purplemarshmallow
0735bd0372
modify fingerprint validity checking method
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In Zelda OOT the CPU applies a filter on the framebuffer texture. If we
write a small amount of data at the beginning the CPU won't change our
specific values
2015-08-17 21:56:59 +06:00
purplemarshmallow
e0face5f86
use unique values as fingerprint
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this works much better
But sometimes Zelda writes values not only under but also over the
fingerprint, Link's model is lost again
2015-08-17 21:56:58 +06:00
purplemarshmallow
e617177958
fix problem with validity ckecking in Zelda OOT
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problem: the game writes data below our fingerprint
solution: just check if the fingerprint is still there and ignore the
data below
2015-08-17 21:56:58 +06:00
Sergey Lipskiy
d30d813b18
Fix texture filter init/shutdown:
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- texture filter updated when config.textureFilter options changed.
2015-08-17 15:42:40 +06:00
Sergey Lipskiy
5bf7a4e4de
Add support of 6xBRZ to user interface.
2015-08-17 15:37:15 +06:00
Sergey Lipskiy
daf18efabb
Update xBRZ texture filter to version 1.4
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xBRZ: "Scale by rules" - high quality image upscaling filter by Zenju
Adopted sources from
http://sourceforge.net/projects/xbrz/files/xBRZ/
2015-08-17 15:37:15 +06:00
Sergey Lipskiy
2f34089850
Fix uniform initialization for zelda_monochrome_fragment_shader.
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Fixed GL error in Zelda OOT subscreen after savestate load.
2015-08-16 18:21:55 +06:00
AmbientMalice
b8d9d30ecc
Apply Quake II hack to Quake 64.
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I have no idea whether I got the syntax right thanks to not being able to build GLideN64. Assuming this works, this should fix underwater rendering in Quake 64.
2015-08-16 13:18:29 +06:00
purplemarshmallow
6e6fec1d94
Put Goldeneye microcode to the list of special microcodes
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and disable near-plane clipping for it.
.Non = true
2015-08-15 19:51:54 +06:00
Sergey Lipskiy
c9c8b3a63e
Relax condition to enable alpha dither.
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Fixed noise in Tonic Trouble #582 and Mission Impossible #616
2015-07-26 14:50:14 +06:00
purplemarshmallow
fc3a4c8085
enable subscreen delay fix for Doubutsu no Mori
2015-07-26 09:21:55 +06:00
purplemarshmallow
77f342fc63
fix depth buffer copy in LLE
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in LLE it works well for Star Wars Episode I - Racer but for most games
it does not work correctly
2015-07-25 17:32:21 +06:00
purplemarshmallow
dbfbeb1b13
fix copy color to RDRAM in LLE
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fixes #554
2015-07-25 17:32:20 +06:00
Gillou68310
ef46331c39
Add config option to change polygon offset values
2015-07-24 13:20:04 +06:00
Sergey Lipskiy
cbbd5d17de
Fix crash when fb emulation enabled/disabled during gameplay, issue #601
2015-07-23 21:55:30 +06:00
Sergey Lipskiy
70c4941fb9
Correct texture force clamp t condition in texrect.
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Fixed regression in MK64, caused by commit c50b3c8
, issue #607
2015-07-23 16:31:09 +06:00
Sergey Lipskiy
57efca4692
Fix RomOpen for Mupen64Plus API.
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RomOpen for Mupen64Plus API returns int, while Zilmar specs RomOpen returns void.
Thanks fzurita for pointing on this mistake.
Fixed issue #604
2015-07-23 16:07:33 +06:00
Sergey Lipskiy
16e3af616c
Add hack hack_VIUpdateOnCIChange for Quake II.
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Quake II uses single buffer mode when underwater, so additional check
gDP.colorImage.changed != 0 is necessary to detect frame change.
This check may cause dummy buffers swaps, so now it is used for Quake II only.
Fixed #592
2015-07-03 15:03:01 +06:00
Sergey Lipskiy
d8817013cd
Fix geometry clipping problem for GL ES.
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NoN - no near clipping.
GL ES does not support z-clipping disabling, so harmless hack used here.
Harmlessness condition: z value is not used by pixel pipeline.
gDP.otherMode.depthCompare == 0 && gDP.otherMode.depthUpdate == 0 - z not used for depth compare/update.
Thus we can set vertex z to any value, which will ensure that z/w is in range [-1, 1], e.g. to zero.
Fixed issue #588
2015-07-03 15:02:04 +06:00
Sergey Lipskiy
c50b3c8c1d
Correct force texture clamp condition in OGLRender::drawTexturedRect.
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Fixed issue #506 - Perfect Dark Target Test target not displaying correctly
2015-07-03 13:45:59 +06:00
Gillou68310
40da41d953
Fix framebuffer texture rectangle coordinate in GLES2
2015-07-02 10:45:52 +06:00
Sergey Lipskiy
9a071e4292
MSVS project correction: remove configuration Debug 1964.
