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Discussion Starter #1 (Edited)
I've finished NextGL v1.6 which has had some very cool new features put into it :)

There has been some important fixes included, such as a special DMA chain fix that prevents the plugin from crashing in programs like Thor's Cracktro #1. (Which I think NextGL v1.6 and Next3D v1.1 are the only ones that can run it.)

Get the mentioned cracktro here

I've also added post bilinear filtering, and my favorite, motion bluring! Check out the screen shots section to see what I'm talking about :)

And for the special treat, I've released a wall paper called "Nebula." Definitely worth a look if you haven't seen it yet :) Get it in 3 different resolutions from the pictures section!

Here's the list of changes:
- A flush of OpenGL's buffers occur before the true color texture cache is
dumped. This might fix some rendering errors some people might experience.
- Fixed memory overflow problem in DMA chain. Not only does this fix crashing,
but it also has fixed several display issues. Accurately emulates the
real PSX's GPU DMA processing a bit more now than it did before :)
- Fixed semi transparency problems
- Added all types of free dimension rectangle primitives
- Added all types of 1x1 rectangle primitives
- Added all types of 1x1 sprites (they don't actually draw anything)
- Added all types of 8x8 rectangle primitives
- Added all types of 16x16 rectangle primitives
- Updated the palettized sprites so that they don't disappear when a 16-bit texture page is encountered :)
- If you haven't noticed by now, the MMX version of the plugin has been discontinued. Mainly because of the fact that I wasn't actually using MMX very often, so it didn't make sense to make the distribution package larger or potentially confuse someone as to which version of the plugin to use :)
- Removed performance bottleneck in the new texture creation code. Truecolor modes are running faster now, as are palettized modes!
- Fixed a small screen resizing bug. This also fixes some weird "double drawing" effects that were occuring because of bad drawing areas.
- Fixed some really weird VScreen problems that were causing some really weird problems.
- Command buffer overflow fixed. Some external application may attempt to put more data into the command buffer than the real PSX could support.
- Accounted for other types of flat lines
- Accounted for other types of G-Shaded lines
- Added some more fixes so that polylines are handled correctly
- Fixed the VScreen dimension finding code
- Added double scanlines
- Added better detection for when the display has been modified
- Changed VScreen texture dimension detection to be more efficient with memory.
- Added the screen filter "post bilinear filtering." You may experience some minor rapid color flickering or screen "melts." It looks cool though :)
- Added fast and slow motion blur! (Slow meaning leaves lots of trails, not slow as in poor performance.)
* Slow motion blur might be the preferred motion blur :)
* One more thing, please don't complain about screen distortion when using motion bluring. I'm definitely trying to fix this to the best of my ability! :)
- Updated the "dump plugin info" to include screen filtration modes
- Updated the "dump plugin info" to include the texture page types for the sprite and primitive caches.

Get the plugin here

I'll be releasing Next3D v1.1 later today.

Have fun! :)
 

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Discussion Starter #13
Originally posted by Bgnome


oh please please please please please pretty pleeeeeeeeaaaaaaaase?? :)
Hehe. Lets see how far I get with my soft engine when I get back :)
 

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Key To The Universe
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Great Work! Nice screenshots! Awesome present for us before your long period away from us. Does the motion blur thing consume a lot of the video card resources?
 

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Discussion Starter #15
Originally posted by Zephon
Great Work! Nice screenshots! Awesome present for us before your long period away from us. Does the motion blur thing consume a lot of the video card resources?
Not really :)

It will only use a maximum of 6MB of VRAM for 800x600 and 1024x768 resolutions.

About 3MB for 640x480 screens

And about 786KB for resolutions < 640x480 :)

Same thing for the post bilinear filtering.
 

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Discussion Starter #16
Even if you use motion bluring with the highest resolution and full palettized textures you'll only need about 8MB of VRAM anyway. Cool, eh? :)
 

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Key To The Universe
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Nice! I wish my Voodoo2 could handle OpenGL decently.
 

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Penadinho
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:( :( :( :( I'm so sad! :( :( :( :(

I can't get your plugin to work with my Geforce 2 MX400...

Here are the plugin settings:
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[NextGL] v1.6
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--[Graphics settings]--
Screen Width: 800
Screen Height: 600
Color depth: 16
Full screen? (Yes)
Use Brightness? (Yes)
Show FPS? (Yes)
Draw scanlines? (No)
- Brightness level: 4

--[Texture cache settings]--
Debug output? (No)
Debug output extended? (No)
Sprite cache debug output? (No)
Use texture caching? (Yes)
- Use sprite caching? (Yes)
- Limit Sprites? (Yes)
- Flush at limit? (No)
- Texture page depth: Palettized
- Use primitive caching? (Yes)
- Enable notification? (Yes)
- Full page updates? (Yes)
- Enable memory manager? (Yes)
- Flush at limit? (Yes)
- Texture page depth: Palettized

--[Frame limiting]--
Use frame limiting? (No)

--[Emulation options]--
DMA chain fix? (No)
--[Screen filtration]--
Use screen filtration? (No)


There's A LOT of flickering and garbage on every single game I try :( Also, the fps is always at 16fps while I get 60 with pete's ogl :(

Is there any way to solve these issues? I'd like to take some screenshots to show you the problem but I don't know which key is used for taking screenshots. I've tried F8 but nothing happened... Please help me 'cos I really want to try your plugin's new features ;)
 

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Wow, NickK, your plugin is looking very impressive...most impressive indeed! I can't wait to try it out when I get home.
Hmm :idea: ...maybe If I play with the frame limiter I might be able to create my own bullet time mode! (ok soo I've been playing too much Max Payne) :D

can't wait to try out the new motion blurs, it should be sweet!
 
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