View Full Version : N64 Glide Plugin. part 3
Cyberman
March 14th, 2002, 05:38
Originally posted by Dave2001
Ok, well, I fixed the mario kart thing. It was using FORCE_BL with full alpha.
Link is still translucent, though. He uses the ALPHA_CVG_SEL flag, but I'm not sure what that does. The docs barely have anything on it. They say:
ALPHA_CVG_SEL
use cvg (or alpha*cvg) for pixel alpha
:(
I'm not exactly sure what it's trying to do, but I think that's what causes link to be transparent, since the flags on the castle in mario64 have this problem too (shaded color) and have this flag.
Hrmmm I'm not sure what CVG is.. but
ALPHA_CVG_SEL is used in a number of things I've noticed for example:
#define RM_AA_ZB_OPA_SURF(clk) \
AA_EN | Z_CMP | Z_UPD | IM_RD | CVG_DST_CLAMP | \
ZMODE_OPA | ALPHA_CVG_SEL | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_A_MEM)
It's used in the macros in GBI.h refering to render mode. CVG * ALPHA gives you the alpha value? CVG might be a bit that's toggled or something elsewhere. IE 0 * ALPHA = 0 1 * ALPHA = ALPHA .. etc. Might he used for turning on and off opacity on a texture.
Dave2001
March 14th, 2002, 07:31
Ok, the thread's been split again, this is the new half.
Dave2001
March 14th, 2002, 07:38
Hey, Ogy, you have the 'b' and the 'd' switched in the CRC for Waverace 64. I fixed it in my version, I just want to make sure you fix it in yours. And you also have the ucode # wrong, it should be 3 instead of 1.
The Khan Artist
March 15th, 2002, 19:57
Hey, that means this is part 3, not part 2.
Orkin
March 15th, 2002, 23:44
Congrats to Dave2001 for the great progress is such little time! Even though I don't have a Glide compatible card, I'm enjoying watching this plugin progess.
I started my own N64 GFX plugin once (got Mario looking half-way decent), but I got stuck cause I didn't have enough info. I never saw this "gbi.h" and the documentation you've referred to. Could you point me to where I can get it?
Anyway, keep up the good work!
Orkin
Quvack
March 16th, 2002, 14:58
Originally posted by The Khan Artist
Hey, that means this is part 3, not part 2.
smarty pants! well i fixed it anyway :p
Cyberman
March 17th, 2002, 03:02
Hey Dave on spring break I assume (what's a break?)
Anyhow what documentation are you using to get ALPHA_CVG_SEL means Alpha = Alpha * CVG? I'm curious about this is all :)
I've been reminiscing my PSX GFX experiments (heh thank God GTE code is done by the EMU and not the plugin is all I can say!).
You got me curious darn it! :)
I probably should get around to working on that MESA GL version of the GPU I just found that the PSX one was more fun :) (fewer headaches too).
Cyb
Dave2001
March 18th, 2002, 04:28
Well, Cyberman or Icepir8, whoever suggested it, the alpha on/off thing almost worked. It worked for Zelda, but not completely for Quest64. Also, I'm getting 4-bit Color Indexed (palettized) textures with this flag. See brian's hair and the person's face in the screenshot below. (Brian's hair is 4-bit Intensity, person's face is 4-bit CI, which doesn't do anything on ALPHA_CVG_SEL yet, hence it's completely transparent)
(no, i'm not on spring break yet, that's the week after this next one)
Dave2001
March 18th, 2002, 05:35
Ya know what, I think that ALPHA_CVG_SEL means full alpha, just like I originally said. There is only 1 thing that doesn't work, and I need another plugin author to verify this: open zelda, go up to a sign, so that it has a green arrow above it. Is the # of rupees texrect now ALPHA_CVG_SEL or not? I get it so that it changes from FORCE_BL to ALPHA_CVG_SEL, which I believe is incorrect.
[edit]
or actually... texrects probably don't use it. BUT, link's shadow always seems to be ALPHA_CVG_SEL, so someone please verify that.
[edit 2]
no, I change my mind about texrects now, one of the objects that doesn't work is a quad.
Dave2001
March 18th, 2002, 06:27
Here's what I'm talking about. When I go up to a sign and the green arrow appears, the status now has the ALPHA_CVG_SEL that the green arrow set.
[edit] oops... forgot to scale the image down to a reasonable size
[edit 2] WAIT!!! I just found a suspicious line... SETOTHERMODE: IGNORED. Maybe there's another method of setting the mode I'm not yet handling.
Dave2001
March 18th, 2002, 08:37
OMG!!! YES!!! The transparency problem is finally fixed. ALPHA_CVG_SEL means use full alpha (totally opaque), and I just wasn't handling the general setothermode command. Now it works in all known cases of transparency :D
Cyberman
March 18th, 2002, 12:03
Originally posted by Dave2001
OMG!!! YES!!! The transparency problem is finally fixed. ALPHA_CVG_SEL means use full alpha (totally opaque), and I just wasn't handling the general setothermode command. Now it works in all known cases of transparency :D
Cool.. you should talk to yourself more often! ;)
I kind of though the ALPHA_CVG_SEL ment select alpha.
Have you checked other programs with your current fix?
(IE other than Zelda) even one that doesn't work (grin) in anycase I'm glad you've had sucess.. the only thing as bad as handling low level graphics is handling modem protocols I can think of :)
Cyb
Quvack
March 18th, 2002, 17:10
It runs very well on this machine with 1964 ;)
EeeK
March 18th, 2002, 18:08
Oh yeah...I can't wait for the next release!!! But Dave take your time to write, good stuff need time...
The Khan Artist
March 18th, 2002, 21:09
Originally posted by Quvack
It runs very well on this machine with 1964 ;)
Oooooohhh, yeah! Sweeeeet!!! Have you tried 1964 0.8.0?
Originally posted by Cyberman
Cool.. you should talk to yourself more often! ;)
Yeah, I think so too.
I've got a question: Did the Voodoo 5 5500 have TV-out? I've been looking at some shots from eBay, but I can't see either way. If not, were there any Voodoo cards (3, 4, or 5) that did?
Ogy
March 18th, 2002, 22:25
i know mine doesn't.
Gideon007
March 18th, 2002, 23:40
There was a V3 that had TV-Out and I think a Voodoo4
Ogy
March 19th, 2002, 04:13
err... w8 a min.... i think i do have a v3 w/tv out, yea i think that comp is at my uncles place...
Gideon007
March 19th, 2002, 04:47
ok, enough of this, let's return to the main topic! Dave's beautiful glide plug-in!!!
Keep it going! (I'm still hoping for the next release but also waiting patiently :-))
The Khan Artist
March 19th, 2002, 06:18
OK, let's see here... Transluceny fixed, many more games running, lighting probs fixed, runs with 1964... I think this next release should be version 1.0! :D What about everyone else?
Teamz
March 19th, 2002, 07:19
Originally posted by The Khan Artist
OK, let's see here... Transluceny fixed, many more games running, lighting probs fixed, runs with 1964... I think this next release should be version 1.0! :D What about everyone else?
blah .. it doesnt change much if its version .6 or 1.0 , it will have the same improvements .. and I thought that he wanted version 1.0 to be "perfect"
The Khan Artist
March 19th, 2002, 08:28
Yeah, well, it will never be absolutely perfect, therefore it will never reach 1.0...
