Gonetz's Return!

Συζήτηση για Console Emulators.

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Gonetz's Return!

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Ο Gonetz, προγραμματιστής του κορυφαίου N64 Graphics Plugin, Glide64, ανακοίνωσε την δυναμική επιστροφή του με το GLideN64, ένα graphics plugin βασισμένο αυτή τη φορά στο OpenGL. Εντυπωσιακά αποτελέσματα με το ανέκαθεν προβληματικό Mario Tennis, στο video παρακάτω:



Motion blur, framebuffer effects, όλα τα καλούδια δίνουν το παρόν!

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Πολύ ευχάριστα νέα ενώ...

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...το GlideN64 μπήκε στο funding list του indiegogo. Το plugin παρότι σε alpha stage, εξομοιώνει πλήρως το Mario Tennis με πολλαπλά framebuffer effects, καθώς και πολλά -μέχρι σήμερα- unemulated effects των Zelda MM, Extreme-G, Banjo Tooie και πολλών άλλων.

Παρακάτω ένα νέο video demonstration, των δυνατοτήτων του νέου plugin:



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Re: Gonetz's Return!

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Για οσους δεν το γνωριζουν το Mario Tennis (N64) παιζει χωρις προβληματα με το Dolhin (wii emu).
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Πολύ...

Δημοσίευση από Ace »

...ευχάριστα τα νεότερα:
Σχεδόν δύο χρόνια μετά, ο Gonetz κυκλοφόρησε επιτέλους, μία "Early Release" για τους supporters και σε μια-δυο εβδομάδες, έπεται και η Public release για τους κοινούς θνητούς!
Hello,

Time for PC version release is come. All project supporters with perk "Early Release" will get link to archive with the plugin.

The archive contains the following builds:

Win32 build for Mupen64Plus emulator. Put the dll file to emulator's folder and setup the emulator to use GLideN64 as graphics plugin. Run any rom. On the first run plugin creates settings section in emulator's configuration file. You may either edit it in text editor, or use one of Mupen64Plus frontends.
Win32 build for Zilmar specs emulators: 1964, Mupen64, Project64 and others. Copy dll and ini files to emulator's plugin folder and setup the plugin to use GLideN64 as graphics plugin. Open video settigs configuration dialog and setup it for your taste. Read tooltips for options explanations.
Ubuntu64 build for Mupen64Plus emulator. Making working binary distributive for Linux is tricky, so there is no warranty that it will work. Public release of the plugin will be open-source, and then you will be able to build the plugin from sources.

During development I solved literally hundreds of issues. More than hundred is still not fixed. If you want to open new bug report, please check already open issues first.

Public release will be two weeks after the "Early Release", stay tuned. I'm planing to spend these two weeks on code cleanup and preparations to Android port works.
Βλέπω και κάτι 16:9 aspect ratio και μου τρέχουν τα σάλια -αν θυμάμαι καλά, το Ocarina Of Time, δεν υποστήριζε widescreen...

GlideN64 Early Release
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Re: Gonetz's Return!

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Thanx για την ενημερωση Ace !
if" Imitation is the sincerest flattery",
imagine emulating ....
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Re: Gonetz's Return!

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Εικόνα
Two weeks passed since the “Early Release” and time for the first Public Release is come. Since the “Early Release” leaked week ago “in accordance with GPL rules”, eager people already know what to expect from this release. Nevertheless, development works continued all these two weeks, and Public Release got some new features.
......

The archive contains the following builds:

Win32 build for Mupen64Plus emulator. Put the dll file to emulator's folder and setup the emulator to use GLideN64 as graphics plugin. Run any rom. On the first run plugin creates settings section in emulator's configuration file. You may either edit it in text editor, or use one of Mupen64Plus frontends.
Win32 build for Zilmar specs emulators: 1964, Mupen64, Project64 and others. Copy dll and ini files to emulator's plugin folder and setup the plugin to use GLideN64 as graphics plugin. Open video settigs configuration dialog and setup it for your taste. Read tooltips for options explanations.
Ubuntu64 build for Mupen64Plus emulator. Making working binary distributive for Linux is tricky, so there is no warranty that it will work. Public release of the plugin will be open-source, and then you will be able to build the plugin from sources.
Επισημη Σελιδα :arrow: http://gliden64.blogspot.gr/2015/05/pub ... ase-1.html
D/load :arrow: https://github.com/gonetz/GLideN64/rele ... ic_Release_!


Εικόνα

Εικόνα

( Bloom and New HD Pack , with AA 8x)
if" Imitation is the sincerest flattery",
imagine emulating ....
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Με τέσσερις λέξεις...

Δημοσίευση από Ace »

...πέρα από κάθε προσδοκία!

