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Old April 21st, 2002, 05:24   #1
NickK
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NextGL v1.9

Since I can't login to upload the changes to my web site, I've attached the plugin here.

<center>
<table border="1" cellspacing="0" width="480">
<tr><td rowspan="2" width="13%"><img src="http://ev.dhs.org/tails_small.jpg"></td>
<td bgcolor="#0000FF" bordercolor="#0000FF"><font face="Verdana" size="2">NextGL v1.9</font></td>
<td bgcolor="#0000AA" bordercolor="#0000AA"><font face="Verdana" size="1">4/20/2002 - 11:30pm</font></td>
</tr>

<tr><td bgcolor="#000077" bordercolor="#000077" colspan="2"><font size="1" color="#000055">.</font></td></tr>
<tr><td bgcolor="#000077" bordercolor="#000077" colspan="3"><font face="Verdana" size="2">
It sure took me long enough but here it is finally!
Here are the changes:

- Blending mode 1B - 1F (reverse subtraction) should be working a lot better on cards that don't support this blending mode in hardware. (No more white shadows!)
- Added support for block data writes (ePSXe) this provides a really HIGH increase in performance! (MDECs too!)
- Added more options in the "emulation options" menu for control over the data input, output, and movement operations.
- Removed all of the old stuff which was really annoying me. Added new texture caching configuration menu. It's really simple to use. No thinking required.
- Updated the "debug ouput" configuration menu.
- Fixed a bug in the "dump plugin info" option.
- Removed that old old primitive layer which was probably slowing things down.
- Ripped up the primitive rendering code. It's new and improved now.
- Got a little bit of a performance gain by reducing redundant calls to the OpenGL API.
- New true color texture cache, version 1.3!
- New palettized texture cache, version 1.2!
- Completely rewrote the texture caching scheme!
- Texture cache initial seek time reduced almost 100%!
- Added support for vertical display ranges.
- Added new texture region update. Everything's super fast now, including the dynamic updates which are truly dynamic now.
* 2D games, like Mega Man X4, now completely kick a** (in terms of speed) even with the non palettized texture cache!
- Added 16 and 24 bit RLE TGA screen shot formats.
- Added 16 and 24 bit BMP screen shot formats.
- Added 24 bit RLE PCX screen shot format.
- You can now select the screen shot format in the "screen settings" menu.
- Finally added proper screen shot support! (Limit: 256 pictures per format.)
- Fixed interlaced timing bug with Chrono Cross. This should also improve compatibility!
- Fixed load save state bug. The display and everything should be set correctly after loading.
- Fixed more semi transparency problems with the hardware 1B - 1F blending mode not setting or reseting itself properly.
- Fixed poly line drawing (it works now.) Major speed ups in the games that use poly lines (like GT2.) Thanks to Pete for some help!
- Added vertical display range emulation.
- Now using PlayStation frequency calculations for frame limiting. Should be a bit smoother now.
- Fixed a bug which caused NextGL to crash in games like Xenogears when an incorrect CLUT page mode is sent.
- VRAM data move now uses faster block transfers.
- Added mask bit emulation!
- Added mask bit emulation toggle to the "emulation options" menu.
- Added "disable update on move" to the texture cache menu.
- Fixed memory access bug thanks to Shiori!
- Adjusted the post bilinear filter, it should look nicer now!
- Everything's super smooth!
- Slow motion blur looks much nicer
- Added FPSE support
- Fixed all textured semi transparency problems!
- Removed "brightness" as an option. It is no longer needed.
- Added P-Lines (proportional lines)
- Creating new textures should be faster
- Added fast texture updates!
- Fixed a 2xSaI memory access bug thanks to Shiori!
- Added the Dutch translation thanks to Dante "Toshin Fighting"!
- Added the Danish translation thanks to Mads Sabroe Jensen!
- Added the Finnish translation thanks to Taisto Kuikka!
- Added the French translation thanks to Eric Khodja and seb64!
- Added the German translation thanks to Nezzar!
- Added the Italian translation thanks to Darcome and Luke, lo Steccalecca!
- Added the Polish translation thanks to -=Elendil=-!
- Added the Portuguese (Brazilian) translation thanks to Fou-lu!
- Added the Portuguese (Standard) translation thanks to chikitop!
- Added the Spanish translation thanks to Tomas "Zanzetsuken" Hearne and Guillermo Steren!
- Added the Swedish translation thanks to Mikaelj and D-Code!

