for me. Is it changeable for anyone?

Knuckles
February 24th, 2005, 20:02
well, what do you think? :P

Trotterwatch
February 24th, 2005, 20:05
Heh, I can't get anything to dump at all, tried both plugins and followed the instructions to the letter. Ah well, I'll try it again some other time.

Knuckles
February 24th, 2005, 20:08
didn't work here the first time(s) , but now it's working, I made the folder in advance ( plugins/textures_dump/PERFECT DARK/) and it worked.....

SWAT_Marc
February 24th, 2005, 21:40
Having fun with the plugin (we'll never thank Rice enough :))

Here's one pic of George Link Bush, savior of the world... of Hyrule (yeah, I know is not a good joke :party: ).

Btw, the face is Color Indexed.

minkster
February 24th, 2005, 21:53
I dont think the textures should look like this right? :icecream:

talker
February 24th, 2005, 22:15
Rice, i love you're new gfx plugin.
I took Zelda with hirez on a projector, and it was amazing!

But still i found some glitches =(..
Well, this time i testet it all out on my laptop, with:
Mobile AMD Athlon(tm) XP-M Processor 3000+
480 MB Ram
SiS 760 Rev 00 Compatibel VGA 32 MB.

Cheers..

Edit :
Stupid me, I posted with PJ64 in 1964 forum... :blush:
damn

Rice
February 24th, 2005, 22:20
talker, the sky texture problem is due to a incorrect color indexed texture from Federelli. I forget to remove it. I actually need to find out which texture file is the wrong one. You can go ahead to delete all the *_ci.bmp files from the hires_texture folder.

talker
February 24th, 2005, 22:22
owh.. my bad then..

arnalion
February 24th, 2005, 22:34
Some things in Zelda got bugged for me with the new textures but here are some pics. Not all my numbers looked right :/

Rice
February 24th, 2005, 23:03
Btw, has anyone paid attention to the Zelda MM lighting problem fix? Zelda MM has lighting problem from the beginning of N64 emulation. In the game, the scene lighting was wrong and the polygons flash randomly. The problem is fixed now. To see the new lighting effects, pay attention closely to the dark areas near torches or shining objects (in the night).

Trotterwatch
February 24th, 2005, 23:10
Think I've managed to fix my problem now, removed everything N64 related from my comp + reg entries then installed it all again. Textures now get dumped fine.

minkster
February 24th, 2005, 23:25
I'm going to try that too to see if I can get any games working with textures correctly.

Orkin
February 24th, 2005, 23:30
Btw, has anyone paid attention to the Zelda MM lighting problem fix? Zelda MM has lighting problem from the beginning of N64 emulation. In the game, the scene lighting was wrong and the polygons flash randomly. The problem is fixed now. To see the new lighting effects, pay attention closely to the dark areas near torches or shining objects (in the night).

I haven't had a chance to try it yet (I'm at work), but I'm very interested...I've spent hours working on this problem without any results.

Congrats on figuring it out, you're a much better reverse-engineer than I, Rice!

Rice
February 24th, 2005, 23:38
Orkin, thanks.

Zelda MM uses both directional lighting and point lighting. You need to figure out which one is point lighting, and to find out how to do it.

clockwise75
February 25th, 2005, 00:27
Ganbare Goemon 2 - Deorudero Douchuu Obake Tenkomori (J) [!]
and Goemon's Great Adventure (U) [!] got bugged on v 6.10

Messed-up Konami Logo on start-up and etc.......

clockwise75
February 25th, 2005, 00:40
and Also regarding on Frame Buffer Effect, before all the effects just Blacked-out, and now I get picture like this (also extreamly slow 7-8 fps)...Is this something to do with my Geforc 4 MX "PCI" card ?


thanks always.....

Trotterwatch
February 25th, 2005, 00:49
For the messed up logo; start the game - then go to the plugin options, current game options and enable Alternate Texture Size calculation.

PsyMan
February 25th, 2005, 01:32
Something seems strange with this release... While using directX with the latest official Nvidia drivers (66.93) I can *succesfuly* use the "high end" combiner (it acts somehow like the limited stage 3 combiner) but with all of the combiners most of the framebuffer effects are missing (ie: Menu Background and the notebook in LOZ: MM) except when using the "write back every frame" option. Strange...
As a side note, Yoshi's story is still slow (I can't even remember the version that worked fine with it) :(
The HiRez Texture Loader is a great addition so every possible problem seems like a detail. Great work Rice :)

CF2
February 25th, 2005, 02:55
Banjo-Tooie doesn't like this new plugin. All of the characters are invisible (Banjo, enemies) in D3D and OGL.

dragon_rider
February 25th, 2005, 03:00
Lemme say a few things about this plugin...it's awesome! Way to go, Rice!

clockwise75
February 25th, 2005, 03:31
Thanks for the tip Trotterwatch ,It solves Messed-up logo problem...

In this version ,Most of the color combiner problems are gone with limited stage,TNT combiner ,but still old combiner problem: the game "Dual Heroes" The ring rope (?) is just white instead of transparent...in case you don't know...

ScottJC
February 25th, 2005, 07:27
in the plugin settings "Basic Framebuffer" is set as the n64 frame buffer, unfortunatly for me that means 10fps. i had to set it to none to get good fps.. [Majora's Mask]

roxoxx
February 25th, 2005, 09:37
Well, have you seen the screenshots posted before?
These are an interesting example of inutility of change texture option who destroy a game soul!
when i see THE masterpiece Zelda with these ridicule textures, i think that maybe we have reached the end of emulation spirit and we have reached a circus-dimension where everyone can destroy a game, every game, and re-construct-it without respect for the game in-self and crew who made-it.

PS: sorry for my english; if i can talk in my native language, i say more bad words about this.

ray16
February 25th, 2005, 09:51
Well, have you seen the screenshots posted before?
These are an interesting example of inutility of change texture option who destroy a game soul!
when i see THE masterpiece Zelda with these ridicule textures, i think that maybe we have reached the end of emulation spirit and we have reached a circus-dimension where everyone can destroy a game, every game, and re-construct-it without respect for the game in-self and crew who made-it.

PS: sorry for my english; if i can talk in my native language, i say more bad words about this.

What's wrong with updating a games graphics? If anything at all it shows how much people love a game, enough to spend time that could be used for much more prductive things on making higher resolution textures for a classic.

If I was a game developer or an artist and I saw somebody updated some of my old work to look better I'd be happy.

roxoxx
February 25th, 2005, 10:03
if i was an artist i had the maximum respect for masterpieces!
for example, you would be able to change bible's ending or chapters?
you would be able to add something to paintings (eg: clothes to Michelangelo's Giudizio Universale??).
Sorry but i don't agree!

Trotterwatch
February 25th, 2005, 10:23
If you don't agree, just don't use it ffs. NO ONE IS FORCING YOU TO USE IT.

Doomulation
February 25th, 2005, 10:28
for example, you would be able to change bible's ending or chapters?
Oh please... that is a bad comparison. For the whole issue, let people do as they will. YOU, on the other hand, do not need to use it. So don't. That's alright for you, isn't it?

roxoxx
February 25th, 2005, 10:39
Yes but i think that i can say my opinion about... or this thread is only for people who agree with this?
if yes, then write that is ONLY for who is agree and there is no space for people who don't think so. Beautiful example of "american-style" democracy...

Trotterwatch
February 25th, 2005, 10:46
No, but whinging constantly about something is frowned upon. If you don't like it, move along and just don't use the plugin. No harm done, no one is going to break into your house in Italy and put it on your computer.

This is an internet forum that uses it's own set of rules - it doesn't have to abide to a true democracy if it doesn't wish to.

Now please from now on stop polluting this thread with off topic nonsense.

SWAT_Marc
February 25th, 2005, 12:24
roxoxx, the thing is, if you were to uses glasses because you don't see things clear enough, would you use them or would you prefer to remain half-blinded? With this new plugin we (Rice and the ones who made some hi-res textures) tried to keep the feeling of the original game but updating it to today's resolutions.

roxoxx
February 25th, 2005, 13:13
But this in not real e-mulating (reproduce perfectly as possible an old game) but re-programming a game!
i think that a game with new textures with different colours, different themes,
different feeling change non the general game-feeling but change the game in it-self.
It is like to see a picture in a photography and say that is the same thing or that is better than see it with your own eyes on a museum!
Today we want texture-changements, tomorrow sound-changements (Mario 64 with Marylin Manson BGM?? AAArgh!), and then what we will want to change?

PS: this is my opinion and i don't want to impose it to anyone; i want only that we think that maybe we go to a derivative emulation which maybe is not a real e-mulation but e-mutation.

Off course, sorry for my bad english...

olivieryuyu
February 25th, 2005, 13:27
Roxoxx:

well it's just an option for people that want to play with other gfx, it's something like a mod. You don't want to play with new gfx, so don't play with those new gfx. But if somebody else want to play with new gfx, why not ?

I'm not fond of modding n64 games too but well i leave alone people that have fun with it. So stop polluating this thread.

ScottJC
February 25th, 2005, 14:47
roxoxx, the textures will only look high res if they are in your plugins folder... do not put them there and you will see the original ones, which then you are happy.

Nobody cares what a closed-minded person thinks, stop right now before you make an idiot of yourself.

