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  1. M

    Future DraStic Android port: help needed

    Don't you mean, to use the proper terms, a S-box? Indeed, reference Blowfish uses a S-box designed around hex digits  of Pi. I never knew there is copyrights on numbers like S-boxes. Then again, MPEG-LA tried to stifle the BluRay keys so....
  2. M

    Future DraStic Android port: help needed

    If you are suggesting serial numbers - those can be keygenned. thus making it useless.
  3. M

    Future DraStic Android port: help needed

    Do I give a fuck that I trolled myself? No. Do I give a fuck that I waste 18 hours a day trolling 2 people for 9 or so years? No. Exophase should have expected trouble the day he stabbed me in the back.
  4. M

    Future DraStic Android port: help needed

    The price is not the problem. The problem is you. Not Lordus fms I don't have a problem with. At least he isnt allied with that treacherous and filthy snake
  5. M

    Future DraStic Android port: help needed

    * VBA-M * Glide64 * Some Rice video crap thats mainly it. And I agree, I am a douche, I should be tortured by being brutally anal raped at the motherfucking stake.
  6. M

    Future DraStic Android port: help needed

    No, I am not mad at this. No, I don't have a Android device.
  7. M

    Mupen64Plus

    Here's some info from Gonetz as to how he does Majora's Mask's Lens of Truth (which uses the depth buffer).... So he uses pure depth format framebuffer textures and then does RTT in that case. RE2 uses pure depth format sprites for backgrounds and the plugin renders them with HWFBE IIRC...
  8. M

    Mupen64Plus

    They are critical for hardware framebuffer emulation. Especially the FBO/glCopyTexImage2D support and the depth writes it does with it. Some games render to the depth buffer for some special effects (Legend of Zelda Majora's Mask and Resident Evil 2). Many more games render to texture for...
  9. M

    Mupen64Plus

    Ah, yeah, that can be a issue. Not a easy fix either for the FBO depth buffer support, which needs to happen. Its bad enough that ATI cards have issues with the glCopyTexImage2D copy path, let alone the inherent weaknesses FBOs have with depth. In that case, feel free to tell Gonetz. He is the...
  10. M

    Mupen64Plus

    Excuse me but: * If you haven't noticed, Glitch64 is a Glide3x to OpenGL 1.5 wrapper. There is a reason why things are done the way they are done. If you have optimization ideas, I would love to hear how you will do things. * for(i = 0; i < num; i++){ glBegin(GL_TRIANGLES) glTexCoord2f(...)...
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