{"id":53927,"date":"2017-12-29T16:47:15","date_gmt":"2017-12-29T15:47:15","guid":{"rendered":"http:\/\/www.emu-france.com\/?p=53927"},"modified":"2017-12-29T20:00:57","modified_gmt":"2017-12-29T19:00:57","slug":"plugin-n64-gliden64-pr-3-0","status":"publish","type":"post","link":"https:\/\/www.emu-france.com\/?p=53927","title":{"rendered":"[Plugin N64] GLideN64 PR 3.0"},"content":{"rendered":"<p><a href=\"https:\/\/github.com\/gonetz\/GLideN64\/releases\"><strong>Gonetz<\/strong><\/a>, celui-l\u00e0 m\u00eame qui d\u00e9veloppait le plugin Glide64 (derni\u00e8re version en 2012, <a href=\"https:\/\/www.emu-france.com\/divers\/19-plugin-n64\/194-video\/3675-glide64-final-10th-anniversary\/\">ici<\/a>) consid\u00e9r\u00e9 comme un excellent plugin par beaucoup (bien que limit\u00e9 par l\u2019architecture qu\u2019il sert) s&rsquo;est \u00e9vertu\u00e9 \u00e0 cr\u00e9er un nouveau plugin avec davantage de possibilit\u00e9s que Glide64 mais en utilisant cette fois-ci l\u2019OpenGL (d\u2019o\u00f9 le nom) qui est beaucoup plus puissant et qui permet de faire bien d\u2019autres choses sans v\u00e9ritables limitations. Ce plugin utilise comme base <a href=\"https:\/\/www.emu-france.com\/divers\/19-plugin-n64\/194-video\/1692-glnintendo64\/\" target=\"_blank\">glN64<\/a> de Orkin et, comme ceux bas\u00e9s sur <a href=\"https:\/\/www.emu-france.com\/divers\/19-plugin-n64\/194-video\/3820-ricevideo-community\/\">RiceVideo<\/a>, supporte les packs de textures hautes r\u00e9solutions (voir <a href=\"http:\/\/www.emutalk.net\/forums\/110-N64-Textures\">ici<\/a> o\u00f9 <a href=\"http:\/\/www.ultra64.net\/?page=forum3&amp;action=liste\">l\u00e0<\/a>). A noter qu&rsquo;une version pour <a href=\"https:\/\/play.google.com\/store\/apps\/details?id=org.mupen64plusae.v3.fzurita\">Android<\/a> et <a href=\"https:\/\/github.com\/gonetz\/GLideN64\/archive\/Public_Release_3_0.tar.gz\">Linux<\/a> sont \u00e9galement disponibles.<\/p>\n<p>&nbsp;<\/p>\n<p>Il s&rsquo;agit tr\u00e8s probablement du meilleur plugin vid\u00e9o pour \u00e9mulateur de Nintendo64 !<\/p>\n<p>&nbsp;<\/p>\n<p><a href=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2015\/04\/GLideN64_THE_LEGEND_OF_ZELDA_WS2.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-38397\" src=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2015\/04\/GLideN64_THE_LEGEND_OF_ZELDA_WS2-1024x576.png\" alt=\"GLideN64_THE_LEGEND_OF_ZELDA_WS2\" width=\"500\" height=\"281\" srcset=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2015\/04\/GLideN64_THE_LEGEND_OF_ZELDA_WS2-1024x576.png 1024w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2015\/04\/GLideN64_THE_LEGEND_OF_ZELDA_WS2-300x169.png 300w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2015\/04\/GLideN64_THE_LEGEND_OF_ZELDA_WS2.png 1600w\" sizes=\"auto, (max-width: 500px) 100vw, 500px\" \/><\/a> <a href=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2015\/04\/GLideN64_THE_LEGEND_OF_ZELDA_WS1.