Star Wars Episode I - Battle for Naboo final alpha
Hello!
We completed implementation of Battle for Naboo microcode! Details:
https://www.indiegogo.com/projects/indiana-j-infernal-machine-high-level-emulation<...
Hello!
We completed implementation of Battle for Naboo microcode! Details:
https://www.indiegogo.com/projects/indiana-j-infernal-machine-high-level-emulation<...
Hello:
I implemented Overscan feature. It allows user to completly remove black borders around the image.
Read my blog article for details: https://gliden64.blogspot.ru/2018/05/overscan.html...
2018-05-06 04:33:53 +0000 UTC View PostHello!
Time to monthly change log:
* Logan McNaughton ported some advanced features to GL ES. For example, depth based fog in Beetle Adventure Racing should run on recent GPU with GLES 3.X. This fix is available in latest
Mupen64Plus FZ for Android.
* Logan McNaughton...
Hello! Traditional monthly changelog:
* Fixed an old bug with load of texture tiles, which are larger than actual texture in TMEM. This bug was inherited yet from glN64 :( It caused various mysteriously looking texture issues, see
2018-03-31 06:50:13 +0000 UTC
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Hello! What is done in February:
* Very big news: Gilles Siberlin completed HLE implementation of microcode for World Driver Championship and Stunt Racer 64. Both games look great and work fast. Great work, Gilles!
* Logan McNaughton fixed flickering in Gauntlet Legends.
* Logan McNaughton ...
Hello!
The list of changes for previous month is rather short. I'm working in a new company since the beginning of 2018. I need to learn a lot of things on my new work and I have no free time during the week. However, some tasks have been done on weekends:
* Fixed texture filtering whe...
New Public Release is here.
Happy New Year!
Hello,
The list of changes made in December is rather short due to changes in my life and because of preparations to next Public Release. This month I worked mostly on bug fixes:
* Fixed texture filtering on GL ES 3.X GPUs, thanks to Francisco Zurita.
* Optimized texture fetching co...
2017-12-28 05:33:16 +0000 UTC View PostHello,
The list of changes made in November:
* Fixed depth issues with Quake and Quake II
* Rewrite use of "primitive depth" in fragment shaders. Fixed player's shadow in Tony Hawk's Pro Skater 2
* Fixed issues with blender mode in Tony Hawk's Pro Skater 2
* Fixed iss...
2017-11-27 04:09:52 +0000 UTC View PostHello,
The list of changes made in period September 30 - November 5:
* Added support for Visual Studio 2015. Building for Windows made as simple as possible, see https://github...
2017-11-05 16:31:54 +0000 UTC View PostHello,
Zelda MM point lighting and other fixes are pushed to master branch and now publicly available for download. There are still some regression issues in the code, and I'm focusing on bug fixes right now.
2017-10-08 15:32:49 +0000 UTC View PostToday I fixed bug with lighting, which infiltrated in code ten months ago. The bug described here: https://github.com/gonetz/GLideN64/issues/1417
It spoiled lighting in many games including Zelda MM.
N...
I explained (or at least made an attempt to explain) how recent F-Zero fixes work. Read my article on gliden64.blogspot.ru.
2017-09-11 10:14:33 +0000 UTC View Post
After successful implementation of microcode for Star Wars - Rogue Squadron, olivieryuyu and me are continuing to work on High Level Emulation issues. olivieryuyu decoded the method used by F-Zero microcode to add "reflections" on cars in game. It was missing in HLE mode until now. "Reflection...
2017-09-10 08:56:47 +0000 UTC View Post