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WIP builds. #885

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phly95 opened this issue Mar 2, 2016 · 170 comments
Closed

WIP builds. #885

phly95 opened this issue Mar 2, 2016 · 170 comments

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@phly95
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phly95 commented Mar 2, 2016

On https://github.com/gonetz/GLideN64/releases the last release was posted 8 months ago. Any plans to compile new releases there?

@DerekTurtleRoe
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@phly95 Not until another release. 😆

@phly95
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phly95 commented Mar 2, 2016

What about a nightly release?

@phly95
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phly95 commented Mar 2, 2016

Like dolphin

@DerekTurtleRoe
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@phly95 Well, I don't know if you know about this, but he has been posting test builds in the various issues on this GItHub repository. Those have newer changes and also contain fixes for various encountered issues. 😄

As for nightlies or a buildbot or something, I would be all for it! I test the latest version whenever I can, so it would take a few steps out if I could just download the latest versions.

You can also check EmuCR.com in the meantime, if you are brave enough to try development builds. 😨

@Nes-player4Life
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@gonetz Please build a suitable release, for us donors at least.
Thanks.

@phly95
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phly95 commented Mar 3, 2016

Oh yeah, emucr is pretty awesome.

@DerekTurtleRoe
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@Nes-player4Life I keep forgetting some people donated for this to become a reality. We probably should do nightly builds, then.

@phly95 Well, you have to be careful sometimes. EmuCR doesn't always get every build correct. But I like to use it for quick tests and just to see new features and stuff.

@gonetz
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gonetz commented Mar 3, 2016

Last week master:
https://drive.google.com/file/d/0B0YqMPjGo3B2RDgwUjJGZTVnRHM/view?usp=sharing

About plans: I have to fix issues with new features, fix open regressions issues. Then it can be marked as new release.

@Nes-player4Life
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Thanks gonetz!

@Krutonium
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@vgturtle127 It shouldn't be too hard to make AppVeyor do builds, and you can have it upload artifacts - @gonetz Would need to look into it though, afaik it's limited to owner/contributors.

@DerekTurtleRoe
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@PFCKrutonium Oh, can you download AppVeyor builds? I thought it just built them to make sure all the changes didn't cause issues...

@gonetz
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gonetz commented Mar 6, 2016

@Krutonium
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@vgturtle127 Indeed you can - OpenRCT2.org/Download in fact uses AppVeyor Artifacts (only ones from a merge though). (If you look around in there enough, all of the artifacts are there I think.)

@DerekTurtleRoe
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@PFCKrutonium Oh, cool! I did not know that. Maybe I should get some AppVeyor stuff setup in some of my repos, then.

@gonetz
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gonetz commented Mar 13, 2016

@Nes-player4Life
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Thanks.

@gonetz
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gonetz commented Mar 20, 2016

This week master:
https://drive.google.com/file/d/0B0YqMPjGo3B2TTE0VzljR0Z6M3M/view?usp=sharing
hotfix for custom window resolution:
https://drive.google.com/file/d/0B0YqMPjGo3B2dDNpVExoNldMamM/view?usp=sharing

you welcome :)

@nileplumb
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Thanks gonetz! Had some issues with the emuCR builds on occasion not loading textures etc glad to see builds here now looking forward to next 'stable release'

@DerekTurtleRoe
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@gonetz Thanks! This is really speeding up my initial testing.

@DonelBueno
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Are you going to compile this week's master?

Thanks in advance.

@gonetz
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gonetz commented Apr 2, 2016

Yes

@oddMLan
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oddMLan commented Apr 2, 2016

Now that you are on it, would you kindly upload your current GlideNUI.lib file so we can compile the releases ourselves without installing gigabytes of QT onto our systems? I have a 32GB SDD and don't ask me how I was able to install Visual Studio 2015 onto it, right now I only have around 3GB of free space left.

@gonetz
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gonetz commented Apr 3, 2016

This week master:
https://drive.google.com/file/d/0B0YqMPjGo3B2VUpVbzlXSWYwTlk/view?usp=sharing

current GlideNUI.lib (MSVS 2013 release build):
https://drive.google.com/file/d/0B0YqMPjGo3B2N3djUk9oSkdxTmM/view?usp=sharing

@DerekTurtleRoe
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@oddMLan I have a 120GB SSD and with Windows and all the applications I normally use installed I have similar issues. It's the main reason I don't have Visual Studio installed right now. 😞

@gonetz Thanks so much for this!

@gonetz
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gonetz commented Apr 10, 2016

@gonetz
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gonetz commented Apr 24, 2016

No master builds this week.
Check this for something new:
#970

@oddMLan
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oddMLan commented May 7, 2016

Could you upload GLideNUI.lib for Visual Studio 2015? I can't use that one since Visual Studio 2015 complains about linking errors due to target mismatch since that one was compiled for Visual Studio 2013 :(

@gonetz
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gonetz commented Dec 3, 2016

@Gameplayer64 Hacked roms may have all kind of issues. Try to disable frame buffer emulation to get rid of errors.

@SmashSWiOP
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Thank you for your answer, but I have frame buffer already disabled. And I have the same issue with the normal Ocarina of Time Rom (unhacked).

@AmbientMalice
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@Gameplayer64 So you're using the latest WIP build?