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-38396\" src=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2015\/04\/GLideN64_THE_LEGEND_OF_ZELDA_WS1-1024x576.png\" alt=\"GLideN64_THE_LEGEND_OF_ZELDA_WS1\" width=\"500\" height=\"281\" srcset=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2015\/04\/GLideN64_THE_LEGEND_OF_ZELDA_WS1-1024x576.png 1024w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2015\/04\/GLideN64_THE_LEGEND_OF_ZELDA_WS1-300x169.png 300w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2015\/04\/GLideN64_THE_LEGEND_OF_ZELDA_WS1.png 1600w\" sizes=\"auto, (max-width: 500px) 100vw, 500px\" \/><\/a><\/p>\n<p>&nbsp;<\/p>\n<p>Il y a plusieurs fichiers dans l&rsquo;archive:<\/p>\n<p>&nbsp;<\/p>\n<ul>\n<ul>\n<li>Pour <a href=\"https:\/\/www.emu-france.com\/emulateurs\/5-consoles-de-salon\/52-nintendo-n64\/3461-mupen64plus\/\">Mupen64Plus<\/a>: Placer le fichier dll dans le dossier de l&rsquo;\u00e9mulateur et configurer l&rsquo;\u00e9mulateur pour utiliser le plugin GLideN64. Lancer n&rsquo;importe quelle rom(s). La premi\u00e8re ex\u00e9cution cr\u00e9era un fichier de configuration que vous pourrez alors \u00e9diter avec un \u00e9diteur de texte ou via un frontend.<\/li>\n<\/ul>\n<\/ul>\n<p>&nbsp;<\/p>\n<ul>\n<ul>\n<li>Pour les \u00e9mulateurs utilisant les sp\u00e9cifications de Zilmar: <a href=\"https:\/\/www.emu-france.com\/emulateurs\/5-consoles-de-salon\/52-nintendo-n64\/3270-1964-non-officiel\/\">1964<\/a>, <a href=\"https:\/\/www.emu-france.com\/emulateurs\/5-consoles-de-salon\/52-nintendo-n64\/181-mupen64\/\">Mupen64<\/a>, <a href=\"https:\/\/www.emu-france.com\/emulateurs\/5-consoles-de-salon\/52-nintendo-n64\/4043-project64\/\">Project64<\/a> et <a href=\"https:\/\/www.emu-france.com\/emulateurs\/5-consoles-de-salon\/52-nintendo-n64\/\">autres<\/a>. Copier les fichiers &lsquo;dll&rsquo; et &lsquo;ini&rsquo; dans le r\u00e9pertoire &lsquo;plugin&rsquo; de l&rsquo;\u00e9mulateur correspondant et lancer la configuration vid\u00e9o de l&rsquo;\u00e9mulateur pour utiliser GLideN64 comme plugin graphique. Configurer les options de configurations vid\u00e9os selon votre go\u00fbt et lire les info-bulles pour obtenir d&rsquo;avantages d&rsquo;explications.<\/li>\n<\/ul>\n<\/ul>\n<p>&nbsp;<\/p>\n<ul>\n<ul>\n<li>Pour Linux Ubuntu64 avec l&rsquo;\u00e9mulateur Mupen64Plus: Cr\u00e9er des binaires efficaces distribuables pour Linux n&rsquo;est pas \u00e9vident, il n&rsquo;y a donc aucune garantie que cela marche. La distribution du plugin au public sera donc open-source, vous pourrez donc y jeter un \u0153il, le modifier et le compiler au besoin. A t\u00e9l\u00e9charger sur le projet officiel directement par <a href=\"https:\/\/github.com\/gonetz\/GLideN64\/releases\">les sources<\/a> ou utiliser celles d\u00e9j\u00e0 pr\u00e9sentes dans l&rsquo;archive.<\/li>\n<\/ul>\n<\/ul>\n<p>&nbsp;<br \/>\n<strong>Voici les quelques explications sur cette nouvelle version:<\/strong><br \/>\n&nbsp;<br \/>\n<em>Today is time to set new Release tag to master branch. Previous <a href=\"http:\/\/gliden64.blogspot.ru\/2016\/12\/public-release-20.html\" target=\"_blank\" rel=\"noopener\">Public Release<\/a> made year ago. Time to set the new milestone. Some statistics: since previous public release<br \/>\n* over 600 commits to master<br \/>\n* closed over 250 <a href=\"https:\/\/github.com\/gonetz\/GLideN64\/issues?page=1&amp;q=is%3Aissue+is%3Aclosed+closed%3A%3E2017-01-01&amp;utf8=%E2%9C%93\">various issues<\/a><br \/>\n&nbsp;<br \/>\nDuring the year I tried to describe main project&rsquo;s achievements. Lets make a brief retrospective:<br \/>\n&nbsp;<\/p>\n<ul>\n<li>The year started from a <a href=\"http:\/\/gliden64.blogspot.ru\/2017\/03\/project-news.html\">massive