XaiJu
Gliden64

Gliden64

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Gliden64 posts

Borderless windowed mode

Hi,

there are several similar feature request for GLideN64, like: "please add an option to chose which screen to go full screen on".  Many users have several monitors, but GLideN64 goes full screen to the primary monitor only. I still don't know, how to select non-primary monitor for true exclusive full screen mode, but there is a solution/workaround - borderless window, which covers all the screen and which looks like the full screen. This mode also helps when you have HDR enable...

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Zelda Majora's Mask Lens of Truth Depth Issues fixed!

Hi!

I finally found a way to fix various depth glitches in Zelda MM when Lens of Truth is activated. Some examples of these glitches: https://imgur.com/a/MOqooWD
The fix is not fully tested and not merged to main yet, but you already can try it:
https://github.com/gonetz/GLideN64/actions/runs/2009003847

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Some news

Hello,

More than year passed since my previous post. Of course, it's not a normal situation. Unfortunately, there are not so many breaking news about the plugin.

The main changes are related to texture mapping. standard-two-simplex moved texture coordinates calculations to fragment shaders. Lots of inaccuracies with texture mapping were fixed. Also, standard-two-simplex and me made new implementation of N64 mip-mapping emulation. Fixed several issues, which were impossible to fix ...

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News

Hi all!

* You surely already know that Rare’s unreleased N64 game Dinosaur Planet has leaked. Unlike many other Rare's games, this one uses standard microcode from Nintendo. Thus, there were no need to decode it to run it in HLE mode. There was only one problem with graphics: dynamic shadows did not work. I fixed it, so the game looks cool now with GLideN64.

* Six month ago standard-two-simplex proposed a new approach for drawing N64 primitives. Currently drawn primitives are of...

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Happy New Year!

Hello!

First of all, thanks to all my patrons. It is really touching that despite all the troubles we all met this year you still support my work.

Users often ask me: when are you planning to make new public release. It's been almost two years since the previous official release. We implemented plenty of new features, fixes and improvements - quite enough for the new release. I planned to prepare the new release this year. Unfortunately, I can't fulfill it. Coverage calculation fe...

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New feature: Pixel coverage

Pixel coverage is the amount of the pixel which is covered by a primitive. Pixels inside of a primitive have full coverage, pixels outside of the primitive have zero coverage, pixels on the edges of the primitive have partial coverage. Pixel coverage is used for anti-aliasing. N64 games also may use coverage for special purposes, such as wire-frame mode aka pen-and-ink mode. Pixel coverage must be computed on GPU level, but it is hard to get the necessary information from OpenGL. Thus, this f...

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GLideN64 Home page

GLideN64 project never had its own home page. There are several separated resources related to it. The most important is GitHub, but it is for development and for developers. Patreon for news and support. My blog on Blogspot for articles and most important news.

Recently I got a suggestion from EmuNations to host GLideN64 home page. It can be considered as a starting point, where common users may find all necessary resources such as news, status, downloads, compatibility list and also l...

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Return from vacation.

 I returned from a mountain hike in the Altai mountains, see attached photo.
Back to work.

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Fundraiser: Freak Boy for N64

olivieryuyu acquired the proto of Freak Boy for N64.
He paid for it a lot. If you can help him to  partially recoup the expenses, please follow the link.

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Low Level Emulation articles.

Hi!

I'm writing series of articles about Low Level Emulation. The first one describes how N64 does polygons rasterization and how it is emulated by graphics plugins. The second article describes new approach to LLE, which is implemented in early access builds for Patreon. The third one is not ready yet. I'm planning to explain various technical difficulties I'm experiencing during my work on this task.

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News and updates

Hello!

Sorry for lack of updates. I spent about a month in total on vacations far from my PC. Siberian summer is short, and besides I really needed to rest because of heavy load on my work.

Nevertheless, I completed the tasks I started this spring.

First, I fixed issues with mapping of HD textures. The whole story is there: https://github.com/gonetz/GLideN64/issues/1885
In short: N64 ha...

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Changelog April 2019

Hello!

This month changelog is very short:
* Threaded OpenGL calls functionality merged to master.  Francisco Zurita worked on it for a year. GLideN64 works up to 40% faster in threaded mode on some Android devices. So, install latest Mupen64Plus FZ and give it a test.

Does this mean, that nothing else have been done last month? No!
I started to fulfill my promise to fix issues with HD textures. First very promising results were achieved quite quick. H...

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Changelog March 2019

Hello,

Monthly changelog:

* Mip-mapping shader corrected again. Fixed glitches in Automobili Lamborghini with 3point filtering enabled.

* Fixed issue with 32bit textures in Ready 2 Rumble 2, https://github.com/gonetz/GLideN64/issues/2021

* Fixed load of 4bit CI textures when TLUT mode is off, Goemon - Mononoke Sugoroku: 2019-04-05 04:06:36 +0000 UTC View Post

GLideN64 Public Release 4.0


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Sim City 64

Sim City 64 is probably the last game, which until now worked correct only in Low-Level Emulation mode. Most of geometry disappeared in HLE. It was very strange because Sim City 64 uses the same microcode as Kirby 64, which has no such issues. Dump of display list also looked correct, with no unknown commands. It took me quite some time to investigate the problem. Finally I noticed that command MoveWord : Insert Matrix has weird parameters, which do not pass sanity checks and...

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Changelog February 2019

Hello,

Monthly changelog:


* Fixed 2 players mode in 1080 Snowboarding, see https://github.com/gonetz/GLideN64/issues/1976

* Fixed regression with particles in Factor5 microcodes (Indi, Naboo)

* Fixed logo clipping in SD Hiryuu no Ken Densetsu.

