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glN64 v0.4.1 |
Monday, August 18, 2003 |
- Fixed a problem involving status bars and GeForces
- Fixed a bug that occured when taking a screenshot when hardware framebuffer textures were enabled
- Fixed a bug in the texture cache that could cause slow speed, and eventual freezing
- Fixed a bug that caused refresh rates not to be saved
- Removed some debugging code left in the texture cache that was causing a loss in speed
- Improved microcode detection, there should now be fewer unknown microcode errors
- Added an option for dithered alpha since it's slow on some Radeons, and fine on others
- Added detection and adjustment for the 1964 toolbar
Download glN64 v0.4.1: Binary (91K),
Source (144K)
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glN64 v0.4 |
Tuesday, August 12, 2003 |
- Shortened the name (I got tired of all the typing :-P )
- Rewrote ~80% of the plugin
- Added hardware framebuffer textures (still experimental)
- Recompiled combine modes are now cached
- Greatly improved non-GeForce combiner
- Slightly improved GeForce combiner
- Combiner compilers are now automatically selected
- Added support for line drawing microcodes (Line3D, L3DEX, and L3DEX2)
- Added support for Diddy Kong Racing/Jet Force Gemini/Mickey's Speedway microcodes
- Added partial support for sprite microcodes (S2DEX and S2DEX2)
- Added support for Perfect Dark microcode
- Changed microcode detection method
- Added internal near-clipping for NoN (non near-clipping) microcodes
- Added smarter depth buffer clearing
- Added support for screenshot saving
- Added selectable texture bit depth
- Moved configuration from an INI file to the registry
- And many other changes as a result of the rewrite...
Download glN64 v0.4: Binary (92K),
Source (147K)
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glNintendo64() Version 0.3.1 |
Saturday, March 1, 2003 |
- Fixed a stupid bug that was causing crashes in several F3DEX games
- Fixed another stupid bug that could cause crashes due to invalid number of lights
- Changed some build options that may increase speed a bit
Download glNintendo64() v0.3.1: Binary (65K),
Source (114K)
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glNintendo64() Version 0.3 |
Friday, February 28, 2003 |
- First open source release
- Rewrote combiner (twice)
- New combiner translates N64 combine modes into native combiner
- Now has two combiner recompilers to choose from; GeForce and OpenGL 1.4
- No longer adjusts texture coords for filtered TexRects when clamping is enabled
- Enables and disables texture stages based on combiner (more reliable method)
- Now only enables alpha testing for threshold mode, not dithered
- Added fullscreen support
- Added support for second texture
- Added support for F3DEX2 ForceMatrix
- Added support for changing light color with MoveWord in F3DEX2
- Added support for texture coordinate shifts
- Added support for S2DEX BG_Copy command
- Added support for fog (still a tad buggy)
- Added partial support for ModifyVtx (only vertex color and texture coordinates so far)
- Added very hacked and partial support for dithered alpha testing (Mario 64 dissolve effect)
- Added more error checking in LoadTile and LoadBlock (fixes freezing in Zelda 64)
- Added partial support for noise in combiner (won't work in all cases yet)
- Added 2xSaI texture filtering
- Added partial support for forced blender modes
- Fixed stupid palette selection bug (fixes most of the bad textures in many games)
- Fixed a bug that caused the wrong tile to be used on some textured rectangles
- Fixed a bug that caused the color buffer to be cleared along with the depth buffer
- Fixed a bug that disabled all lights if one had an invalid direction
- Changed the way the window is sized in windowed mode (doesn't clip off parts anymore)
- Improved TexRect texture coordinate generation (again)
- Improved texture size computation, should be nearly always correct now
- Improved CRC checking in texture cache, it's much more accurate (and effective) now
- Removed limit on number of textures that can be cached - is now only limited by actual size
- Improved OpenGL state management (slight speed improvement)
- Improved display list culling
- Many other fixes, tweaks, and additions that I've forgotten about over the months...
Download glNintendo64() v0.3: Binary (65K),
Source (95K)
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glNintendo64() Version 0.2.1 |
Tuesday, July 30, 2002 |
- Added some error checking to LoadTile and LoadBlock commands (doesn't crash as much anymore)
- Fixed a matrix bug in the F3DEX2 microcode
- More fixes to mirroring and clamping (still not quite right though)
- Some slight optimizations to texture loading
- Now forces clamping to on when mask is set to 0 (fixes some alignment problems)
Download glNintendo64() v0.2 (52K)
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glNintendo64() Version 0.2 |
Sunday, July 28, 2002 |
What's new:
- Completely rewrote texture loading
- Added support for 4-bit I, 8-bit I, 4-bit CI and 8-bit CI textures
- Full TMem emulation (should be about perfect)
- Fixed up wrapping/mirroring/clamping support (still needs some work)
- No longer requires IBM_MIRRORED_REPEAT extension for texture mirroring (one step closer to supporting non-GeForce cards)
- Greatly improved texture cache, it now throws out old textures instead of filling up, plus many other improvements
- Now you can set the amount of memory you want the texture cache to use
- Transformation and lighting are now performed internally (fixes many problems)
- Greatly improved TexRect texture coordinate generation
- Some optimizations; all matrix operations, color conversions, and TMem emulation are done in assembler now
- Added support for F3DEX, F3DEX2 and Fast3D EXT (or whatever you call it) microcodes
- Automatic microcode detection (not extensively tested, can be bypassed in config dialog)
- Support for RDP SetOtherMode command, and fixes for F3DEX2 SetOtherMode commands
- Many more combine modes, and fixes to existing ones
- Speaking of the config dialog, I've added one. Note that the disabled items aren't implemented yet
- The plug-in now creates an INI file the plugins folder for saving configuration
- Moved all OpenGL handling and emulation to a seperate thread (hoping to fix ROM browser freezing)
- PJ64 ROM browser freezing nearly fixed, but it still happens sometimes (if anyone can help me with this, please do!)
- Reflection mapping much better now (see Mario's head and stars)
- Alot more I can't remember...
Download glNintendo64() v0.2 (51K)
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glNintendo64() Version 0.1 |
Thursday, May 16, 2002 |
What's new:
- First release under new name
- Using DrawElements now, should be slightly faster
- More Set/ClearGeometryMode modes supported
- More SetOtherMode_L and SetOtherMode_H stuff implemented
- Support for 4-bit IA, 8-bit IA, 16-bit IA, 16-bit RGBA, and 32-bit RGBA textures (not always correct)
- Support for non-power-of-2 textures
- Support for LoadBlock texture loading
- Preliminary support for LoadTile texture loading (still pretty buggy, look at Mario Kart to see it in action)
- Started working on full tmem emulation (when finished, it should eliminate all texture bugs)
- Very basic texture caching (still needs lots of work)
- Very hacked in (read slow) combiner support using NV_combine_registers extension
- Unfortunately, the NV_register_combiners extension is required for combine mode support (sorry non-nVidia owners, this requirement will be lifted later on)
- Very incorrect spherical mapping (only really works on metal-head Mario)
- TexRects now supported (texture coordinates not always correct yet)
- Moved DP interrupt generation to FullSync (don't know if it helps anything, but it's more correct)
- With all the new stuff, speed is starting to suffer some (needs lots of optimization)
- Alot more I can't remember...
Download glNintendo64() v0.1 (37K)
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Orkin's OpenGL Version 0.01a |
Saturday, April 20, 2002 |
First release. Only triangles and lighting supported.
Download Orkin's OpenGL 0.01a.zip (26K)
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