Johann
February 25th, 2005, 17:46
Also look at the translation possibilities... No more Sprite Viewer! :happy:

Sirmatto
February 25th, 2005, 18:09
Well, have you seen the screenshots posted before?
These are an interesting example of inutility of change texture option who destroy a game soul!
when i see THE masterpiece Zelda with these ridicule textures, i think that maybe we have reached the end of emulation spirit and we have reached a circus-dimension where everyone can destroy a game, every game, and re-construct-it without respect for the game in-self and crew who made-it.

PS: sorry for my english; if i can talk in my native language, i say more bad words about this.
Basically, I think, had Nintendo had the technology at the time, Zelda would have looked like this (or better), especially since it was supposed to be a realistic game at the time...but I can't say the same for Mario. It's like George Lucas's philosophy on his Star Wars babies and other films, sure he may be totally tinkering with and changing the film, but had he been able to at the time, his movies would have looked the way they do today. So as people have been saying, you can either accept it and go with it or deny it and stick with the old. Neither way is wrong and noone is forcing you to do either, so let people enjoy making games prettier, and if you don't like it noone is going to hate you.

DarthDazDC
February 25th, 2005, 18:46
I;ve been playing the plugin with OOT, and i have to say it looks amazing full screen. :D very gr8 job guys. Now if someone would only redo the textures for goldeneye or perfect dark... :D

Nasorean
February 25th, 2005, 19:22
lets forget about the many artisitc heresies possible here and focus on the opportunities this feature provides us with.

not only are we allowed the option to enhance games, but to alter them with a whole new look. games like turok can get real world textures to enhance the mayan ruin settings. conker can be cell shaded properly. joanna dark can turn from a plain jane to an "eff-able" hottie, also as demonstrated w bush-link earlier, face mapping can become a reality.

this feature opens more artisitic potential than any other emulation feature has in the past, all the while we also get to play our 64 games as close to the intended way as possible.

Federelli
February 25th, 2005, 20:12
Oh evereyone, i'll release an updated pack using all .png and all in one textures, just be patient. I wan't expecting Rice to release the textures I made :P.

Anyway, expect an updated pack anytime soon. Sorry for the corrupted indexed color textures, after all this all wasn't meant for a release. :).

QuickPaw
February 25th, 2005, 20:50
Making a new thread...possibly making it a sticky, would make it easier for ppl to find the hi-rez packs. :happy:

Also, I do understand that some people will be upset about this new feature, but when it comes to comparing it to changing the Bible, or Star Wars films, or whatever, we still have the option to choose. You can either play with or without hi-rez packs with the same plugin.

I personally love the idea. It brings new life into the games, and from what I've seen so far with Zelda, has the potential to make N64 games look absolutely beautiful. I'd also like to add my own things to the games just for kicks. But for those who grind their teeth at the thought have to remember that you can turn it off at anytime.

As long as I can still play the original game...unaltered, I have no objections.

Seriously :homestar:

-Shadow-
February 25th, 2005, 20:55
The Plugin doesn't dump any Textures for me and the graphics are very glitchy, I don't think it's supposed to look like this, any suggestions?

/edit: The debugger shows pages of "exception in decompression" and "Cannot lock texture" errors.

F-3582
February 25th, 2005, 21:26
It might only work with the US version. I guess that they changed a bit more than just the language stuff.

JinXD
February 25th, 2005, 21:54
I get the same thing when texture dumping is enabled, both US and EUR versions.....

QuickPaw
February 25th, 2005, 22:13
The first 2 are from Shadows of the Empire (U) v1.2! w/hirez off.
The last is Super Smash Bros (U)! w/hirez off.

It's obvious to see the probs with Shadows, and SSB has a weird problem with the platforms and the 2D backgrounds "tilting". :P

Besides that, everything else runs pretty good.

Federelli
February 25th, 2005, 23:35
Trust me that you will get nothing else than higher resolution versions of the original things, nothing will be changed, not a single color will stop being used from the old textures :).

Hal
February 25th, 2005, 23:56
Need help with the zelda hi res package. When I try to get winrar to unzip the package, I recieve a crc error message and it says the files are corrupt

DarthDazDC
February 25th, 2005, 23:59
download the file again, should work.

loopsider
February 26th, 2005, 01:16
Well, have you seen the screenshots posted before?
These are an interesting example of inutility of change texture option who destroy a game soul!
when i see THE masterpiece Zelda with these ridicule textures, i think that maybe we have reached the end of emulation spirit and we have reached a circus-dimension where everyone can destroy a game, every game, and re-construct-it without respect for the game in-self and crew who made-it.

PS: sorry for my english; if i can talk in my native language, i say more bad words about this.

You sound worse than an extremist moral-vegetarian. You sound like the kind that would bomb research facilities because they used rats.
Destroy a game's graphics without respect for the game?
Now were going to have ROM rights activists running around and putting viruses in the texture packs. great. :happy:.
Tinkering with these textures has given me hours of fun. Dont spoil the fun of it.
This is a great progress in emulation, to get into compressed textures of the game and manipulate them.

MorpheusEternal
February 26th, 2005, 08:32
Has anyone noticed that Rice's new plugin also fixed the menu screens in HotWheels Turbo Racing!!!!!

Great work!

<edit> And I've just noticed that screenshot of Shadow's texture problem - Saria NUDE!! LOL, hahahahaha..... sorry.. tired...

mongo51983
February 26th, 2005, 10:05
I noticed that Mario Kart 64 Glitched for me, I'm running it at 1024x768, using the 2x enhancement smooth, wasn't sure if it's the plugin settings, but I know I used to run it with the previous version. Anyone else have this problem with this game?

olivieryuyu
February 26th, 2005, 15:13
Btw, has anyone paid attention to the Zelda MM lighting problem fix? Zelda MM has lighting problem from the beginning of N64 emulation. In the game, the scene lighting was wrong and the polygons flash randomly. The problem is fixed now. To see the new lighting effects, pay attention closely to the dark areas near torches or shining objects (in the night).

yes i can see it :)

xdaniel_FWB
February 26th, 2005, 15:37
First of all, great job Rice and the texture makers! (...which sounds like a bad movie title or something...) The plugin itself works much better for me now and the support for hires textures is impressive and impressive also goes to the already made new textures themself.

As for OoT's PAL version and the hires textures... the game work perfectly here, with or without them. No messed up Saria etc (see attachment).

secretemu
February 26th, 2005, 15:50
can anyone here help me anywhere i ask about creating emulators i am given loads of documentations when really all i want is to know how to use this info to create emus. please help

Spacy
February 26th, 2005, 15:57
Nice Feature :)
I tried it already for Super Mario 64's Castle Textures, but it's hard to find High-Res Textures on the Net. How did you optimize that Zelda textures? Di you remake it or did you just use a good graphics editor?

One thing I noticed:
The folders where the texture dump's should go have to be already created (not the game directory but the "texture_dump" directory).

ScottJC
February 26th, 2005, 16:20
Rice, in Majora's mask, I cannot see the title screen, you know the bit with the Mask flying in and the Zelda logo. it is totally Blank.

I also couldn't see that part where you are just about to enter the Clocktower after becoming a deku, with the swirl effect and all.. that is also blank.

However the lighting is good.

-Shadow-
February 26th, 2005, 19:02
As for OoT's PAL version and the hires textures... the game work perfectly here, with or without them. No messed up Saria etc (see attachment).

The Hi-res textures are working normally for me, too. It's the texture dumping that does not work ;)

@ScottJC: Put the render-to-texture options on, then the title screen is visible, however, the Motion Blur effect is slow as hell,

CLSugarman
February 26th, 2005, 20:47
What's wrong with updating a games graphics? If anything at all it shows how much people love a game, enough to spend time that could be used for much more prductive things on making higher resolution textures for a classic.

If I was a game developer or an artist and I saw somebody updated some of my old work to look better I'd be happy.


Unfortunately, not all game developers see things that way...Tecmo vs Ninjahacker.net anybody?

http://www.theregister.co.uk/2005/02/10/tecmo_sues_xbox_game_hackers/

But I don't think Nintendo is that stupid...but then again...there was that suicidegirls.com incident over IP use.

cloudscapes
February 27th, 2005, 00:20
But I don't think Nintendo is that stupid...but then again...there was that suicidegirls.com incident over IP use.

That got me thinking just now, especially since I'm in the process of upgrading most environment textures in SM64.

I think the Tecmo thing was mostly because the mods that were being done were often of pornographic nature. No company wan't to be associated with that. Same for Nintendo and SG, SG is porn afterall, with the word "suicide" even. Not a good image for "respectable" companies.

I wonder if they would even bother if we are to only do harmless texture upgrades of non-pornographic nature? :P

ggab
February 27th, 2005, 01:29
>>>> Super release Rice! <<<<
The HiRez Texture Loader is excellent, great work ;)



Could anyone tell me if this capture is OK with Rice and/or Glide64? (and, Is this the "right/correct" scene lighting effect sshot?)