code refactoring<\/a>. The source code changed drastically. Direct calls to graphics API totally removed from main code. Main code works with graphics via proxy class, which passes graphics call to a graphics back-end. Currently there is one back-end, which uses OpenGL. The refactoring allowed me and other developers to make OpenGL back-end dynamically adoptable for abilities of user&rsquo;s GPU. Thus, the same code works without recompilation for GL ES 2.0, GL ES 3.X, OpenGL 3.X, OpenGL 4.X. The more your GPU can do, the better and faster result you will get. With VAO\/VBO support it became possible to use OpenGL core profile and finally port GLideN64 to MacOsX.<\/li>\n<p>&nbsp; \t<\/p>\n<li>After the code refactoring I made <a href=\"http:\/\/gliden64.blogspot.ru\/2017\/04\/major-modification-of-frame-buffer-and.html\" target=\"_blank\" rel=\"noopener\">major modification<\/a> of frame buffer and video interface emulation. It was very large and complex work, but the results were rewarding. Fixed lots of old issues, the frame buffer emulation code became simpler.<\/li>\n<p>&nbsp; \t<\/p>\n<li>Long awaited support for <a href=\"http:\/\/gliden64.blogspot.ru\/2017\/04\/resident-evil-2.html\">Resident Evil 2<\/a>. The way this game programmed makes it hard to emulate on PC hardware. Many special code required to emulate it properly.<\/li>\n<p>&nbsp; \t<\/p>\n<li>HLE fixes. Most users prefer to use GLideN64 in High Level Emulation mode (HLE), which not only runs much faster than Low Level Emulation (LLE) but also allows them to use widescreen mode and per-pixel lighting. HLE mode has its own issues caused by incomplete or missing implementation of game&rsquo;s microcode. Most of Nintendo microcodes are documented and their implementations work without issues. However, there are many custom microcodes, created by other developers. Documentation for these microcodes is not available for emu devs. To support custom microcode, its assembler code must be reverse-engineered. This work requires skills and patience. The first results in microcode decoding obtained in 2016, when <b>Gilles Siberlin<\/b> decoded microcode for <a href=\"https:\/\/github.com\/gonetz\/GLideN64\/issues\/665\" target=\"_blank\" rel=\"noopener\">Kuiki Uhabi Suigo<\/a>. This year <b>olivieryuyu<\/b>, the main beta tester of GLideN64, decided to take microcode decoding task and step by step he achieved outstanding results:<br \/>\n&nbsp;<\/p>\n<ul>\n<li><a href=\"http:\/\/gliden64.blogspot.ru\/2017\/06\/toukon-road-1-2-last-legion-ux-hle.html\">T3DUX microcode decoded<\/a>. Last Legion UX, Shin Nihon Pro Wrestling Toukon Road &#8211; Brave Spirits and Shin Nihon Pro Wrestling Toukon Road 2 &#8211; The Next Generation now playable with HLE.<\/li>\n<li><a href=\"http:\/\/gliden64.blogspot.ru\/2017\/06\/acclaim-custom-lighting.html\">Custom lighting method used by Acclaim games decoded<\/a>. Armorines &#8211; Project S.W.A.R.M., South Park, Turok 2 &#8211; Seeds of Evil, Turok 3 &#8211; Shadow of Oblivion now look much better with HLE.<\/li>\n<li><a href=\"http:\/\/gliden64.blogspot.ru\/2017\/07\/hey-you-pikachu.html\">F3DAM microcode decoded<\/a>. This is custom microcode, which only one game uses: Hey You, Pikachu! Now this game is fully playable with HLE without major graphics issues.