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gliden64's Introduction

GLideN64 Github Badge

A next generation Graphics Plugin for N64 emulators.


Continuous Integration

CI builds have the latest features / fixes , are generally
stable, but may introduce bugs and have incomplete translations .


To obtain CI builds for the mupen64plus &
zilmar-spec emulators do the following :

With Github

Download them from the latest Workflow .

Without Github

Download them from the latest Release .


Version

Choose between 32-bit / 64-bit
according to your emulator version.

Earlier Builds

For earlier builds you will have to log in and
download them from an older
Workflow.

gliden64's People

Contributors

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gliden64's Issues

wrong viewport in some games

mortal kombat subzero
pachinko nichi 365
fighting force (though currently the game is broken)
Eikou no Saint Andrews

games with white textures

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

games wrong internal resolution

  • Bass Rush - ECOGEAR PowerWorm Championship
  • Jeremy macgraph supercross: only half screen in game?
  • Elmo Adv Letter: only half screen in game?
  • Ganbare Goemon - Neo Momoyama Bafuku no Odori
  • Battlezone: only half screen in game?

Monster Truck Madness 64 - overlapping text tile?

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.

1080 snowboarding score screen: fb not handled

With HWFBE only one, there is neither blurry effect between in game and the score screen nor the "tv" showing of the last race.

With read every frame one, the blur start but when it should change to the next screen, it crashes with line296 :(

Current state (2nd weekly build)

black

LLE software plugin

missing fb1080
transition effect
transition effect woo

wrong noise usage

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

List of games, which crash the plugin with frame buffer emulation on.

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

Pilots Wing/Twine wrong shadows

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

games with microcode fast3d not detected

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!

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