Don't think I'm ungrateful or anything, but would it be possible to add camera moving, like in UltraHLE/UltraHLP? Only with the mouse, instead of the numpad.
Dave2001
March 19th, 2002, 10:00
Don't think I'm ungrateful or anything, but would it be possible to add camera moving, like in UltraHLE/UltraHLP? Only with the mouse, instead of the numpad.
I think I've had enough matrix problems already ;)
Reznor007
March 19th, 2002, 10:40
I never got the point of that feature anyway...
Cyberman
March 19th, 2002, 11:10
Originally posted by Reznor007
I never got the point of that feature anyway...
Because it was fun to change perspectives in games too look around. One game in particular I would LOVE that in is FF10 damn it! :)
Cyb
Quvack
March 19th, 2002, 13:28
Originally posted by The Khan Artist
Oooooohhh, yeah! Sweeeeet!!! Have you tried 1964 0.8.0?
ok I'll put it this way... In PJ64 it runs really well speed wise... in 1964 0.8.0 its faster ;)
Ogy
March 19th, 2002, 14:14
hope your working on getting the red shite that crawled on everything in the last beta out:
BTW as you can see the FPS counter can't be seen in 320X240 res.
Remote
March 19th, 2002, 19:31
No I think he should continue his current method of version revision, when he feels it is complete he should label it as 1.00.
linker
March 20th, 2002, 03:13
What is that red thing?
Doomulation
March 20th, 2002, 05:45
Ah, I thought about your version system. This is generally what I like:
XX.YY.ZZ
XX = Major change (ie, entire code changes, entire gui rewritten)
YY = Minor change (ie, few functions added)
ZZ = Very Minor change (ie, small bug fixes)
By that, I think the next release would be 1.0.0 or 1.0
But it's up to you after all.
Keep up the good work, Dave.
The Khan Artist
March 20th, 2002, 10:12
Originally posted by linker
What is that red thing?
"That red thing" just so happens to be the most awesome special effect you ever saw. :D
gokuss4
March 20th, 2002, 10:20
the red thing is a combine mode not implemented (i think). when version 0.05 comes out it'll look good. it should anyway :) im not sure.
Dave2001
March 20th, 2002, 10:56
Yes, it is a big red flag telling me that the combine is unimplemented. It is currently on many things since I recently redid the combiner (sometime last week I believe). In the release version the red won't be there because first of all, I will implement many more combiners, and secondly, I will probably tell it to just use the previous combine instead of making it red. (I already have a #define BRIGHT_RED that can be commented to do this)
btw, I think I will make this version 0.1, it's much much farther than 0.04, so I think 0.5 would really be off-scale.
Don't ask for release dates yet, I still have a few more things I want to do to it. (right now I'm expanding the configuration dialog) Also, we are going to have a testing period that will allow Ogy to update his compatibility list and me to write the necessary documentation/site updates/whatever.
btw, don't ask to be a tester either. it's a testing period between the people working on it, not the public.
Dave2001
March 20th, 2002, 11:24
btw, I meant 1.0 more like my original goal rather than perfection. It can go to 1.0 and past 1.0, but 1.0 means 'very good'.
Ah, I thought about your version system. This is generally what I like:
XX.YY.ZZ
well, I can't stand to have anything as 1.anything until I've reached my goal, 0.something sounds more like what it is now: incomplete. The only problem in my numbering system is that version numbers aren't really defined; I just make up some number that sounds like an accurate percentage that I have progressed ;) . Then again, who cares what version number it is anyway, as long as they can tell the two apart? ;)
Gideon007
March 20th, 2002, 16:14
I think the versioning you are doing now is quite fine. starting now with 0.1, if you release a quick update, you can go to 0.1x
the next major version can be 0.2... and if you think you progressed very far you can jump to 0.8 or 0.9 (0.9 being beta versions, befor alpha).
flow``
March 20th, 2002, 23:51
do it however you want.. i see no reason not to continue your current method no matter how drastic the change.. thats usually what the "whatsnew.txt" or "changes.txt" is for if people take the time to see what you've done since the last version
Quvack
March 22nd, 2002, 11:50
All this version number talk reminds me of the old official UltraHLE message board! ahhhhhh!!!!!!
Cyberman
March 23rd, 2002, 03:53
Originally posted by Dave2001
btw, I meant 1.0 more like my original goal rather than perfection. It can go to 1.0 and past 1.0, but 1.0 means 'very good'.
well, I can't stand to have anything as 1.anything until I've reached my goal, 0.something sounds more like what it is now: incomplete. The only problem in my numbering system is that version numbers aren't really defined; I just make up some number that sounds like an accurate percentage that I have progressed ;) . Then again, who cares what version number it is anyway, as long as they can tell the two apart? ;)
Too Vascilate or not to vascilate that is the question.. or is it?
Well how about just sticking with what you've been doing and worry about the rest later.
I was merely indicating how I used revision numbers.
I go by percentage change in code also IE new code versus old code. The build number is exactly that by the way.. everythime you do a compile the build number is supposed to increase. That's why you see 'build 2024' on the Windows crud. I'm not sure which component that's for to be honest since in reality windows is supposed to be modular (grin).
The build number resets when you change your version (no matter how minor).
Cyb
The Khan Artist
March 25th, 2002, 08:42
Hey, Dave, do you have a copy of VC++ 7/.NET yet? If not, I'd gladly donate 5 or 10 bucks towards that cause... I've heard some amazing tales about have much faster it is.
Falcon4ever
March 25th, 2002, 16:34
Do I smell piracy.....?
:!!!:
mesman00
March 25th, 2002, 21:55
Originally Posted by (NL)Falcon4ever
Do I smell piracy.....?
i don't think so, i think he was just sayin that if dave was goin to buy vc++7 that we would donate money for it
Dave2001
March 25th, 2002, 23:44
No, I still have VC++ 6.0. I'd love to get Visual Studio .net, but I definately don't have enough money to pay for it. The prices are: Professional: $1079 US, Enterprise Developer: $1799, and Enterprise Architect: $2499. Which version do you think I should get ;)? Yes, I do have VC++ 6.0, but I got that from Kazzaa :blush: , so if I get something I want the full thing. I did have VC++ 5.0 before that, but I got that from my dad's work, so I don't even have the full cd (waaaay long time ago). With VC++ 6.0 I don't even have the help files right now because I don't have the MSDN cd that comes with it.
Anyway, maybe I could set up a PayPal account to receive donations? How many would donate?
Dave2001
March 26th, 2002, 01:12
Or wait... I just did some research, and I found that Visual C++ .NET Standard is only $109. Is there a disadvantage to have the standard edition over the professional edition? (I remember in one type of edition it always says "This program was created using...")
Maybe this is the better option since I never use the other components anyway. Anyway, someone who has it, what do you think?
Cyberman
March 26th, 2002, 05:12
Well there are the anoying screens of stuff like that.
If you ever get a project though that requires that you have components that need to be included, you will have registration problems when you distribute your applications. Unless of course you create all your own components (sounds like fun to me :P).