* Added fix for bilinear filtering by gizmo98. The fix removes halos around transparent textures. For example, check text in Quest64...

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Changelog January 2019

The first monthly change-log of this year:

* Fixed issues with  projector light  and depth compare in Rat Attack, see https://github.com/gonetz/GLideN64/issues/600. The game is finally playable with default settings.

* Fixed depth compare for particles in Indiana Jones when N64 depth compare enabled,  see 2019-02-03 15:31:55 +0000 UTC View Post

Conker's Bad Fur Day lighting fix.

Hello,


Conker's Bad Fur Day is one of the best looking games for N64. Its cool dynamic lighting effects powered by very advanced and complex custom lighting system. This system was decoded and implemented in HLE long ago, but my implementation has some flaws. In particular, the picture is sometimes brighter than it should be, see the comparison picture. olivieryuyu helped me to fix it. He decoded the lighting system again, with all details. Having this decoding I found and fi...

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HAPPY NEW YEAR!

Hello!


This is a post for all people, who donated to me and supported development of GLideN64 project. I want to thank you deeply for your support. The money I've got for our work on Indiana/Naboo and donations from patrons allowed me to fulfill my old dream - little home cinema. I've bought BenQ Full HD projector and 80" screen. Movies and games look exceptional with it. My dream came true. Thank you!

I hope that the last 2018 year was good for you and wish you fulfill...

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Changelog December 2018

* Implemented triangles rejection - special technique, which some ucodes use to reject out of screen polygons.

  Fixed issue #1912: Fixed Mario Party: Coin Block Blitz ground flicker / darkening

* Fixed regression in Pachinko nichi 365

* Fixed regression in NBA Courtside 2 intro

* Fixed flickering in Bass Rush - ECOGEAR PowerWorm Championship

* Added custom settings to fix flickering in San Francisco Rush Extreme Racing

* Fixed performance issue w...

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New 2D fixes early access alpha build

Hello,

I spent this weekend on polishing our new HLE implementation of S2DEX microcode. This microcode used by many games to render sprites and backgrounds.

Current HLE implementation for backgrounds commands is too high level. Actual commands are very complex. The microcode is documented, but the documentation does not cover some tiny details in internal mechanics. Thus, existing implementation does not always work right. olivieryuyu decided to not rely on documentation and decode the m...

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Changelog November 2018

Monthly list of fixes and improvements:

* Corrected texture coordinates calculation for reflecting textures in G_TEXTURE_GEN_LINEAR mode. Fixed issue with missing glass in Postman House in  Majora's Mask.

* Corrected fix for polygons culling in Mortal Kombat 4.

* Corrected calculation of vertex coordinates in for S2DEX command ObjRectangleR for microcode  version 1.03 .

* Implemented NO_XFM mode for Turbo3D ucode. Fixed several issues in Dark Rift.

* Fixed old...

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Changelog October 2018

List of  fixes and improvements:

* Duke Nukem 64 was broken in HLE mode. Fixed.

* Fixed regression in Vigilante 8

* Fixed regression in The Legend of Zelda: Majora's Mask

* Fixed regression in Pokemon Snap.

* Fixed regression in Mortal Kombat 4

* Fixed Perfect Dark "no text/notifications in multiplayer" issue

* Changed custom settings for Jet Force Gemini. Use mupen64plus with custom settings enabled to have all special effects in this game correctly e...

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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   View Post

GoldenEye 007 and Perfect Dark 4 players mode

Hello,


I'm continuing to work on frame buffer issues. Today I fixed another old and hard to emulate issue: multiplayer mode in GoldenEye 007 and Perfect Dark with 3 or 4 players. Both games do a trick with depth buffer, which plugin code did not expect at all. As the result, pictures for 3rd and 4th players missed all geometry, which is rendered with depth compare. Early access beta will be ready soon.

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Super Bowling 64 emulated!

Hello,

There are plenty of open issues for GLideN64 projects, which are years old. All easy issues have been fixed long ago. Almost all hard fixes are fixed too. Remaining issues either very hard or impossible to fix with hardware rendering. Graphics glitches in Super Bowling 64 are among  such issues. The way that game programmed makes it hard to emulate on PC hardware. I failed to fix in Glide64 and could not fix it with GLideN64  until now. Last week I got an idea how it can be do...

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Summer changelog

Hello,

I resume publication of changes log. The main events of this summer are:

* HLE implementation of microcode for Indi and Naboo merged into master.

* Mip-map shader correction to fix texture issues in Indiana Jones.

* Implemented overscan feature: https://gliden64.blogspot.com/2018/05/overscan.html

* Implemented profiles feature: 2018-09-02 12:05:50 +0000 UTC View Post

New feature - FXAA

Hello!
Sorry for lack of updates last month. I was on vacation, then I had to sort out things on my work. However, the work on the plugin not stopped. Current hot theme is fixes in sprite microcode. Independent efforts of two developers intersected in time:

* olivieryuyu greatly advanced in decoding S2DEX microcode, which is used by many  games to draw 2D graphics. While the microcode is documented and its HLE implementation made long ago, there are several tricky things under the ...

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GLideN64 and FIFA Wold CUP

A short article for all who care about sport games and emulation issues I have to solve.

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Changelog May 2018

Hello! Traditional monthly changelog:

* Fixed Paper Mario zoom-in when Mario approaches screen, bug #1789

* Fixed Paper Mario - Text from Stars is invisible, bug #1540

* Added forceDepthBufferClear config option. This option is used to fix depth issues in Eikou no Saint Andrews, bug #161

* Fixed Texture cache fails to save to disk, issue #1761

* Fixed a bug in lines drawing. This fixes smoke direction in Micro Machines 64 Turbo and Stage Select in Blast Corps, issue #17...

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