PD: i'd like to have a savegame (.FLA file) of this game (i've never played it....because i didn't finish the OOT yet :D )

jeffkong
February 27th, 2005, 01:56
Excellent work Rice!

but could you make plugin configuration window remember the last chosen tab?

it would make finding and turning on and off the hi-res option much quicker.

gandalf
February 27th, 2005, 02:34
this is strange, when i put an modified texture (for super mario 64) i get an "expetion in DList (debuger) and the texture don´t appear.
Whats wrong?

Cyberblade
February 27th, 2005, 03:58
Can somebody help me get this to work? I have tried asking a friend of mine who goes here, and have re-read the directions, over and over again, but I still cannot get this plugin to dump the textures in the folder. At first I thought perhaps it can't create the folder for the textures, so I went in and created it, but still nothing. I have the dump texture option box checked, and have tried running the game with it checked to no avail. Can anybody get this plugin to at least dump the textures? At the moment thats all I really care about, I'm not even worried yet about loading them back in. Thanks in advance for any amount of help I get.

-Shadow-
February 27th, 2005, 09:48
Could anyone tell me if this capture is OK with Rice and/or Glide64? (and, Is this the "right/correct" scene lighting effect sshot?)

ggab, use the option "near plane z hack" to make the flashing heart in the HUD visible ;)

I dunno about the flames, though. But i can definately say that there's the corona around the torch's flame missing in the Rice OGL capture.

cloudscapes
February 27th, 2005, 14:34
Can somebody help me get this to work? I have tried asking a friend of mine who goes here, and have re-read the directions, over and over again, but I still cannot get this plugin to dump the textures in the folder. At first I thought perhaps it can't create the folder for the textures, so I went in and created it, but still nothing. I have the dump texture option box checked, and have tried running the game with it checked to no avail. Can anybody get this plugin to at least dump the textures? At the moment thats all I really care about, I'm not even worried yet about loading them back in. Thanks in advance for any amount of help I get.

I had the same problem. I used the debug version and based on its log I easily found out that it could not create the folders. Although you already said you created them, I suggest you use the debug version to see exactly where it's going wrong.

Cyberblade
February 27th, 2005, 20:22
I had the same problem. I used the debug version and based on its log I easily found out that it could not create the folders. Although you already said you created them, I suggest you use the debug version to see exactly where it's going wrong.

Pardon my newbieness to this whole thing, but where can I find this debug version, and how can I find out whats going wrong in it? I'm not much on coding really, so I couldn't fix it, the main reason I want to use it is just because I want to give some N64 games a personal touch.

cloudscapes
February 27th, 2005, 20:43
Pardon my newbieness to this whole thing, but where can I find this debug version, and how can I find out whats going wrong in it? I'm not much on coding really, so I couldn't fix it, the main reason I want to use it is just because I want to give some N64 games a personal touch.

No problem. :) You can find the debug version in the "Rice Video 6.1.0b - HiRez Texture Loader" on the main 1964 forum. I think it's in Rice's second or third post in that thread. And no programming skills necissary, when running the debug version, you get a window which shows a log of every step the plugin goes through. If you get an error like "Error: could not create folder" or whatnot, then it'll at least give you a good clue.

Cyberblade
February 27th, 2005, 21:28
Thanks for all the help. apparently it was a small typo in my folder names...god all this trouble for something so small. :blush: I feel stupid now. Thanks alot, now I can begin modifying all this stuff. So much from just the first 5 seconds of the title.

BluesTS
February 27th, 2005, 21:44
This is a great plugin

I'm currently working on Conker. Check out his jacket.

Dysprosium
February 27th, 2005, 23:01
This is a great plugin

I'm currently working on Conker. Check out his jacket.

How did you edit his jacket? All the textures are locked.. please tell, I'm needing this help. :\

Cyberblade
February 27th, 2005, 23:12
Could you possibly modify this to not make all those blank textures, and perhaps to take texture groups, like the logo from OOT and put them together? It'd make modifying these textures soooooo much easier. For some odd reason or another I have 2700 textures for Starfox, yet only 588 for OOT, which just seems odd, until I look at 1000 or so blank textures in Starfox. I've started working on a more cartoonish Mario 64, which is going well, but it's become more of a chore just finding the textures to modify, rather then the fun it could be if I could just see the one I want to see.

Trotterwatch
February 27th, 2005, 23:16
Cyberblade, you could just arrange all by size and then delete the groups of blank textures? Also the largest textures in size would most likely be the ones you wanted to work with.

dwk3
February 28th, 2005, 00:52
I have noticed that in a couple games the video usage will max out in certain points and slow down, all other times it runs at full speed. Here are the games I noticed it in:

In The Legend of Zelda - Majora's Mask, during the intro when the mask spins from the distance forward.

In Conker's Bad Fur Day, when things go blurry.

Has anybody else come across this or found a setting that fixes it? I tried a few settings changes, but had no luck. I am using the latest versions of 1964 and Rice’s video plugin.

Thanks,
Don

knowitman
February 28th, 2005, 03:10
What are your computer specs? If you are on the low end of the requirements you can run some games fine, but when they start using special effects like blur it takes more processing power.

dwk3
February 28th, 2005, 04:21
Here's my specs:

OS: WinXP Pro
CPU: P4 3 GHz
Video: GeForce FX 5200
Sound: Intigrated
Memory: 1 GB
Controller: Adaptoid

I use DirectX, it has always seemed to work better for me. I noticed the intro slowdown does not happen in Majora's Mask when I use OpenGL. But, when I use OpenGL with Conker, the whole game is much slower. I think it is a blur effect that is majorly slowing things down.

knowitman
February 28th, 2005, 04:37
Try a lower resolution like 640x480, direct x mode, and turn any texture filters off.

Hey Rice I have a suggestion for the next release of this plugin.

Since there may be multiple packs made for games I think it could be possible to impliment this in your plugin. Like in the internal game name folder have another folder with the name of your pack.

ex. hi_res texture\SUPER MARIO 64\knowitmans texture pack\

Then in the hi_res\SUPER MARIO 64\

You could have a file just called knowitmans texture pack

or possibly a ini file set up with something like

*pack name*
*folder*

Then if you have load hi res textures enabled and the plugin finds the different texture packs it will prompt which one you want to load. It could even store your favorite pack for each game. If you then wanted to change you could tell the plugin to prompt you again.

isten3
February 28th, 2005, 15:06
Guys, Anybody may help me? I cannot even dump any images, i am turned on dump textures in plugin but it says me cannot create folder. Why it is? I am not noob but its strange for me.

cloudscapes
February 28th, 2005, 15:16
Guys, Anybody may help me? I cannot even dump any images, i am turned on dump textures in plugin but it says me cannot create folder. Why it is? I am not noob but its strange for me.

I got the exact same error. So I manually created the right folder name at the right place, and dumping ensued.

isten3
February 28th, 2005, 16:26
Okey i try it now, bu why is that my project64 1.5 with sp1 and special fix, not say that cannot create folder. It just say the startinmg prompt.

isten3
February 28th, 2005, 16:35
Okey, i am created manually the folder dumping is working now! But i cannot see the debug texts in the debugging window. :/

isten3
February 28th, 2005, 17:58
Hey guys this glitch is a bug of pj 64?

DarthDazDC
February 28th, 2005, 17:59
yeah i've got that glitch too, anyone else??

ryanraab
February 28th, 2005, 18:02
me too! in 1964

Rice
February 28th, 2005, 18:04
It is not a glitch. It is a frame buffer effect. You need to select current options to enable it.

isten3, you should use ALT-PrintScreen key combination instead of just the PrintScreen key when you take a screen shot. And why not just take a screen shot from the emulator?

Dysprosium
February 28th, 2005, 19:57
Any ideas on about the Conker texture being locked, though? I just can't figure it out..

As well, Rice, in Conker I cannot see through the Bazooka's lock on. It's just black, minus the aim. Same goes for the Matrix mode too, except that's just a lot of different colours. I've tried a lot of different settings to no prevail. :\

isten3
February 28th, 2005, 21:25
Sorry rice for the big shot! But thx for alt + print screen button! :D Ok i try the frame buffer thing!

isten3
February 28th, 2005, 21:26
But why my project 64 dont writeing the debugging window texts?

Burnpro
February 28th, 2005, 21:45
hey Rice, can you please fix some paper mario bugs ?, like the black sprites, and ramdon flickers in game.
seems like they are still present in this version of your video plugin.

96SL2er
March 1st, 2005, 00:29
When I downloaded Rice's newest plugin, it works great on 1964!! However, the plugin seems to LAG a lot when I use it with Project64, and I need Project64 to play some games that 1964 don't seem to play as well.

Does anybody have any ideas why Rice's plugin lags with project64?

Thanks
-Chad

dragon_rider
March 1st, 2005, 01:25
Sometimes, this happens to me in alot of games (Konami games seem to be most effected by it. WTC!? Oh, yeah, there's no way to synchronize the refresh rate neither with OpenGL or Direct X API. There is tearing in the graphics. I tried to force vsync, but it doesn't work to well. Ever considered adding a Triple Buffering feature?

dwk3
March 1st, 2005, 04:42
I compared v6.0.0c to v6.1.0b and noticed that the slowdowns I mentioned earlier (In The Legend of Zelda - Majora's Mask, during the intro when the mask spins from the distance forward and In Conker's Bad Fur Day, when things go blurry) do not exist in v6.0.0.c. Although the blurry part in Conker just shows garbage in v6.0.0.c. I’d guess a new blur effect might be the cause of this in v6.1.0b

Also, I noticed some priority and transparency problems with graphics in v6.1.0b that look fine in v6.0.0c; in Conker, the chainsaw smoke during the intro being behind versus in front of the “N” and the fence transparency in the first level.