Unfortunately BC6.0 is pretty nice but you have to deal with MS's 'blockaid' technique with Borland. Meaning? well In order to handle DX8 etc from BC you have to have a wraper DLL that does all the calls. PITA! That's why borland supports GL more than DX namely MS has no influence over how the DLL is morphed to shut out Borland ;)
Back to the point, if all you are doing is buying it to create DLL's for plugins, no problem, maybe, you'll have to check if it will allow you to distribute your DLL if you get the Standard Edition (MS is such a pain.)
Cyb
Dave2001
March 26th, 2002, 06:32
btw, what I mean by components are the other programs like J++ and whatever else comes with visual studio
Reznor007
March 26th, 2002, 08:52
You can get VisualC++ 6.0 standard for $50 US. It inlcudes the main CD, library CD, service pack CD...and maybe more, I forget exactly what else came with mine...
It doesn't give any messages about the standard edition or anything(that's the academic edition or something).
The other things(J++, Visual BASIC, etc.) are separate products unless you buy the full Visual Studio set.
MrTangix
March 26th, 2002, 08:58
I currently have :
4 yellow CDs labeled "VisualStudio.net Academic"
1 silver CD labeled "VisualStudio.net Academic - Student Tools"
1 silver CD labeled "VisualStudio.net Professional - Microsoft Windows Component Update"
If any of this can help you and you'd consider paying for shipping and handling, I can send them to you. They are all legal/unburned and version 2002. Just reply if you want them and congratulations on the leaps and bounds your making with this project. Can't wait to try out the newest version with 1964.. :1964:
MrTangix
LoneRaven
March 26th, 2002, 22:26
I am finally on Spring break and no longer sick. I have made some updates to the Glide64 page. Tell me what you think.
Dave2001
March 27th, 2002, 03:56
Hehe, cool! I like the fact that the sections are now seperated.
Sorry I wasn't online to talk to you earlier.
I think it would be a good idea though to seperate the page into frames so that when something in the border has to be updated, the border doesn't need to be changed in _every_ _single_ _file_. However, this is your choice since you are handling the border stuff anyway. I only had to edit it once and it was just a broken link.
Also, I think you should take out the "Topic: update" stuff because the topic should always be update :)
What I need added:
* "Source" section, so it doesn't have to be on the "Download" section, and so I can add extra debugging information (yes, now the debugger is included and there is a logging checkbox)
I'm also wondering, would you use an external program to edit the news section, or are you just typing the code b/c it looks like some kind of posting program? (are you using an html editor in the first place or just typing?)
I hate writing html :p
[edit] hmm, what's the archive section supposed to hold, old news or old versions? ???
The Khan Artist
March 27th, 2002, 05:09
Originally posted by mesman00
i don't think so, i think he was just sayin that if dave was goin to buy vc++7 that we would donate money for it
That's exactly what I meant.
Originally posted by Dave2001
No, I still have VC++ 6.0. I'd love to get Visual Studio .net, but I definately don't have enough money to pay for it. The prices are: Professional: $1079 US, Enterprise Developer: $1799, and Enterprise Architect: $2499. Which version do you think I should get ;)?
WTF?!?! My CompUSA ad says $500 for VStudio.net Pro. Maybe that's the upgrade edition?
I dunno about the difference between standard and pro. I only know that Pro is more expensive, and most open-source projects I've seen that use VC++ say they only work with Pro or higher. For example, zSNESW won't compile with standard.
gokuss4
March 27th, 2002, 06:26
Originally posted by Dave2001
[edit] hmm, what's the archive section supposed to hold, old news or old versions? ???
Dave i right html i love it so :p.
but anyway archives section if you want can hold both like this...
either "News Archives" or "Archive Downs (or Downloads)" or "previous versions"
Dave2001
March 27th, 2002, 06:49
WTF?!?! My CompUSA ad says $500 for VStudio.net Pro. Maybe that's the upgrade edition?
Yeah, the upgrade version is $549. Then again, maybe microsoft just charges extra. Maybe the full thing would be a lot cheaper from a store (if it's even available in stores).
I dunno about the difference between standard and pro. I only know that Pro is more expensive, and most open-source projects I've seen that use VC++ say they only work with Pro or higher. For example, zSNESW won't compile with standard.
If that's true, then the standard edition is definately not what I am looking for :(
Doomulation
March 27th, 2002, 15:58
Why bother to change? You've got VC++ 6.0 just as I have, right? .NET is just ms's newnest update and they are always expensive. (Can't trust ms). I think just to stick with 6.0, it does fine doesn't it? It's just that I've got Enterprise........ hehehe :cool:
LoneRaven
March 27th, 2002, 22:29
Ok, I will start working on making changes today. I always wanted to change it to frames but never had time. For editing, I use a combination of Frontpage 2002 and Dreamweaver 4. However, after it writes the code I remove unneeded tags and make things more neat.
P.S. Archive --> Old news (Monthly)
Dave2001
March 27th, 2002, 23:40
Yeah, I don't think anyone would donate anyway :p
lol, I just yesterday realized that zelda wasn't culling ANYTHING, it's been fixed now though.
Dave2001
March 28th, 2002, 07:25
Anyone know what causes this? This is the temple of time, but it also happens in certain views in houses, and the kokiri shop. It appears the combiner is wrong, I don't see T0 anywhere in it, only prim, shade, and env.
Reznor007
March 28th, 2002, 09:18
Originally posted by Dave2001
Anyone know what causes this? This is the temple of time, but it also happens in certain views in houses, and the kokiri shop. It appears the combiner is wrong, I don't see T0 anywhere in it, only prim, shade, and env.
Not sure, but could it be related to how the game displays the main portion of those screens? The 2d background part that is.
MrTangix
March 28th, 2002, 10:44
Dave, don't mean to push, but do you want the CDs i mentioned or should i just give them away to someone else?
Dave2001
March 28th, 2002, 12:03
well the academic versions definately won't help me, and the component update won't either, so sorry, I don't need any of that stuff.
Dave2001
March 28th, 2002, 12:32
Not sure, but could it be related to how the game displays the main portion of those screens? The 2d background part that is.
You know what, you have a really good point there. Maybe these objects are not really even supposed to be shown at all, rather used as a z-compare tool. For example, take the top of Mount Doom. Why do you think only the top is there? To block out the ring of smoke. I'll have to investigate this further later, I'm working on a million other things at once now :p
Slougi
March 28th, 2002, 15:42
Originally posted by Dave2001
You know what, you have a really good point there. Maybe these objects are not really even supposed to be shown at all, rather used as a z-compare tool.
I think so too, imo the 2d picture of the temple of time would go over these objects.
Dave2001
March 30th, 2002, 03:10
Very odd.. the ground doesn't show in some places, like here on Death Mountain Trail. Also, it doesn't look like the object's even there, I use my debugger, and there is only the sky background and the fillrects behind.
lightknight
March 30th, 2002, 03:42
cool!!
lightknight
March 30th, 2002, 03:46
by the way i can get wire frames in dr.mario64 with your plugin!
dave2001. and banjo-kazooie.
