Project 64

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Do I Stick the Glide64 wrapper in the same folder with the plugin files?

Quick Edit: I dropped...

Glide64.dll
Glide64.ini
GlideHQ.dll

Into the Plugins folder of Project 64 but where do I place the wrapper file...

glide3x.dll
 
Yes, a wrapper is needed for Glide64. You put the file "glide3x.dll" in the SAME DIRECTORY AS YOUR EMULATOR. So whichever folder Project64.exe is, put that glide3x.dll in the same directory. Should work fine if you do that.

Obviously, even the wrappers themselves aren't 100% perfect yet. They're getting there though. I think the wrapper that comes with the Napalm WX release is what is causing the background/3D model priority issue in RE2 64. However, there is no better wrapper at the moment. It's the fastest and most compatible at this time.

And the other files (glide64.dll, glideHQ.dll, and even sometimes glide64.ini) goes in your graphics plugin directory (you know, with the rest of your plugins).

It might get confusing, but it really is the best plugin and worth the extra trouble for. One of my favorite things is that you can check specific compatibility settings for individual games, in the plugin. Better than having to go into the options for every game every time you load a new game! Here are some examples of things it can do that other plugins can't-

Banjo Kazooie- this game WAS pretty perfect on Jabo's plugin, but i find the glide64 plugin can emulate some effects faster. The jigsaw effect when entering a level can be emulated by checking "read every frame" in the plugin options.
Banjo Tooie- supports full hardware framebuffer effects used for the pause screen and the jiggy puzzle screen. I also think the shadows are transparent in glide, whereas they're opaque and black in Jabo, not sure.
Donkey Kong 64- with "read every frame" checked in the plugin settings, it can emulate almost every single effect that other plugins can't. This includes the blurred pause menu, the bananaport zipper transition, and even some extra zipper/transition effects. Also supports some fading and transparency effects on certain objects (such as the non-activated bananaports, the pop-in when you get close to enemies, and even some activated switches). Polygons DO stick out of the characters at times, and when climbing trees it's possible to get stuck and have a glitch which resets the level, but those are the emulator's fault and we'll have to wait for an update on that. I'd recommend occasional savestates in case.
Conker's Bad Fur Day- Supports very accurate hardware framebuffer emulation to make the pause menu appear correctly (blurs the current screen as it's supposed to, not a garbled mess). I would assume the matrix effect works too, not gotten that far though. Everything here looks pretty much perfect from what i've seen. I've not played the original much though. Might want to tick "read every frame" if you spot something I missed, usually fixes everything, but is slower.
Resident Evil 2- best thing here is that glide64 support the full motion videos, something Jabo's can't do, and it's awesome! Good support for the hardware framebuffer effects. Apart from the background priorities, the game is pretty much perfect, even the voices work with the right emulator settings.
Paper Mario- this is probably my favorite improvement over jabo's plugin. Using glide, the game is 99% perfect from what i've seen. The graphics don't flash and induce seizures (like Jabo's), the enemy encounter transition works great, and even small details like Bowser's fire breath and background candles look correct. This game had a ton of trouble on other plugins, glide though works epically! "read every frame" is slow, but thankfully not required for this game.
Super Mario 64- last but not least, this game always had issues emulating certain pixellated fading effects such as the invisibility cap, Bowser fading, and even the warp effects. Then you have the infamous painting of Peach which fades into Bowser as you run towards it. All those effects are perfectly emulated here, and the game is now what i'd consider as "flawless". I've seen no glitches so far whatsoever. Awesome work here.

So, long post is long. If you have a fast computer, N64 emulation is now better than ever with PJ64 and Glide64. Just make sure you DO have a decent computer, even without filtering the emulation can get slow with "read every frame" checked (which fixes most problems in games). As long as you have a good recent processor, you should be good.

By the way, there's a guy named Orleans who compiles and uploads the latest SVN's of Glide64's current development. Here's his uploads- http://cid-ec92aae47a89073b.skydrive.live....64?view=details
He even uploads other emulators such as Dolphin, he updates daily, probably even hourly. If you don't mind the risk of trying something very WIP, you could try these. They're quite more up to date than the Glide64's on the official site, in fact there was a new version compiled today.
 
I know this is a bit off topic but that plugin and or settings would some of you recommend for a lower spec (not my) PC? I'm curious as to what many of you will say.
 
Jabo's Direct3D plugin is probably your best bet. Here's my plugin setup with speed (not accuracy) taking the top priority-

Jabo's Direct3D8 1.6 (requires pixel shader, if you don't have it, use D3D6 1.5.2)
Azimer's HLE Audio v0.56 WIP2
RSP plugin doesn't matter THAT much, you MAY get a little better speed out of Hacktarux/Azimer's HLE RSP plugin though, i think it belongs to mupen. I've noticed maybe a 10% improvement in speed with that one, but it may just be me.

