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Gliden64
Gliden64

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Changelog September 2018

September fixes and improvements:


* Fixed missing graphics when "Render 2D in native resolution" option enabled, https://github.com/gonetz/GLideN64/issues/1889

* Fixed title logo in 1080 Snowboarding  https://github.com/gonetz/GLideN64/issues/1824

*  Fixed NBA Live 99 messed up textures  https://github.com/gonetz/GLideN64/issues/1826

* Fixed Ocarina of Time Link's portrait missing with N64 deph compare  https://github.com/gonetz/GLideN64/issues/1850

* Fixed Bust-A-Move 2 wrong 2D during intro. Very old regression.
https://github.com/gonetz/GLideN64/issues/870

* Fixed Kirby 64 - screen jumps in full screen.  https://github.com/gonetz/GLideN64/issues/1750

* Fixed black boarders size in Banjo-Kazooie.

* Fast Approximate Anti-Aliasing (aka FXAA) feature merged with master

* Fixed cut text in Mario Tennis scoreboard.

* Fixed missing graphics in Indi and Naboo. This regression was caused by fixes in triangle culling code.

* Fixed Perfect Dark (Missing Transition Animation at end of Title Intro Screen - PD Logo Doesn't Disappear)  https://github.com/gonetz/GLideN64/issues/1715

* Fixed Twisted Edge Extreme Snowboarding P1 broken . VERY old regression. https://github.com/gonetz/GLideN64/issues/1873

* Fixed issues with primitive depth set. Primitive depth is used for fill rectangles and textured rectangles since vertices for these primitives do not have z value. Primitive depth could be set incorrectly when it did not correspond current viewport settings for z.  Fixed Star Wars Episode I - Racer: Overlapping  https://github.com/gonetz/GLideN64/issues/1911

* Fixed missing geometry in Star Wars Rogue Squadron.  This regression also was caused by fixes in triangle culling code.

* I invented a way to support frame buffer, which is inside of some other frame buffer. That allowed me to fix Superbowling  https://github.com/gonetz/GLideN64/issues/116, split screen in NASCAR  https://github.com/gonetz/GLideN64/issues/691
These fixes were available for patrons in early access beta. They are not in master branch yet, but in fb_fixes branch: https://github.com/gonetz/GLideN64/tree/fb_fixes

* Fixed multiplayer mode in Golden Eye and Perfect Dark. https://github.com/gonetz/GLideN64/issues/1173

* Fixed various issues with N64 depth compare. This mode now can be enabled for almost every game.

* 2D_fixes branch merged to master. These fixes related to S2DEX microcode. olivieryuyu decided to decode this microcode to fix numerous issues related to it.   2D_fixes branch included fixes for commands OBJ_RECTANGLE, OBJ_RECTANGLE_R and OBJ_SPRITE. Now HLE implementation of these commands work the same as with low-level emulation. It helped us to fix issue in Parlor! Pro 64:  https://github.com/gonetz/GLideN64/issues/133 and correct some glitches in other 2D games. Currently we are working on decoding and implementation of remaining commands: BG_1CYC and BG_COPY, which are used to draw large 2D objects such as backgrounds. It is very hard task. These functions are very large and tangled. Besides, they produce very weird texture loading code, which revealed many problems in GLideN64 texturing subsystem. Progress is going slow but steady.


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