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Old May 16th, 2008   #21 (permalink)
 
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Glide64 doesn't support Rogue Squadrons op code, and fyi, its not the first LLE plugin for n64 emulation.

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Old May 16th, 2008   #22 (permalink)
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why are we are arguing?

he was merely saying how much he has enjoyed glide 64 theres no need to go all fanboy over Pj 64 1.7 and jabo's plugin.

his plugin is good but glide 64 does better emulate some games better than jabo in Pj 64 1.7. Just annoying i cant use the latest Pj 1.7 build due to that annoying error
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Old May 16th, 2008   #23 (permalink)
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Alrighty, here are some screen shots:

Zelda on PC emulated (via Glide64 'Napalm')







Zelda on Wii (via Wii Console)







As you can see, there is quite a difference (b.t.w, sorry about the Wii screenshots...it's best I could get from my camera). It is recommended, mudlord (and any one else involved) to look at Zelda running through Wii console to have the best picture of the difference....if you can.

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Old May 17th, 2008   #24 (permalink)
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I seen those pics.

I doubt much can be done.

Glide64 uses a fixed function pipeline. This means Glide cards have no support for shaders. Shaders in emulation are often used for advanced blending/combining operations. The Wii however, has a special TEV unit, which is programmable and has similar capabilities to shaders. So I think, in Nintendo's emulator, they exploit the TEV for use in Zelda OoT for advanced blending effects, like the extra shininess on the N64 logo. The GameCube has a similar thing too.

So on a plugin/wrapper level, I doubt much can be done. IIRC Jabo's D3D8 and Orkin's DX9 plugin does it right, since they use pixel shaders.
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Old May 17th, 2008   #25 (permalink)
 
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actually, there are methods in the Glide API to allow for shinyness, infact, while Glide doesn't have Shaders persay, it was using Shading style effects way before the other 2 bigwigs had even had PS1.0

Anyway, thus just proves that while Glide64 may currently have full fbes and whats not, that it still can't measure up to a fully (non beta) Jabo's dx plugin.
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Old May 17th, 2008   #26 (permalink)
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Quote:
Originally Posted by Squall-Leonhart View Post
Anyway, thus just proves that while Glide64 may currently have full fbes and whats not, that it still can't measure up to a fully (non beta) Jabo's dx plugin.
Measure up? Glide64 vs. Jabo's 1.7? Glide64 emulates almost all FB effects, has just as high of a compatability list as anything else out there (and actually has one too which is nice), and just emulates the GFX in general better than anything else I've seen. And Gonetz is a stickler about clean, accurate code for emulation, not unlike the Mame team. Unlike others, I can play my N64 games without any graphical abnormalities (GE and PD skies). Most games are absoultely, purely perfect with Glide64 (Conker for example). Gonetz (and the whole Glide64 team for that matter) rarely takes extended breaks from the project, the project is always active and he's constating trying to perfect it.

I've been following and actively emulating N64 games since the late 90's with various emus and plugins and I can can tell you the majority of the time your games will look better with Glide64.

Wow, it can't do the one shader specific thing that make a couple things "shini-er". Yeah, that totally proves it can't be at the top without that feature, despite all the previously mentioned facts. But wait, we're talking about N64 games, not Crisis. It would be wise for you to know that there are things about the GlideAPI that make it superior to DX and OGL in regards to emulating this ten year old game console, especially with the FB effects. Just like in Dreamcast emulation, there are things that these consoles used that is obsolite and removed from new versions of DX and stuff.

Just take a look at the Glide64 compatability list, any games that other plugins can boot that Glide can't, aren't playable anyway. I've already had the arugment with Icono and I don't want to go through that with you. Anyway, debating this only helps expose more people to how great this plugin really is. Everyone interested in N64 at all should have this in their "plugins" folder and trying for themselves. They will not be disappointed.
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Last edited by legend100; May 17th, 2008 at 07:26.
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Old May 17th, 2008   #27 (permalink)
 
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some FBE's actually do require shaders to perform, so Glide64 is limited by the api in that sense,

Anyhow, im as yet to find a game that Glide64 can do perfectly that Jabo's Dx 1.7 can't.
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Old May 17th, 2008   #28 (permalink)
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Conker again. Goldeneye is almost flawless these days.
Beetle Racing is perfect and better than Jabo's. Rally Challenge 2K is perfect and better than Jabo's. Paper Mario is perfect and better than Jabo's. It does Sin and Punishment and Perfect Dark better...Also, don't underestimate the power of FB effects, some are more important to gameplay than apparantly you think.