And in the first level on Conker, the camera view is wild and unsteady with v6.1.0b and fine with v6.0.0c.

ScottJC
March 1st, 2005, 08:42
Turn basic framebuffer off in Majora's mask.

-Shadow-
March 1st, 2005, 13:38
And don't forget to set "render to texture" to "hide r-t-t effects", because the objects behind the motion blur effect (the logo and the Mask) are still visible, then.

heyhey
March 1st, 2005, 14:59
rice, first of all thanks for your work and keeping n64 alive.

now, hopefully i have saved you a headache here :P i have found that in super mario 64 if you enable dump textures and the path to where they should go doesn't exist, that's when the textures in the game start crapping themselves, as in minkster's screenshot. if you stop the emulation, manually create the folder(s) needed, and restart the game, texture dumping works great and everything appears as it should. so the easy fix is creating the needed folders for the user. :bouncy:

talker
March 2nd, 2005, 17:15
Well, hi again. Iv'e done some playing thru Zelda OoT.. And i'm wondring if the game shoud be like this "see picture".
It's at the place when you've groun up and have done the tempels, and have newly come to Tempel of Time and meeting Zelda.

Cheers,

Ps.. I'm playing at my laptop.. don't remember the system specs, but it's higher then my other computer.

mongo51983
March 2nd, 2005, 20:36
Will anyone help me with my Mario Kart 64 problem? It's running choppy and I've only seen this with the new version. Any suggestions on how to fix it?

Clements
March 2nd, 2005, 21:20
Well, hi again. Iv'e done some playing thru Zelda OoT.. And i'm wondring if the game shoud be like this "see picture".
It's at the place when you've groun up and have done the tempels, and have newly come to Tempel of Time and meeting Zelda.

Cheers,

Ps.. I'm playing at my laptop.. don't remember the system specs, but it's higher then my other computer.

Totally normal. ;)

zsnes9x2001
March 3rd, 2005, 05:58
First up Thanks for the great work and dedication in still working in your Plugin.
Its a huge step in the right direction.
Just one thing.

I dont know if its my setup or what, but with regards to Mario Tennis.
I use your default .INI file
After load Mario Tennis I go configure gfx plugin / current game option.
Then change "N64 Frame Buffer = with emulator"
and "Rendering to texture = Hide render-to-texture effects"

Everything else is how you make default in .ini
This take out some GFX, but make game a lot more playable and better on my system, and maybe help you. Anyway, Great job again and lot of options to play with now.
Thanks :bouncy:

Kid A
March 4th, 2005, 01:24
just playing arround :P Textures from Super Mario World.

PsyMan
March 4th, 2005, 03:49
Now Mario 64 looks like Wind Waker :D

Canto
March 4th, 2005, 06:00
i just "installed" the new Rice plugin on my porject64 for WWF No Mercy, Ive never installed a plugin before so i might have messed up, but this is what it looks like when i use Rice Plugin, help would be great:

Hexidecimal
March 4th, 2005, 06:10
Very Cool Kid A!

Rice
March 4th, 2005, 06:33
i just "installed" the new Rice plugin on my porject64 for WWF No Mercy, Ive never installed a plugin before so i might have messed up, but this is what it looks like when i use Rice Plugin, help would be great:

If you do have a fairly good video card, you can try to select different color combiner modes to see if it helps. It looks like that your video card is below the minimal requirement for this game.

If other plugins or older plugins work for you, then try them, too.

h3h3
March 4th, 2005, 14:27
ohh I like that look too@kid a
:-))
u should release it when done

Kid A
March 4th, 2005, 20:40
Another shot. Super mario world texture. :happy:

Poobah
March 5th, 2005, 00:03
Well done. You should start making your own full texture pack.

dwk3
March 5th, 2005, 03:02
Has anyone found settings that make the intro to Jet Force Gemini show correctly, both DirectX and OpenGL have different problems? DriectX has a gray boarder and OpenGl seems to have some sort of priority problem.

Poobah
March 5th, 2005, 03:56
Did you try Jabo's plugin? It looks almost like the real thing only for a few missing effects.

Dejital
March 5th, 2005, 04:02
I can't get the textures to dump. Are there any combinations of things I should select?
And yes, I did check "Dump textures to a file" or whatever.

Edit: Scratch that. I made the folder ahead of time and it worked.

new_profile
March 5th, 2005, 21:45
Hi all,
I would thank rice for this great plugin. It's nice to play again Zelda :)
However, I've noticed a gliche on the submenu of Zelda (look at the shield and link's head).
I've tried all frame buffer effect without result.

I have a P4@1.5MHz and an FX5200 using DX9 and the latest forceware from NVidia.

Thank you very much.

Dejital
March 5th, 2005, 22:28
At least you're lucky enough to get Link to show up.
Check mine out.

Kid A
March 5th, 2005, 23:11
Yoshi´s Island sky :P

Other Guy
March 6th, 2005, 00:37
Take a look at Ogre Battle 64 dirt text and characters don't appear with PJ64.

Poobah
March 6th, 2005, 08:04
Is there any chance that the renderer (DirectX/OpenGL) could be a 'current game' option?

John Doe
March 7th, 2005, 00:45
Does anyone know, how to get rid of those graphic glitches? I tried different settings and graphic drivers - always the same :( .

I always had those probs with Rice's Video Plugin - but only under DirectX. But since version 5.9.9 it's always there: under DirectX & OpenGL. Other video plugins (DirectX & OpenGL) don't show such glitches - but no other has the ability to load hires textures... and that's a pro i don't want to miss :) .
So... does anyone know how to solve it?

xSpRiGGaNx
March 7th, 2005, 02:23
Um, i don't know if this has been answered before.....but has the issues with Gauntlet legends been solved yet?

cos when i played it using 5.99 it was a hell of a lot better than on 5.6 but still had serious problems.

Oh and Rice, i though you left the plugin scene. (im not complaining)

knowitman
March 7th, 2005, 04:59
Hey rice. I don't know if this would cause problems, but would it be possible to tell teh plugin to only dump like the *_all version or the *_rgb and *_a versions of the textures. I don't really like having 3 versions of the same texture. It seems to clutter up my folder.

Rice
March 7th, 2005, 06:28
I cannot figure out why such a thing bothers, but I guess it won't be much a trouble for you to run the DOS prompt, change to the folder and enter

delete *_rgb.*
delete *_a.*

or if you don't want *_all files, then hit.

delete *_all.*

Kid A
March 7th, 2005, 19:36
Some Mario64 "Cel Shading Style" :P

Poobah
March 7th, 2005, 21:35
Hey, that looks pretty good!

Dejital
March 7th, 2005, 22:16
Yeah, that is pretty cool!

knowitman
March 8th, 2005, 02:25
I cannot figure out why such a thing bothers, but I guess it won't be much a trouble for you to run the DOS prompt, change to the folder and enter

delete *_rgb.*
delete *_a.*

or if you don't want *_all files, then hit.

delete *_all.*

Thanks for the info. I haven't used dos in a long time and either didn't know or forgot about that command.

Federelli
March 8th, 2005, 02:51
Or oyu can use a windows search for "all" in the desired folder, then dump the rest.

ggab
March 8th, 2005, 04:41
when Rice OGL was running in ogl1.1 or 1.2/1.3 or 1.4 (mario64, zeldaOOT, etc) with lastest mesaFX ICD (opengl32.dll) in a voodoo4, i get this list of loaded extensions LOG:

