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  1. #281
    EmuTalk Member
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    Well, I'm running Win7, not vista. The regular 6.1.4 plugin works just fine, though. Maybe I missed a setting on my compile? I had to choose the ReleaseDX9 and DebugDX9 options. The other two need the DX8 SDK, I'm assuming, because it gave me the "can't find d3d8x.h error"

    Here's a link to the compiled DLL's



    http://www.megaupload.com/?d=ZXPFV0FV


    Update: It only gives me the DirectX 8 error message when I turn on anti-aliasing.
    Last edited by KrazyTrumpeter; August 15th, 2009 at 14:25.


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  2. #282
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    Yes, that's true. The directX 8 build needs some files from this SDK. As far as I know, compiling under DX8 is prefered as DX9 causes some glitches with this plugin. You'll find the SDK here. Is your crashing problem gone with this version?

  3. #283
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    I can load all the hires textures and start the game just fine with the files you provided. However, if I enable any sort of anti-aliasing, it will crash the game. AA is the main reason I want to use the Rice plugin instead of the Glide64 plugin.

    I will grab the DX8 SDK and compile with that, though. Does the SDK include all the end-user files to run DX8 applications as well?

    Also, I saw that 6.1.9 had some lines in the TextureFilters.cpp that allowed for up to 256x textures. Would I be able to just copy over those extra lines and add them to this version? The 6.1.9 still crashes for me, and I didn't know what changes you made to 6.1.4 to make it stop crashing on Vista/Win7.
    Last edited by KrazyTrumpeter; August 15th, 2009 at 14:51.

  4. #284
    EmuTalk Member
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    Quote Originally Posted by KrazyTrumpeter View Post
    I can load all the hires textures and start the game just fine with the files you provided. However, if I enable any sort of anti-aliasing, it will crash the game. AA is the main reason I want to use the Rice plugin instead of the Glide64 plugin.

    I will grab the DX8 SDK and compile with that, though. Does the SDK include all the end-user files to run DX8 applications as well?

    Also, I saw that 6.1.9 had some lines in the TextureFilters.cpp that allowed for up to 256x textures. Would I be able to just copy over those extra lines and add them to this version? The 6.1.9 still crashes for me, and I didn't know what changes you made to 6.1.4 to make it stop crashing on Vista/Win7.
    The crash was caused by variables that are under certain conditions uninitialized in the graphics library code. (the c-code loading the png files). A diff will tell you the exact location.

    Sure, you can port the scaling code without problems. The approach is the same for whatever size you like to support. A more sophisticated way to calculate the needed scaling factor would be to use the logarithm of 2 for detecting it instead of these dull if statements.

  5. #285
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    Yeesh, now I'm getting compile errors.


    Creating library RiceVideoStable.lib and object RiceVideoStable.exp
    TextureFilters.obj : error LNK2019: unresolved external symbol _FreeBMGImage@4 referenced in function "bool __stdcall LoadRGBBufferFromPNGFile(char *,unsigned char * *,int &,int &,int)" (?LoadRGBBufferFromPNGFile@@YG_NPADPAPAE AAH2H@Z)
    TextureFilters.obj : error LNK2019: unresolved external symbol _ReadPNG@8 referenced in function "bool __stdcall LoadRGBBufferFromPNGFile(char *,unsigned char * *,int &,int &,int)" (?LoadRGBBufferFromPNGFile@@YG_NPADPAPAE AAH2H@Z)
    Render.obj : error LNK2019: unresolved external symbol _WritePNG@36 referenced in function "bool __stdcall SaveRGBBufferToFile(char *,unsigned char *,int,int,int)" (?SaveRGBBufferToFile@@YG_NPADPAEHHH@Z)
    Render.obj : error LNK2019: unresolved external symbol _InitBMGImage@4 referenced in function "bool __stdcall SaveRGBBufferToFile(char *,unsigned char *,int,int,int)" (?SaveRGBBufferToFile@@YG_NPADPAEHHH@Z)
    RiceVideoStable.dll : fatal error LNK1120: 4 unresolved externals

    Those errors are only when I try to compile the Release(non DX9) version.
    I can compile the Debug(non DX9) just fine, and it loads all the high res textures as well as let's me use full AA and AF. I also ported the extra highres texture code.

    Would you like me to upload it?
    Last edited by KrazyTrumpeter; August 15th, 2009 at 15:42.

  6. #286
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    Well I'm pretty sure I've got a Rice Video to load textures arbitrarily.
    To get how much the texture has being times-ed by
    Code:
    newImageSize/oldimagesize
    So if the texture is by the power of 2 it should load it but i don't think its quite working at this very moment.
    Last edited by death--droid; August 16th, 2009 at 02:12.

  7. #287
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    Hi...
    Er... sorry to revive a somewhat old thread but I'm having a little problem.
    After Mario and Peach in the castle at the beggining of Paper Mario, when the castle rises it goes to a black screen.
    I'm using Project 64 1.6.
    Help please!
    And thanks beforehand .

  8. #288
    Sony battery Toasty's Avatar
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    Not only is this an old thread, but it has nothing to do with the question you asked. Why not start a thread of your own to cover your problem?

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