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Thread: GLideN64 blog

  1. #31
    Plugin Developer (GlideN64) Gonetz's Avatar
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    Thanks!

    Sorry for terrible English, my native language is C++

  2. #32
    EmuTalk Member
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    Just a post to remind the people who follow this thread to go to Gonetz's blog. There is a lot of news there.
    Last edited by DETOMINE; October 27th, 2013 at 23:44.

  3. #33
    EmuTalk Member Nintendo Maniac's Avatar
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    Quote Originally Posted by DETOMINE View Post
    Just a post to remind the people who follow this thread to go to Gonetz's blog. There is a lot of news there.
    FTFY, just concerned about non-native english speakers getting confused.
    EmuTalk's resident straight-male kuutsundere
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  4. #34
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    Thanks, fixed.

  5. #35
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    Is it avaiable soon?
    What the hell are you?

    30.11.13 R.I.P Paul Walker

  6. #36
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    Quote Originally Posted by Predator82 View Post
    Is it avaiable soon?
    You can read some commentaries about that on Gonetz's Blog. No real answer though.

  7. #37
    Surreal64 Nut weinerschnitzel's Avatar
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    Gonetz, this is the most interesting blog I've read in a along time. I'm learning alot, and I'm very excited for what you can pull off with HLE and modern technology. Most of us felt that a Glide64 rewrite for a modern API would be a major milestone for the N64 emulation community as a whole. Even though you are using glN64 as a base, you are very much meeting this milestone, and then some. Thank you!

  8. #38
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    Mario Tennis 64 is one of my favourite N64's games. For now I can only play it with Jabo's plugins (somewhat playable, lot of missing effects) or Dolphin (beautiful but slow), since my N64 died a long time ago (RIP).
    I promise that if I can play it with all effect and full speed I will finish my 100% save of it (and share it obviously).

    And I agree, the explications given by Gonetz are really interesting.

  9. #39
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    The latest post on FBE is an incredibly interesting read, good stuff, keep it up!

  10. #40
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    Hi Gonetz. I hope you still read this topic, hehe.

    Thanks for Glide64, I always recommend that plugin to use with N64 emulators. That's why I'm expecting very good things for this one.

    There are a few features that I would like you to consider adding to the new plugin. I know you want to focus on replicating special graphic effects, so don't bother on my suggestions if you don't want to work on them.

    -Being able to export geometry, textures and vertex shading from the game game (the current scene on screen). There's already an old Nemu Graphic plugin that rips geometry and textures from current frame the a VRML file. I use that in order to create custom maps for GoldenEye and Perfect Dark, but since it's an old plugin there are a lot of games that are partially supported or not supported at all. Since your plugin will be more accurate than Nemu, it would be cool to have this feature. The ideal file to export would be FBX since it has vertex shading support, but OBJ or even VRML are fine too even if they lack vertex shading.

    -Wireframe rendering support. This will help to see how much stuff is loaded at once on screen. Some games as GoldenEye split the levels in small portions and load them as soon as you are almost able to see them, so in order to improve polygon count in my levels it would be nice to check when and how many of these portions are loaded.

    -Force true 16:9 aspect ratio. I don't know if I'm doing something wrong with Glide64, but when I force 16:9 all I get is a streched image and not a true 16:9. Only games that already has a 16:9 feature work fine.

    -Being able to choose the amount of antialising and anisotropic filters, for both window display and full screen. This isn't very important actually, but perhaps it will help people with slow computers.


    Let me know if you find some of these features interesting. Thank you very much.


    EDIT: Just a crazy afterthought. Would it be possible to implement a real time tri counter just as there's a framerate display? And then mix both to have an estimated polygon performance rate (although the real hardware lags more than emulators).
    Last edited by Sogun; January 27th, 2014 at 19:45.

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