<\/li>\n<li><a href=\"http:\/\/gliden64.blogspot.ru\/2017\/09\/f-zero-fixes-patreon.html\">F3DFLX microcode decoded<\/a>. This custom microcode is used to draw vehicles in F-Zero. With implementation of this microcode, the vehicles got reflection effect in HLE mode.<\/li>\n<li><a href=\"http:\/\/gliden64.blogspot.ru\/2017\/09\/zelda-majoras-mask-point-lighting-wip.html\">Zelda Majora&rsquo;s Mask point-lighting<\/a>. This game uses custom lighting method, which graphics plugins developers could not properly implement for many years. Finally, olivieryuyu decided to decode it and he succeeded.<\/li>\n<li><a href=\"http:\/\/gliden64.blogspot.ru\/2017\/07\/star-wars-rogue-squadron-crowdfunding.html\">Star Wars &#8211; Rogue Squadron<\/a>. This game was co-developed by Factor 5 and LucasArts. Factor 5 created very complex and very large microcode to port this game on N64. HLE implementation of the game was near impossible because of  amount of work necessary to decode and implement that microcode. This summer me and olivieryuyu decided to take it. We achieved first very modest results and started crowdfunding campaign on Indiegogo to support our hard work. Luckily, the campaign was supported and this support encouraged us in our efforts. The game became fully playable in HLE<a href=\"http:\/\/gliden64.blogspot.ru\/2017\/08\/star-wars-rogue-squadron-hle-finished.html\"> to the end of summer<\/a>.<\/li>\n<\/ul>\n<p>&nbsp;<br \/>\nAlso, Gilles Siberlin has very promising results with HLE implementation of <a href=\"https:\/\/github.com\/gonetz\/GLideN64\/issues\/1685\">BOSS ZSort microcode<\/a> for World Driver Championship and Stunt Racer. It should be ready to next release.<\/li>\n<p>&nbsp;<\/p>\n<li>Of course, the number of changes is much larger than I could highlight in this blog. Among the most noticeable changes are:<br \/>\n&nbsp;<\/p>\n<ul>\n<li>Fixes in software depth buffer render made Body Harvest fully playable. The game suffered from problems with <a href=\"https:\/\/github.com\/gonetz\/GLideN64\/issues\/550\">collisions detection<\/a>.<\/li>\n<li>Emulation of YUV-to-RGB color space conversion allowed to work with YUV textures without hacks and finally fix problems with Projectile Effects in <a href=\"https:\/\/github.com\/gonetz\/GLideN64\/issues\/1513\">Killer Instinct Gold<\/a>.<\/li>\n<li>Both Vigilante 8 games became playable after fixes with frame buffer emulation. There are still many glitches in menus, but at least menus are rendered. Game play looks ok.<\/li>\n<li><a href=\"https:\/\/github.com\/gonetz\/GLideN64\/issues\/111\">Gauntlet legends<\/a> now can boot in HLE mode and works without flickering. This result requires changes not only in graphics plugin, but also in core and RSP, and currently available only with mupen64plus. Thanks <b>LegendOfDragoon <\/b>for support of this game in GLideN64.<\/li>\n<li>Many fixes made in GLideNHQ library, which responsible for texture enhancement and hires texture packs support.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<div>Acknowledgements:<\/div>\n<div>\n<ul>\n<li>Thanks to all backers of \u00ab\u00a0Star Wars &#8211; Rogue Squadron\u00a0\u00bb <a href=\"https:\/\/www.indiegogo.com\/projects\/star-wars-rogue-squadron-high-level-emulation\/#\/\" target=\"_blank\" rel=\"noopener\">campaign on Indiegogo<\/a>. You made this project possible.