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Posts: 557 | Thanked: 370 times | Joined on Apr 2010
#133
Originally Posted by javispedro View Post
Anything you'd like before I upload binaries? (special plugin settings, compiler optimizations to test... ? ).
That's awesome! Very happy you've gotten around to it.

Just ensure blight is still in there.... as Pandora is still not using it (as I don't believe they have libsdl ported)... it's far more open than the one developed for Pandora. Also any chance you could give a go at compiling their GUI (if its at all available... I couldn't seem to find it) and it isn't at all difficult.

I'd also love for you to post up what you've done (in as advanced terms as you like), as the few others that have tried this couldn't get passed the OpenGL dependecies without getting errors (See page ?3? of the thread). That way someone else may be willing to tackle the job of packaging it and adding a GUI.

Originally Posted by javispedro View Post
Oh, wow. Seems that there's a regression in today's gles2n64, cause I got yesterday's (revision 16) and now there is a noticeable speed bump (mario64 bowser's battle demo gets + ~5fps).

Also with today's I get graphical corruption in zelda textures.
I'd say grab the version of the same date of the latest release on Pandora site. Reading some of the developer information it seems he tries different things on different days. Also seems a lot of what he is currently doing is game compatibility. Not so much framerate (and performance in general) increase (although Pandora forums claim a lot of it). There are videos of Perfect Dark (slow), Mario Tennis and Super Smash Bros... all of which crash on the current version.

Originally Posted by slartibartfass View Post
No, regular saving doesn't work, at least not in oot.
Because you need to enable the memory pack in blight_input I believe.
 

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