#11  
Old 5th April 2013, 12:50 AM
zilmar zilmar is offline
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tho if I forked glide64 ... what would I call it .. hmmm cause I know my aim would be to remove glide from it.
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  #12  
Old 5th April 2013, 01:21 AM
mudlord_ mudlord_ is offline
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Removing Glide3x is easy.

The hard part would be fixing the remaining bugs. Like incorrect depth in FBOs for example. (unless you capture a depth texture with each framebuffer object, too which can be accessed in the combiner).

As for name, not sure.
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Old 5th April 2013, 01:45 AM
zilmar zilmar is offline
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Quote:
Originally Posted by haxatax View Post
Removing Glide3x is easy.

The hard part would be fixing the remaining bugs. Like incorrect depth in FBOs for example. (unless you capture a depth texture with each framebuffer object, too which can be accessed in the combiner).

As for name, not sure.
Well I would be just happy at the moment to get it compiling

look at doing things like remove boost from glidehq .. look at why large texture packs crash the emulator.

now fixing actually gfx bugs that is going to be hard for me .. never did learn anything about the gfx so not sure how much I would be able to solve.

but it would be nice to have an open source gfx plugin with the emulator.

then it would be just looking at the controller and audio plugin so the emu could be 100% open source.
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  #14  
Old 5th April 2013, 01:47 AM
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the_randomizer the_randomizer is offline
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Quote:
Originally Posted by zilmar View Post
Well I would be just happy at the moment to get it compiling

look at doing things like remove boost from glidehq .. look at why large texture packs crash the emulator.

now fixing actually gfx bugs that is going to be hard for me .. never did learn anything about the gfx so not sure how much I would be able to solve.

but it would be nice to have an open source gfx plugin with the emulator.

then it would be just looking at the controller and audio plugin so the emu could be 100% open source.
Correct me if I'm wrong, but wouldn't removing the Glide API also remove the emulated functions that separates this plugin from the rest? More notably, this is the only plugin that gets the HUD in Mystical Ninja/Goemon's Great Adventure correct. Also the alpha dithering/dissolve effects (e.g. Mario 64, Mario Kart 64), wouldn't those also go away? Jabo's D3D plugin didn't even emulate those effects. I'd rather that these effects not go un-emulated.
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Old 5th April 2013, 01:54 AM
zilmar zilmar is offline
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Quote:
Originally Posted by nintendo1889 View Post
Correct me if I'm wrong, but wouldn't removing the Glide API also remove the emulated functions that separates this plugin from the rest? More notably, this is the only plugin that gets the HUD in Mystical Ninja/Goemon's Great Adventure correct. Also the alpha dithering/dissolve effects (e.g. Mario 64, Mario Kart 64), wouldn't those also go away? Jabo's D3D plugin didn't even emulate those effects. I'd rather that these effects not go un-emulated.
are you using a glide card .. or are you using the glide wrapper ?

if your using the glide wrapper then it should produce exactly the same result.
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  #16  
Old 5th April 2013, 02:26 AM
filenotfound filenotfound is offline
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Quote:
Originally Posted by zilmar View Post
look at doing things like remove boost from glidehq .. look at why large texture packs crash the emulator.
Well it seems this is solved by either using LAA or by compressing the texture cache. It seems to crash due to the entire texture pack being loaded into ram and making the emulator use like 1.5GB+ of ram.

I used LAA and it never crashed for me anymore.

Quote:
Originally Posted by zilmar View Post
then it would be just looking at the controller and audio plugin so the emu could be 100% open source.
isnt Nrage's controller plugin open source? That one is pretty good.
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  #17  
Old 5th April 2013, 02:31 AM
zilmar zilmar is offline
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Quote:
Originally Posted by filenotfound View Post
Well it seems this is solved by either using LAA or by compressing the texture cache. It seems to crash due to the entire texture pack being loaded into ram and making the emulator use like 1.5GB+ of ram.

I used LAA and it never crashed for me anymore.
Yes I imagine it is more I need to write a texture cache .. so it might load between 50mb and 300mb max of textures in to the memory .. so it would not load everything.

Quote:
Originally Posted by filenotfound View Post
isnt Nrage's controller plugin open source? That one is pretty good.
Yes, if I started to look at an open source plugin it would be the one to look at.
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  #18  
Old 5th April 2013, 03:13 AM
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Quote:
Originally Posted by zilmar View Post
are you using a glide card .. or are you using the glide wrapper ?

if your using the glide wrapper then it should produce exactly the same result.
A Glide wrapper, glide3x.dll in fact. But what would happen if the API is removed from the plugin. That's what I'm trying to figure out.
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  #19  
Old 5th April 2013, 03:25 AM
zilmar zilmar is offline
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Originally Posted by nintendo1889 View Post
A Glide wrapper, glide3x.dll in fact. But what would happen if the API is removed from the plugin. That's what I'm trying to figure out.
it just merges the dll's together .. the glide wrapper becomes a lib so instead of calling the functions of a fixed name through a dll call .. it links to the code in that dll.

It works the same it just means one dll instead of two, it also means that the actually linking to glide is removed.
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  #20  
Old 5th April 2013, 05:50 AM
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HatCat HatCat is offline
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Hi-res textures are a bit premature (the issue yes is memory addressing, sort of like the RDRAM expansion pak for the N64).

What we really lack is pixel accuracy and proper filtering.
It should be an OpenGL plugin or a RGBA rasterizer.

Forward-extensions such as texture replacement can come later.
It may be unwise to hybrid them with proper low-res filtering of course.

We also need:
- XAudio2, SDL, or at least OpenAL tests for audio plugins (I got the sound quality of zilmar's audio plugin up by rewriting to the newer DirectSound9 layer techniques, I also talked with Jabo a little bit about the weird audio frequencies in everyone's plugins and how I found a fix for it in the functions reference)
- more portable, cleaner/simple controller plugin code (try SDL, RawInput for Windows is better than DInput in more areas)
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