<\/li>\n<li>Thanks to all my patrons on <a href=\"http:\/\/patreon.com\/\">www.patreon.com\/Gliden64<\/a> Your support is important for me.<\/li>\n<li>Thanks to all users of <a href=\"https:\/\/github.com\/gonetz\/GLideN64\">https:\/\/github.com\/gonetz\/GLideN64<\/a>. Your bug reports and feedback greatly help us to improve quality of the program.<\/li>\n<li>Special thanks:\n<ul>\n<li>Francisco Zurita aka fzurita: <a href=\"https:\/\/play.google.com\/store\/apps\/details?id=org.mupen64plusae.v3.fzurita\" target=\"_blank\" rel=\"noopener\">Mupen64Plus FZ<\/a>, GL ES fixes, general fixes<\/li>\n<li>Logan McNaughton aka loganmc10: <a href=\"https:\/\/m64p.github.io\/\" target=\"_blank\" rel=\"noopener\">m64p project<\/a>, general fixes<\/li>\n<li>Ryan Rosser aka Aquatakat: GUI design<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<div>Very special thanks to <b>olivieryuyu, <\/b>who boosted HLE emulation forward this year.<\/div>\n<\/div>\n<p><\/em><br \/>\n&nbsp;<\/p>\n<p>Notons que le plugin n&rsquo;est visiblement plus compatible XP (toutefois il peut potentiellement l&rsquo;\u00eatre encore \u00e9tant donn\u00e9e que les sources sont disponibles).<br \/>\n&nbsp;<\/p>\n<p class=\"p_telecharger_icone_zip\"><p class=\"p_telecharger_icone_zip\"><a class=\"telecharger_icone_zip\" href=\"https:\/\/www.emu-france.com\/?wpfb_dl=7005\" title=\"Download GLideN64\">T\u00e9l\u00e9charger GLideN64 PR 4.0 fix (8.5 Mo)<\/a><\/p><\/p>\n<p class=\"p_site_officiel\"><a class=\"site_officiel\" href=\"http:\/\/gliden64.blogspot.com\/\" target=\"_blank\">Site Officiel<\/a><\/p>\n<p class=\"p_en_savoir_plus\"><a class=\"en_savoir_plus\" href=\"https:\/\/www.emu-france.com\/divers\/19-plugin-n64\/194-video\/\">En savoir plus&#8230;<\/a><\/p>\n<div class=\"fcbkbttn_buttons_block\" id=\"fcbkbttn_left\"><div class=\"fb-share-button  \" data-href=\"https:\/\/www.emu-france.com\/?p=53927\" data-type=\"button_count\" data-size=\"small\"><\/div><\/div>","protected":false},"excerpt":{"rendered":"<p>Gonetz, celui-l\u00e0 m\u00eame qui d\u00e9veloppait le plugin Glide64 (derni\u00e8re version en 2012, ici) consid\u00e9r\u00e9 comme un excellent plugin par beaucoup (bien que limit\u00e9 par l\u2019architecture qu\u2019il sert) s&rsquo;est \u00e9vertu\u00e9 \u00e0 cr\u00e9er un nouveau plugin avec davantage de possibilit\u00e9s que Glide64 &#8230;<\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2},"jetpack_post_was_ever_published":false},"categories":[1],"tags":[],"class_list":["post-53927","post","type-post","status-publish","format-standard","hentry","category-par-defaut","uentry","postonpage-1","odd","post-author-Jets"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/pKi2R-e1N","jetpack_likes_enabled":false,"jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts\/53927","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=53927"}],"version-history":[{"count":9,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts\/53927\/revisions"}],"predecessor-version":[{"id":53950,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts\/53927\/revisions\/53950"}],"wp:attachment":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=53927"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=53927"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=53927"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}