Dave2001
March 30th, 2002, 03:55
ah, looks like there are lots of unhandled branch_z instructions there. This makes sense since it is such a large area. I'll implement it now.
Slougi
March 30th, 2002, 04:35
not really relevant to the discussion, but i'm kinda bored atm:
Dave2001
March 30th, 2002, 04:38
There, that fixed this and also the problem with the well. :satisfied
Remote
March 30th, 2002, 04:44
Also off topic but you are one hell of a problem solver, it didn't take long for you to correct that. :D After seing this it's is final, I am getting a Voodoo card, a cheap one although.
Cyberman
March 30th, 2002, 04:47
Originally posted by Dave2001
There, that fixed this and also the problem with the well. :satisfied
Steady Progress there..
Now if only I weren't so darned lazy myself ;)
Cyb
Dave2001
March 30th, 2002, 04:55
I've heard incredible speed stories about Glide64. If only it worked so well on my computer... it's kinda sad that my own plugin hates me. Nobody else has trouble switching windows, etc., yet the DEVELOPER's computer crashes on every possible type of error. (hehe, every time I have an illegal operation I have to restart my computer) :cry:
Slougi
March 30th, 2002, 05:03
I am actually thinking about getting a voodoo 3/4/5 pci just cuz of glide64 and supra :happy:
lightknight
March 30th, 2002, 05:22
meaning real great looking!:cool: :cool: :pj64: :1964:
Dave2001
March 30th, 2002, 05:47
Hmm, anyone who's ever emulated the lens of truth, tell me if I am correct:
The lens of truth is a texrect, drawn BEFORE the objects it reveals. It updates the z-value at some parts, and then the objects will be revealed in the areas where the z-buffer was not updated, and hidden in the areas that were.
I'm not sure if this is correct, and I don't exactly know why it updates in only some areas, this is just my theory. Someone please tell me if I am correct.
Remote
March 30th, 2002, 06:07
As far as I know Jabo is the only one who has emulated the Lens of Truth and as always, Keep talking to yourself and hopefully the solution will reveal itself for you. :D You are progressing in a furious pace, how many hours do you spend per week on Glide64 and which VooDoo card are you using?
gokuss4
March 30th, 2002, 07:05
dave is using the voodoo3 2000 card
Cyberman
March 30th, 2002, 07:18
Originally posted by Dave2001
I've heard incredible speed stories about Glide64. If only it worked so well on my computer... it's kinda sad that my own plugin hates me. Nobody else has trouble switching windows, etc., yet the DEVELOPER's computer crashes on every possible type of error. (hehe, every time I have an illegal operation I have to restart my computer) :cry:
If you have the right version of VC++ you should be able to use the remote debugging feature. This will allow you too use two computers to debug the plugin. Granted it's not the BEST method but this way you don't have to swap screens or use a lot of memory on the computer that's running the plugin.
Of course you need to have the two computers networked (details). I was planing on using that for debugging my PSX GPU but I only have VC++ 5.0 which doesn't support that feature (wee). Anyhow might be worth a try. Unless you don't have a spare machine then it might be a problem ;)
Cyb
Dave2001
March 30th, 2002, 07:24
And I couldn't even start to guess how many hours I work on it, I keep no count whatsoever. I work from the moment I get home from school or get up, to the moment I go to bed, and that's when I decide to start my homework :P I basically work every moment I'm not doing homework or eating, etc.
I work all I can on the plugin, it's the only project I'm working on, and I don't play games often (except n64 of course :P)
Dave2001
March 30th, 2002, 07:26
Well, I'm connected to my brother through a LAN, but I'm not sure how to do that kind of debugging in VC++ 6.0 (if possible even)
Dave2001
March 30th, 2002, 08:19
great... I've got the lens of truth working backwards now. The doorways disappear when they are in the outside of the circle.
... but now I realize that this is what would happen, the outside of the circle has alpha, so the z-buffer does not allow the doorway to draw. I can't figure out what would make the center of the circle do it...
Cyberman
March 30th, 2002, 09:23
Originally posted by Dave2001
great... I've got the lens of truth working backwards now. The doorways disappear when they are in the outside of the circle.
... but now I realize that this is what would happen, the outside of the circle has alpha, so the z-buffer does not allow the doorway to draw. I can't figure out what would make the center of the circle do it...
Check for mode settings that you haven't implemented before this namely anything that changes how the alpha works.
That's my suggestion.
It sounds too me whatever it's doing reverses how the alpha field is defined.. IE outside etc. for the lense affect
Cyberman
March 30th, 2002, 09:26
Originally posted by Dave2001
Well, I'm connected to my brother through a LAN, but I'm not sure how to do that kind of debugging in VC++ 6.0 (if possible even)
I believe it's an option you set on installation. I think you can set it up with the IDE you run a 'remote' program on the target machine and the machine you are running the IDE on 'gets' control through that. I know borland supported it with BC++5.0 and I just haven't figured out how to get it to work with my little PC104 board :)
Cyb
gokuss4
March 30th, 2002, 10:17
does the triforce need to be more shiny? i think so at least i wanna see if the people think it should cause i remember the triforce being mroe shiny lookin.
Dave2001
March 30th, 2002, 11:13
BAH!!! I was hoping to get fog working before the next release but I think that's impossible. I need a glide expert!
:o :( :cry: :sleepy: :plain2:
Eddy
March 30th, 2002, 11:43
hot progress dave, yours is going to be on jabo's level pretty soon.
Slougi
March 30th, 2002, 15:27
Yes the tri-force should be more shiny, it should look golden.
gokuss4
March 30th, 2002, 15:33
yeah i know, dave said it has to do with spherical mapping, i think thats what he said, because mario 64 has that problem a little right now with the starts and i think metal mario, haven't checked it out for metal yet, but i believe its a little messed up. spherical mapping should fix zelda a lot, he has it in there but i think there is an error in the spherical mapping coding or whatever ???
fivefeet8
March 30th, 2002, 15:54
Originally posted by Dave2001
BAH!!! I was hoping to get fog working before the next release but I think that's impossible. I need a glide expert!
:o :( :cry: :sleepy: :plain2:
Maybe you could try talking to Lewpy.. He has extensive experience in glide.. :) Check at www.ngemu.com for his email..
EeeK
March 30th, 2002, 17:25
I'm holding on my 3dfx Voodoo3 2000 AGP just for Dave's glide64! Anyway this is Lewpy's email (psemu@arisen.demon.co.uk). I think he'll try his best to help you!
Slougi
March 30th, 2002, 19:44
i actually prefer playing games without fog :cool:
gokuss4
March 30th, 2002, 21:37
dave already tried, he said that lewpy doesn't know how to do fog yet
CpU MasteR
March 31st, 2002, 00:23
Originally posted by Slougi
i actually prefer playing games without fog :cool:
True, Unless he can get it emulated correctly.
Dave2001
March 31st, 2002, 06:55
Another good example of how the fogging is working (example for questions being asked)
gokuss4
March 31st, 2002, 11:14
anybody know what the problem is for the sun?
Remote
March 31st, 2002, 12:21
Yes, there are four or more when there should only be one...:p It's probaly some cheap way of doing motion blurring and with Dave's current pace, constant pace?, I don't think that there is any reason to giving it much though because the next time you look at it it will be fixed, best case scenario that is.
