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Old October 1st, 2007   #1 (permalink)
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Glide64HQ - now with hi resolution texture pack support!

Quote:
Hello everybody,

The second major version of GlideHQ, the texture enhancements module for Glide64, is ready for public release. Project description, taken from GlideHQ readme file by KoolSmoky:

"This is a realtime texture enhancer library with hi-resolution texture
pack support for Glide64 (Glide64 - Home). Traditional and
non-traditional techniques have been used to achieve speed and high image
quality even on a 9 year old 3Dfx Voodoo2.

Although the 3Dfx Glide3x texture format naming conventions are used, the
library can be expanded for generic use.

Supported:
Enhancers: Hq4x, Hq2x, Lq2x, Super2xSai, x2
Filters: Smooth (1,2,3,4), Sharp (1,2)
Compressors: FXT1, S3TC
Input formats: GR_TEXFMT_ALPHA_8,
GR_TEXFMT_RGB_565,
GR_TEXFMT_ARGB_1555,
GR_TEXFMT_ARGB_4444,
GR_TEXFMT_ARGB_8888,
GR_TEXFMT_ALPHA_INTENSITY_44,
GR_TEXFMT_ALPHA_INTENSITY_88
Output formats: Same as input unless compression or hires packs are used.
Hires texture packs: Rice format (Jabo and GlideHQ format coming later)

Acknowledgments:
I hope you enjoy GlideHQ (texture enhancer library for Glide64). Greatest
thanks to Gonetz for making this happen in his busy time. We've rushed
everything to share the eye-candy with all of you N64 emulation fans. I
would also like to thank a great friend of mine, Daniel Borca for providing
the texture compression code, Maxim Stepin (hq2x 4x), and Derek Liauw Kie Fa
(2xSaI) for the filtering engines, and Rice for his N64 graphics plugin
source code. GlideHQ also uses the boost C++ libraries, zlib general purpose
compression library, and the Portable Network Graphics library. Thanks to
all the developers for making them available.

The source code for GlideHQ is released in hopes that it will be improved.
I know the coding is not on par after so much late night caffeine boosts.
If you have suggestions or modifications, please feel free to post them on
the Glide64 forum at emuxhaven.
:
-KoolSmoky
"

To install and test GlideHQ:
1. If you used previous version of GlideHQ, remove all its files and texture caches.
2. Download GideHQ distributive (GlideHQ_bin.zip ) and unpack it I somewhere.
3. Run included gltest.exe ((c) mudlord) to learn about capabilities of your video card.
3. Copy contents of Plugin folder into Plugin folder of your N64 emulator.
4. For OpenGL, copy glide3x.dll from Wrapper folder into your emulator's folder. This is important, because older version of the wrapper do not support texture compression.
5. Run your emulator, select 'Glide64 Wonder Plus HQ' as your video plugin
6. In Glide64 configuration dialog, open "Texture enhancement" tab and select options you like. If you are not sure, which option to use, press presets buttons below. Presets do not affect your choices for texture filtering and enhancement, so pick them manually, according to your preference. If you want to use hires textures (I'm sure you want), select "Rice format" as format.
7. GlideHQ has the same requirements for hires packs, as Rice Video. If you already used hires packs with Rice Video, you know what to do. If not, there are tutorials for you:
The Help Thread (Djipi's and also Federelli's packs) - EmuTalk.net
Link to important information, tutorials, threads and textures packages - EmuTalk.net
Antarctica | The coolest place on the web
8. Run your game and enjoy.

Note: Current version is a prototype, based on Glide64 "WonderPlus". That is, for end-users this is Glide64 "WonderPlus" with texture enhancements. Since it is a prototype, it can be buggy, slow, inconvenient and so on. Thus, we need your feedback to make it better.

Note2: GlideHQ_src.zip is actually 7-Zip archive, renamed to zip.

Gonetz.
Download links here: New GlideHQ - Now with hi-resolution texture pack support! - Emu X Haven

Enjoy everyone!
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Old October 1st, 2007   #2 (permalink)
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This is big!!! Everyone go try it!!
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Want to use one of the best N64 video plugins? Try the latest Glide64 right here: Link to Homepage
and for help and comments use the support forums here: Link to Forums
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Old October 1st, 2007   #3 (permalink)
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I think it's time to bring my Voodoo 5 5500 pci out of retirement.
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Old October 2nd, 2007   #4 (permalink)
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You don't need a Voodoo anymore. That's the big misconception that we're trying to get rid of. The included wrapper does a perfect job now and is better than the real thing for a number of reasons.
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Want to use one of the best N64 video plugins? Try the latest Glide64 right here: Link to Homepage
and for help and comments use the support forums here: Link to Forums
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Old October 11th, 2007   #5 (permalink)
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Indeed.

The wrapper emulates a Voodoo 5 quite well, which means a actual Voodoo card is not needed, providing your video card is up to scratch.

Update 2 for GlideHQ is at the usual spot.
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Old October 11th, 2007   #6 (permalink)
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Does it have proper framebuffer emulation as well? Last Glide wrappers I used were missing many effects because the lack of that.
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Old October 11th, 2007   #7 (permalink)
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Yes, the wrapper fully supports hardware framebuffer emulation.
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Old October 14th, 2007   #8 (permalink)
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Old October 18th, 2007   #9 (permalink)
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That version is old, as it doesn't have the high resolution texture support.

The version I posted about is the newest.
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Old October 23rd, 2007   #10 (permalink)
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Update 3

Quote:
Update 3.
- Fixed crash in Zelda OOT
- Fixed an issue with alpha channel of hires textures, which become apparent as a black boarder around texture. Added new option, related to this issue:
Use alpha channel fully. When this option is off, 16bit rgba textures will be loaded using RiceVideo style – with 1bit for alpha channel. When it is on, GlideHQ will check, how alpha channel is used by the hires texture, and select most appropriate format for it. This gives texture designers freedom to play with alpha, as they need, regardless of format of original N64 texture. For older and badly designed texture packs it can cause unwanted black boarders. Default value: Off.
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Old October 23rd, 2007   #11 (permalink)
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noice, i'll check it out tomorrow
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Old October 23rd, 2007   #12 (permalink)
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Cheers mudlord, it works flawlessly here
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Old October 29th, 2007   #13 (permalink)
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Coolness
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Old November 6th, 2007   #14 (permalink)
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Update 4

Quote:
Update 4.
- Fixed many problems with texture/palette CRC calculation. Almost all hires textures are loaded now.
Note: GlideHQ does not support textures in jpeg format. If your hires pack has textures in jpeg, you must convert them all to png.
- Fixed texrects alignment issue.
Note: There is an issue with texrects size in Mario Kart, which causes black lines in many menu textures. Thus, I use old texrects size calculation method for this game, which causes fewer artifacts.
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Old November 8th, 2007   #15 (permalink)
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Update 4b

Quote:
.
- quick fix for Diddy Kong Racing pause menu.
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