Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - fivefeet8

Pages: [1] 2
General Discussion / Re: Hello from the USA
« on: December 27, 2017, 05:26:39 PM »

I run uoYabause on my Snapdragon 801 phone and it runs fine, but you'll need to disable CPU tessellation to get 60 fps in most games.  Some of the more demanding games will not run full speed though.  The emulator should run better on the Snapdragon 810/820. 

Probably not since it's a Direct3d plugin and Android only supports OpenGL/Vulkan.  At least not without rewriting a lot of it I'm guessing.


Tessellation for better distorted sprite drawing.
If your device supports OpenGL ES AEP, you can use GPU Tessellation.
FIX Graphics problem:
* Three Dirty Dwarves is black screen.
* Doukou menu selection is not shown.
* Gale Racer does not draw any polygons.
* Battle Arena Toshinden Remix rotate screen
Fix Regression:
Mesh rendering

The new Perspective correction using Tessellation option is amazing on 3d games.

The difference is pretty amazing.

"Sega Saturn draws polygons as quad.Thanks for this method, VDP1 can draw distorted image correctly. Modern GPUs draw polygons as triangles. They can't draw distorted quad image correctly.

To avoid this failure, Generally perspective correction method is used. Since Perspective correction uses z value in 3D space and VDP1 does not have z vale, VDP1 emulator needs to calculate z value. This method works fine, polygons are draw as if they are in 3D space. like this.

But in some games These polygon are draw as just distorted image. At this time this emulation method does not work.That's problem!"


I just reviewed the link you sent and noticed that its the Dipji's Cellshaded texture pack and i'm not into that, i'm just looking to play OOT with original art style in HD graphics.
Is the GlideN64 plugin better for this sort of emulation? I dont particularily care which one i use as long as it looks its best with minimal FPS loss and audio stuttering.
I'm using the blackberry priv to emulate this btw.

That link isn't for the Cell Shaded texture Pack.  Look closer at the pictures.  It's not at all cell shaded.  Here's a video I made of the pack running with the GlideN64 plugin ES3.1 on my Shield TV:

Your device should be fine with the GlideN64 plugin using the Es2 version.  You might even be able to use the Es3 version for certain games. 


Heres the one i'm using, if you guys know of a better HD pack let me know, i dont want anything cell shaded.

I'm using this version.  It's only able to load with the GlideN64 Plugin though as it's in HTC(texture Cache) file extension.

Make sure the texture pack is unpacked into the following directory on your Android Device:


There should be a texture folder for the game you are trying to run there. 

Support / Re: How to Open
« on: December 14, 2015, 10:55:03 AM »
You'll need to update to the Beta/Alpha builds.  They should show an Icon in the STV main menu.  The one from the Play store is old and will not show, but can be accessed if you go into the "Settings/apps" menu. 

General Discussion / Re: GLideN64 Android port
« on: December 03, 2015, 01:21:17 PM »
I'd much rather use the older 2009 Cell OOT pack from Djipi than bother with extracting

Whats the difference between 2009 and 2011? Surely 2011 must be better and updated

The textures are sometimes slightly different, but it all comes down to preferences I think.  I played almost the entire game with the 2009 version and it was just as excellent as the 2011 version. 

Support / Re: Djipi Zelda HD 2015 GlideN64
« on: November 09, 2015, 11:55:46 AM »

Extract the .HTC file from the zip(cache folder) file to the following directory and then follow the video above to enable HiRes loading.


Your Projects / Re: Yabause AE - Continuation
« on: September 18, 2015, 04:00:13 PM »
New version 0.1.14 bringing increased compatibility with many games.  Radiant Silvergun looks almost perfect now. 


* Full Screen Mode
* FIX [Dead or Alive] missing polygon
* FIX [Golden Axe Duel] doesn't recognize XYZ button
* FIX [Golden Axe Dual] character is not shown.
* Workaround [Sonic R] RBG0 is not correct.

General Discussion / Re: GLideN64 Android port
« on: August 24, 2015, 10:07:04 AM »

I took your save and got the following results with my Shield TV:

8 FPS with the duplicates
15 FPS when looking down without them

I had to use Interpreter mode for the r300 emulation though.  The game still crashes with it otherwise.  This is with the latest dev build.

General Discussion / Re: GLideN64 Android port
« on: August 11, 2015, 09:30:54 AM »
What chipsets run gliden64 the best

Nvidia Tegra devices.  They have better drivers than the other SOCs.  Unfortunately, the newer Tegra K1/X1 chips aren't in phone devices. 

General Discussion / Re: GLideN64 Android port
« on: August 10, 2015, 02:44:43 PM »
Yes that's it

It's running on a ImagineTech PowerVR 6xxx GPU with only 2 cores.  I'm not sure, but from the reviews I've seen, that makes it on par with a Snapdragon 320 GPU.  Unfortunately, that doesn't bode well for it's performance in GlideN64 which seems to have issues with PowerVR devices.

"Currently the main problem is performance. GL ES 2.0 devices are too week to run GLideN64 full speed. Performance depends on GPU. Mali-400 devices work not bad, some games run full speed. PowerVR GPU has slide show performance. GL ES 3 devices usually run full speed." - Gonetz

I guess depending on the quality of drivers for OpenGL es3, you may get decent performance.  I'm actually curious as well about PowerVR devices as I don't have one to test with.

Pages: [1] 2