>>> asked for (wglGetExtensionsStringARB)
>>> asked for (wglSwapIntervalEXT)
>>> asked for (glMultiTexCoord1dARB)
>>> asked for (glMultiTexCoord1dvARB)
>>> asked for (glMultiTexCoord1fARB)
>>> asked for (glMultiTexCoord1fvARB)
>>> asked for (glMultiTexCoord1iARB)
>>> asked for (glMultiTexCoord1ivARB)
>>> asked for (glMultiTexCoord1sARB)
>>> asked for (glMultiTexCoord1svARB)
>>> asked for (glMultiTexCoord2dARB)
>>> asked for (glMultiTexCoord2dvARB)
>>> asked for (glMultiTexCoord2fARB)
>>> asked for (glMultiTexCoord2fvARB)
>>> asked for (glMultiTexCoord2iARB)
>>> asked for (glMultiTexCoord2ivARB)
>>> asked for (glMultiTexCoord2sARB)
>>> asked for (glMultiTexCoord2svARB)
>>> asked for (glMultiTexCoord3dARB)
>>> asked for (glMultiTexCoord3dvARB)
>>> asked for (glMultiTexCoord3fARB)
>>> asked for (glMultiTexCoord3fvARB)
>>> asked for (glMultiTexCoord3iARB)
>>> asked for (glMultiTexCoord3ivARB)
>>> asked for (glMultiTexCoord3sARB)
>>> asked for (glMultiTexCoord3svARB)
>>> asked for (glMultiTexCoord4dARB)
>>> asked for (glMultiTexCoord4dvARB)
>>> asked for (glMultiTexCoord4fARB)
>>> asked for (glMultiTexCoord4fvARB)
>>> asked for (glMultiTexCoord4iARB)
>>> asked for (glMultiTexCoord4ivARB)
>>> asked for (glMultiTexCoord4sARB)
>>> asked for (glMultiTexCoord4svARB)
>>> asked for (glActiveTextureARB)
>>> asked for (glClientActiveTextureARB)
>>> asked for (glSecondaryColor3bEXT)
>>> asked for (glSecondaryColor3bvEXT)
>>> asked for (glSecondaryColor3dEXT)
>>> asked for (glSecondaryColor3dvEXT)
>>> asked for (glSecondaryColor3fEXT)
>>> asked for (glSecondaryColor3fvEXT)
>>> asked for (glSecondaryColor3iEXT)
>>> asked for (glSecondaryColor3ivEXT)
>>> asked for (glSecondaryColor3sEXT)
>>> asked for (glSecondaryColor3svEXT)
>>> asked for (glSecondaryColor3ubEXT)
>>> asked for (glSecondaryColor3ubvEXT)
>>> asked for (glSecondaryColor3uiEXT)
>>> asked for (glSecondaryColor3uivEXT)
>>> asked for (glSecondaryColor3usEXT)
>>> asked for (glSecondaryColor3usvEXT)
>>> asked for (glSecondaryColorPointerEXT)
>>> asked for (glFogCoorddEXT)
>>> asked for (glFogCoorddvEXT)
>>> asked for (glFogCoordfEXT)
>>> asked for (glFogCoordfvEXT)
>>> asked for (glFogCoordPointerEXT)
>>> asked for (glAreTexturesResidentEXT)
>>> asked for (glBindTextureEXT)
>>> asked for (glDeleteTexturesEXT)
>>> asked for (glGenTexturesEXT)
>>> asked for (glIsTextureEXT)
>>> asked for (glPrioritizeTexturesEXT)
>>> asked for (glCombinerParameterfvNV)
>>> asked for (glCombinerParameterfNV)
>>> asked for (glCombinerParameterivNV)
>>> asked for (glCombinerParameteriNV)
>>> asked for (glCombinerInputNV)
>>> asked for (glCombinerOutputNV)
>>> asked for (glFinalCombinerInputNV)
>>> asked for (glGetCombinerInputParameterfvNV)
>>> asked for (glGetCombinerInputParameterivNV)
>>> asked for (glGetCombinerOutputParameterfvNV)
>>> asked for (glGetCombinerOutputParameterivNV)
>>> asked for (glGetFinalCombinerInputParameterfvNV)
>>> asked for (glGetFinalCombinerInputParameterivNV)
>>> asked for (glBlendColorEXT)
>>> asked for (glCopyTexImage1DEXT)
>>> asked for (glCopyTexImage2DEXT)
>>> asked for (glCopyTexSubImage1DEXT)
>>> asked for (glCopyTexSubImage2DEXT)
>>> asked for (glCopyTexSubImage3DEXT)

(the gfx is not ok with 1.2/1.3 and 1.4 (only with 1.1), but it's an ogl driver issue..)
but my questions are:
Is that list correct/right, does the plugin's ogl mode (for example the 1.1) ask for these extensions??
How many extensions are missed for ogl 1.1 compatible? or, Is there a known extensions list (that the video card's drivers has to support)?

thanks a lot.

Rice
March 8th, 2005, 04:49
I always check all possible ogl extensions supported by the driver and try to use supported extensions. In fact, I call some standard libraries which will try to load all possible extension functions. Of course if an extension is not supported, it won't be used. It should be fine to check them any way even not all extensions will be used.

xSpRiGGaNx
March 9th, 2005, 00:07
Yo Rice, Nice Work!

With regard to the combiner options available with DirectX and OpenGL,
Is it better to manually set the combiner type or leave it at its default?

I have a GeForce FX 5700 which incorporates DirectX 9.0b and OpenGL 1.5.
So would it be preferable (under OGL) to leave it as is or set it to something like 1.4?

And with DX, should i use the pixelshader combiner (my card supports 2.0)?

I only want to know what would be the most stable( as some of the combiner settings have given me errors with some games).

archanox
March 9th, 2005, 00:14
Hi there,
Long time reader, First time poster.
Anywho I love what you have done with the texture dumping feature (alot better than using nemu64 to dump by print screening every texture) and also loading your newly created masterpieces.
But question is how do I dump textures from
WCWvs.NWO:World Tour it cannot create the folder to begin with because of the invalid characters in the foldername.
:

Thanks a bunch guys (especially Rice for making this awesome plugin!)

Trotterwatch
March 9th, 2005, 00:53
Have you tried manually creating the folder?

/Edit - ignore above message, I'm dumb sorry

Federelli
March 9th, 2005, 00:57
Trotter, you can't create a folder with ":", at least not in any way that i know of.

Trotterwatch
March 9th, 2005, 01:03
Right you are Federelli, stupid me forgot that. I suppose you could change the rom name in some way to remove the : ;)

archanox
March 9th, 2005, 01:09
Yeah I tried altering the ':' into a '-' but it still wouldnt dump. I think to get it to work rice might have to tinker with his plugin to get invalid characters ommited or something like that.

John Doe
March 9th, 2005, 02:44
Am i wrong or wasn't there any possibility to change the roms internal name? Maybe it could be a solution till rice fix it with a workaround or something...

Federelli
March 9th, 2005, 02:48
Open a rom with notepad, then find the name, then change it :).

archanox
March 9th, 2005, 03:51
Yeah I already tried changing the name in notepad from WCWvs.NWO:World Tour to WCWvs.NWO-World Tour but it still wouldnt work.

John Doe
March 9th, 2005, 04:44
I don't think you can (or should) use notepad for that - maybe with an hex-editor!? But aren't there any tools for this special case (guess i read about it somewhere)?

Locutus
March 9th, 2005, 05:39
Okay I got a problem... I DLed the ricevideo 6.1.0c and unzipped it to the plugins dircetory... and it caused problems. (See image) So I reinstalled 1964 and the errors were gone. I then reinstalled rv 6.1.0c and errors returned. So I reinstalled 1964 and deleted anything rice from the plugin folder and reinstalled rv 6.1.0c and guess what, errors came back. Also when rv 6.1.0c is installed (and working properly) how can I access it? It doesn't show up in the plugins section under 1964 or PJ64. How do I turn it on? It isn't in the video plugin list at all. Is it ment to be there?

Please help as I know not what I do. :)

-LOC-

PS - as you can see from the pics rv 6.1.0c IS installed to the plugins directory but it isn't on the list! Also, I deleted the rice that came with 1964... as I said earlier cause I thought one was interferring with the other... but now (as you can see in the pic) NO plugin is showing up under the video section. GRR! How can I use rv 6.1.0c!?

2:30 am EDIT: After playing around with options, moving and deleting files for close to 6 hours I finally figured out what to do to fix it. I put the dll file it was looking for in the Windows folder, thus allowing it to be used by all other programs. This seemed to fix all my problems. so yey! :bouncy: It's kinda odd that this happened only after installing the ricevideo 6.1.0c. :plain:

archanox
March 9th, 2005, 05:44
I tried changing the name in a hex editor but when i look at the internal name it is still the same. So it seems there are two names in there. The 'Good Name' and the 'Internal Name'. So if anyone has any ideas on how to change the internal name please give us a yell there is bound to be other games that require this not just this game.

Poobah
March 9th, 2005, 09:22
Rice, is there any chance you could give your plugin the options of Triple Buffering and/or VSync in a similar way to Jabo's plugin?

John Doe
March 9th, 2005, 16:37
@Locutus
Your lost of 6 hours was unnecessary - cause this is the readme.txt say bout your "prob":

7. Using BMGLibPNG to handle PNG files. The include BMGLibPNG.dll file must be placed under your emulator folder, not the plugin folder.

@archanox
It seems it have nothing to do with the internal name of the rom - i tried it with the US and the european version of the game. Both have the same internal name: "WCWvs.NWO:World Tour" - with the EU rom the plugin creates a subfolder in the texture_dump folder named "WCWvs.NWO World Tour"... which it won't do with the US rom. So it's probably some prob with the US version :( !?

Rice
March 9th, 2005, 18:06
For the WCWvs.NWO:World Tour problem, try to use the new 6.1.1 beta 2 version from this thread (http://www.emutalk.net/showthread.php?t=26442). The new version works.

Poobah
March 9th, 2005, 21:29
Did you read my post?

Rice
March 9th, 2005, 21:32
Why do we need triple buffer? I have it before and removed it. Triple buffer didn't do anything good but gave more chances of flickering.

ScottJC
March 9th, 2005, 21:38
Tripple Buffer reduces screen tearing.

Rice
March 9th, 2005, 21:50
Not necessarily true. Double buffer can just do the same. As far as you don't draw to the front buffer, there won't be tearing.

There are situations that some games use triple buffers instead of double buffers. But in general, you don't need to do so. Btw, OPENGL only support double buffer. Another reason I removed triple buffer feature is that opengl does not support it and I want to keep the same buffer usages between DirectX and OpenGL.

