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Direct64 v0.5 ALPHA

Hexidecimal

Emutalk Bounty Hunter.
Holy Crap man, Mario golf, aside from the fact all the grass is white, is nearly perfect! no more slow downs, or disappearing back grounds, or duplicating imagiges during a swing. Engenius!
 

ray16

The Grand Potatomaster
Hexidecimal said:
Holy Crap man, Mario golf, aside from the fact all the grass is white, is nearly perfect! no more slow downs, or disappearing back grounds, or duplicating imagiges during a swing. Engenius!

In the latest release all I get in Mario Golf and other games that didn't do it before is a black screen. I get sound, and it sounds like the game is running like it should but I get no picture. Turning off Orkinsampling and/or simulate overscan doesn't help (neither does turning off/on anything else).
 

Hexidecimal

Emutalk Bounty Hunter.
I tested it twice more to make sure it wasn't a fluke. I actually had to turn on the speed limiter to play at proper speed, otherwise the whole game played at 90 - 120 VIs a second! It was insane, but boy was it pretty, aside from the white grass, I love this plugin.
 

revl8er

That Damn Good
I like the super smash brothers performance. I get no slowdowns while playing with multiple characters such as the yoshi team stage. Great plugin orkin.
 

Hexidecimal

Emutalk Bounty Hunter.
One thing I've noticed, the power indicator in Mario 64 doesn't work when mario gets hit it shows a blackish red circle with no bars in it
 

BountyJedi

New member
I believe TruForm has to be appled to objects selectively, and manually. TruForm does not automatically select which objects or which triangles to interpolate, it just interpolates whatever the software tells it to. ... I think.

Wasting 30KB for a slightly off-topic example, here's what happens when you apply TruForm indiscriminately to all objects in the scene, except for the room itself. Maybe it's just an example of TruForm done wrong. Even if it does require care to be applied properly, I don't think it can just be applied to a whole scene without regard for which objects or which parts of objects are being interpolated...

i slightly knew it would be kind of buggy cuz ive been looking into waht it does cuz i simply wanted to know =p

i was thinking of it more of an experment but if it is like Khan said that its incompatible then its no idea at all as i said a wierd idea =p


im on a school computer now when i get home ill try out the new version and see how it works
 

BFeely

New member
In Paper Mario, the squares are gone on the characters, but in dark places, the characters are pitch black.
 

dataangel

New member
Mario64 works fine now -- that crash was a fluke. I think it was caused by me messing around trying to get RE2 to work. But the RE2 message was not a fluke.

Any word on when we'll see 0.6? I love this plugin ;D
 

ray16

The Grand Potatomaster
I'm going to try and uninstall 1964 and delete the Direct64 registry intries then "install" it all again and see if that helps my problems.

*Edit*

Damn it. Didn't help. Guess I'll try reinstalling my drivers a little later.
 
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OP
Orkin

Orkin

d1R3c764 & g1|\|64 m4|<3R
It looks like BFeely hit the nail on the head...an unchecked buffer. I'll increase the size and add a check to make sure it doesn't go out of range anymore, thanks BFeely!

Also, I'm changing the color image handling to a more flexible method to get rid of the black screen problem. The results are good so far, so the next release should be much more compatible, and OrkinSampling and Simulate Overscan (an improved version) will also be working in the next version.

Orkin
 

BFeely

New member
Orkin said:
It looks like BFeely hit the nail on the head...an unchecked buffer. I'll increase the size and add a check to make sure it doesn't go out of range anymore, thanks BFeely!

Also, I'm changing the color image handling to a more flexible method to get rid of the black screen problem. The results are good so far, so the next release should be much more compatible, and OrkinSampling and Simulate Overscan (an improved version) will also be working in the next version.

Orkin
Is Simulate Overscan going to be adjustable?
 
OP
Orkin

Orkin

d1R3c764 & g1|\|64 m4|<3R
BFeely said:
Is Simulate Overscan going to be adjustable?

I'm still working on how I'm going to handle this. It looks like I might be able to auto-detect how much adjustment for overscan needs to be done based on the VI registers, but if auto-detection doesn't work out, yes, it'll be adjustable (right now it's hard-coded to 10%).

Orkin
 

MrRCS

New member
MrRCS said:
i don't know.
i have same problem.

_____________

without any driver installed, configuration box open.
but with ... nvidia 53.03 56.72 61.11 ... don't open

______________
with nvidia 44.03 configuration box open

_____________
menu of glN64 works.

with nvidia 44.03 configuration box open, but 44.03 is too old
 

Skullmonkey

New member
Hi all, my first post ever on the forum is to say that this new plugin is fantastic, great work orkin :).

