The Khan Artist said:- Do ATi cards not support dithered alpha? I tried an invisibility cap in Mario 64, and it had standard alpha, not dithered. I tried using the nVidia Dawn wrapper, and while everything else was screwed up, dithered alpha worked.
See my above post.Rice said:Some feedbacks after quicking testing:
* Frame buffer emu does not work for Banjo Kazooie
I see two. These happen as the camera is moving down the path to the entrance to Kokiri Forest, about half-way through the intro.* some random triangles during Zelda OOT intro (problem caused by incorrect vertex clipping ? )
Seems to work fine here* After running Zelda OOT, I cannot run Banjo Kazooie (DP interrupts are not correctly triggered ? Or some SP/DP registers are not correctly set after DList ?)
Could that be the source of my screenshot problem?* Statusbar location error. Space above statusbar is not drawn by triangles but drawn by FillRect, for both 1964 and PJ64
Yep, I get this too.* Graphics covered by 1964 toolbar
Works for me... What about Clements?* Banjo Tooie, all white in game (I fixed this problem in my plugin, but I forgot what's it)
After the news transmission, I see the purple space ship leaving trails, and then pushing start does nothing.* S2DEX problem and primary depth problem with Silicon Valley
No comment. Give me the names of some other S2DEX and S2DEX2 games and I'll test.* S2DEX and S2DEX2 problems in many other games
Yep, I see the same problem.* GoldenEye sky (did not you catch the partial solution?)
I start the game and see absolutely nothing.* SpiderMan, incorrect texture loading (Just like my plugin with OpenGL)
Same here* Viewport problem with WaveRace64, background is not cleared at very beginning
Hmm... I can't say I noticed a difference.* Speed is slower ?
Orkin said:Radeons do support dithered alpha testing, but it absolutely kills the framerate (at least on my system), so I only left it enabled for GeForce cards. Did you get decent speed with the dithered alpha Khan Artist? Maybe I should just make it an option...
Orkin said:The Banjo-Kazooie puzzle effect isn't working right because the FB doesn't always know when to kick in. It works by trying to tell when the N64's loading a texture from the framebuffer, and then redirecting to a list of saved framebuffer textures instead of loading it from TMem. But I still haven't come up with a way that detects loading from the framebuffer in all cases...