Heres a new version:
Mupen64Plus R1B3
I'll update the gles2n64 SVN when it stops giving me this error "Error: Server sent unexpected return value (500 Internal Server Error) in response to Error: MKACTIVITY request for '/svn/!svn/act/9c47c7ce-e1cd-0e45-82e1-ed3724f4ce3d' "
Changes from previous:
- Improved triangle buffering. Due to the low amount of RAM the RSP had access to it could only store ~32 (64 in FZero X's case) transformed vertices at one time. This meant that some programs loaded in 32 vertices and drew them, then directly after loaded in the next 32. My optimisation involved dynamically mapping these 32 vertex locations to a 256 sized buffer and only flushing the buffer when a state change occurs or its full. I used this size so i could continue using UNSIGNED_BYTE index buffers in GL (and i don't think many models actually exceeded 256 verts). With my current fairly naive implementation, The initial scene of Super Mario's Bob-Bomb battlefield (the first level) went from 318 draw calls (21 vertices per call) to 116 draw calls (57 vertices per call) which resulted in it going from ~18 fps to ~21 fps. This is pretty much best case scenario though, Other games do not show any improvement ie Banjo Kazooie. Anyway it makes a noticeable difference in some games.
- More robust frame skip. Should work with most games now.
- Added support for noise and k4/k5 in combiner. I haven't been able to test noise yet though, i can't find anywhere where its used.... apparently the invisibility effect of sm64 uses it.... but i'm not up to that bit yet.
- Redid texture cache. Added support for using IA textures. For some reason though using IA texture in some games causes a null pointer exception, so they're off by default.
- Fixed Wave Race 64 menu, have no idea how i did it...
- I also broke clipping so don't enable it.
- Various other fixes.
I planned on making a bigger release, trying to fix tony hawk / starcraft, but i guess there not much point keeping it to my self.
I've noticed SDL audio plugin has a bit of overhead, so I wrote my own that I think is more tuned for pandora:
Thanks, seems to be a bit better. I have included it in the newest release.
See if this fixes Super Smash Bros:
Nice one, it works perfectly now. I will include the change in the next release.
As such, I'd have one small request to look at Golden Eye multiplayer, as it runs very nicely... just the top screen has white, seizure inducing, flickering. Granted a lot of games are still buggy, but this seems like a pretty small issue thats holding back an entire game.
Hmmmm I see what you mean. Looks like its updating the the bottom screen on every even frame and the top one on every odd frame.
Rev20? Is that a new version out for the N900 yet but not for the Pandora?
Speedups sound good
rev20 refers to the graphics plugin, its basically the same except with more robust frameskip code (so 1080 snowboarding works, etc).
Edit: Nice catch Notaz, that could have confused some people....