Cyberman
March 31st, 2002, 12:47
Originally posted by Dave2001
Another good example of how the fogging is working (example for questions being asked)
It looks to me that it's using 'volume' foging. IE sections/blocks that are fog. Now what GLIDE does to acomodate that I don't know however it may use the 'fog' setting different in sections for viewing.. what is that image supposed to look like?
Cyb
Dave2001
March 31st, 2002, 13:22
no, it's trying to use linear fogging, but it isn't turning out too well. Someone on another forum informed me that it's because of the way the w-buffer is exponential, linear fogging won't work. I may have to fake it somehow with exponential fogging; exponential fogging does work.
Kashulty_DucK
March 31st, 2002, 15:09
Hello All,
At the risk of sounding retarded I found this great site for GLIDE programing. Not too much on fog specificly but it might help. By the way Dave, I love the plug-in. Oh yeah here's the link:
http://www.gamers.org/dEngine/xf3D/glide/glidepgm.htm
Dave2001
March 31st, 2002, 15:27
Well, that's the glide programming manual for Glide2x. 2x and 3x are very similar, so it would be helpful, but I did not find any new information not covered in the 3x manual. Thanks for trying though. I think the solution may be to attempt to use an exponential fog table. I ran a test with it and it ran somewhat well. It doesn't like a linear table b/c of the exponential z-values that are in the fog table.
mesman00
March 31st, 2002, 23:26
kind of off topic here, but Dave, how old r you?
Teamz
April 1st, 2002, 00:14
according to his profile, he must be 2001 years old! :P
Falcon4ever
April 1st, 2002, 00:27
According to what he told me and what's displayed in his ICQ info, he's 16 years old...
Falcon4ever
April 1st, 2002, 00:45
Originally posted by Kashulty_DucK
Hello All,
At the risk of sounding retarded I found this great site for GLIDE programing. Not too much on fog specificly but it might help. By the way Dave, I love the plug-in. Oh yeah here's the link:
http://www.gamers.org/dEngine/xf3D/glide/glidepgm.htm
Well...
if you had downloaded the Glide3x SDK and unzip it to your HD and looked in the map:
HD:\3Dfx\Sdk\Glide3x\Doc
You would found a manual called Gl3pgm.doc
(I explain really clear how to use glide functions)
That's the manual you will need to create things for Glide Apps.
It seems that the site you are reffering to copied most stuff of it.
:) :cool:
mesman00
April 1st, 2002, 01:12
16 years old?? wow, it's gotta be hard to contribute all his time to this project at that age. i'm 17, and i find it hard to program for 5 hrs a week. It seems like Dave is spending at least 5 hrs a day. Also, that's alot of knowledge for a 16 year old to have, im sure he's quite intelligent. anyways, keep it up.
Dave2001
April 1st, 2002, 03:21
hehe, yes, I am 16 years old. I don't know where the time to program comes from, but somehow it's there and I use it. :P
Oh, and also sometimes Gugaman and Gonetz help me too with things. Although I am the main coder, they help me a lot with side things, example: Gonetz sent me the code to be able to run waverace, Gugaman helped me get texrects working properly
It's really hard to contact Gonetz b/c he lives in Siberia, and I am in the US, so we email almost every night. Gugaman is from Brazil, so he's a little easier to talk to, but doesn't have as much time to work on it.
flow``
April 1st, 2002, 03:42
n/m
linker
April 1st, 2002, 05:21
Originally posted by Dave2001
hehe, yes, I am 16 years old
Cool..
by the way... me too..
mesman00
April 1st, 2002, 05:23
Dave, how long have you been programming for??
lightknight
April 1st, 2002, 05:24
whats the next n64 rom will you be working on in your plugin?
Dave2001
April 1st, 2002, 05:25
Dave, how long have you been programming for??
Millions of years :P
no, actually I don't remember, but I know I've been doing it for a really long time
whats the next n64 rom will you be working on in your plugin?
don't know yet :P
Dave2001
April 1st, 2002, 05:28
Ok, I am very confused by this equation:
guFogGenerateExp() generates an exponential fog table according to the equation:
e^(–density*w)
(quoted from glide programming manual)
now, I'm trying to solve for density given a w value, say 1000. I believe that this equation should equal 1 at full fog.
Somebody please check my work:
1 = e^(-density*w)
1 = e^(-density*1000)
ln(1) = -density*1000
ln(1)/-1000 = density
now, when you plug that in, you get:
0/-1000 = density
density = 0
0???? 0 can't be the density to have full fog at 1000!!!
Can someone please help me figure out what might be wrong with this?
I have also heard the equation, (1-e^(-density*w))*255, where it would equal 255, but when I solve this equation I get the same thing but ln(0) instead of ln(1)
lightknight
April 1st, 2002, 05:30
how about zelda642 mom usa?!
The Khan Artist
April 1st, 2002, 06:05
Originally posted by Dave2001
hehe, yes, I am 16 years old. I don't know where the time to program comes from, but somehow it's there and I use it. :P
Wow! I figured you were in college and taking 3D gfx programming. That's really good. Well, you've inspired me. Whenever I finish d/ling Visual Studio 6 off Morpheus, I'm gonna try making one in SDL... if you don't mind me stealing a decent portion of your code, that is. :P
BTW, how much math have you done? Second-year Algebra? I'm doing first.
gokuss4
April 1st, 2002, 06:19
dave is doing precalculus :)
Dave2001
April 1st, 2002, 07:09
Originally posted by The Khan Artist
Wow! I figured you were in college and taking 3D gfx programming. That's really good. Well, you've inspired me. Whenever I finish d/ling Visual Studio 6 off Morpheus, I'm gonna try making one in SDL... if you don't mind me stealing a decent portion of your code, that is. :P
BTW, how much math have you done? Second-year Algebra? I'm doing first.
Hehe, that's fine with me. There's no point in keeping it to myself; I'm not making anything off of it.
Teamz
April 1st, 2002, 07:53
Originally posted by lightknight
how about zelda642 mom usa?!
he's going to work on whatever he wants ..
btw, how's ur GC emu progressing? ;)
Cyberman
April 1st, 2002, 09:57
Originally posted by Dave2001
Ok, I am very confused by this equation:
guFogGenerateExp() generates an exponential fog table according to the equation:
e^(–density*w)
(quoted from glide programming manual)
now, I'm trying to solve for density given a w value, say 1000. I believe that this equation should equal 1 at full fog.
Somebody please check my work:
1 = e^(-density*w)
1 = e^(-density*1000)
ln(1) = -density*1000
ln(1)/-1000 = density
now, when you plug that in, you get:
0/-1000 = density
density = 0
0???? 0 can't be the density to have full fog at 1000!!!
Can someone please help me figure out what might be wrong with this?
I have also heard the equation, (1-e^(-density*w))*255, where it would equal 255, but when I solve this equation I get the same thing but ln(0) instead of ln(1)
Really that doesn't make sense.. if it doesn't make sense that it's not right.
What are you calculating here actually?
using the 255 instead of 1 gets you -0.00554126354515 for density. :)
Name what is W and what did you assume is 1?