Btw, vsync is an old term. It won't give you anything special for N64 emulation. And it has been removed in DirectX 9.

archanox
March 10th, 2005, 09:36
For the WCWvs.NWO:World Tour problem, try to use the new 6.1.1 beta 2 version from this thread (http://www.emutalk.net/showthread.php?t=26442). The new version works.
Thanks for that Rice. It works great!

I Love you man!

archanox
March 10th, 2005, 10:03
Actually Rice I am unable to load the new hi rez textures. I think the path name glitch is at fault again.

goteki
March 10th, 2005, 14:34
Don't know if anyone else has come across this, but when using hi-res textures for Zelda: OoT, Link's shadows are just solid triangles. Is the something do do with the textures in the pack or is it something else? Is there a way to fix it?
<b>Normal</b>
<img src="http://img237.exs.cx/img237/8669/thelegendofzelda14cx.jpg" alt="Image Hosted by ImageShack.us" />

<b>Hi-Res Textures</b>
<img src="http://img226.exs.cx/img226/3991/thelegendofzelda31yr.jpg" alt="Image Hosted by ImageShack.us" />

Anybody else had this issue?

For reference, my system specs are:

OS: Windows XP Professional
CPU: AMD Athlon XP 2400+ 2000Mhz
Video: Sapphire ATi Radeon 9700 Pro 128MB
Memory: 1024MB DDR PC2700

Federelli
March 10th, 2005, 17:13
My texture pack isn't replacing link's shadow, so it shouldn't do that.

Rice
March 10th, 2005, 17:32
Looks like that someone did it, but format to do the alpha channel or the alpha channel file is missing.

_pm_
March 11th, 2005, 21:39
Rice, I'm having problems with Link's shield in Super Smash Bros (first image, dumped with 6.1.1 beta2) and some other textures: When I try to replace the texture with the texture itself or an improved one, either it stretches over the entire surface (6.1.0) or the plugin ignores it completely (6.1.1 betas).

As a comment, other textures with the same problem seem to have in common (when working properly, with no texture replacements) that they are replicated with their mirrored form when applied on the destination surface (second image).
Any ideas? Thanks in advance.

Rice
March 11th, 2005, 23:03
I understand the problem very well. It is caused by the conflicts between the texture mirror replication and the option "Use small textures" which in facts forces to use texture wrap replication. I will see what I can do about it.

Remember that the option "Use small textures" is just a hack, means it works in some cases, and not works in other cases.

archanox
March 12th, 2005, 05:40
Rice how do I load my new textures into WCWvs.NWO:World Tour. I think it is still looking for th 'WCWvs.NWO:World Tour' folder not 'WCWvs.NWO-World Tour' folder.

Rice
March 12th, 2005, 06:03
It works for me.

See the shot, the red cross was added to the original texture and the modified texture works.

Locutus
March 12th, 2005, 17:52
@Locutus
Your lost of 6 hours was unnecessary - cause this is the readme.txt say bout your "prob":

7. Using BMGLibPNG to handle PNG files. The include BMGLibPNG.dll file must be placed under your emulator folder, not the plugin folder.

Okay yeah I overlooked that... but thinks for pointing out my stupidity... if you stick around I'm sure there will be ample opportunity for you to do it again! :happy:

Anyhow, I got a new problem now. It seems that rv 6.1.0c is causing another problem but this time with Star Wars: Episode 1 Pod Racer. (See screen shot.)

Anyone know what’s causing this!? And how to fix it!? It only started happening when I installed rv 6.1.0c…

BTW: GREAT PLUGIN, RICE! :) It helps out most of my games! Except CBFD but I use Jabo for that game.

F-3582
March 12th, 2005, 17:55
Conker? What's your problem with it? I got it to look even better than on Jabo's (reflection stuff, near plane clipping...)

CF2
March 12th, 2005, 18:15
When I use Rice Video with conker, the camera won't stop spinning.

CF2
March 12th, 2005, 18:26
Hmm...this issue is resolved when I use OpenGL.

F-3582
March 12th, 2005, 22:07
When I use Rice Video with conker, the camera won't stop spinning.
Do you have any older versions of that plugin in your folder? Delete them, because 1964 will use them instead, if you don't.

CF2
March 12th, 2005, 22:51
Nope, the only version of Rice in my plugin folder is 6.1.0c.

Rice
March 13th, 2005, 02:33
If you turn off the frame buffer options, you can get rid off the spinning problem.

CF2
March 13th, 2005, 03:02
Thanks, that did the trick.

3x3cUt0r
March 14th, 2005, 04:11
i have a small problem with the ogl renderer, in the opening of Ocarina of Time, the game get really _SLOW_ (~6fps), i tried 6.1.0x and 6.1.1beta2, it works great with DirectX, no drivers problems here, because the problems havent changed with 3 drivers i have tested (now using 76.10), maybe is just a bug, i dunno, can someone check it out?

dwk3
March 15th, 2005, 03:06
I noticed that the latest version of the plugin has a transparency problem with Conker that previous versions did not. It is noticeable in the first level. Has anybody had any luck finding a setting that fixes this?

CF2
March 15th, 2005, 03:41
I noticed that the latest version of the plugin has a transparency problem with Conker that previous versions did not. It is noticeable in the first level. Has anybody had any luck finding a setting that fixes this?
I noticed that too. No luck with settings so far.

Reznor007
March 15th, 2005, 05:53
Not necessarily true. Double buffer can just do the same. As far as you don't draw to the front buffer, there won't be tearing.

There are situations that some games use triple buffers instead of double buffers. But in general, you don't need to do so. Btw, OPENGL only support double buffer. Another reason I removed triple buffer feature is that opengl does not support it and I want to keep the same buffer usages between DirectX and OpenGL.

Btw, vsync is an old term. It won't give you anything special for N64 emulation. And it has been removed in DirectX 9.

This is from ATI's dev site:
"Triple-buffering can minimize buffer dependencies
If the 3D hardware completes rendering to the back-buffer of your double-buffered surface before the front buffer is ready to be flipped to the back, you will incur a wait for the vertical-blanking period for the flip to occur, unless you have a triple-buffered scheme. In this scheme, the third buffer will still be available to be rendered to, and there will be no stall of the pipeline to wait for a rendering surface to be made available."

And OpenGL does support triple buffering. All of the id software games(which are OpenGL) have options for triple buffering.

And vsync has not been removed from DX9. In order to get WHQL video drivers must allow programs to set whether or not they want VSYNC on or not. Without vsync the card would draw the next frame once it is rendered even if the monitor is still drawing the previous frame, this causes tearing. If you have vsync on but no triple buffer support the game frame rate can literally drop in half while the hardware waits for the next screen refresh, however with triple buffer it can be drawing the next frame to que up to be displayed.

Locutus
March 15th, 2005, 08:40
Yeah, um, can I get help with pod racer? I posted the problem a bit back (back on page 11 of this thread) and haven't heard anything. I guess I should be more detailed in my explanation of the problem. B4 I installed rv 6.1.0c ST: E1: PR was running good. But now, after, the racing part is not centered in the window. It only does this with ST: E1: PR and I don't know how to fix it. I tried using other plugins but is seems that while rv 6.1.0c is in my plugin folder even that wont fix it. If I take rv 6.1.0c out of my plugin folder and restart it goes back to normal. Can you all help me out with this? Anyone else have this issue!?

TallgeeseIII
March 15th, 2005, 09:25
i can't get 1964 or project64 to dump the textures at all. i tried deleting ricevideo's registry keys and that didn't work, i've read that some other's here have had this problem and fixed it, can anyone explain what they did? maybe it will work for me.

_pm_
March 15th, 2005, 14:20
i can't get 1964 or project64 to dump the textures at all. i tried deleting ricevideo's registry keys and that didn't work, i've read that some other's here have had this problem and fixed it, can anyone explain what they did? maybe it will work for me.

You may need to manually create the texture_dump folder, in your plugin folder.

zelda_2005
March 16th, 2005, 22:54
when i download rice 6.1.0c i get one non .dll file and if i click on it sais "not a valid windows32 aplication"

zelda_2005
March 16th, 2005, 23:03
am i the only one with this problem :(

Trotterwatch
March 16th, 2005, 23:05
Yes, read the readme that comes with it.

zelda_2005
March 16th, 2005, 23:07
i dont get a readme

ryanraab
March 16th, 2005, 23:16
Then redownload it.

zelda_2005
March 16th, 2005, 23:48
i got rice working but im having probelms

zelda_2005
March 16th, 2005, 23:50
here is a pic

ryanraab
March 17th, 2005, 01:48
Try changing the renderer your using. Like if your using directx try opengl.

F-3582
March 17th, 2005, 18:30
Hey, does this plugin also dump those pre-rendered screens?

TallgeeseIII
March 17th, 2005, 19:30
yep

F-3582
March 19th, 2005, 12:01
Imagine Resident Evil 2 with PSX-like environment :D

Locutus
March 21st, 2005, 19:42
You can get Resident Evil 2 to work with 1964? I can't get it to do anything at all unless I use Project 64 and even then it isn't playable.

And the sound sucks no matter which audio plugin I use.

new_profile
March 21st, 2005, 20:30
Hi,
do anyone tried the lens of truth in OOT. I cannot see through walls (I've tried it the in bottom of the well.

