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Direct64 v0.5 ALPHA

Skullmonkey

New member
desertboy said:
I blame you Orkin, you that Bastard Rice and Gonetz. If it wasn't for you 3 I'd be in the real world talking to real people instead I'm spending countless nights battling rock monsters, witches & lizard things.

When I'm 30 with no wife or friends I'm going to hunt you all down and kill all of you!!!!!!!!!


Maybe

Nah, you'll be fine. I'm 31 with a wife and 2 kids, still manage to find plenty of time each night to battle rock monsters, witches and lizard things.

But then of course I was able to control my addiction just enough to enable me to find a wife..... :p

Good luck with that. :)
 

MasterPhW

Master of the Emulation Flame
Orkin said:
Yeah...it has kinda died down in here, but that's my fault.

I'd post the latest version, but at the moment many things are actually working worse than the last one because I'm in the middle of re-re-re-working the color and depth image handling. I've also found and fixed a few long-standing bugs that were causing several annoying glitches. As a result, Mario Tennis is actually starting to look half-way decent. It's still pretty glitchy, but the menu is near-perfect now and the replays work nicely. :D

Every release is better and that's the reason, why we all can wait.
But I had a question, did u will relase the source of direct64 like gl64?
Or will it b closed source?
 

sheik124

Emutalk Member
ooooh the zelda subscreen turning around effect thingy and link in the subscreen actually shows!! now make flying dragon work damn it :)
 

Huuf

Zelda fanatic
[EDIT]
After some tests disabling all settings, the plugin worked on 1964 not on project 64, after that I enabled the features one by one and came to the conclusion that OrkinSampling doesn't work. All the other functions work.
[/EDIT]

Here no rom works,

With Project64 1.5 sp1, it just loads real slow the roms and then just exits without warning
and with 1964 0.9.9 it loads 1 screen with the top black and in the bottom only some color distortions.

Attachements
Screenshot and DXDiag file

p.s. with 16 bit colors only the bottom bar changes
 
Last edited:

euphoria

Emutalk Member
Okay, tested the latest release and found out that it crashes every time on my other system (Exception in emulation thread). Prolly because of it's Matrox G450. Tried on 1964 v0.99. Just to let you Orkin know...
 

Doomulation

?????????????????????????
Orkin, can I ask what requirements there are for this plugin? If possible, if the plugin is checking the D3DCAPS9 structure, what parts and what info is it demanding to run properly?
 

Gladiac0190

New member
H3ad5h0tter said:
[JOKE]

1| if {Graphicscard} NOT (DX9compat) then [2]
2| fuck graphics up :p

[/JOKE]

Ok , i don't know C really.. :p

hmmm, not that bad but...

01: function parse_grafics($param)
02: {
03: if dx_compatibility_version()>='9.0b'
04: {
05: compile($param);
06: }
07: else
08: {
09: show_nothing($param); // as a fallback
10: }
11: }


doh, what a crap ;D

I also don't know C really but PHP ;P
 

Doomulation

?????????????????????????
Yurrr, but how EXACTLY do I know it's a DX9 card? Because it supports the ps 2.0? :party:
What if it's missing extension... hmm, is it possible?!
Might as well be on the safe side :crazy:
 

BountyJedi

New member
use that gtfx card analyzing program some1 on this board made (in another that was linked earlier in this thread)

it should tell you that stuff =p but you proabably alredy knew...

are you also testing with all settings off cuz in latest release orkinsampling and simulate overscan is broken =p
myself im using the older version where everything works =P and its even faster for me for some reason (atleast in zelda)
 

Doomulation

?????????????????????????
BountyJedi said:
use that gtfx card analyzing program some1 on this board made (in another that was linked earlier in this thread)

it should tell you that stuff =p but you proabably alredy knew...

are you also testing with all settings off cuz in latest release orkinsampling and simulate overscan is broken =p
myself im using the older version where everything works =P and its even faster for me for some reason (atleast in zelda)
I didn't test it :p
Last time I tried it it ran pretty crap. Dunno why. :baaa:
I'm just wondering what orkin requires of the gfx card to run his plugin.
 

Shin_Gouki

New member
usually when you buy your gfx card you find some sentences like: "DX 9 compliant" or something like that
and since you got a DX8 GF 4
you surely have quite "poor" support of pixelshader (1.4 ?) (i think 2.0 is used by orkins plugin)
wbr Shin Gouki
 

Trotterwatch

Active member
AFAIK feel free to correct:

GF3 = Pixel Shader 1.1
GF4 = 1.3
Radeon 8500 and up but below the DX9 part = 1.4
Radeon 9500 (I think is the DX9 part) and up = 2.0
GF FX = 2.0

1.3/1.4 should surely be sufficient for most of the N64s needs? Then again I'm not a programmer so perhaps the 2.0 spec enables something really fantastically great that can be manipulated to emulate the N64.
 

Doomulation

?????????????????????????
Shin_Gouki said:
usually when you buy your gfx card you find some sentences like: "DX 9 compliant" or something like that
and since you got a DX8 GF 4
you surely have quite "poor" support of pixelshader (1.4 ?) (i think 2.0 is used by orkins plugin)
wbr Shin Gouki
Yes, but afaik, I don't think there was too much missing with ps 1.4. And I thought orkin was trying to limit it to a little lower by using asm. Don't know how far he's come yet, though.
He said the 1.4 spec missed some small instructions that was in ps 2.0 her used... well, I mean, it worked totally like crap.

When using 1964 0.9.9, it didn't even load a plugin. When using pj64, it did emulate, but VERY SLOW, and the config didn't work. Didn't show up, just resized to 1024x768 resolution.

*Shrug*
 

Federelli

Beta Tester
PS2.0 makes things in less passes so it should be faster... but we are already getting 100% speed without Pixel Shaders so...

What would be great is to have a constant 100%, not an oscilation beetween 97% and 102% :D
 

Shin_Gouki

New member
Orkin said:
...

[*]Changed graphics API from OpenGL to DirectX 9
[*]Changed combiner to use pixel shaders (PS 2.0 recommended)
...

->
The plugin requires DirectX 9, and at least PS 1.1 support (although PS 2.0 is recommended).
...
->
Removed some old code that was messing up cards with PS less than 1.4, it should work now (still untested)
@Doomulation
see what i mean?
just wait a bit give Orkin some time, i´m sure this plugin will work someday the way you want to with the emu you want to use ;)
(remember the plugins names still ALPHA ;) )
wbr Shin Gouki
 

Clements

Active member
Moderator
I don't think I've seen someone with a DX8.1 or below graphics card post a screenshot with correct graphics and good speed (feel free to link to a screenie to prove me wrong). Looks like DX9 compliancy is a requirement since the plugin utilises DX9 instead of OpenGL 1.4 as glN64() did (to what degree, Orkin knows :p).

Makes sense since Orkin is making a plugin that will not only emulate the N64's graphics to a very high quality, but it will utilise all the features of his own graphics card (Radeon 9500 Pro).
 

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