@gonetz
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gonetz commented Dec 4, 2016

New GUI merged to master. Current state:
https://drive.google.com/file/d/0B0YqMPjGo3B2TDJNaldPcnJuZTg/view?usp=sharing

Need to be checked for regressions and texture corruption issues.

@SmashSWiOP
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Yes, of course i use the newest verison. And also i have this Issue only with Glide N64

@shinra358
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So nobody's gonna address the save texture to disk crash, the computer slowdown afterward, or the black screen that happens after you restart the emu and close it down again?

@weinerschnitzel
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Relax, the black screen could very well be fixed, as it was deemed related to #975. Do you have tickets for those other issues you are asking about? Ill gladly test them on my end to see if I can reproduce them.

@shinra358
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Nope just put them all here a few posts ago. Nobody seemed to acknowledge them so I was under the impression that nobody believes me again :P All were in a vid I posted above.

@weinerschnitzel
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It says the video is unavailable for me.

Just as a general rule, if it does not have a ticket, it is not tracked and people will overlook it.

Like I said I'll gladly test and give feedback. Let's make sure we have tickets to discuss on first.

@shinra358
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Great, nobody bothered to tell me, tsk tsk tsk. Okay, I set it to unlisted instead of private. You should be able to see it now.

@weinerschnitzel
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@shinra358,

To be fair this is a very long thread that mostly gets used to grab the latest build. So much gets tl;dr'd.

Please make separate issues for:

  1. High resolution texture alignment
    a. make sure you test again with the latest WIP build gonetz posted.
    b. Take a screenshot where there is texture misalignment

  2. The crashing from switching full screen and windowed is known with intel cards and is related to Random texture corruption, possible instability. #975
    a. @oddMLan and I have noticed this, but I don't think either of us have created a new ticket specific for intel. Let's make one if it is still reproducible on the latest build
    b. Write the steps as best as you can and include the youtube video second. It helps to reference the issue without watching a 15 minute video.
    c. Also with linking the video, please provide a link to when the bug triggers.

@shinra358
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Ok, I'll do that when I get off work.

@weinerschnitzel
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Thanks!

@gonetz
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gonetz commented Dec 11, 2016

@shinra358
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which particular issue should we be paying attention to that is now fixed in this build?

@gonetz
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gonetz commented Dec 12, 2016

No particular issue. The main purpose of this build is to double check that we don't have new regressions.

@gonetz
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gonetz commented Dec 13, 2016

Update. Fixed #1292. Fixes in GUI. Release Candidate 2:
https://drive.google.com/file/d/0B0YqMPjGo3B2bk51SVo1NjRYMFk/view?usp=sharing

@gonetz
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gonetz commented Dec 15, 2016

Update.

  • Fixed bug with DePosterization , Xbrz issues #1301. The feature did not work since the moment it was merged to master, and only now I got clear signal that something is wrong.
  • Gillou68310 made accurate implementation of Golden Eye microcode. Golden Eye microcode is custom modification of standard F3D. See Goldeneye 007 ucode #1300 for details. New implementation brings no visible changes; the game runs as before. Added some tuning in internal mechanics, to support differences from F3D.

Binary:
https://drive.google.com/file/d/0B0YqMPjGo3B2RDB6cm5VLUZCWXc/view?usp=sharing

@gonetz gonetz mentioned this issue Dec 15, 2016
@budtz
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budtz commented Dec 15, 2016

A small issue in OOT
img_4486

its only here at the hill in the bottom right corner of the screen (or top left if the image is upside down) there is a strange texture bug maybe - it follows link as he runs up the hill and then goes away. I dont know if this is related to gliden64 or the emulator

Also. is there a way to fix the lines in the protraits in mario kart?

@gonetz
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gonetz commented Dec 16, 2016

Problem with road texture in Zelda is plugin related. Decal textures not always work right. 'N64 depth compare' option may help.

Mario cart portraits: use native resolution if this issue bothers you. 2D fixes options also may help.

@fzurita
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fzurita commented Dec 17, 2016

One interesting thing I have noticed is that using 4xBRz filtering also fixes the Mario kart portraits. I haven't tried other filtering methods.

@budtz
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budtz commented Dec 19, 2016

Thx.

The 2d fixes do not help but the 4xBRz filtering does

havnt tried N64 depth compare

@gonetz
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gonetz commented Dec 20, 2016

Current master:
https://drive.google.com/file/d/0B0YqMPjGo3B2TkVuUF8tTldQN3c/view?usp=sharing

Added ucode for Zelda MM: #848
It brings no visible changes for users.

@gonetz
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gonetz commented Dec 21, 2016

Update:
https://drive.google.com/file/d/0B0YqMPjGo3B2Z0RmVGE5TkdvZms/view?usp=sharing

Corrected ucode for Zelda MM: #848
Removed ucode for Star Wars Shadows of Empire: #1304
Still there should be no visible changes for users.

@gonetz
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gonetz commented Dec 22, 2016

Update:
https://drive.google.com/file/d/0B0YqMPjGo3B2U2xYaWRuc1dlUHc/view?usp=sharing

Minor GUI fixes: #1306
More ucode refactoring: #1307

@gonetz
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gonetz commented Feb 7, 2017

This thread became too long. Closed

@gonetz gonetz closed this as completed Feb 7, 2017
@DerekTurtleRoe
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@gonetz I was wondering when you were going to close it. 😆

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