Update RT64 and shader cache, add decals to N64 effect list in readme, bump version number to 1.0.0-rc2

This commit is contained in:
Mr-Wiseguy 2024-05-06 22:47:31 -04:00
parent b89d9c8508
commit c898edd749
5 changed files with 7 additions and 8 deletions

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@ -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. 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 #### 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 #### 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. 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.

@ -1 +1 @@
Subproject commit 66057e8d513092c9e58d845ac605105a813fb73e Subproject commit d64100a058b6fa6185be9a2754a197b31f050467

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@ -6,7 +6,7 @@
#include "nfd.h" #include "nfd.h"
#include <filesystem> #include <filesystem>
std::string version_number = "v1.0.0-rc1"; std::string version_number = "v1.0.0-rc2";
Rml::DataModelHandle model_handle; Rml::DataModelHandle model_handle;
bool mm_rom_valid = false; bool mm_rom_valid = false;

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@ -249,11 +249,10 @@ void ultramodern::RT64Context::load_shader_cache(std::span<const char> cache_bin
// TODO figure out how to avoid a copy here. // TODO figure out how to avoid a copy here.
std::istringstream cache_stream{std::string{cache_binary.data(), cache_binary.size()}}; std::istringstream cache_stream{std::string{cache_binary.data(), cache_binary.size()}};
// TODO update shader cache if (!app->rasterShaderCache->loadOfflineList(cache_stream)) {
//if (!app->rasterShaderCache->loadOfflineList(cache_stream)) { printf("Failed to preload shader cache!\n");
// printf("Failed to preload shader cache!\n"); assert(false);
// assert(false); }
//}
} }
RT64::UserConfiguration::Antialiasing ultramodern::RT64MaxMSAA() { RT64::UserConfiguration::Antialiasing ultramodern::RT64MaxMSAA() {