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Glide64 v0.8 wonder dissolve effect problem

appollo147

New member
I have a AMD Athlon 64 3400+ 2.39ghz processor with an ATI Radion Xpress Series 200 graphics card with 896mb of RAM.Glide64 v0.8 runs games like OOT perfectly,but when it comes to dissolve effects like on Mario64 when Mario warps from one place to another by standing in tall grass or when youre talking to the starman on the mountain in paper mario the game starts running really slow.Is this a bug in the new version of Glide64 or is their a way to fix this.Ive tried turning off all except the absolutely neccasary options for the plugin and it still happens.Using 1964 didnt help either,any help would be greatly appreciated.By the way I use hactaruxs wrapper.
 

Doomulation

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The problem was resolved at emuxhaven, iirc.
It is an effect that requires hwfbe to work at high speed.
 

deathace

New member
It's one of those unresolvable issues if you have a modern video card. Don't mean to bash Glide64 or anything, but quite honestly, I think it's time one of the directx or openGL plugins get updated to support the paper mario frame buffer features. Who in their right minds still use a Voodoo nowadays?
 

Gonetz

Plugin Developer (GlideN64)
deathace said:
It's one of those unresolvable issues if you have a modern video card. Don't mean to bash Glide64 or anything, but quite honestly, I think it's time one of the directx or openGL plugins get updated to support the paper mario frame buffer features. Who in their right minds still use a Voodoo nowadays?
If you are crazy enough to play these ancient N64 games nowadays, you should not be surprised that many people still use an ancient hardware, which on the occasion fits best to emulation of these games.
I agree with you, directx or openGL plugins update would be nice. But you will hardly get paper mario frame buffer features emulated soon. I just finished hardware emulation of these features in Glide64 and I should say that it was not an easy task. Orkin can do this job, but who knows when his plugin will be updated. Thus, if you want fast and perfect emulation of these features soon, you have only 2 choices: Voodoo4 or Voodoo5.
 

Doomulation

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I might expect implemting such framebuffer features in directx/opengl will be no easy feat. Gonetz has done an amazing job at doing it for voodoo 4/5 already.
 

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