Cyb
Dave2001
April 1st, 2002, 13:54
Hehe, I've finally got an avatar for myself after almost three months :)
I've got another neat picture of link, but I asked some people and they said they didn't like it as much.
Screenshot taken with Glide64 too. ;) This is why I waited. No other plugin looks good enough on my computer to take a screenshot of Zelda 64 with.
Doomulation
April 1st, 2002, 22:47
Hehe... it appears to me that Dave and me are pretty much same, though, we live in other places, I'm older, Dave knows how to use Glide (maybe DX? at least some part of it), and he knows c++, but I know a little of DX (DirectMusic and DirectInput) and knows about VB, and it trying to learn c++. I don't know much about graphics, though :(
I'd help if I could, but honestly I don't understand a squat! Teach me! :innocent:
Gideon007
April 2nd, 2002, 02:56
hm, maybe Colourless can help you with the Glide3 stuff. He's doing the GlideXP coding (fixing glide for Windows XP and some issues with the V5 6000).
And he's actually coding and not hacking.
... searching for the url...
http://www.users.on.net/triforce/glidexp/
lightknight
April 3rd, 2002, 06:58
MrTangix, i will take
VisualStudio.net
I currently have :
4 yellow CDs labeled "VisualStudio.net Academic"
1 silver CD labeled "VisualStudio.net Academic - Student Tools"
1 silver CD labeled "VisualStudio.net Professional - Microsoft Windows Component Update" off of you and i will pay for the shipping and handling! they could realy help me out on my projects!
Just reply if you want to make a deal with me.!!
MrTangix
April 3rd, 2002, 08:33
lightknight: no, not for free. why? because although you have a foolish ambition fueling your gamecube and plug-in projects , you still will neither have the knowledge nor the resources to pull it off. and because you spell emulator in an absurd manner. :)
Go Dave!! :) I asked my friend if he remembered programming for Glide. He shuddered a bit, made a face that kinda looked like this :cry: and changed the subject. :)
lightknight
April 3rd, 2002, 08:49
well i was planning to buy them off of you! i maybe new at programing in c, c++ but still! 1 of my dreams is to make a great n64 emulatore and a real great n64 gfx plugin that will run all the n64 games with good gfx's! so i am realy trying!!!!!!!!!!!!!!!! ijust need the right infor. . i have study all about on the web!! i now just need a good book to get me going...
Eikef7
April 3rd, 2002, 13:41
Lightknight...
Have confidence and don't stop trying. You'll be an awesome programmer someday if you keep trying. But you probably shouldn't advertise that you're creating an emulator if you are still in the learning stages. Even if creating a GC emu is your intention.
Anyway, good luck :)
Falcon4ever
April 3rd, 2002, 16:05
Originally posted by lightknight
MrTangix, i will take
VisualStudio.net
I currently have :
4 yellow CDs labeled "VisualStudio.net Academic"
1 silver CD labeled "VisualStudio.net Academic - Student Tools"
1 silver CD labeled "VisualStudio.net Professional - Microsoft Windows Component Update" off of you and i will pay for the shipping and handling! they could realy help me out on my projects!
Just reply if you want to make a deal with me.!!
What da F*CK are you doing here lightknight,
don't you need to work at 'your' GameCube emu?
(HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA)
:D :stupid:
Originally posted by lightknight
well i was planning to buy them off of you! i maybe new at programing in c, c++ but still! 1 of my dreams is to make a great n64 emulatore and a real great n64 gfx plugin that will run all the n64 games with good gfx's! so i am realy trying!!!!!!!!!!!!!!!! ijust need the right infor. . i have study all about on the web!! i now just need a good book to get me going...
:!!!: I thought your 'dream' was to create the FIRST GameCube emu.... So hurry up :P
The Khan Artist
April 3rd, 2002, 21:26
Aren't we getting a bit off topic here?
Anyway... Anybody know if you can compile DLLs under Cygwin?
The Khan Artist
April 3rd, 2002, 21:28
NM, I found it, it's just very complicated.
lightknight
April 4th, 2002, 07:22
running in pj64 1.4 with glide64 4 !! just down load the file, and unzip!
lightknight
April 4th, 2002, 07:24
and my gcn is on pause!! but i got the cpu going in it!!
Eddy
April 4th, 2002, 07:33
lol he got the cpu working, lmao of the gamecube, working, lol, HAHAHAHAHA, HAAAAAAAAAAAAAAAAAAAHAHAHA 400 MHZ CPU, WORKING!! ;)
gokuss4
April 4th, 2002, 10:25
haven't tested banjo-kazooie yet... but LOOKIN GOOD!
Gugaman
April 4th, 2002, 11:32
yeah, but there is some problems when the texture is not power of 2 sized and it needs to be warped/clamped/whatever
Dave2001
April 4th, 2002, 14:13
plz try to keep this thread related to my plugin, not making fun of lightknight :plain:
linker
April 4th, 2002, 17:55
Originally posted by Dave2001
plz try to keep this thread related to my plugin, not making fun of lightknight :plain:
Yea, that's right, don't laugh at him!
(hahahahhahahahahah)... opsi
The Khan Artist
April 4th, 2002, 20:19
OK... I really like your new avatar. It looks really cool.
The Khan Artist
April 4th, 2002, 20:36
Just downloaded your SS, lightknight. Haven't you ever heard of JPEG?
Anybody want more screenshots? I've got lots of games that work. Mario (but you've prly had enough of him), Quest, Banjo, Earthworm Jim, Chopper attack, and several others.
lightknight
April 5th, 2002, 03:51
it starts the intro. to the game with out gfx!and sound, than gfx start at the water fall where the bug falls into. it crashs right after the witch starts leave from the tower!
i am just trying to help out with this project! :pj64: :pj64:
The Khan Artist
April 5th, 2002, 03:56
Originally posted by lightknight
it crashs right after the witch starts leave from the tower!
Doesn't do that for me. Maybe it's just your PC? :o
linker
April 5th, 2002, 04:35
This is the situation:
Glide64 compatibility list
~~~~~~~~~~~~~~~~~~~~~~~~~~
Version 0.04.001 By Ogy.
Banjo-Kazooie |1 |4 |some invisible gfx
Cyberman
April 5th, 2002, 04:38
Originally posted by Dave2001
plz try to keep this thread related to my plugin, not making fun of lightknight :plain:
Hmmm how are you doing on those foggy issues you were having? (sorry bad pun just could not resist ;) )
I probably should like at the GLIDE 3.X information sometime (hehehe). Anyhow.. if you need any body to bounce IDEAS off I'm lurking ;)
Cyb
Doomulation
April 5th, 2002, 08:16
I bet lightknight doesn't know what JPEG is...
pj64er
April 5th, 2002, 08:23
Originally posted by Doomulation
I bet lightknight doesn't know what JPEG is...
Dave has requested that we leave lightknight alone in this thread.
