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My z64gl fork

Mr. 64

New member
I wanted to post here that I worked on improving the z64gl plugin http://www.emutalk.net/threads/40640-Z64-a-LLE-graphics-plugin
You can download my version here: https://github.com/purplemarshmallow/z64/releases
Put SDL.dll in the emulator's directiory
Put z64gl.dll and z64gl.conf in the plugin directory

Changelog:
Merged improvements from other forks (angrylion's fork, mupen64plus fork)
switch to Visual Studio (this improved the plugin's performance)
fix problem where textures mess up over time
fix output in 32 bit games (Mario no Photopi, Quake II, ...)
update glew to 1.13
some other changes

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Iconoclast

New member
Some cool ideas here.

When it comes to z64gl, I am sure there is a lot that can be tackled, though I have been lazy and have not at this minute gotten around to pulling from your fork yet to try it. My biggest interest will be to know that it compiles and runs for 64-bit non-Windows emulators so that we will finally have an available LLE plugin that isn't software-only for other platforms. GLEW I know should not be that difficult to get rid of; OpenGL extensions can be done pretty simply through a custom API so that no GLEW run-time is necessary.
 

nashismo

New member
Please tell me what Emulator are YOU using? I have followed the instructions to install it and I cannot get it to work on any of my Project64 versions. I would appreciate your answer.
 
OP
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Mr. 64

New member
I'm using Project64
With Project64 2.X you need to disable "Graphics HLE" under Settings->Plugins

- - - Updated - - -

I uploaded a new build
Some bugs have been fixed. Iconoclast/cxd4 removed the glew dependency, so glew32.dll is no longer needed

Super Bowling framebuffer effects are now working with this plugin
uc
 

Iconoclast

New member
Hmm...SDL.dll I think is not something ziggy's releases really depended against.

I know his z64gl sources do comprise of SDL code, but I think it's conditionally #define'd out by whatever he was passing to the GNU Makefile. (Maybe this was just never written into the distributed makefiles for MinGW or MSVC.) I can't really test or pull-request this to you though since I'm not running Windows these days.

But yes, GLEW32.DLL was pretty easy to remove. Good luck on researching those other RDP endeavors.
 

Frank74

New member
Indiana Jones (E) unreleased version, looks good here and getting reasonable performance, between 40-50 VI's during the first level.

I gave Body Harvest a try. Clipping is even worse than with Jabo. I fell through the first bridge, it's impossible to cross.

Edit: Made an issue on your github page for Goldeneye, missing white textures.
 
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Indigoo

New member
Please tell me what Emulator are YOU using? I have followed the instructions to install it and I cannot get it to work on any of my Project64 versions. I would appreciate your answer.

Hi Mr 64. I love your version of this plugin, thanks for putting it together. Are you still doing stuff with it? Any future plans for it?
 
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johnyjackson

New member
Indiana Jones (E) unreleased version, looks good here and getting reasonable performance,https://www.legaldianabolsteroid.com/ between 40-50 VI's during the first level.

I gave Body Harvest a try. Clipping is even worse than with Jabo.https://www.legalanavarsteroid.com/ https://www.diethealthsupplements.com/v-tight-gel-reviews/
I fell through the first bridge, it's impossible to cross. https://www.diethealthsupplements.com/steroid-alternatives-best-legal-steroids/
 
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