Το ανέκαθεν προβληματικό Mario Tennis είναι πλέον 99% glitch free, τα προβληματάκια -προβληματάρες- που παρουσιάζονταν στα μενού κυρίως, των mini games των Pokemon Stadium 1 & 2, εξαφανίστηκαν, επιτέλους είδα το World Driver Championship με το custom microcode - πολυγωνοσπρώχτη, σε δράση, η σκιά στο Conker's Bad Fur Day, σαν να βελτιώθηκε κάπως, το Pause Menu του Perfect Dark, επιτέλους, εμφανίζεται σωστά και άλλα πολλά, που δεν αναφέρω ακόμα, καθώς το gam... εεεμ συγνώμη, testing ήθελα να πω, συνεχίζεται!

Μικρό παράπονο, το ότι κάποια παιχνίδια, όπως για παράδειγμα το CBFD, δεν κάνουν πλήρες "τέντωμα" της οθόνης είτε στα 4:3 είτε στα 16:9, αλλά αφήνουν ένα -μικρό- περιθώριο... Ελπίζω να διορθωθεί σε νεότερη έκδοση ή να υπάρχει κάποιο workaround, που να μην το ξέρω ακόμα.

ΥΓ: Ευχαριστούμε Nemo για τα νέα, καθώς αν και ήμουν προετοιμασμένος για την κυκλοφορία του plugin, με τον ελάχιστο χρόνο που μου απομένει, δεν το είχα πάρει είδηση! Τώρα βέβαια, που είδα περί τίνος πρόκειται, μάλλον θα "στριμωχτώ" ακόμα περισσότερο! Χε, χε, χε...
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Gonetz's Return!(Public Release 1.1)

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Fixed Texture pack path not saved correctly #456
Enabled translations for About dialog, #494
Fixed anisotropic filtering, #505
Fixed Anti-aliasing compatibility with frame buffer emulation, #244
Fixed crash in Glover, #474
Fixed crash in Snowboard Kids, #477
Fixed texture issue in Banjo Tooie, #499
Fixed text corruption in Mupen64Plus
:arrow: Public Release 1.1
if" Imitation is the sincerest flattery",
imagine emulating ....
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GLideN64 PR 1.2

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My attempt to collect more funding for the projects failed. GLideN64 FX collected 66% of the goal. Since project did not reach the goal, GLideN64 FX will not be implemented and collected funds will cover my work on project development during June. My Patreon project got circa 12% of necessary sum, so I closed it before patrons got charged. Thus, project development returns to passive state. Further progress will depend of my load in real life. Other developers activity also may push the project forward.
Several issues have been fixed since the last release, both on desktop and mobile platforms. There are several bugs and features in progress, where I did preliminary research and now just need to find time to make proper fix.
I go on vacation and I will be mostly offline next two weeks. Thus, I decided to fix current project state as new Public Release:

D/load :arrow: GLideN64 PR 1.2

D/load :arrow: Android port test build / not officiall
if" Imitation is the sincerest flattery",
imagine emulating ....
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Re: Gonetz's Return!

Δημοσίευση από Karnov »

Αργησα να ασχοληθώ με αυτό το θέμα

Αλλά αλήθεια πως λειτουργεί το Glide64 ? Φυσικά δεν έχει ως απαίτηση το να έχει GPU Glide στο PC του.

Φαντάζομαι συμπεριφέρεται ως glide plugin απλά έχει ένα glide wrapper ενσωματωμένο;
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Re: Gonetz's Return!

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Karnov έγραψε:Αργησα να ασχοληθώ με αυτό το θέμα

Αλλά αλήθεια πως λειτουργεί το Glide64 ? Φυσικά δεν έχει ως απαίτηση το να έχει GPU Glide στο PC του.

Φαντάζομαι συμπεριφέρεται ως glide plugin απλά έχει ένα glide wrapper ενσωματωμένο;
Ας απαντησω κι εγω αργοπορημενα μια και κανεις αλλος δεν , ισως θεωροντας προφανη την απαντηση.

Oπως αναφερει ο Ace
Ace έγραψε:GLideN64, ένα graphics plugin βασισμένο αυτή τη φορά στο OpenGL
αλλα και o ιδιος ο Gonetz
GLideN64 is based on sources of Orkin’s glN64 graphics plugin (opengl ).
προκειται δηλαδη για ενα opengl plugin
( αρα δεν χρειαζεσαι ουτε Glide gpu ,ουτε glide wrapper).
if" Imitation is the sincerest flattery",
imagine emulating ....
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Re: Gonetz's Return!

Δημοσίευση από Karnov »

και είναι προφανώς καλύτερο από το Glide64.?????
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Re: Gonetz's Return!

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Karnov έγραψε:και είναι προφανώς καλύτερο από το Glide64.?????

