gonetz / gliden64 Goto Github PK
View Code? Open in Web Editor NEWA new generation, open-source graphics plugin for N64 emulators.
License: Other
A new generation, open-source graphics plugin for N64 emulators.
License: Other
without copy depth to rdram, the depth in game is not correct (just begin a race, it is obvious)
But with it then the coronas disappears!
Impossible to get the game working as expected so :(
The game runs, but with HWFB, it is now a black screen
Topgear Hyperdrive, Airboarder (J), Topgear rally 2 in game, more certainly ...
Oh it is missing actually? :/
Chou Kuukan Nighter Pro Yakyuu King, tetris64, Pachinko Nichi, Morita Shogi 64, Kuiki Uhabi Suigo, Eikou no Saint Andrews
have to be set manually. Easy to fix!
topgear overdrive: Gl error in menu due to unhandled VI
just let the intro running, it is obvious
many games doesn't recognize the usage of SDEX microcode.
Mia Soccer microcode
Dark Rift microcode
are not implemented
San Francisco Rush - Extreme Racing: crash the emulator when arriving in game
Castlevania: texture error in game on the ground (regression from GLN 0.4.1)
works with Mupenplus
texture completely wrong in Yoshi: regression from GLN 0.4.1
mortal kombat subzero
pachinko nichi 365
fighting force (though currently the game is broken)
Eikou no Saint Andrews
works only under Mupenplus, crash with Mupen 5.1
F1 pole position after 1st screen
South park rally after 1st screen
Turok 2 after 1st screens (is it fixed on your side?)
Monster truck 64 at start
RE2 at start
loadrunner at start
airboarder (J) (not E) at start
vigilante 8: when pressing start at "1 player in menu" (game crash without read every frame?)
superbowling in menu
Now crash with 1964
The text on the game menu seems to be wrapped or overlapped by another one
Angrylion: I solved the problem, in a very logical way. The thing is, if texel1 is used in the 2nd cycle of the combiner, it is in fact texel0 (what Ziggy called 'texel swapping'), BUT for the next pixel (s + ds, t + dt), not for the current pixel.
fix in WIP Week 5
pause screen in game leads to a white screen
easy to fix!
Water in Gex games has some artifacts due to 32bit textures load
Pilots Wing: the shadows are wrongly displayed in game (black polygons from
the aircraft to the ground)
Only the shadow on the ground should be displayed.
Twine: the shadow at the entrance of the building at the first level should
not be displayed (the issue exists in other levels). You will see a black texture where it should be displayed. I think there is a special trick used by the devs of the game in this respect.
Angrylion:
No, Pilotwings uses z mode 2 (write enables if (infront || max)). I don't
know what's causing wrong shadows there. I've never had this bug in my
plugin. It may be caused by the wrong emulation of "inverse alpha" BL
input. Here "inverse alpha" is used in the 2nd cycle of the BL, so it must
be an inverse of A mux from the 2nd cycle, which in this case is an inverse
of the combined alpha. But it definitely has nothing to do with coverage. »
It is the same bug with the shadows in TWINE
regression
premier manager 64: the balloon in menu displayed wrong noise
Pro Mahjong Kiwame 64: in menu
Ms. Pac-Man Maze Madness during intro
F1 Pole Position Menu
mario Golf in background during intro
with PPL it is in menu that is seenable
Cybertiger at start
Knockout Kings 2000 at start
Mortal Kombat Mythology
Clay Fighter at start
Zelda MM: menu is completely wrong now in Mupen 5.1
last version (week 2) seems a lot better, still some textures at wrong place though
win32 exception error under GLN64 0.4.1. Only crash in GLideN64.
wrong 2d gfx in game
gl error when taking screenshot with Mupen 5.1
Games with white texture
WWF No Mercy
Elmo's Number Journey (menu)
NBA Showtime - NBA on NBC (in game)
WCW NWO Revenge
WWF WrestleMania 2000
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