GLideN64 is a new generation, open-source graphics plugin for N64 emulators
GLideN64 Public Release v4.0 Changelog:
The second big topic of this new release is fixing of regressions.
Unfortunately, each big release is brings not only new features and fixes, but also new bugs. Complete testing is very hard and tedious process. Fortunately, users are founding and reporting us about issues. One of my goals for this release was to fix all known regressions. I combed project's bug tracker for such bugs. To my surprise, many reported issues were actually old and very old regressions. I even found regressions, which were made before the very first public release. I fixed all these issues and I hope that this release will not bring many new ones.
New features.
1. As you know, GLideN64 has special mode for precise emulation of N64 depth compare. This mode helps to fix many minor and some major issues with depth compare, but it has some limitations:
serious performance drop in some games
incompatibility with Multi-Sample Anti Aliasing (MSAA)
Logan McNaughton aka loganmc10 found OpenGL extensions, which helped us to weaken the performance issue greatly. Now you can use N64 depth compare freely if your hardware supports required extensions. This mode is still incompatible with MSAA, but now we have a solution. I implemented Fast Approximate Anti Aliasing (FXAA) , which you can enable along with N64 depth compare.
2. Ultimate solution for "remove these darn annoying black boarders" issue: Overscan feature. Now you may crop output image as much as you want.
3. User profiles. You may create profiles with different settings and switch between them. For example, you may create a profile with 2D fixes enabled to play 2D games, or create a profile with N64 depth compare + FXAA enabled.
New supported games
I already mentioned implementation of new microcodes, which finally made it possible to run any game with HLE. However, there are still games, which can't run properly because they do something weird what GLideN64 does not expect and can't emulate yet. Example of such game is Super Bowling 64. The way that game programmed makes it hard to emulate on PC hardware. Finally I found a way how it can be done. That fix then helped me to solve split screen issue in NASCAR 2000. Another example of hard to emulate issue is multiplayer mode in GoldenEye 007 and Perfect Dark with 3 or 4 players. It was fixed too.
Other
It is impossible to list all solved issues. We closed more than 175 issues during this release cycle .
You may read my change-logs on Patreon for details.
Acknowledgements:
Thanks to all backers of "Indiana Jones and the Infernal Machine" crowdfunding campaign on Indiegogo. We hardly would take that task without your support.
Thanks to all my patrons on
www.patreon.com/Gliden64 I very appreciate your support.
Thanks to all users of
https://github.com/gonetz/GLideN64. Your bug reports and feedback greatly help us to improve quality of the program.
Very special thanks to olivieryuyu, the author of incredible microcode decoding
works.
https://github.com/gonetz/GLideN64/releases
via
http://www.emulation64.com/view/2964...-v40-released/
...
Catherine: Full Body’s English translation for the Vita