Dave2001
April 6th, 2002, 12:54
Finally, after a million hours of working on the temple of time problem, GokuSS4 tells me that Lemmy can help me with my problem. Lemmy said that there is a command that draws a 320x240x16 image on the screen, and I for some *really odd* reason had not checked that part for unimplemented commands. Just knowing this command was not enough though, I got a bunch of static. Icepir8 and I eventually figured out that the address it gave pointed to a structure, whose fourth element was a pointer to the actual texture :innocent: (all of this happened today)
Now what're the chances that anybody understood any of that except the people working with me? ;)
btw, the plugin keeps getting faster and faster, I added another speed booster today :happy:
Here's a screenshot:
fivefeet8
April 6th, 2002, 13:13
oooo.. gimme.. gimme.. drool.. Nice.. Damn.. Nice.. Can't wait for the next release Dave.. Nice, very nice work.. :)
When I get the pluggin, I'm gonna post a bunch of zelda shots..
gokuss4
April 6th, 2002, 13:56
check out my screenies i just posted in the n64 screenshot submission
Eddy
April 6th, 2002, 14:06
real nice shots, look real nice.
sclub 7 is gay.. ;) :happy: :cool:
Kashulty_DucK
April 6th, 2002, 15:44
Dave, if I may ask, what have you noticed to speed up the plug-in? Is it just cleaning up code or something like mixing in some assembler? Just curiuos.
The Khan Artist
April 6th, 2002, 17:13
Awesome!!!!!!
Keep up the late-night posts, guys (and the wonderfull progress).
Does this mean Zelda: OoT is working perfectly now?
Also, do you any good sites for an introduction to 3D programming? I really, really, REALLY, would like to learn some of this stuff, to try and make an SDL version (or even DirectX if SDL doesn't have enough capabilities).
gokuss4
April 7th, 2002, 02:45
zelda is missing a few combiners and its my job to find those combiners ;). dave has this thing where you can login missing combiners. its pretty cool. i use all the time when im playin a game. as soon as i find a missing combiner, I STOP... than quit and give it to dave and he will implement it.
Hacktarux
April 7th, 2002, 03:15
Originally posted by The Khan Artist
Awesome!!!!!!
Keep up the late-night posts, guys (and the wonderfull progress).
Does this mean Zelda: OoT is working perfectly now?
Also, do you any good sites for an introduction to 3D programming? I really, really, REALLY, would like to learn some of this stuff, to try and make an SDL version (or even DirectX if SDL doesn't have enough capabilities).
The 3D part of the SDL library is opengl ! SDL just gives function to initialize the window with a 3d context. But it is not usable for a n64 gfx plugin as i have seen when i tried myself because the window created by the SDL block the keyboard messages and the controller plugun can't work with it.
You can still try to make an opengl plugin, but i am just warning you that the SDL is not a good idea.
mesman00
April 7th, 2002, 04:26
what the hell are combiners, i'm sure i know, just not familiar w/ the term??
gokuss4
April 7th, 2002, 04:55
combine modes mesman00. combine modes are things where insert different graphics for a thing. i dont exactly know, but you can ask dave.
Eddy
April 7th, 2002, 05:43
im taking a educated guess, combiners are pieces of code which combine colors to create a certain texture, when the combiner is not the present, dx gives the surface a red surface to show that the combiner isnt present.
mesman00
April 7th, 2002, 06:47
ya eddy, i was thinkin sometghin along the same lines as u were.
Reznor007
April 7th, 2002, 12:03
Originally posted by Dave2001
Finally, after a million hours of working on the temple of time problem, GokuSS4 tells me that Lemmy can help me with my problem. Lemmy said that there is a command that draws a 320x240x16 image on the screen, and I for some *really odd* reason had not checked that part for unimplemented commands. Just knowing this command was not enough though, I got a bunch of static. Icepir8 and I eventually figured out that the address it gave pointed to a structure, whose fourth element was a pointer to the actual texture :innocent: (all of this happened today)
Now what're the chances that anybody understood any of that except the people working with me? ;)
btw, the plugin keeps getting faster and faster, I added another speed booster today :happy:
Here's a screenshot:
Just wondering, but on the real hardware using that command, does it do it point filtered, or bilinear? Because those areas of the game were pretty blurred.
Ogy
April 8th, 2002, 03:03
Originally posted by mesman00
what the hell are combiners, i'm sure i know, just not familiar w/ the term??
<Rjx> Ogy|BZ: what's a combiner?
<Azimer> Hello DK64
<Azimer> Why you slapping me :(
<Ogy|BZ> rjx: i don't think i know...
<Ogy|BZ> i bet azimer does though
<DK64> how are ya?
<Azimer> CC is a unit that combines Textures and/or various color elements to make final Color on a polygon
<Ogy|BZ> and AC?
<Azimer> Same, except it only messes with the Alpha component of the drawn pixel
<Ogy|BZ> ok, thamk you
<Ogy|BZ> thank*
<Azimer> ;)
btw, CC=Color Combine, AC=Alpha Combine.
mesman00
April 8th, 2002, 04:17
ahh, turning to the pros, heeh, thanks for clearing that up
The Khan Artist
April 8th, 2002, 07:53
Originally posted by Hacktarux
The 3D part of the SDL library is opengl ! SDL just gives function to initialize the window with a 3d context. But it is not usable for a n64 gfx plugin as i have seen when i tried myself because the window created by the SDL block the keyboard messages and the controller plugun can't work with it.
You can still try to make an opengl plugin, but i am just warning you that the SDL is not a good idea.
Yah, I've been studying 3D in SDL, and I see that it uses the OpenGL commands. I thought it was just an OpenGL interface. So, I will now start learning OpenGL, and I will just compile against the Mesa binaries, so it works for 3Dfx users. :biggrin: If I ever get any good, that is...
Cyberman
April 9th, 2002, 05:01
Originally posted by The Khan Artist
Yah, I've been studying 3D in SDL, and I see that it uses the OpenGL commands. I thought it was just an OpenGL interface. So, I will now start learning OpenGL, and I will just compile against the Mesa binaries, so it works for 3Dfx users. :biggrin: If I ever get any good, that is...
Hmmm the Mesa GL status for the 3dfx chipset hasn't been updated since early 1998 last I checked. I think it's kind of dead, Mesa GL itself though has been continuously updated. SO you would have all the fun and pleasure of updating the 3dFX specific changes to meet the MesaGL of today. :)
Cyb
LoneRaven
April 9th, 2002, 07:28
Does anyone know what the difference between Opera 5.1 and Opera 6 is. Apparently Opera 6 has trouble displaying embedded frames. I would like to confirm this with someone. If you can help, let me know. (maybe 2fast4u)
BTW: Great job Dave. The IE version of the Page is completely ready. The Netscape version is ready, too, but it kind of has a few quirks. Also, as you can see, I am checking on Opera.
The Khan Artist
April 9th, 2002, 10:07
OK, I just spent about an hour seriously browsing the Glide64 0.04 sources. It mainly served to reinforce my belief that this is going to be hard as hell, but I'm beginning to understand some of how it works! Except for the fact that I'm still lost in the 3D math.
Cyberman: It's that out of date? I had no idea... Well, then, I'll just have to get a card that's good with OpenGL... :( Maybe if I write something I can sell first...
Oh, well, I'll just keep working. Even if it is all blood, sweat, and tears, and even if I never get much of anything running, at least I'll learn something.