* IMPORTANT! Minor issues with this release that will be fixed soon:
1.) Display flicker with video cards such as the VooDoos. I know exactly how to fix this problem, but I ran out of time to do it.
2.) Choppy MDECs. Sometimes the MDEC update doesn't "latch" onto each frame properly. Some are at the normal speed, and some skip one or more frames per second.
3.) Frame skipping. This is a feature that will definitely be in the next release, and it should be very helpful to speed up some games!
4.) MDEC flicker. Some MDEC frames might flash on and off during frame switches. This only seems to be something that really doesn't happen very often, but it will eventually be fixed. People with epilepsy should be aware that this could cause unexpected strobing effects.
</font></td></tr>
</table>
</center>

If you have any feedback, I would like to hear it
Attached Files
File Type: zip gpunextgl_19.zip (102.3 KB, 1446 views)
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Old April 21st, 2002, 05:41   #2
Prafull
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Great news nickk.A lot of people were waiting for this.
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Old April 21st, 2002, 06:43   #3
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good work Nickk
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Old April 21st, 2002, 08:00   #4
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Oh well, nothing new for me.

Go for NextSoft this time, NickK!
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Last edited by Shiori; April 21st, 2002 at 08:07..
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Old April 21st, 2002, 09:35   #5
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I hope this good ^_^
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Old April 21st, 2002, 09:39   #6
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yay!
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Old April 21st, 2002, 09:51   #7
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have tested it with my kyro2(and no its not my card and please no stupid comments about kyros) in pe2 and other games my charakter flickers a lot if i move
its totaly unplayable

please try to fix that

tet
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Old April 21st, 2002, 10:11   #8
atze
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well, don't use a kyro
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Old April 21st, 2002, 10:28   #9
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Sigh wont work on my voodoo5 5500 too slow and it gives an illegal operation
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Old April 21st, 2002, 12:20   #10
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@atze.i said no stupid comments please its not only the kyros who have problems
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Old April 21st, 2002, 12:23   #11
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Well, it's a bit slower than Pete's plugin, but the 2xsai is awesome, improves a lot of aweful textures made for a weak PSX machine Also, the 2xsai doesn't seem to cause much of an extra slowdown. Awesome!
I hope to see compatibility and performance for this improve; I would use it for every game

Why can't you enable frame skipping now, though? It's running rather slow if you want it to look good.
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Old April 21st, 2002, 12:24   #12
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Hahahahaha!! burned... @atze
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Old April 21st, 2002, 13:52   #13
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nice improve....
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Old April 21st, 2002, 14:33   #14
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Great!!!! I have been waiting for this release for the longest time and it is finally released!! Now I'm gonna go play around with 2xSai.
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Old April 21st, 2002, 14:37   #15
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So great, Thanx Nickk
I were waiting for this so long (really Nickk? ;P)

testing now...<span style="height: 11; Filter: Glow(Color=black)>
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Old April 21st, 2002, 14:39   #16
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Quote:
Originally posted by Sumez
Well, it's a bit slower than Pete's plugin, but the 2xsai is awesome, improves a lot of aweful textures made for a weak PSX machine Also, the 2xsai doesn't seem to cause much of an extra slowdown. Awesome!
I hope to see compatibility and performance for this improve; I would use it for every game

Why can't you enable frame skipping now, though? It's running rather slow if you want it to look good.
I'm sure that because frame skipping isn't a feature of this version is why it might be slow, but I'm planning to put that into the next version.
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Old April 21st, 2002, 14:43   #17
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great
on to testing!
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Old April 21st, 2002, 14:43   #18
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Quote:
Originally posted by zerocopy
Sigh wont work on my voodoo5 5500 too slow and it gives an illegal operation
I'm not surprised that OpenGL doesn't work well with your VooDoo card, but could you tell me what game you are using that's causing the illegal operation and in what emulator?
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Old April 21st, 2002, 15:48   #19
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1.9 has definately come a long way since 1.8. Now I can play fullscreen without having 1/4 of the screen cropped in the corner. Just a couple new issues though (besides video problems). My FPS limiting seems broken, when Both auto and manual were checked at 60hz, the game played at 30hz, when only manual, 30hz. When auto, 30hz. When everything turned off, 60hz. Most games didnt run at a smooth 60fps though, most would slow down when no motion is going on in the game at all. The only exeption to this is Gran Turismo 2, which played flawlessly (better than any of Pete's). I also like the option to save screenshots in different formats.

Also could someone check Tales Of Destiny 2? It seems that in the overworld map, the fps slows to 5-8fps and there are black lines covering the ground.
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Old April 21st, 2002, 16:06   #20
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Quote:
Originally posted by expert464
1.9 has definately come a long way since 1.8. Now I can play fullscreen without having 1/4 of the screen cropped in the corner. Just a couple new issues though (besides video problems). My FPS limiting seems broken, when Both auto and manual were checked at 60hz, the game played at 30hz, when only manual, 30hz. When auto, 30hz. When everything turned off, 60hz. Most games didnt run at a smooth 60fps though, most would slow down when no motion is going on in the game at all. The only exeption to this is Gran Turismo 2, which played flawlessly (better than any of Pete's). I also like the option to save screenshots in different formats.

Also could someone check Tales Of Destiny 2? It seems that in the overworld map, the fps slows to 5-8fps and there are black lines covering the ground.
You might get performance increases by using different texturing modes (especially palettized) or larger cache sizes.
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