Thank you.

Locutus
March 21st, 2005, 21:46
The Lens of Truth works well for me.

F-3582
March 22nd, 2005, 17:26
I don't even have Resident Evil 2 for N64. It was just a thought o' mine, because the backdrop images look just UGLY!

Trotterwatch
March 22nd, 2005, 20:09
I don't even have Resident Evil 2 for N64. It was just a thought o' mine, because the backdrop images look just UGLY!

Yep you can dump the backdrops whole (did this in 1964):

John Doe
March 23rd, 2005, 18:00
@Rice
Did you know what setting/problem cause those graphic glitches :huh: ?
It was always there with when using DirectX - but under OpenGL all worked fine. But only 'till version 5.9.9 - then i saw it under both: DirectX & OpenGL...
I tried different settings - no change :( . But maybe i missed something :blush: (!?)...

gdp2000
March 23rd, 2005, 19:49
@Rice
Did you know what setting/problem cause those graphic glitches :huh: ?
It was always there with when using DirectX - but under OpenGL all worked fine. But only 'till version 5.9.9 - then i saw it under both: DirectX & OpenGL...
I tried different settings - no change :( . But maybe i missed something :blush: (!?)...

I do have the same glitches on Radeon 9800 Pro.

c ya
gdp2k

John Doe
March 23rd, 2005, 21:32
I allready began to think it's a prob with my GeForce :blink: ...

Here's a screenshot from version 5.6.0 using OpenGL - no glitches at all :crazy: ...

Reznor007
March 24th, 2005, 02:39
I get those glitches also, on my 9600 using Cat 5.3 drivers.

leezer3
March 24th, 2005, 12:41
Another lurker :P
Trying to play Paper Mario in Project 64, latest version of RiceVideo. When I enter Dry-Dry Ruins (The dark bit) I get major slowdowns, in the region of 60==>12FPS. The first-strike scene is also messed up, with major flickering, and slowdown to 3 odd FPS.
Was fine with with the previous version 5.5

-Leezer-

Rice
March 24th, 2005, 14:19
I allready began to think it's a prob with my GeForce :blink: ...

Here's a screenshot from version 5.6.0 using OpenGL - no glitches at all :crazy: ...


JD, thanks to report me the problem. It will be taken care of in the next release.

XxWWE REVxX
March 24th, 2005, 17:01
This plugin is awesome. Fast speed and Great Graphics. I only have 1 problem though. It doesn't dump files. It loads textures but they come out really dodgy and sometimes freezes he game. My graphics card is a TNT2 NVidia RIVA Model64. I have selected Load textures and Dump Textures to files. Nothing dumps. Is there any way to fix this? (I have tried all of your beta plugins and it still isnt working). :plain:

Thanks in advanced. :)

archanox
March 24th, 2005, 22:40
Have you made the 'texture_dump' folder in your plugins yet?

XxWWE REVxX
March 25th, 2005, 01:01
Yes, everything is set up. It works on my laptop, shame it is so f'n slow when playing. My computer is fast so I've been trying to set it up on here.

I checked all the needed options.
Made Folders.
Done everything else.

It loads textures, but they look messed up and sometimes turn see-through.

I don't know where/how it went wrong...

Rice
March 25th, 2005, 01:30
DON'T ENABLE THE DUMP OPTION IN ORDER TO PLAY A GAME.

Don't leave the dump option on when you are playing a game, and don't want to dump textures while you are playing the game.

Don't complain the game play is slow with the dump option is on. The texture dumping mode is not for you to play a game.

Turn it off if you don't need really want to dump textures.

links1000
March 25th, 2005, 10:08
what do youdo to see the puzzle peices in banjokazooie and in banjo tooie?

links1000
March 25th, 2005, 10:08
what do youdo to see the puzzle peices in banjokazooie and in banjo tooie?

links1000
March 25th, 2005, 10:08
what do youdo to see the puzzle peices in banjokazooie and in banjo tooie?

links1000
March 25th, 2005, 10:09
srry for the triple post

MetallicFaction
March 25th, 2005, 13:16
Thanks for the plugin Rice, good work.

Exodia11
March 25th, 2005, 16:17
Just curious is there anyway to includ the direct3D6 mode to be compatible with this ?

like have the hi res textures still and dumping but with direct3D6 compatibility

F-3582
March 25th, 2005, 23:50
In order to see that effect, you have to play around with the Framebuffer Render-To-Texture options. I personally don't use them, because it makes the whole thing horribly slow.

Dunno if Jabo's plugin does that thing faster. Try it.

ScottJC
March 26th, 2005, 14:05
Here's a thought, is it possible to add a hack that makes marios head not go all deformed when you view him at a distance? this little annoyance has plagued me for years :P Funny whenever he stands still in a distance his head returns to normal.

It's like the game substitutes the real mario model for a simpler one in these cases, what about overwriting that simple model with the complex one?

XxWWE REVxX
March 26th, 2005, 21:07
DON'T ENABLE THE DUMP OPTION IN ORDER TO PLAY A GAME.

Don't leave the dump option on when you are playing a game, and don't want to dump textures while you are playing the game.

Don't complain the game play is slow with the dump option is on. The texture dumping mode is not for you to play a game.

Turn it off if you don't need really want to dump textures.

Actually my laptop is so old it always is slow even with the option off. Which is why I'm trying to get it to work on my computer (which is much faster).

Narsos
March 27th, 2005, 00:26
I have a problem with things disappearing with rices plugin. Doesnt matter if im running in 1964 or pj64. Ive tried 6.1.0.c, and 6.1.1 beta 10. I dont know if its just my system or what so was hoping someone could help. Looks like the same problem dragon_rider posted on page 7 but no one responded. Here are some screens of what is happening:

XxWWE REVxX
March 27th, 2005, 15:33
I think I want to make this a bit clearer because I dont think I explained it properly.

I want to dump textures and edit them to work on the emulator game. It works on my laptop but since my laptop is so old and slow, it emulates really slowly which makes it unplayable really. I have tried ways to get it to work on my camputer because it is much faster and games are playable on there (smooth speed). The problem is it can't dump textures even when I turn dump on. I have the folders set up and all the plugin files set up correctly (as it worked on my laptop, my laptop actually dumped and loaded textures). My Computer does try to load textures but it freezes when it finds the texture. When/If it does load the texture is half see-through or invisible. It also seems rotated at an odd angle. I wandered if you knew a fix to this problem or if it is possible to fix it when you make the next plugin version.

On my computer the plugin runs perfectly (Graphics, speed, ect), just I have a dump/load texture problem which I am trying to fix. I hope this makes a bit more sence.

Thanks for any help.

XxWWE REVxX
March 30th, 2005, 21:11
bump

XxWWE REVxX
April 2nd, 2005, 19:04
bump?

Rice
April 2nd, 2005, 19:55
Make sure to use the latest beta.

Tell how you setup the folders, and make sure you have turned on the option.

Also try to use the debugger version, and pay attention what message you get on the debugger trace.

DarthDazDC
April 2nd, 2005, 19:59
when i play zelda with Project 64 1.6, this happens:
this is with the latest beta.

PistolGrip
April 4th, 2005, 06:04
I just had a look at Jabo's new video plugin and noticed he has fixed all Pilotwings issues as seen on the very first map and that I have posted about previously.

In your plugin Rice, and pretty much every other one, the sky isn't done correctly, and the "red bullseye target" changes color to green when you come close to it. Since Pilotwings is one of those early UCODE games I think the fixes you make to it could help a lot of other games too.

snes
April 23rd, 2005, 17:47
@Rice:It would be really cool if you support HD-TV's in your next plugin because I want to connect my PC to my new TV.I think many other people wouls be very happy about that too :bouncy:

The2max
April 24th, 2005, 01:52
Is Rice adding HDTV support necessary? I mean, if you just connect your computer's video output to your HDTV, shouldn't you be seeing the game in High def? I don't understand what the problem is.

snes
April 24th, 2005, 07:55
Yes but I think that the normal resolution that you can change on the Pc is different to the resolution of the HDTV.But I'm not sure

F-3582
April 24th, 2005, 11:12
Didn't HD-TV use 1024x768?

Mireneye
May 1st, 2005, 19:02
I have a small question to ask. I tried changing Links Eyes.... The only thinh I did was taking away the Blue eyes and having only white therein... And it does'nt work at all... Can somebody explain whats wrong and how will I make up for it ?

Cheers!

Shibb
May 2nd, 2005, 01:35
I just had a look at Jabo's new video plugin and noticed he has fixed all Pilotwings issues as seen on the very first map and that I have posted about previously.

In your plugin Rice, and pretty much every other one, the sky isn't done correctly, and the "red bullseye target" changes color to green when you come close to it. Since Pilotwings is one of those early UCODE games I think the fixes you make to it could help a lot of other games too.

that makes sense to me, anyone else thinkg so?

