



2. As you know, GLideN64 is based on sources of Orkin’s glN64 graphics plugin. glN64 compatibility was “fair” on its release time, and today it can be considered as “mediocre”. It was good enough for my experimental works, but not for a public release of the new plugin. During my experiments I made no special steps to increase original plugin’s compatibility. No new ucodes were implemented. Many bugs in legacy code were not fixed. Thus, plugin’s code on start of crowd-funding campaign consisted of:

Original Orkin’s glN64 0.4.1 code + Linux port + Shaders + New frame buffer emulation + MupenPlus 2.0 port + GL ES port.

During October I tried to eliminate the chasm between Glide64, which supports almost everything almost flawless, and GLideN64. Here the short list of completed works:

Hardware mip-mapping emulation .

Emulation of low-level triangles (used for sky/water in Golden Eye, Perfect Dark, Killer Instinct).

Implemented missing functionality in F3DDKR microcode (Jet Force Gemini, Mickey's Speedway USA)

Implemented LookAt functionality.

Implemented point lighting for Zelda MM.

Implement microcode for Star Wars - Shadows of the Empire.

Implemented Turbo3D microcode (Dark Rift)

Implemented ZSort microcode (Telefoot Soccer 2000 and other soccer games)

Implemented microcode for Conker's Bad Fur Day.

Implement Sprite2D microcode. Fixed 2D in many games.

Make new implementation for S2DEX and S2DEX2 microcodes. Fixed 2D in lot of games.

Implemented YUV textures load.

Fixed 32bit RGBA textures load.

Fixed palettes load.

Fixed bugs in Video Interface emulation (wrong aspect, flickering etc).

Implemented gamma correction.

Various fixes in all around the code.