I can on for a loooooong time.

Did I mention also HQ filtering and texture pack support? That stuff ALONE should enough to convince anyone. There's not much this plugin doesn't do. What more could anyone ask for, it does it all and does it damn well.

Last edited by legend100; May 17th, 2008 at 07:40.
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Old May 17th, 2008   #29 (permalink)
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As much as either plugin is has it's pros and cons; for owners of the N64 who want to see it emulated as close as possible, it's just one of those things we look forward to.

Fine, it's not the end of the world if the shininess is not on the N64 logo EXACTLY, but the Wii emulator seems to have it SPOT ON.....which gets me thinking...is there anyway to "figure" out how their emu does it? Not leaching or stealing, but merely understanding how the emu gets the games spot on.

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Old May 17th, 2008   #30 (permalink)
 
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their emu makes use of Hollywoods SM2 capabilities.

Quote:
Did I mention also HQ filtering and texture pack support? That stuff ALONE should enough to convince anyone. There's not much this plugin doesn't do. What more could anyone ask for, it does it all and does it damn well.
Using the anisotropic filtering across the entire screen (something mudlord came up with) actually, in my opinion causes a loss of quality, it causes a massive blurr, since the AF is supposed to be used to sharpen textures which AA has been applied to, and not as a fullscreen texture filter.

Jabo's 1.7 also has high res texture loading capabilities, when he adds support for rice video's texture pack format, it'll be better still.

imo, Jabo's plugins are the best overall, in terms of ease of use, compatibility, and support.
Glide64 is only good for those who know what they are doing, and have both cpu and video card enough to handle it.
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Old May 17th, 2008   #31 (permalink)
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Hmm...okay.

Well, I guess that since the Glide API doesn't have 'shaders'. it can't be done as such. It's all good.

I wonder what the progress is like at the PJ64 team/ Jabo's end.....hope it's going well.

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Last edited by ready2rumbelX; May 17th, 2008 at 10:20. Reason: Automerged Doublepost
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Old May 17th, 2008   #32 (permalink)
 
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Development has stalled atm, i figure there are doing what they can when they can, but no updated releases since last year
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Old May 17th, 2008   #33 (permalink)
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Quote:
Originally Posted by Squall-Leonhart View Post
imo, Jabo's plugins are the best overall, in terms of ease of use, compatibility, and support.
Glide64 is only good for those who know what they are doing, and have both cpu and video card enough to handle it.
Imo, Glide64 is the best overall, because of its amazing compatability list (see attachement) and because it emulates the N64 GFX more accurately (fog, lighting effects, FB effects, all textures in general) and every single one of my games sees an added benefit from this plugin over others.

Aside from placing one extra file in the emu root, the "ease of use" is identical and the "support" couldn't be any better since Gonetz is always talking to people on the forums.

Did I mention constant updating? Instead of one man (Jabo) Glide64 is being worked on by many brilliant individuals - Gonetz, Mudlord, Koolsmoky, Hacktarux, Ziggy and so on. How could the culmination of these great minds not result in a great plugin. It couldn't.

I will concede that its one negative is you need a reasonable machine. But that's going to become less and less of a problem as time moves on, computers get faster whereas Glide64 recommended specs remain the same. Low, low end users should probably use Jabo's. For middle to high end (2ghz+ CPU & 6 series card+ GPU), there's no reason why they should not have Glide64 in their "plugins" folders and using it primarily.

I really, really don't think you know enough or have played around enough with the latest version (or even maybe previous versions). I really don't. There is a stigma around this plugin because of the word "Glide" but because of the pretty much perfect wrapper, that's a non-issue nowadays.