2015-07-01 11:04:05 +06:00
Sergey Lipskiy
b675195fbc
MSVS project correction:
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remove NEWGLNINTENDO64_EXPORTS preprocessor definition, add _CRT_SECURE_NO_WARNINGS one.
2015-06-30 22:47:16 +06:00
Sergey Lipskiy
c13870289d
MSVS project correction:
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remove Boost from the list of additional library directories.
2015-06-30 22:39:20 +06:00
purplemarshmallow
b0ab13b871
GLideN64 and GLideNHQ are now in one solution
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GLideN64 is now dependent on GLideNHQ
2015-06-30 22:33:48 +06:00
purplemarshmallow
aec07a3151
fix build warning: "TargetName(GLideN64) does not match the Linker's OutputFile property value"
2015-06-30 22:33:39 +06:00
Sergey Lipskiy
d0c8750759
Fix tex1 read in mipmap shader.
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Fixed mip-mapping in general and issue #158 in particular.
2015-06-30 14:48:16 +06:00
Sergey Lipskiy
4a75d4d357
Add hack to fix both mario 64 and mario kart 64 background (blue sky) with widescreen hack enable.
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Author: Gillou68310
2015-06-26 22:06:06 +06:00
Gillou68310
6be5ff6396
Force multisampling to 0 when not supported
2015-06-26 19:29:54 +06:00
Gillou68310
c2b9961cc8
Removed useless GLES headers
2015-06-26 19:29:52 +06:00
Sergey Lipskiy
7936e02066
Enable hack_subscreen for GLES2.
2015-06-26 19:20:44 +06:00
Sergey Lipskiy
619f57bce8
Move .ini files to ini subfolder.
2015-06-25 12:23:13 +06:00
Sergey Lipskiy
88d4bd8c12
Merge remote-tracking branch 'remotes/origin/custom_ini'
2015-06-25 12:20:35 +06:00
Sergey Lipskiy
3f01de5e47
Merge branch 'translations'
2015-06-25 12:18:29 +06:00
Sergey Lipskiy
6d53c3bbd8
Add hack_ignoreVIHeightChange.
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Fixed Space Invaders Boss battle gliching #448
2015-06-25 11:14:46 +06:00
Sergey Lipskiy
3dcee1cef3
Revert "Implement special case when 8bit auxiliary I buffer is used as 8bit IA texture."
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Fix causes issues in other games with 8bit auxiliary color buffers, e.g. JFG
This reverts commit d5a0f20098
.
2015-06-23 23:02:30 +06:00
Gillou68310
b7917ed3c2
Allow building with GLES on windows
2015-06-23 22:28:54 +06:00
Sergey Lipskiy
b897c449a1
Fix shader texture uniforms update for GLES2.
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Fixed issue #586 .
Thanks Gillou68310 for the hint.
2015-06-23 22:19:11 +06:00
Sergey Lipskiy
12bc0c928d
Add blend mode for explosions in Vigilante 8.
2015-06-19 12:08:18 +06:00
Sergey Lipskiy
d5a0f20098
Implement special case when 8bit auxiliary I buffer is used as 8bit IA texture.
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Fixed Turok 3 Incorrect Shadows #543
2015-06-19 10:53:30 +06:00
Sergey Lipskiy
3f7d868f9e
Fix mipmaping when mip-map emulation disabled in settings.
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Most detailed tiles will always be used.
2015-06-18 14:51:43 +06:00
Sergey Lipskiy
a3ddc4ce3e
Correct mipmap shader again.
2015-06-18 14:14:11 +06:00
Sergey Lipskiy
db38b2f9ea
Fix compilation on Android.
2015-06-18 11:55:34 +06:00
Sergey Lipskiy
74afd9f114
Fix getTextureShiftScale for case of one-level mip-map.
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Fixed guard rail in Banjo Kazooie, #158
2015-06-17 22:58:03 +06:00
Sergey Lipskiy
1dc2bd1a56
Fix compilation on Linux.
2015-06-17 18:21:11 +06:00
Sergey Lipskiy
2199dd4290
Correct Lod calculaton and mipmaping.
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Fixed issue #571 and probably other mip-map relating issues.
2015-06-17 16:10:03 +06:00
Sergey Lipskiy
5f42da74cd
Correct min_lod load.
2015-06-17 16:02:09 +06:00
Sergey Lipskiy
27149064e0
Correct load to TMEM functions: wrap tmem address in case of overflow.
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Necessary for issue #571
2015-06-17 16:02:06 +06:00
Sergey Lipskiy
a13e6322d9
Code cleanup: correct class TextDrawer definition.
2015-06-16 20:41:13 +06:00
Sergey Lipskiy
68941f6cbe
Optimize frame buffer copy to RDRAM:
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read from pixel buffer one time per pixel.
Old code does 4 reads from the pixel buffer per pixel.
The optimization makes color buffer read circa 4 times faster.
Thanks Lars Bishop for finding the sources of the problem and for suggested solution.
2015-06-16 19:43:15 +06:00