mupen64plus-libretro-nx
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[GLideN64 RDP] "Native res. 2D texrects" (enableNativeResTexrects) is broken
As the title says, "Native res. 2D texrects" doesn't work properly with the core, here are a few games with the option automatically enabled from "GLideN64.custom.ini" and their comparison with Mupen64Plus and Poject64 (using GLideN64 plugin of course):
Game | Mupen64Plus-Next | standalones |
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40 Winks | ![]() |
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Goemon's Great Adventure | ![]() |
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Kirby 64 - The Crystal Shards | ![]() ![]() |
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Mario Kart 64 | ![]() |
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San Francisco Rush - Extreme Racing | ![]() |
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- 40 Winks: black background on some 2D elements, it's even worse with CXD4 or ParaLLEl RSP (same result as having "Native res. 2D texrects" set to "Unoptimized"):
compare the candle flame and the "PRESS START" text with HLE.
- Goemon's Great Adventure: black background on some 2D elements.
- Kirby 64 - The Crystal Shards: this one is more subtle, you may have to open the image in its real size to notice it, but there are visible white outlines on the "Start" text and the left and top borders of files 2 and 3. Different result if "Background Mode" is set to "Stripped" or if using CXD4 or ParaLLEl RSP instead:
the %age text font becomes ugly and file 3 is entirely blacked out, if I go over file 3 then it appears and file 2 becomes blacked out. edit: Added a 2nd screenshot with much more visible glitches, you can see white outlines around "Boss Battles" title, red outlines in the drawings and a vertical line in the middle of the background.
- Mario Kart 64: well known issue of the characters portraits being black and also invisible selection box on the main menu.
- San Francisco Rush - Extreme Racing: instead of being transparent, the HUD elements on the top of the screen have a black background.
Tested on Windows 10 and a Linux Mint VM. As a workaround, enabling "Less accurate blending mode" seems to get rid of most of these issues (outlines on Kirby 64 are still visible tho).
I tried to bisect but looks like it's been acting like this for a while? I compiled a random commit from 2020 and it's already broken.
Yea its a old issue. I think it was a gliden regression with smth
https://github.com/gonetz/GLideN64/issues/2506
Hm idk, it doesn't look like the issues I'm having. Also the random commit I compiled when I wanted to bisect was from October 2020 (3a9be278d69c37cacadddb366bc843bb70a18057) and the glitches were already happening, so way before that regression mentioned in the issue you linked.
I think it happened shortly after native res factor was added
So, I found that the only way to fix this bug is to put "Texture Enhancement" as "As Is"
So, I found that the only way to fix this bug is to put "Texture Enhancement" as "As Is"
It introduces new issues tho (click pics to enlarge, barely noticeable otherwise):
SFR the UI is messed up | 40 Winks you can see the separation between tiles/textures/whatever it's called |
---|---|
MK64 horizontal lines on title screen | you can see the separation between tiles in the portraits (easier to notice on Mario and Bowser) |
Goemon again you can see the separation between tiles in the background | Kirby no changes |
So yeah... :p And I mentioned the issue on a N64 Discord few months ago but no one seemed to know what's causing this, so my hopes for a fix are pretty low atm 😓
To refresh the topic a bit, the bugs are still present, let's see if they give it a review and update the core and plugin.
Another problem that is observed is that when activating this option, a blue outline is created in the menus that is not present in the Standalone version.