Kashulty_DucK
April 9th, 2002, 11:54
The Khan Artist,
You might want to look at some tutorials
http://www.voodooextreme.com/glide3tutorial/html/tutorial01.htm
on the left click tutorials and good luck
Falcon4ever
April 9th, 2002, 15:50
You should also take a look at the TR64-video source code.
I'm also bizzy with a GFX plugin....
:happy:
The Khan Artist
April 9th, 2002, 21:27
Thanks, guys. And good luck, Falcon.
And Dave, of course. I predict Glide64 will become the most accurate, most compatible, fastest, and least used gfx plugin of all time. :P
Cyberman
April 9th, 2002, 22:56
Originally posted by The Khan Artist
OK, I just spent about an hour seriously browsing the Glide64 0.04 sources. It mainly served to reinforce my belief that this is going to be hard as hell, but I'm beginning to understand some of how it works! Except for the fact that I'm still lost in the 3D math.
Cyberman: It's that out of date? I had no idea... Well, then, I'll just have to get a card that's good with OpenGL... :( Maybe if I write something I can sell first...
Oh, well, I'll just keep working. Even if it is all blood, sweat, and tears, and even if I never get much of anything running, at least I'll learn something.
Well it's fairly out of date unfortunately. Maybe someone has worked on it since? It's possible, 3dfx didn't do as much for the linux comunity toward it's latter days (see Year 2000) and thus not much happened in terms of updates.
Updating MesaGL might be easier though since you have a huge comunity of people who can give you advise on implementing various GL extensions etc. since there are a number of people working on that. (NVidia inclusive)
If you do get a port of Glide 3 MESA GL working under Windows let me know (heh) I sort of stoped working on that a while back :)
Cyb
linker
April 10th, 2002, 04:41
Originally posted by (NL)Falcon4ever
You should also take a look at the TR64-video source code.
I'm also bizzy with a GFX plugin....
:happy:
First of all that's not the source of the TR64-video plugin (Icepir8 never released it AFAIK).
Second - it's not even a plugin using the zilmar specs.
Third - this is the plugin for TrWin (an emulator initially started by Niki W. Waibel, then ported for windows by FiRES). The plug. is using OpenGL (as you can see).
Fourth. I don't know why so many people mix up Tr64 with TrWin or True Reality. It is a different project.
So.. is it clear now?
Falcon4ever
April 10th, 2002, 18:04
Originally posted by linker
First of all that's .... So is it clear now?
1. Yes that's true It was the TRwinGL source (and I re-zipped the video map cause the size was too big)
2. I didn't said it was a plugin that was created with zilmar specs, I only want to tell others that there are some usefull functions/code lines you should have a look at. Use the source as a sort of documentation not to build your plugin on.
3. TRwinGL original file src-12-28.zip
4. So What, I'm a human
Don't wanna get you mad but, I didn't mean it that way.
[case closed]
Hacktarux
April 10th, 2002, 18:17
TRWinGL is not TRWin. TRWinGL was an opengl windows port of TrueReality and when the authors felt that they have made so many changes and this was no longer a port but a new emulator they renamed it TR64.
This file is an old version of the TR64 graphic plugin (made before the Zilmar spec was published). Icepir8 posted a newer version on his forum some time ago (zilmar spec compatible).
linker
April 11th, 2002, 02:02
Is it with open source?
linker
April 11th, 2002, 02:59
Dave, you haven't post for a long time... is the plugin ok?
gokuss4
April 11th, 2002, 06:20
hes been busy a lot now
Dave2001
April 11th, 2002, 10:25
busy busy busy busy... yes I'm still working on it lots & lots :)
EeeK
April 11th, 2002, 18:16
Dave is bz coz he's workin hard on the Glide64 plugin...
l@g
April 11th, 2002, 22:22
Plz!, please, another games (we know Zelda works, and is amazing), but pokemon stadiums, f-zero, smash bros, papermario, mario partys, soccer games, racing games, etc?...
Some screenshots, nothing more...:blush:
bodie
April 11th, 2002, 23:46
patience! these things take time ..i am sure that when there's something to show the screenshots will be forthcoming ..but i can see why you are excited for news, dave has made miraculous progress..
i don't even have a voodoo card but it's fantastic to see the gfx taking shape ..keep up the great work dave ,it's looking exceptional
regards bodie
Doomulation
April 12th, 2002, 00:28
You know that Dave said that he might port it to us other users who doesn't have a voodoo in the future. That'd be soooooo good :P
Slougi
April 12th, 2002, 00:38
I'm getting a voodoo just for this :)
Of course ultra/supra will be better as well ;)
The Khan Artist
April 12th, 2002, 05:11
Originally posted by Doomulation
You know that Dave said that he might port it to us other users who doesn't have a voodoo in the future. That'd be soooooo good :P
Heh heh, that's one of the reasons I'm studying 3D rpogramming... to try and beat him to it. :P But I probably won't, even with that awesome tutorial Kashulty told me about... :!!!: Oh well, as long as it gets ported, I'm happy. :satisfied
mesman00
April 12th, 2002, 06:34
hey khan artist, can u please post a link to that 3d programming tutorial
milen
April 12th, 2002, 07:15
Is Zelda MOM showing some graphics? If i'm not wrong it's the same UCode(5) as Zelda OOT.
Remote
April 12th, 2002, 07:27
http://www.voodooextreme.com/glide3tutorial/
Dave2001
April 12th, 2002, 14:13
Originally posted by milen
Is Zelda MOM showing some graphics? If i'm not wrong it's the same UCode(5) as Zelda OOT.
No, not yet. I believe it uses the same ucode but it is currently having some address problems & such. I haven't investigated this game too thouroughly yet though.
The Khan Artist
April 12th, 2002, 18:37
He's trying to make Ocarina of Time perfect. :D
I wonder if it'll look better than SupraHLE? I can't wait!
l@g
April 12th, 2002, 19:00
Sorry. I´ll not make double post in the future.
Is the beta version supported by 1964?:blush:
The Khan Artist
April 12th, 2002, 19:43
0.04 is not. However the next version (I assume thats what you mean) is!
EDIT: Haha, nest version. Bleh, stupid mistake. Anyway, the current dev beta supports 1964, and so will the next public release.
l@g
April 12th, 2002, 20:26
Dave?
l@g
April 12th, 2002, 20:34
In 1964... there`s some problem if the CF is changed (for example: CTRL+6, etc).?
Dave2001
April 13th, 2002, 07:14
Yes, the next version will support 1964. However, it does have trouble switching from fullscreen to open a save state dialog box and going back again.
Rice
April 13th, 2002, 11:43
Originally posted by Dave2001
Yes, the next version will support 1964. However, it does have trouble switching from fullscreen to open a save state dialog box and going back again.
in 1964:
F5 - quick save
F7 - quick load
0 - 9 to select slot.
You don't have to go back to window mode to select save/load from menu.
Dave2001
April 13th, 2002, 23:20
Yes, quick save works just fine :)
Remote
April 13th, 2002, 23:23
Perhaps a thread split would be in order?
Slougi
April 13th, 2002, 23:31
Yep.
/closed. Opened next part.
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