After finding your plugin just a few days ago, (its been a while since I was about last), I have since started using 1964, and find your plugin with this emu works even better for me than PJ64 does,(with your plugin).

But some questions, how firm is the rule that your plugin shouldn't work with FSAA enabled in the driver, cos it does on my machine, and it works great! I only tried this as I was unable to get Simulate overscan and Orkinsampling working at all, they would both just cause a black screen.

However if I leave everything off in your plugin setup, (except enable fog), but turn everything on in the driver (Catalyst 4.4 - 6 x FSAA, 16 x AA) not only does it run with no extra performance hit that I can see, but the transitions that should work do, ie Bowser/peach in Mario64.

I have taken some screen shots to show you the diff, will post them up in a second. It works even better than having 4XHQ turned on, in fact once I turn the driver up to full, turning on any effects in the plugin (apart from fog), make the IQ worse.

Another thing I find is that, any games that won't run properly for me, still don't run any better if I turn the driver back to balanced.

Problems so far:

Banjo Kazooie: won't run full screen at all, just flickers between 800x600 and the fullscreen 1024x768, but the performance varies too much if I leave it windowed.

GoldenEye: Same prob as Banjo Kazooie, when windowed the sound stutters badly and won't sync, syncs at full screen and stuttering stops, but the image flickers between the 2 resolutions.

Perfect Dark: Same prob as has been posted previously, the camspy won't work, (image is just fuzz), the menus still have some artifact problems around the edges, (but still usable), and the bullet marks on some surfaces son't work properly, also some of the bullet effects don't work properly. Also the nightvision doesn't work (just get green fuzz, similar to the camspy effect).
The old problem of the sky and objects getting messed up in the carrington institute level is there as well, makes the level almost unplayable. I know it has been hacked to give a plain black sky in (Jabos plugin I think), but it would be really nice if you were actually able to get this level working properly. Big order I know, but you have done incredible things allready... :happy:

Will post any other bugs I come across. ;)

Thanks for the great work orkin, keep it up.
 
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Legend

New member
Thanks for your amazing and contining contribution to n64 emulation. I finally can use your plugin with alot of my games now. Since progress has been so accelerated lately, I thought maybe you can take a look at a troublesome game:Worms Armageddon. True, it's not the most popular game but it's one of the best with a small yet devoted following. Jabo's works fine but the worms all look to the left-same with Glide64-while Rice's displays the worms properly but unplayable due to pausing and slowdowns. Yours seems unfortunately to have both kinds of problems but I thought I'd at least put this out there for you to consider and hopefully you can let me know what you think. Thanks alot. :)

Oh and nice avatar skull. :happy:
 
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Skullmonkey

New member
The following Pictures were taken at 1024 x 768.

This first one has nothing turned on in the plugin, and the driver is set to balanced:

Everythingoff.jpg


The next one has everything off in the plugin, and the driver set to full (Cat 4.4@ 6 x FSAA and 16 x AA):

EverythingoffDriversFull.jpg


Sorry about the large images. I'm not sure what I'm doing wrong but I just can't get anything to attach, when I use the Manage attachments button, nothing happens at all, (anyone know what it is I'm doing wrong, it says I should be able to post attachments....sorry I don't normally post attachments to forums).



Cheers
 
OP
Orkin

Orkin

d1R3c764 & g1|\|64 m4|<3R
HQ4X has a tendency to make things look blocky because it tries to sharpen too much sometimes, I more frequently use HQ2X or 2xSaI because of this. Although HQ4X does do a nice job on 2D-type stuff (i.e. Paper Mario).

It's not really a rule that FSAA be disabled, but I had run into speed problems with it enabled on my PC, and it doesn't do anything in Direct64 anyway because D3D doesn't allow FSAA when using render-to-texture, which is used heavily in Direct64. Look at your screenshot with 6x FSAA enabled, there's still heavy aliasing because FSAA doesn't affect texture render targets (sad, but true).

This is why I implemented "OrkinSampling" (which is really just a cheap form of multisampling). Unfortunately, because of limitations on today's GPUs, OrkinSampling only works on 1024x768 and lower...plus it's broken in the current release version...
 

BountyJedi

New member
just for getting out another bug about the newre version which may have come from the optimization things and all is that when thing tets really close it lags prettye bad (i.e. when majoras mask comes close in mm) it didnt lag at all in that point in the pre-optimization version so for me the optimaztion makes it more laggy =p and runs faster without but then it might lag more for ppl not using the newest (im on a radeon 9800)
 

BFeely

New member
Two bugs with Paper Mario. I managed to get them both on one image.
In a dark area, the characters are pitch black.
Candle flames are inverted: pixels that are supposed to be bright are dark and vice versa.
 

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