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Is there any way to output PJ64 in SBS?
Is there any way to output PJ64 in SBS?

All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com

#16
Posted 08/27/2018 11:26 PM   
Here's the fix: https://s3.amazonaws.com/masterotaku/N64/N64_3D_Vision_fix.7z Remember to first install dgVoodoo. I assume you know how to, if you look at the instructions of other fixes of mine. This time I have disabled both checkboxes under "Behavior". If you want, you can get pixelated textures with "Force point sampled" filtering instead of anisotropic filtering. I've used it with Project64 2.3.2.202 (latest stable release at this moment), with any of these plugins: - Jabo's Direct3D8 1.6.1 - Jabo's Direct3D8 1.6 - Jabo's Direct3D7 1.40 - Jabo's Direct3D6 1.5.2 [quote="Skyrimer3d"]Is there any way to output PJ64 in SBS?[/quote] I have just tried it with all those plugins, and not only it freezes the image until you go out of fullscreen. It locked up my PC HARD after trying to close the emulator / kill the process. Something about trying to use the hotkey for the SBS shader makes the emulator or Windows go crazy. Sorry :(. Try the fix with those same plugins but with another emulator, if they are compatible. Testing results are welcome. Hotkeys: - k: convergence presets (very game dependant). - l: aspect ratio mod. In this order, assuming a stretched 4:3 image: corrected 16:9, non corrected triple monitor, corrected triple monitor, default. You don't need this if you use the widescreen hack of the DX8 plugin. - o: HUD depth presets (usually). Whatever has 0 depth goes to depth. - p: same as above, but with a depth value that catches the skyboxes of Super Mario 64 if the "o" key doesn't work. I didn't force it to full depth just in case it affects something unexpected in another game. With 5 presses, you get 100% depth. For my hotkeys (3Dmigoto) to work, you have to load a rom from your configured ROM directory or the recent list. NOT from the "File -> Open ROM" option, for some reason. Screenshot example: https://u.cubeupload.com/masterotaku/Project64032.jpg The blog post will come tomorrow. It's already more than 2AM here and I have to sleep :p. Edit: hmmmmm, I didn't make a hotkey to disable the HUD, now that I think about it. I'll think about it tomorrow (easy to do, but it will have to be used at your own risk because it could disable things like screen depth rain in some games, for example).
Here's the fix: https://s3.amazonaws.com/masterotaku/N64/N64_3D_Vision_fix.7z

Remember to first install dgVoodoo. I assume you know how to, if you look at the instructions of other fixes of mine. This time I have disabled both checkboxes under "Behavior". If you want, you can get pixelated textures with "Force point sampled" filtering instead of anisotropic filtering.

I've used it with Project64 2.3.2.202 (latest stable release at this moment), with any of these plugins:
- Jabo's Direct3D8 1.6.1
- Jabo's Direct3D8 1.6
- Jabo's Direct3D7 1.40
- Jabo's Direct3D6 1.5.2

Skyrimer3d said:Is there any way to output PJ64 in SBS?


I have just tried it with all those plugins, and not only it freezes the image until you go out of fullscreen. It locked up my PC HARD after trying to close the emulator / kill the process. Something about trying to use the hotkey for the SBS shader makes the emulator or Windows go crazy. Sorry :(.

Try the fix with those same plugins but with another emulator, if they are compatible. Testing results are welcome.

Hotkeys:

- k: convergence presets (very game dependant).
- l: aspect ratio mod. In this order, assuming a stretched 4:3 image: corrected 16:9, non corrected triple monitor, corrected triple monitor, default. You don't need this if you use the widescreen hack of the DX8 plugin.
- o: HUD depth presets (usually). Whatever has 0 depth goes to depth.
- p: same as above, but with a depth value that catches the skyboxes of Super Mario 64 if the "o" key doesn't work. I didn't force it to full depth just in case it affects something unexpected in another game. With 5 presses, you get 100% depth.


For my hotkeys (3Dmigoto) to work, you have to load a rom from your configured ROM directory or the recent list. NOT from the "File -> Open ROM" option, for some reason.


Screenshot example: https://u.cubeupload.com/masterotaku/Project64032.jpg

The blog post will come tomorrow. It's already more than 2AM here and I have to sleep :p.

Edit: hmmmmm, I didn't make a hotkey to disable the HUD, now that I think about it. I'll think about it tomorrow (easy to do, but it will have to be used at your own risk because it could disable things like screen depth rain in some games, for example).