Obviously, Project64 1.6 is the best stable release. I'm not sure where the donation only beta of 1.7 is at the moment, if there's any more work on it lately. From what i've seen though, it is a bit slower, doesn't have TOO many epic new features that set it apart (i've found none at all so far), and i've heard of some issues with RARE games such as Jet Force Gemini. Not sure. Obviously, if you use Jabo's plugin, expect emulation to be far less accurate of course. That's the cost of speed.

In terms of settings for the emulator itself, leave most of those alone as they will likely garner no speed improvement and can break some games. You can mess with the counter factor to different levels and that can act as a sort of "frameskip" with higher levels. But this is unwise as it can effect the game's timing and break things. For example, the only really stable value I can play Donkey Kong 64 at is 1 or 2, DK64 had some very weird timing issues in the past, which can still be triggered by messing with the counter factor. Banjo Tooie's loading times in levels get very long when you set the counter factor to 3. Really, best to leave those things alone.

The slowest computer i've tried to emulate N64 on had these specs-

Mobile Pentium III @1ghz
256MB ram
16MB Radeon Mobile
Windows XP Home

My results were tolerable, and i got fullspeed in 90% of the games i tried (or close to it). I could get 98% fullspeed in all games by messing with the counter factor, which of course lowered compatibility and made things choppier. If you have a computer with better specs than this one, i'm SURE you could play N64 in an enjoyable way to an extent. Jabo's plugin is quite good on its own still, even if it's not as accurate. I don't think the memory makes much difference, i've upgraded memory in a PC before from 128MB to 256MB (and later 512MB). I noticed no difference there. It's really the CPU and GPU that makes the difference. CPU specifically, i would think. I've dealt with a fast Pentium 4 with an integrated GPU. Had some good results there. GPU is mainly good for higher resolutions and texture filtering/enhancement.
 
granville said:
Jabo's Direct3D plugin is probably your best bet. Here's my plugin setup with speed (not accuracy) taking the top priority-

Jabo's Direct3D8 1.6 (requires pixel shader, if you don't have it, use D3D6 1.5.2)
Azimer's HLE Audio v0.56 WIP2
RSP plugin doesn't matter THAT much, you MAY get a little better speed out of Hacktarux/Azimer's HLE RSP plugin though, i think it belongs to mupen. I've noticed maybe a 10% improvement in speed with that one, but it may just be me.

Obviously, Project64 1.6 is the best stable release. I'm not sure where the donation only beta of 1.7 is at the moment, if there's any more work on it lately. From what i've seen though, it is a bit slower, doesn't have TOO many epic new features that set it apart (i've found none at all so far), and i've heard of some issues with RARE games such as Jet Force Gemini. Not sure. Obviously, if you use Jabo's plugin, expect emulation to be far less accurate of course. That's the cost of speed.

In terms of settings for the emulator itself, leave most of those alone as they will likely garner no speed improvement and can break some games. You can mess with the counter factor to different levels and that can act as a sort of "frameskip" with higher levels. But this is unwise as it can effect the game's timing and break things. For example, the only really stable value I can play Donkey Kong 64 at is 1 or 2, DK64 had some very weird timing issues in the past, which can still be triggered by messing with the counter factor. Banjo Tooie's loading times in levels get very long when you set the counter factor to 3. Really, best to leave those things alone.

The slowest computer i've tried to emulate N64 on had these specs-

Mobile Pentium III @1ghz
256MB ram
16MB Radeon Mobile
Windows XP Home

My results were tolerable, and i got fullspeed in 90% of the games i tried (or close to it). I could get 98% fullspeed in all games by messing with the counter factor, which of course lowered compatibility and made things choppier. If you have a computer with better specs than this one, i'm SURE you could play N64 in an enjoyable way to an extent. Jabo's plugin is quite good on its own still, even if it's not as accurate. I don't think the memory makes much difference, i've upgraded memory in a PC before from 128MB to 256MB (and later 512MB). I noticed no difference there. It's really the CPU and GPU that makes the difference. CPU specifically, i would think. I've dealt with a fast Pentium 4 with an integrated GPU. Had some good results there. GPU is mainly good for higher resolutions and texture filtering/enhancement.

Thanks
smile.gif
Your pose was very helpful but I have one question...

"Where do I get D3D6 1.5.2?"
 
It should be included with PJ64 1.6, as a plugin. That's where mine came from when i downloaded the official installer from the official website. It should appear as a gfx plugin in the plugin selection if it's there.
 

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