![]() However, there are many custom microcodes, created by other developers. Most of Nintendo microcodes are documented and their implementations work without issues. HLE mode has its own issues caused by incomplete or missing implementation of game's microcode. Most users prefer to use GLideN64 in High Level Emulation mode (HLE), which not only runs much faster than Low Level Emulation (LLE) but also allows them to use widescreen mode and per-pixel lighting. Many special code required to emulate it properly. The way this game programmed makes it hard to emulate on PC hardware. Long awaited support for Resident Evil 2.Fixed lots of old issues, the frame buffer emulation code became simpler. ![]() It was very large and complex work, but the results were rewarding. After the code refactoring I made major modification of frame buffer and video interface emulation.With VAO/VBO support it became possible to use OpenGL core profile and finally port GLideN64 to MacOsX. The more your GPU can do, the better and faster result you will get. Thus, the same code works without recompilation for GL ES 2.0, GL ES 3.X, OpenGL 3.X, OpenGL 4.X. The refactoring allowed me and other developers to make OpenGL back-end dynamically adoptable for abilities of user's GPU. Main code works with graphics via proxy class, which passes graphics call to a graphics back-end. Currently there is one back-end, which uses OpenGL. Direct calls to graphics API totally removed from main code. ![]()
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