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#17
Posted 08/28/2018 12:21 AM   
[quote="masterotaku"]Here's the fix: https://s3.amazonaws.com/masterotaku/N64/N64_3D_Vision_fix.7z Remember to first install dgVoodoo. I assume you know how to, if you look at the instructions of other fixes of mine. This time I have disabled both checkboxes under "Behavior". If you want, you can get pixelated textures with "Force point sampled" filtering instead of anisotropic filtering. I've used it with Project64 2.3.2.202 (latest stable release at this moment), with any of these plugins: - Jabo's Direct3D8 1.6.1 - Jabo's Direct3D8 1.6 - Jabo's Direct3D7 1.40 - Jabo's Direct3D6 1.5.2 [quote="Skyrimer3d"]Is there any way to output PJ64 in SBS?[/quote] I have just tried it with all those plugins, and not only it freezes the image until you go out of fullscreen. It locked up my PC HARD after trying to close the emulator / kill the process. Something about trying to use the hotkey for the SBS shader makes the emulator or Windows go crazy. Sorry :(. Try the fix with those same plugins but with another emulator, if they are compatible. Testing results are welcome. Hotkeys: - k: convergence presets (very game dependant). - l: aspect ratio mod. In this order, assuming a stretched 4:3 image: corrected 16:9, non corrected triple monitor, corrected triple monitor, default. You don't need this if you use the widescreen hack of the DX8 plugin. - o: HUD depth presets (usually). Whatever has 0 depth goes to depth. - p: same as above, but with a depth value that catches the skyboxes of Super Mario 64 if the "o" key doesn't work. I didn't force it to full depth just in case it affects something unexpected in another game. With 5 presses, you get 100% depth. For my hotkeys (3Dmigoto) to work, you have to load a rom from your configured ROM directory or the recent list. NOT from the "File -> Open ROM" option, for some reason. Screenshot example: https://u.cubeupload.com/masterotaku/Project64032.jpg The blog post will come tomorrow. It's already more than 2AM here and I have to sleep :p. Edit: hmmmmm, I didn't make a hotkey to disable the HUD, now that I think about it. I'll think about it tomorrow (easy to do, but it will have to be used at your own risk because it could disable things like screen depth rain in some games, for example).[/quote] Sad to hear, thanks for trying it though.
masterotaku said:Here's the fix: https://s3.amazonaws.com/masterotaku/N64/N64_3D_Vision_fix.7z


Remember to first install dgVoodoo. I assume you know how to, if you look at the instructions of other fixes of mine. This time I have disabled both checkboxes under "Behavior". If you want, you can get pixelated textures with "Force point sampled" filtering instead of anisotropic filtering.

I've used it with Project64 2.3.2.202 (latest stable release at this moment), with any of these plugins:
- Jabo's Direct3D8 1.6.1
- Jabo's Direct3D8 1.6
- Jabo's Direct3D7 1.40
- Jabo's Direct3D6 1.5.2

Skyrimer3d said:Is there any way to output PJ64 in SBS?


I have just tried it with all those plugins, and not only it freezes the image until you go out of fullscreen. It locked up my PC HARD after trying to close the emulator / kill the process. Something about trying to use the hotkey for the SBS shader makes the emulator or Windows go crazy. Sorry :(.

Try the fix with those same plugins but with another emulator, if they are compatible. Testing results are welcome.

Hotkeys:

- k: convergence presets (very game dependant).
- l: aspect ratio mod. In this order, assuming a stretched 4:3 image: corrected 16:9, non corrected triple monitor, corrected triple monitor, default. You don't need this if you use the widescreen hack of the DX8 plugin.
- o: HUD depth presets (usually). Whatever has 0 depth goes to depth.
- p: same as above, but with a depth value that catches the skyboxes of Super Mario 64 if the "o" key doesn't work. I didn't force it to full depth just in case it affects something unexpected in another game. With 5 presses, you get 100% depth.


For my hotkeys (3Dmigoto) to work, you have to load a rom from your configured ROM directory or the recent list. NOT from the "File -> Open ROM" option, for some reason.


Screenshot example: https://u.cubeupload.com/masterotaku/Project64032.jpg


The blog post will come tomorrow. It's already more than 2AM here and I have to sleep :p.

Edit: hmmmmm, I didn't make a hotkey to disable the HUD, now that I think about it. I'll think about it tomorrow (easy to do, but it will have to be used at your own risk because it could disable things like screen depth rain in some games, for example).


Sad to hear, thanks for trying it though.

All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com

#18
Posted 08/28/2018 07:06 AM   
It's on the blog now: https://helixmod.blogspot.com/2018/08/nintendo-64-jabos-direct3d-plugin-dx11.html Redownload the fix.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#19
Posted 08/28/2018 07:19 PM   
why are you doing this for outdated plugins? Should be doing it for gliden64.
why are you doing this for outdated plugins? Should be doing it for gliden64.

Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate

#20
Posted 08/29/2018 01:01 AM   
Because GlideN64 is an OpenGL plugin, and the existing wrapper for OpenGL divides fps by 2. Would anyone want to play Zelda at 10fps per eye (it would be sequential, so it would be headache inducing)? I don't know if the wrapper works with the emulator. I guess I can try...
Because GlideN64 is an OpenGL plugin, and the existing wrapper for OpenGL divides fps by 2. Would anyone want to play Zelda at 10fps per eye (it would be sequential, so it would be headache inducing)?

I don't know if the wrapper works with the emulator. I guess I can try...

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#21
Posted 08/29/2018 05:10 AM   
Thank you for the fix masterotaku! Will try it as soon as I get my N64 controller back. This is really great. Expect a donation later on in september when I've tried some of your other fixes as well. I mean august is almost over already and just testing your great fixes will take time.
Thank you for the fix masterotaku!

Will try it as soon as I get my N64 controller back.

This is really great. Expect a donation later on in september when I've tried some of your other fixes as well.
I mean august is almost over already and just testing your great fixes will take time.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

#22
Posted 08/29/2018 06:26 AM   
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