Orkin
d1R3c764 & g1|\|64 m4|<3R
For the past few months I've been working on a DirectX 9 plugin that uses the latest features of today's GPUs to get as close to the N64 as possible. That plugin is called Direct64 (original name, huh?).
I had planned on getting more much done on this before releasing, but it's been so long since I've released anything to the public that I'm going to go ahead and release it as an alpha version. As such, keep in mind that this is very much a WIP, so expect bugs, crashes, and various glitches.
Direct64 is based on the glN64 source code, but many changes have been made since I began working on it. Here's what's different in Direct64 v0.5 ALPHA from glN64 v0.4.1:
The plugin requires DirectX 9, and at least PS 1.1 support (although PS 2.0 is recommended).
The future of glN64 is unclear. Although it will definately be continued in some form, whether or not I will integrate the two plugins into one, or keep them seperate, I haven't decided...
I hope you all enjoy the plugin. I expect to be able to put more work in to it in the future, as next week is finals week...
EDIT (5-2-2004):
I fixed a couple bugs tonight and updated the ZIP, so re-download to get the following fixes:
EDIT (5-3-2004):
Fixed a few more bugs, and updated the ZIP file:
EDIT (5-4-2004):
Here we go again. Re-download to get the following updates:
EDIT (5-5-2004):
Time for tonight's update. I got tired of the slowness, so I made some optimizations. Let me know if they help (or if they break anything).
EDIT (5-8-2004):
Another update! Here's what's new:
EDIT (3-12-2005)
I was bored tonight so...here's something new for ya'll to play with. I can't believe it's already been 10 months since the last update! I've fixed several things with the little bit I've been able to work on Direct64 over the last 10 months, but I probably broke some things in the process too...here's what I can remember being changed:
I had planned on getting more much done on this before releasing, but it's been so long since I've released anything to the public that I'm going to go ahead and release it as an alpha version. As such, keep in mind that this is very much a WIP, so expect bugs, crashes, and various glitches.
Direct64 is based on the glN64 source code, but many changes have been made since I began working on it. Here's what's different in Direct64 v0.5 ALPHA from glN64 v0.4.1:
- Changed graphics API from OpenGL to DirectX 9
- Changed combiner to use pixel shaders (PS 2.0 recommended)
- Added software triangle clipping
- Added overscan simulation
- Added software depth buffer rendering (see Zelda coronas/lens flare)
- Added Zelda "four suns" bug hack
- Added OrkinSampling (FSAA doesn't work with the new framebuffer
- Added preliminary LOD factor support (see SM64 Bowser/Peach painting transition)
- Added HQ2X and HQ4X texture filters (thanks to Maxim Stepin)
- Improved S2DEX and S2DEX2 microcode support
- Improved blender emulation
- Improved noise emulation using pixel shaders
- Improved depth image support
- Improved color image support
- Improved depth bias for decals
- Fixed a bug related to switching microcodes using gSPLoadUCodeEx
The plugin requires DirectX 9, and at least PS 1.1 support (although PS 2.0 is recommended).
The future of glN64 is unclear. Although it will definately be continued in some form, whether or not I will integrate the two plugins into one, or keep them seperate, I haven't decided...
I hope you all enjoy the plugin. I expect to be able to put more work in to it in the future, as next week is finals week...
EDIT (5-2-2004):
I fixed a couple bugs tonight and updated the ZIP, so re-download to get the following fixes:
- Fixed a bug in the blender that could cause fog to be enabled at the wrong time
- Fixed a bug that could cause missing textures if an advanced filter is selected
EDIT (5-3-2004):
Fixed a few more bugs, and updated the ZIP file:
- Changed TEX_EDGE mode detection method (Paper Mario sprites bug fixed)
- Added a combiner hack to fix Majora's Mask pause screen with new TEX_EDGE detection method
- Improved texture rectangle texture coordinate generation when using a frame buffer texture (doesn't blur the background in Zelda pause screens)
- Fixed a bug that caused slow-downs when changing microcodes mid-ROM (Majora's Mask motion blur faster now).
- Fixed a matrix bug that could show up in some games (i.e. Diddy Kong Racing)
EDIT (5-4-2004):
Here we go again. Re-download to get the following updates:
- Updated the Banjo-Tooie shadow hack
- Fixed a bug that caused alpha to get messed up when lighting was enabled (1080 Snowboarding board selection)
- Improved TEX_EDGE support (1080 Snowboarding character-selection)
- Improved OrkinSampling stability somewhat
- Improved resolution switching, shouldn't be as troublesome as before
- Removed some old code that was messing up cards with PS less than 1.4, it should work now (still untested)
EDIT (5-5-2004):
Time for tonight's update. I got tired of the slowness, so I made some optimizations. Let me know if they help (or if they break anything).
- Optimized vertex handling
- Optimized triangle clipping
- Optimized texture updates
- Added partial F3DEXBG2 microcode support (CBFD)
EDIT (5-8-2004):
Another update! Here's what's new:
- Added nearly complete Sprite2D microcode (more like nanocode) support (Space Station Silicon Valley backgrounds/menus)
- Changed RDRAM size detection to a constant value (was causing problems when switching ROMs)
- Fixed LOD factor computation that broke from vertex handling optimizations (Bowser/Peach painting transition)
- Fixed bugs in primitive depth decoding (Space Station Silicon Valley and others)
- Fixed incorrect matrix stack size detection (Space Station Silicon Valley objects)
- Improved state synchronization (no longer messes up when switching ROMs)
- Improved color image/depth image handling (reduced black screens)
EDIT (3-12-2005)
I was bored tonight so...here's something new for ya'll to play with. I can't believe it's already been 10 months since the last update! I've fixed several things with the little bit I've been able to work on Direct64 over the last 10 months, but I probably broke some things in the process too...here's what I can remember being changed:
- Fixed a slow-down problem related to newer ATI Catalyst drivers
- Fixed OrkinSampling
- Added preliminary Majora's Mask point lighting support
- Improved color and depth image support (should be nearly complete now)
- Dunno what else...I tend to forget alot over 10 months...
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