Toast Siege
May 24th, 2005, 06:57
Didn't HD-TV use 1024x768?Nope. HD-TV, as in a widescreen HD-TV, displays both 1280x720 and 1920x1080; though for these purposes you'd probably have to stick with 1280x720...

dragon_rider
May 24th, 2005, 23:28
Woah, someone with the same Rice Video 6.1.1 beta(all) problem as me! It happens to me regardless of any changes I make in the Plugin Config or in the actual GeForce FX 5700 LE control settings. Switching driver versions (old or new) doesn't do jack squat for me. Could someone tell us what the crap's going on? I'd use 1964, but it crashes way too much.

jdsony
May 31st, 2005, 20:08
Rice's plugin already will let you use HDTV resolutions. It depends on your method of hookup, graphic drivers etc. Basically I used DVI-out on my Radeon 9800 Pro and the only resolutions I was getting was 848x480 for widescreen and then the standard 320x240, 640x480,800x600 etc. The same was happening for PC games. The work around for this is to get the software "Powerstrip" and you need the create a custom resolution, save the full list of resolutions to a new monitor driver and install the monitor driver it creates. This allows you to use any of the resolutions in all your programs. For me the best resolution was 1776x1000 because there was no overscan. The other resolution I was using was 1252x648 which was better for more demanding PC games.

The feature I would like to see in Rice's Plugin though is to set aspect ratio to resolution like in Jabo's. That way you can play games in widescreen that don't normally support it. Zelda looks really nice in 1776x1000 with 4xAA and in 16:9. Basically when the aspect ratio is forced it gives you more visible space on each side of the screen so it's really not practical for a lot of games because of how they are designed. Banjo Kazooie you get draw in on the left side of the screen. Smash Brothers has the background image cut off on the sides but the foreground extends into the extra space. Mario Kart has the top right part of the sky missing. Diddy Kong Racing get's stretched still. I think that's about all I have tried so far. Zelda is pretty much perfect I have yet to notice any glitches, the HUD stays in the same location so it doesn't move to the edges of the screen but that's not an issue. I'm sure with texture enhancements I wouldn't be able to use 1776x1000 but it would be fun still.

ldegheest
June 4th, 2005, 22:25
I have this problem with the rice plugin when playing Perfect Dark. It's like the ceiling is comming down sometimes.

...using DirectX in Rice (using glide is giving me the same problem and even more weird thing in Perfect Dark)

I'm using Rice for the HQ textures option.


Any solution would be welcome.

There are two pictures attached. The second is using Jabo's Direct3D8 plugin.

Dysprosium
June 21st, 2005, 15:36
If you turn off the frame buffer options, you can get rid off the spinning problem.

Sorry to post in the topic with this problem so long after you mentioned it, but I've got the problem and disabling the frame buffer didn't help very much.

I've got it in four player mode, yet the second player's screen [Top right] has the camera moving, even with frame buffer disabled. All the rest of the screens work, except this one. :\

Cybertronic
June 22nd, 2005, 20:34
Everyone knows that the picture of link in Legend Of Zelda OOT on the equipment screen is scrambled when using rice, but when I use Jabo's Direct3d8 1.6 it shows up fine, Would this happen to be a hardware issue in how my video card interperts instructions? Because When I play Zelda using rice I use OpenGL, directX dosent work too well for me.

racing299
June 25th, 2005, 17:56
http://img167.echo.cx/img167/281/untitled229qw.jpg

F-3582
June 27th, 2005, 13:33
I cannot see your pic.

Doc
July 25th, 2005, 22:48
I'm having a weird problem. I've downloaded the rice plugin and started downloading texture packs for No mercy with everything working fine. Now I decided i want to make my own textures. I follow the tutorial i foun on how to dump the textures , edit them and then save them as pngs. Afterwards I place them in the hi res / WWF No Mercy folder and load the game to see if the textures work . the textures I made do not work but the ones I download do.

I did a little experimenting thanks to my best friend and the textures I made work fine for him on his pc.

so I'm thinking its either my pc or I have a certain setting wrong within the plugin options

My computer specs are as follows:

Compaq Presario 5000 running Windows Me
40 gig harddrive
eGforce 4 MX


any help will be greatly appreciated

drewmaster
August 13th, 2005, 22:37
Rice Video 6.1.0 By Rice1964

What's new:

1. External high resolution texture loading. Read HiRezTexture.txt for further information
2. Texture group dumpping
3. Zelda MM point lighting
4. Software vertex clipper problem fix by not using inline for a few important functions.
Microsoft C++ compiler did a very bad job of optimization before. By converting these inline
functions to regular functions, the clipper works with much less glitches now.
5. Some fixes on a few color combiners, including DirectX high-end, opengl 1.2/1.3, opengl 1.4,
Nvidia openg register combiner. You may see various improvement on these combiners if you
are using them.
6. Various DirectX frame buffer related fixes
7. Using BMGLibPNG to handle PNG files. The include BMGLibPNG.dll file must be placed under
your emulator folder, not the plugin folder.




<a href="http://www.emutalk.net/showthread.php?t=25534" target="_blank">Thread for version 6.0.0/6.0.0c</a> <br />
<a href="http://www.emutalk.net/showthread.php?t=25294" target="_blank">Thread for version 5.9.9</a> <br />
<a href="http://www.emutalk.net/showthread.php?t=20471" target="_blank">Thread for previous version 5.6.0</a><br />
<a href="http://www.emutalk.net/showthread.php?t=19618" target="_blank">Thread for previous version 5.5.1</a><br />
<a href="http://www.emutalk.net/showthread.php?t=18936" target="_blank">Thread for previous version 5.4.3b </a><br />
<a href="http://www.emutalk.net/showthread.php?t=18780" target="_blank">Thread for previous version 5.4.2, 5.4.1 and 5.4.0</a> <br />
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<a href="http://www.emutalk.net/showthread.php?t=15546" target="_blank">Discussion about hi-res texture loading</a><br />

Rice
02/24/2005


EDIT #1: Rebuild to version 6.1.0b to disable the vertex shader option.
EDIT #2: Rebuild with a minor fixes for the DirectX depth problem with some games, and to further disable frame buffer features for opengl


Where does BMGLibPNG.dll come from?

GFD_Luc
August 15th, 2005, 21:10
Maybe a dumb question, but how do I actually install this Ricevideo6.1?

Saten
August 15th, 2005, 22:34
GFD_Luc, extract all files to your plugin directory and move BMGLibPNG.dll to your emulator directory. That's it, no installation required.

ladbag
August 25th, 2005, 00:02
I use 1964, and have no problems dumping textures in WWF No Mercy. But for some reason, the hi-res textures I put in the "hires_texture" folder don't load when I start the rom and put in the correct data in the CAW feature. Can somebody please help me? I'd really appreciate it.

yousucksomethin
September 2nd, 2005, 06:19
http://www.emutalk.net/attachments/1964/22072-rice-video-6-1-0c-hirez-texture-loader-zelda_config.jpg?d=1110055483 How do You get this window, I can't get it with the folder I've DL'ed...

Philjax
September 3rd, 2005, 17:23
The "BMGLibPNG.dll" file is not avaliable anywhere. I've googled the bugger and searched all over several websites. People keep saying its in the Rice Video latest update but its not and i can't download the 6.1.0 version anymore where it also could be. Can someone link me to the download or send it to me or something. Sorry for being so retarded but you'd be saving my life and i'd be very greatful. Thank You.

ddemonx
September 6th, 2005, 15:19
wich software do is the best to modify the textures?

Im Bored
September 6th, 2005, 15:24
Personal preference. Photoshop, Paint shop pro, gimp, fireworks MX and Paint have all been reported as usable, soo...take your pic or try anything else. I dont recommend Fireworks MX though; it will pad out the file size.

EmoAddict15
September 8th, 2005, 10:21
I'm a little confused on "Software Vertex Clipper" and "Full TMEM Emulation". If I uncheck software vertex clipper, will it be enabled on my video card instead? And I'm completely unsure on what "Full TMEM Emulation" is.

whitemage
September 19th, 2005, 00:53
Why wont it let me edit things in texture filter tabs, or some other tabs in video settings? If i click it, it says "Not allowed to change advanced options" or something like that :(

whitemage
September 23rd, 2005, 04:48
omg someone help me already :\

F-3582
September 23rd, 2005, 16:15
Uncheck the "Hide Advanced options" checkbox and stop bumping!

whitemage
September 25th, 2005, 23:21
Thanks :D

lol i waited 4 days though, also its a sticky so it doesnt really bump :P

n0neslave
October 31st, 2005, 09:26
i made it to use yer plugin , when i go to video configuration then texture filters it says, advanced options arent aloud to be changed, same thing in project 64 when i loaded yer plugin, someone plz help me

F-3582
October 31st, 2005, 10:52
Read two posts above yours :D

bb1
November 2nd, 2005, 23:45
I just got here and I am not going to read 25 pages...
I have searched for all plugins, this one works ok, but...

I can't get rid of the flicker problem for Star wars 3
Battle of Naboo STILL won't play...

and on top of that, there are so many settings that I can't perfect one game! Arg...

Option 2: Should I just go and buy the games?

Hellfire51
November 16th, 2005, 02:05
I have a question: when you launch a game with high res textures turned on how does the plugin know whether it should look for new ones or not? I mean sometimes it takes a long time, because it recognizes that a lot of textures have been added/removed, but if nothing or very little has changed it takes much less time so I am guessing it caches them. I am asking because I want to know if its every necessary to "force" it to look for new textures when swapping them in and out.