diff --git a/README.md b/README.md index 9d93aee..d5ee804 100644 --- a/README.md +++ b/README.md @@ -31,7 +31,7 @@ A CPU supporting the AVX instruction set is also required (Intel Core 2000 serie Simply provide your copy of the North American version of the game in the main menu and start playing! This project will automatically load assets from the provided copy, so there is no need to go through a separate extraction step or build the game yourself. Other versions of the game may be supported in the future. #### Fully Intact N64 Effects -A lot of care was put into RT64 to make sure all graphical effects were rendered exactly as they did originally on the N64. No changes or "hacks" were made to replicate these effects, with the only modifications to them being made for enhancement purposes such as widescreen support. This includes framebuffer effects like the grayscale cutscenes and the Deku bubble projectile, depth effects like the lens of truth, accurate lighting, shading effects like the fire arrows and bomb explosions, and various textures that are often rendered incorrectly. +A lot of care was put into RT64 to make sure all graphical effects were rendered exactly as they did originally on the N64. No changes or "hacks" were made to replicate these effects, with the only modifications to them being made for enhancement purposes such as widescreen support. This includes framebuffer effects like the grayscale cutscenes and the Deku bubble projectile, depth effects like the lens of truth, decals such as shadows or impact textures, accurate lighting, shading effects like the fire arrows and bomb explosions, and various textures that are often rendered incorrectly. #### Easy-to-Use Menus Gameplay settings, graphics settings, input mappings, and audio settings can all be configured with the in-game config menu. The menus can all be used with mouse, controller, or keyboard for maximum convenience. diff --git a/lib/rt64 b/lib/rt64 index 66057e8..d64100a 160000 --- a/lib/rt64 +++ b/lib/rt64 @@ -1 +1 @@ -Subproject commit 66057e8d513092c9e58d845ac605105a813fb73e +Subproject commit d64100a058b6fa6185be9a2754a197b31f050467 diff --git a/shadercache/mm_shader_cache.bin b/shadercache/mm_shader_cache.bin index a89d81f..d07bdd9 100644 Binary files a/shadercache/mm_shader_cache.bin and b/shadercache/mm_shader_cache.bin differ diff --git a/src/ui/ui_launcher.cpp b/src/ui/ui_launcher.cpp index 83742fa..e552ca4 100644 --- a/src/ui/ui_launcher.cpp +++ b/src/ui/ui_launcher.cpp @@ -6,7 +6,7 @@ #include "nfd.h" #include -std::string version_number = "v1.0.0-rc1"; +std::string version_number = "v1.0.0-rc2"; Rml::DataModelHandle model_handle; bool mm_rom_valid = false; diff --git a/ultramodern/rt64_layer.cpp b/ultramodern/rt64_layer.cpp index e56a2fa..db7a1bd 100644 --- a/ultramodern/rt64_layer.cpp +++ b/ultramodern/rt64_layer.cpp @@ -249,11 +249,10 @@ void ultramodern::RT64Context::load_shader_cache(std::span cache_bin // TODO figure out how to avoid a copy here. std::istringstream cache_stream{std::string{cache_binary.data(), cache_binary.size()}}; - // TODO update shader cache - //if (!app->rasterShaderCache->loadOfflineList(cache_stream)) { - // printf("Failed to preload shader cache!\n"); - // assert(false); - //} + if (!app->rasterShaderCache->loadOfflineList(cache_stream)) { + printf("Failed to preload shader cache!\n"); + assert(false); + } } RT64::UserConfiguration::Antialiasing ultramodern::RT64MaxMSAA() {