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EmuCR: Project64Pixel-Accurate Plugin for N64 (2014/05/31) is released. It's a MAME-based per-pixel-accurate render plugin for the N64 video interface.

Due to several requests and complaints by people in Shunyuan's thread, I've decided to release a native build of angrylion's modifications to the MAME RDP code and some VI code. (Graphics plugins emulate both the RDP and the video interface or "VI".)

With the exception of a few unsolved RDP mysteries and possibly some regressions, angrylion's "little RDP plugin" has successfully corresponded to a pixel-by-pixel level of real graphical filtering accuracy as with a genuine Nintendo 64. In fact, the "SoftGraphic" plugin released by Shunyuan was based on an old, bugged trunk of this software from years ago and removes most of this extent of accuracy in exchange for some speed-ups. If you desire full speed or inaccurate, high-resolution PC hardware renders of Nintendo 64 games, do not use this plugin.

Attached are the two versions of the plugin you can use (and, in case it was not already installed on your system, the Microsoft C run-time 12.0 library). One of them renders at the "native" NTSC 640x480 resolution, for the N64's digital-to-analog conversion from raw RGB pixels to the TV screen, and the other is fixed to 320x240, which limits the emulation screen to the scope of the frame buffer pixels in RDRAM but is less accurate since the native pre-scale width has to be downscaled from 640 to 320, causing a possible offset of one pixel column.

Pixel-Accurate Plugin for N64 (2014/05/31) Changelog:
* completely rewrote the RDP commands shuffle and execution unit decoders
* some SIMD vectorization for 64-bit command FIFO buffering with MMX and
some SSE2 for the triangle spans renderer
* fixed VI line count regression with non-standard VI configurations
(Mario no Photopie, Super Smash Bros. credits roll, others...)
* fixed 32-bit VI frame buffer read endian (Resident Evil 2, Hexen, others)
* fixed screenshots
* new features for frame stepping (useful for ripping animations) and a
bypass for simulating the AI thread priority over the VI (frame skip)
* optimized render_spans_fill and rectangle/texture commands for some speed
* experimental (possibly more accurate?): re-ordered timing of 24-bit DRAM
address masking to happen constantly during rendering phases
* removed/replaced almost all of the surviving standard C run-time
dependency functions in the Microsoft libraries (but not all of them yet)

Download: Pixel-Accurate Plugin for N64 (2014/05/31)
Source: Here

4 Comments:

  1. And this is a GFX plugin for what 54 emulator? cause it wont show on Project64

    ReplyDelete
  2. What's the point when Windows have no decent N64 Emulators

    ReplyDelete
    Replies
    1. sometimes more important is how a game looks than how it plays

      Delete

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