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  #11  
Old 6th October 2008, 09:21 PM
ls650_b ls650_b is offline
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Thanks for the answers. I figured there must be a page somewhere that outlined the differences in the various versions, but I hadn't managed to find it.

I look forward to trying out 1.7...
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  #12  
Old 7th October 2008, 06:17 AM
Smiff_ Smiff_ is offline
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Originally Posted by zilmar View Post
actually the change logs are public now .. well they should be if not and I have to fix it if they do not show...
yes they are public.. and direct linking to items does work as long as i dont edit titles
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  #13  
Old 7th October 2008, 06:35 PM
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squall_leonhart squall_leonhart is offline
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Originally Posted by TyberZannxxxx View Post
Games that I want to see running perfectly on this emulator are Star Wars Rogue Squadron, Star Wars Shadows of the Empire, Star Wars Episode I - Battle for Naboo, and Indiana Jones and the Infernal Machine. Thank you!
Well, when you discover the custom opcodes used, let jabo know and he will see about adding them into the plugin.
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  #14  
Old 8th October 2008, 05:51 AM
Hyperchicken Hyperchicken is offline
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Originally Posted by mudlord View Post
PD itself already runs perfectly.....
wheres my fish eye effect and lens flares

i was really happy when jabo got many PD effects working back in the day
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  #15  
Old 8th October 2008, 06:33 AM
mudlord mudlord is offline
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Quote:
wheres my fish eye effect and lens flares
In SW rendering mode. (which is a major difference to PJ64 1.6)

The game is emulated perfectly in software rendering, IF you have a beefy CPU (read, a highly specced dual or quad core).

In the meantime, you can use Glide64 Napalm until Jabo implements those frame/depth buffer effects in his plugin, in hardware mode. Jabo, however, develops everything by himself in his plugins (as in, ALL R&D), so don't expect code reuse from Glide64.
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