

- #N64 emulator mac hd textures how to
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- #N64 emulator mac hd textures android
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And the work is not finished yet: there are scenarios which lead to plugin crash.

You may be surprised, but it did not work until now. I fixed many issues with program initialization and de-initialization, and now it is possible to run several roms without closing the emu after each of them.
#N64 emulator mac hd textures code
I made massive code rafactoring to make the code clean again. The first task planned on October is “Fix stability issues”. Original Orkin’s glN64 0.4.1 code + Linux port + Shaders + New frame buffer emulation + MupenPlus 2.0 port + GL ES port. To summarize: plugin code on start of crowd-funding campaign consisted of: It worked somehow, but was absolutely unusable for end users.
#N64 emulator mac hd textures android
Since GL ES 2.0 does not support some features of OpenGL 4.0, which I use for frame and depth buffer emulation, new Android and ES specific sections of code appeared. After half a year I finally achieved the same level of functionality which I had before the rewriting. I took glN64 ES as reference and started to rewrite my plugin. If I knew that from the start, I could use it as base for my work. Fortunately, the target Android emulator MupenPlus AE already has glN64 ported to GL ES. Main code for triangles rendering had to be completely rewritten. Even my shaders had to be seriously corrected. I learned GL ES docs and found that that subset of OpenGL has very little intersection with traditional old-style OpenGL used by Orkin.
#N64 emulator mac hd textures for android
When MupenPlus 2.0 build started to work on both Windows and Linux I decided that it’s time for Android port. MupenPlus specific code added another portion of chaos the code was polluted by #define pragma statements to separate code parts for each specification. Since portability was one of my goals, I added support for MupenPlus 2.0 plugin specification. I broke fullscreen mode emulator has to be closed after each rom because of initialization issues. Due to new bugs some games which worked well before became broken. Thanks to my fixes some new games started to work. I thrown away almost all existed frame buffer emulation code. This is hard and large work, which required change of legacy code in many places. Next I started to work on frame buffer emulation. Until that moment the compatibility of the plugin remained the same as with original glN64 0.4.1 It also is shader-based and mostly affected my combiner code.

It also did not touch the main code much. Then I added shader-based per-pixel lighting. Extendable architecture allowed me to add my code without touching much of legacy code. I started with new shader-based combiner. Also, glN64 was not champions in compatibility even in its release time, but it supports the games I planned to experiment with. Nevertheless, basic stuff like OpenGL initialization, texture load, polygons rendering worked well. Of course, OpenGL used in glN64 is outdated. It has the best architecture among all open source graphics plugins for N64.
#N64 emulator mac hd textures portable
I planned to make portable plugin, with port to Android in mind. I supposed that the sources of glN64 0.4.1 with Linux port were the latest ones, so I took them for my project. glN64 0.4.1 was released with sources at August 2003. I fill that I need to explain the current state of the project to avoid disappointment.Īs you know, the base of GLideN64 is Orkin’s plugin glN64. Quote from: gonetz The first weekly beta will be released very soon. We could just need a Mupen64 AE version,if that is what fixes DK64's collisions. Maybe the Wii64 devs themselves can enlighten us on how they did it.
#N64 emulator mac hd textures how to
If someone can figure out how to access Wii64/Not64's Recompiler data,they could find out what it does to fix DK64's collisions and possibly loads of other fixes and attempt to recode the fixes for Android. Unless it becomes faster than all other GFX plugins on Android,it will only be completely useful if the laggy glitchfest of a Dynarec/Recompiler gets fixed.ĭK64 missing collisions,Banjo-Tooie crashing randomly,and other game-killing issues in almost every Mupen64/Mupen64Plus build that are not present on any normal or newer version of specifically PJ64 because of its powerul Dynarec/Recompiler core. It will only need OpenGL ES 2.0,which everybody has. You have my support on the Android version since it is not stupidly locked on a ES 3.0 requirement. The PC version of GlideN64 can EAT A DICK! The PC version,for its damn OpenGL 3.x-5.x requirements and damn DX11 requirements. Oh,another thing I can't use because of my now majorly outdated PC that I am unable to replace with a "better" one.