Spend some more time with it. 1.0 hasn't been out for that long, so that's probably part of it and the other is that you're too busy posting on websites. Everywhere I go in my Favorites, you posting there, PJ64, emutalk, XBCD or so on. Your everywhere...and yet no where. Although, the one place I don't see you posting ever is at the Glide64 forums. I think once you spend some time with Glide64 and the forums, you would be very much impressed and fall in love!!
Attached Files
File Type: zip Glide64 Info.zip (81.2 KB, 4 views)
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Old May 17th, 2008   #34 (permalink)
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But isn't it the case that there are some N64 effects which can't be emulated correctly (if at all) due to the limitations of the Glide API?

I'd figured that Jabo's, to some degree, is superior due to the access of shaders (which is one feature that Nintendo have taken advantage of to perfectly emulate N64 titles on Wii). I'm not sure on the exact limitations of the Glide API (except for the lack of "shader" functionality) but i'm sure there's a work-around somehow....

....although, what is it that has made Glide64 so accurate that Jabo hasn't managed to translate into his D3D plugin?

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Old May 18th, 2008   #35 (permalink)
 
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....although, what is it that has made Glide64 so accurate that Jabo hasn't managed to translate into his D3D plugin?
Glide64 has a team of testers and people who search in and out daily for the opcodes.

Jabo pretty much does his stuff on his own where possible.

OK Legend, do you want to know my real problem with Glide64,

its not glide64 itself, i will happily use any of the wonder++ releases.

I REFUSE TO SUPPORT OR ACKNOWLEDGE THIS PLUGIN UNTIL GONETZ GETS THE STICK OUT OF HIS BUM AND RELEASES THE SOURCE AS PER THE GPL THAT GLIDE64 IS DEVELOPED UNDER. Does that make it clear to you why i WILL NOT be trying this plugin?.

I can't attack the VBA-Cloud devs/hacks due to attempting to cut GPL from the source, and yet go about and use this plugin which is also blatantly going against the license it is produced under. I am, btw, not the only one angered by Gonetz current course of action, but this is neither the time nor the thread to go any further on this.

All i will say, is that using Napalm, is akin to supporting those who wish to break the product license of the code that has protected the emu scene for a long time now. And I'm sick of it.

Last edited by Squall-Leonhart; May 18th, 2008 at 05:14. Reason: Automerged Doublepost
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Old May 18th, 2008   #36 (permalink)
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Well, Gonetz has released previous sources (Wonder +) and he says here that that is the plan for Napalm:

"Demetris, if Linux users need something new, try to port Glide64 WP HQ first. All sources are available. The most complex part in porting is to port asm code and redo GUI. 'Napalm' uses the same GlideHQ and Glitch64 as 'Wonder Plus' and the same asm, so it will be easy to port 'Napalm', when sources will be released."

Sure, its not at the moment of binary release but give him a chance, it does take a while to get things in order. The wrapper at least is always open.

When was the last time anybody of the PJ team (Jabo especially) has released the source - years ago with 1.4? Why are they any different? How are they not the worse violators?

Gonetz has been working on this plugin for the last half decade, this is all his code. I don't think it the worst thing in the world for him not to release it immediately upon binary unveiling. His been trying to do that for 2+ years. The source will be released shortly probably, until then, that's no reason to frown upon this great N64 Gfx plugin. Why don't you go bother Jabo about this stuff?
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Old May 18th, 2008   #37 (permalink)
 
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There is a different legend, GPL makes it clear that the source must be provided upon release of the compiled product.

Project64 was never intended to be opensource, the source for 1.4 was released to entice more people into the project, this backfired and we have ended up with hacks like PJ64K, which you have probably noticed has its share of issues.

I think you should sit down and chat with the mupen64plus guys about this though, then you'll see it from a different light as to why i cannot use this right at this moment.
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Old May 18th, 2008   #38 (permalink)
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I wonder why the source isn't being released (of Glide64 Napalm).

...but then again, has Jabo released his source code on his video plugin and contribution to PJ64? Perhaps they're not ready yet...what reason is there for these authors to hold back?

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Old May 18th, 2008   #39 (permalink)
 
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Jabo's is closed source,

Glide64 is licensed under open source. theres the difference. its not a matter of one not doing so, so the other doesn't have to.
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Old May 18th, 2008   #40 (permalink)
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Any way of convincing Jabo to expose his code? Maybe they're coders out there who wish to help...maybe even Gonetz (and crew) can pitch in.

....unlikely chances?

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