Early N64 emulators had no frame buffer emulation (FBE). I already don't remember who did the first step in that direction. However, I remember how it started in Glide64 project. Early versions of Glide64 also had no FBE. I started to work on this problem after version 0.42 release. It was summer of 2003. My computer was powered by 3dfx Voodoo3 card. The only way to implement FBE on that card was read rendered frame from video card memory, convert that data into N64 format and put in RDRAM area, so it can be used as a texture image later. That approach has three major disadvantages:
Hi-res image from the video card is scaled down to low N64 resolution. It looks ugly when it is rendered back as texture.
Emulation of auxiliary frame buffers is generally incorrect with this approach. These buffers must be rendered off-screen, but since we render only into the main video buffer, they all are visible.
It is slow in general.
Read large amount of data from AGP/PCI cards was very slow process. While reading one-two frames did not create performance problems, read every frame from the card made it unplayable. Thus, I had to find a way to detect when frame buffer read is actually necessary. I invented two-pass frame buffer emulation. On the first pass plugin briefly scanned incoming display list and analyzed how frame buffers will be used in the current frame. The second pass did normal rendering, but if frame buffer usage was detected on the first pass, buffer read was done in proper time. That approaches allowed me effectively emulate many of “Main frame buffer as texture” effects and even some of “Auxiliary frame buffers” effects described in previous article. Despite the fact that the frame buffer usage detection algorithm was very imperfect and full of heuristics, version 0.5 had the best FBE of its time. Many effects, including motion blur, was first time emulated in that version. Since frame buffers taken from the video card were scaled down to N64 resolution the result did not look very cool, but it was much much better than nothing.

The next big step was made when Orkin promoted the idea of hardware frame buffer emulation (HWFBE). The HWFBE idea is to use hardware capabilities to create auxiliary render buffers and then use them instead of frame buffers in RDRAM. That approach kills all major drawbacks of the traditional “read from video card – put to RDRAM”. Orkin implemented that idea in his OpenGL plugin glN64. Only few effects were emulated correctly, including the pause screen in Zeldas. But the working ones looked really impressive.

I'd like to implement something similar in Glide64, but my Voodoo3 did not allow me to do anything like that. Suddenly I got help from Hiroshi 'KoolSmoky' Morii, who was a famous person in 3dfx world. Hiroshi presented me Voodoo5 card and pointed on Glide3x API extensions, which allowed me to create auxiliary frame buffers in texture memory of that card. On April 2004 Glide64 "Miracle Edition" with HWFBE support was released. Glide API frame buffer extensions allowed me to emulate any manipulations, which N64 does with its frame buffers. But, as usual with 3dfx, there was a serious problem. Voodoo5 had only circa 24 megabytes of free texture memory which I could use for my needs. 24 megabytes for all N64 textures (and later for all high-res textures) and for all frame buffers. 3dfx cards did not support non-power-of-two texture sizes. Thus, I had to use 1024x1024 RGB textures for resolution up to 1024x768, and 2048x2048 textures for higher resolutions. In later case one full screen texture buffer takes 8 megabytes (for 16bit RGB texture). Motion blur emulation requires two full screen texture buffers. Two buffers cut 2/3 of available texture memory. Obviously, I could not allocate more buffers. Thus, I had to be very careful with texture buffers allocation. My algorithm of frame buffer usage detection came very opportunely. With its help I allocated texture frame buffers in proper moments and did proper manipulations with them. The mechanism of HWFBE in Glide64 had been constantly improved, and now it can emulate a lot of very complex effects. However, some games, including Mario Tennis, left not emulated despite of all my efforts.


Now, ten years after my first FBE implementation the situation is very different. I have modern video card with unlimited power, OpenGL API also evolved greatly. Thus, the goal is to implement HWFBE mechanism, which will be free of hacks and heuristics as much as possible. It is impossible to get rid of all hacks with HWFBE because HWFBE is a hack by itself: plugin violates normal emulation process using texture frame buffers instead of texture data in RDRAM.
As I described in the previous chapter, HWFBE emulation in Glide64 is limited by capabilities of target hardware, namely my old good Voodoo5. I just haven't enough video memory to play with. Now I can allocate as many texture buffers as needed.


Thus, the main idea of new HWFBE mechanism is very simple:
Whenever N64 application allocates color or depth buffer the plugin allocates corresponding buffer in texture memory and use it for rendering.
When N64 application uses texture which lies in address space of allocated texture buffer, the plugin uses texture buffer instead of the original texture.
When emulator calls Video Interface UpdateScreen command, texture buffer is copied into main frame buffer and displayed on screen.
As you can see, HWFBE implementation requires:

- hardware support of texture frame buffers

- mechanism of frame buffers management: create, find by address, remove

mechanism of mapping original texture parameters into frame buffer texture coordinates.

.........
:arrow: http://gliden64.blogspot.ru/2013/11/fra ... art-i.html
if" Imitation is the sincerest flattery",
imagine emulating ....
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Re: Gonetz's Return!

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Φοβερό! Ευχαριστώ για το link.
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Re: Gonetz's Return!

Δημοσίευση από Karnov »

Μου κρασάρει το glideN64 ενώ το Glide64 τρέχει μια χαρά. Τι παίζει;
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