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Publication date Topics emulation , n64 , Nintendo He designed necessary specifications for texture artists and implemented texture dumping and replacement in his plugin. It was a bomb! The idea was supported by many talented people, new texture packs for most popular games appeared quickly after the release.

Rice's format became standard de facto for hi-res texture packs. A bit later Jabo designed his own format for textures packs, which is more end-user friendly, but Rice's format has one huge advantage: it is implemented in freely available open source plugin, so it can be supported by other plugins. Hiroshi took that opportunity, and at August he made the first version of GlideHQ with Rice hi-res format support. Several months we polished that functionality and finally achieved very good results.

GlideHQ became the diamond in the crown of new Glide64 release, 'Napalm'. My next goal was to make the project portable. While the wrapper was portable from the beginning, and GlideHQ was also based on portable libraries, Glide64 used direct calls to Win32 API for all system tasks. There was a port of Glide64 to Linux, but I very disliked the way it was done. I decided to make it right and do it myself. I chose wxWidgets since it is free and allows users to link its libraries statically.

Also, wxWidgets contains not only GUI library, but also includes all necessary system functionality, bitmaps support, internalization support, networking etc. I threw away large part of the original code and rewrote it using wxWidgets.

Assembler code was also re-written and moved from. Plugin's source code started to look much better. It was time to actually port it to other OS. I started with Linux.

I never work with Linux before, and I needed help. I've got the help from Brad 'mudlord' Miller Australia. Brad is a well know person in emulation community, participant of several emu projects. In Glide64 project, Brad made many improvements in the wrapper before 'Napalm' release.

Anisotropic filtering support is one of his works. He also is an experienced Linux user, with knowledge of GNU development tools. Brad helped me to compile the project on Linux and he made all necessary updates for the wrapper, since it's SDL-related part was seriously outdated.

At the end we had got the Linux port with nearly the same level of functionality, as with the original Win32 version. Next goal was MacOSX. I've got limited access to a MacBook and managed to build the project on it. It looked almost alive: the GUI was fully functional, but actual rendering failed.

Then I lost access to the MacBook, and this work remained unfinished. The new version, 'Napalm WX' had been released at August 20, All project's source code was added to the repository on code. Btw, the repository was also created by Brad.

The End. After 'Napalm WX' release I become more and more busy with real life stuff. I could not work on the project as actively, as before. Also, my interest in emulation faded. Nevertheless, the development continued. More then commits submitted to the repository since 'Napalm WX' release, more then reported issues fixed, including several critical bug fixes.

New features emulated, stability increased. New version supports internalization, translations for several languages included in the release. The project is now in the very good shape. Of course, not everything is perfect. More then issues are still open, and it seems that they will remain open forever, sorry.

I used almost every ability of my hardware, and I can run almost all N64 games on it, with little-to-none glitches and at full speed. Glide64 is one of the most advanced Glide3x applications. However, everything comes to its end. I finally bought myself a new PC, so I has no reasons to use Glide3x anymore. My new N64 project, if I'll ever decide to start it, will be free of 3dfx legacy. The Very Special Thanks. In this section I want to thank people, who performed non-coding tasks in the project, or helped it in some other way.

First of all, I thank all our beta testers. I already mentioned Ogy, the first main beta tester, the author of the first Compatibility List. Many thanks to Leo 'Raziel64' Gutierrez Argentina , the main beta tester of my first releases. Federelli Argentina , long time beta tester and author of 'Federelli Nemu64 ini' for Glide Vladimir 'Flash' Ermakov Russia , long time beta tester.

Vladimir provided me with complete N64 romset and found me working Voodoo 2 card, which I heavily used for debugging. Wes gave me many valuable advices how to make the plugin more convenient for end users and greatly helped me with optimal GUI layout. My eternal gratitude to Olivieryuyu France , the main beta tester of the project.

Olivieryuyu is Indiana Jones of N64 emulation, the man, who discovered many lost artifacts: unreleased betas of N64 games, rare N64 hardware documentation, N64 development tools etc.

He also made an outstanding contribution to Glide64 project, performing countless duties like Compatibility List and Known Bugs List maintenance, optimization of the settings file, French translation and so on. I want to thank all authors of all open-source N64 projects, and especially Orkin, Rice and Ziggy, whose sources helped me to improve my work. Special thanks to Sergey 'Angrylion' Povalihin Russia , the author of outstanding low-level graphics plugin, who shared with me sources of his work and helped me to understand many complex details of RDP work.

I want to thank S. Special thanks to kurono, the home page designer. Special thanks to Pokefan , a beta tester, who submitted many bug reports. He read all the sources of Glide64 and pointed me on many issues in the code. View license. Branches Tags. Could not load branches. Could not load tags. Latest commit. Git stats 3, commits. Failed to load latest commit information. Sep 26, GLideNUI: remove screenshot type selection. Aug 14, Threaded GLideN64 calls.

Apr 8, Build script: Adds enhancements for external tools, better differenti….



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