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Gliden64

Gliden64

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Gliden64 posts

Star Wars Episode I - Battle for Naboo final alpha

 

Hello!

We completed implementation of Battle for Naboo microcode! Details:
2018-05-17 11:24:39 +0000 UTC View Post

Overscan feature

Hello:


I implemented Overscan feature. It allows user to completly remove black borders around the image.

Read my blog article for details: 2018-05-06 04:33:53 +0000 UTC View Post

Changelog April 2018

Hello!
Time to monthly change log:
*  Logan McNaughton ported some advanced features to GL ES. For example, depth based fog in Beetle Adventure Racing should run on recent GPU with GLES 3....

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Changelog March 2018

Hello! Traditional monthly changelog:
* Fixed an old bug with load of texture tiles, which are larger than actual texture in TMEM. This bug was inherited yet from glN64 :( It caused various mysteri...

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Changelog February 2018

Hello! What is done in February:
* Very big news: Gilles Siberlin completed HLE implementation of microcode for World Driver Championship and Stunt Racer 64. Both games look great and work fast. Gr...

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Changelog January-February 2018

Hello!

The list of changes for previous month is rather short. I'm working in a new company since the beginning of 2018. I need to learn a lot of things on my new work and I have no free time d...

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Public Release 3.0

New Public Release is here.

Happy New Year!



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Changelog December 2017

 Hello,

The list of changes made in December is rather short due to changes in my life and because of preparations to next Public Release. This month I worked mostly on bug fixes:
* Fixed te...

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Changelog November 2017

Hello,

The list of changes made in November:

* Fixed depth issues with Quake and Quake II

* Rewrite use of "primitive depth" in fragment shaders. Fixed player's shadow  in Tony Hawk...

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Changelog

Hello,

The list of changes made in period September 30 - November 5:

* Added support for Visual Studio 2015. Building for Windows made as simple as possible, see 2017-11-05 16:31:54 +0000 UTC View Post

New WIP build.

Hello,

Zelda MM point lighting and other fixes are pushed to master branch and now publicly available for download. There are still some regression issues in the code, and I'm focusing on bug fi...

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Lighting fixes

Today I fixed bug with lighting, which infiltrated in code ten months ago.  The bug described here: https://gith...

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F-Zero fixes explanation.

I explained (or at least made an attempt to explain) how recent F-Zero fixes work. Read my article on gliden64.blogspot.ru.

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F-Zero fixes

After successful implementation of microcode for  Star Wars - Rogue Squadron, olivieryuyu and me are continuing to work on High Level Emulation issues. olivieryuyu decoded the method used by F-Ze...

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